Graalians

Graalians (https://www.graalians.com/forums/index.php)
-   Classic Future Improvements (https://www.graalians.com/forums/forumdisplay.php?f=26)
-   -   Guild Fort Mechanics (https://www.graalians.com/forums/showthread.php?t=33690)

Areo 01-18-2016 10:53 PM

Quote:

Posted by Aguzo (Post 662405)
You said that being in one guild would bring "very bad consequences"

"ninja guild leader wants to be in another guild"

...You can just leave the guild, and join another one if you don't like it. Don't see how a limitation of one loyal guild will suddenly disable you from leaving a guild that you don't like. Way better that you find a good guild that has nice people, than being in 20+ random guilds, that you stay in because "oh the tag has a cool name", "oh it was a social guild that died after 3 days", "old spar guild".

Oh, I didn't mean being in one guild. I meant making the change would have bad consequences. Could've clairfied that a bit more. I said after the statements that "if they had implemted this from the get go it would be fine".

I never said it would stop you from leaving a guild you disliked. What I stated was that when you would update it to being in one guild only, I assumed you would get a message displayed as so "Please choose what guild you would like to stay in" and having your guild list appear.

So, I theorized that what if you were to choose a guild, that'd be your choice. But, then later that day, the leader of that guild logs on and chooses a different guild to stay in. Would the guild be disbanded? Would you be given leadership? That's what the thought was.

And yeah, you could just say "you can always find a new guild" but that doesn't really fix the problem, since you'd have that happen to plenty of people.

I wasn't debating the legitamcy of the one guild system, I was debating the implementation. It could totally be implemted in another way, I was just illustrating possible problems with said implementation, and a question that'd you'd have to answer.

Aguzo 01-18-2016 11:30 PM

Yes, the guild would be disbanded. Just like in most games.

Areo 01-18-2016 11:34 PM

Quote:

Posted by Aguzo (Post 662416)
Just like in most games.

Whats games are you referring-... Nvm, this is pointless. Moving on

GOAT 01-19-2016 01:18 AM

I forgot who mentioned it, but I'm still waiting for a guild leader board that takes every aspect of graal into account: kills, spar wins, GS wins, tower hours, baddy kills, loot collecting, bug collecting, and whatever else I'm missing.

deadowl 01-21-2016 02:39 AM

1 Attachment(s)
Quote:

Posted by Rufus (Post 662060)
I'm sorry but 'one guild limit' isn't going to happen. With a guild limit of 25 members it would be too anti-social to expect people to stick to one guild tag at all times.

Rufus, I just recently got out my old external HDs and found a screenshot of the first tower battle on Classic post-wipe.

Attachment 20728

The guild system on iClassic is very different than it was then. I don't believe there were limits to guild membership. There was, however, certainly a tendency for established guilds to suck up all the talent (Ventrue/US). At the same time there wasn't a tendency for people to kick/add with the frequency that they do now. I imagine the reason is the economics of holding a fort vs the economics of loyalty. Charge gralats for guild kicks and it will improve the loyalty issue. In that sense, hardcore guilds will be more selective, and casual guilds can go on their merry way.

Meanwhile, in terms of towering, I consider that above screenshot as a proof-of-concept for towering in rounds. A guild had to hold the flag for two minutes to win a round, and there was a 15 second grace period between rounds. That screenshot was taken when the player count was well under 100 on Classic, but it looks like it could have been taken today. That model can be extended such that guilds can choose their battles and have a W-L record. The current model grants merit for grinding away, which is boring. The grinding model also complicates guild loyalty.

What is the general concept/plan, and the reasoning for such, behind guilds right now? Feel free to PM me if you don't want it to be public.

metal 01-21-2016 02:44 AM

Quote:

Posted by deadowl (Post 663100)
Rufus, I just recently got out my old external HDs and found a screenshot of the first tower battle on Classic post-wipe.

Attachment 20728

The guild system on iClassic is very different than it was then. I don't believe there were limits to guild membership. There was, however, certainly a tendency for established guilds to suck up all the talent (Ventrue/US). At the same time there wasn't a tendency for people to kick/add with the frequency that they do now. I imagine the reason is the economics of holding a fort vs the economics of loyalty. Charge gralats for guild kicks and it will improve the loyalty issue. In that sense, hardcore guilds will be more selective, and casual guilds can go on their merry way.

Meanwhile, in terms of towering, I consider that above screenshot as a proof-of-concept for towering in rounds. A guild had to hold the flag for two minutes to win a round, and there was a 15 second grace period between rounds. That screenshot was taken when the player count was well under 100 on Classic, but it looks like it could have been taken today. That model can be extended such that guilds can choose their battles and have a W-L record. The current model grants merit for grinding away, which is boring. The grinding model also complicates guild loyalty.

What is the general concept/plan, and the reasoning for such, behind guilds right now? Feel free to PM me if you don't want it to be public.

I love the idea of charging gralats to kick people, even if its something small like $125 that would greatly discourage spam invites and kicking by tower guilds, and force them to be more selective. One thing I would add though is being able to kick people without charge if they havent been on for a few days, this way new players who started their own guilds dont get shanked by the prices, and huge tower guilds still get the price penalty due to them basically needing to kick people on a daily basis.

Edit: After further thinking I though about what if you invite a player to your guild, hes a huge dickwad and you cant kick him due to you being brook? Well what we could add is a new power called "Blacklist" or "Suspend" to guild leaders(or leaders could give it to their trusted members) in which a player is still part of the guild but they are not allowed to use the guild chat. This way they could effectively get rid of that person and the only downside is that they're down a slot for a few days.

Feel free to critique.

Comyt 01-22-2016 09:07 PM

how about kicking a player/leaving a guild = they cannot rejoin for 24 hours? but then they would just make a new account...

DanteGraal 01-22-2016 10:00 PM

Related to guild loyalty:

A player cannot guild spar for points at Battle Arena or hit the flag in towers unless the player has been in the guild for at least a period of one week (whatever amount of days the admins like the most). During the first week in the guild, the player can still guild spar at Belle's GS Arena and he/she can still tower and help out with player killing, so the player can still be quite useful the moment he/she joined the guild. I think this would fix a good portion of the loyalty issue.

Red 01-22-2016 10:06 PM

Quote:

Posted by DanteGraal (Post 663574)
Related to guild loyalty:

A player cannot guild spar for points at Battle Arena or hit the flag in towers unless the player has been in the guild for at least a period of one week (whatever amount of days the admins like the most). During the first week in the guild, the player can still guild spar at Belle's GS Arena and he/she can still tower and help out with player killing, so the player can still be quite useful the moment he/she joined the guild. I think this would fix a good portion of the loyalty issue.

wb dante :)

Gitaz 01-22-2016 11:00 PM

DANTEEE


All times are GMT. The time now is 12:07 AM.

Powered by vBulletin/Copyright ©2000 - 2026, vBulletin Solutions Inc.