Email: Password:
Codename Entertainment
 | Page 1 2
Improved Guild System Incoming!

886 Posts
Link to post - Posted May 12th 2015 at 12:06 PM
Last Edited May 12th 2015 at 12:26 PM
David Whittaker (CNE Dev)
Hi Everyone,

We have some significant upcoming changes to the guild system that we wanted to give everyone a heads up on.

The goals of these new changes include:

- Building up a guild to max level is a longer term project that requires the dedication and participation of its members.
- Allowing players to actively help build the guild in more interesting ways than just contributing gold.
- Give players bigger benefits from being in a guild.
- Providing a way for guilds to compete with each other for stature.


With that in mind we have added a number of features and made some significant changes.

Guild Points
Guild Points will be needed by the guild to upgrade buildings and guild level. Guild points will be earned by completing guild tasks with other members of your guild.

Daily Guild Tasks
Daily Guild Tasks provide ways to earn points for your guild by doing multiplayer runs with guild members, doing special guild bounty runs, as well as contributing gold or Shardium to the guild, or crafting guild items. A list of guild tasks and the points earned each day has been added to the guild dialog.

The Guild Barracks
The Guild Barracks is a new building that controls the number of members you can have as well as increasing your max points per day.

The Guild Bounty Hall
Like the Brotherhood Bounties the Guild Bounty hall provides multiplayer bounties you can complete with your guild mates to earn guild points.

Guild Rankings
Guilds will be ranked on wealth and points.

Guild Shardium
Guild members will be able to contribute Shardium to the guild. Guild Shardium will be used to reduce cooldowns and buy guild buffs. Previously only the guild leader could use his/her personal Shardium to reduce guild cooldowns.

Guild Log
A log of all the actions taken by the guild and its members will be available on the Guild Log tab, this includes, points earned, buildings upgrade, members promoted/demoted, invites, kicks, contributions, etc.

Guild Buffs
Guild buffs are guild wide buffs that decrease guild store costs, increase xp earned, and improve the power of skills gained from the guild skill tower. These will be bought with guild wealth or shardium and last 24 or 48 hours.

Reduced Guild Cooldowns
All of the guild building cooldown times have been significantly reduced. Maxing out at 48 hours.

Substantially Improved Skill Tower Skills.
All of the values of the buffs in the Skill Tower have been increased.
Attack - 20 to 500 over 10 levels - previously 3 - 30
Armor/MR 10 to 250 over 10 levels - previously 2 - 20
Health 200 to 5000 over 10 levels - previously 5 - 50
Speed 2 - 50 over 10 levels - previously 1 - 10

Increased Guild Building Costs
Guild buildings will now cost guild points, and additional wealth. These cost increases are representative of the additional bonuses that you get for having a high level guild.

With all of these major changes particularly to the balance and cost of leveling up the guilds we are going to do a GUILD RESET. The guild reset will do the following:

- Reset guild level to 1 and building levels to 0
- Refund all guild wealth spent leveling the guild and the buildings
- Credit Guild Shardium for based on guild level to get guilds back up to speed. Current credit values for guild levels 2-10 are 25,50,100,150,200,250,300,400,500 Guild Shardium.
- Refund individuals contribution spent on skill tower skills

The size, and bonuses granted by a current level 10 guild are about the same as a level 3 to 4 guild in the new system. The Guild Shardium granted should help in reducing the cooldowns to get your level 10 guild up to level 3 / 4 in the new system quickly.

We are working to get these changes in by the end of the week.

Please follow up with any questions, concerns you may have.

-David

232 Posts
Link to post - Posted May 12th 2015 at 12:33 PM
Andaho
I have over 20,000 guild contribution tokens saved up... what will happen to that?

886 Posts
Link to post - Posted May 12th 2015 at 12:34 PM
David Whittaker (CNE Dev)
Nothing with happen to saved contribution. You will still have it.

40 Posts
Link to post - Posted May 12th 2015 at 12:37 PM
dansonage
What is the ETA on these changes? (they sound great!) Will it be after the jungle update? And how imminent is the jungle now? (you said a couple of weeks about 3 weeks ago!)

38 Posts
Link to post - Posted May 12th 2015 at 12:40 PM
Geoff Letkemann
Hey guilds take lumber to build don't they? Let's hope...:-)

886 Posts
Link to post - Posted May 12th 2015 at 12:41 PM
David Whittaker (CNE Dev)
Hi Dansonage,

As per above "We are working to get these changes in by the end of the week."

They will be in before the Jungle. The Jungle is also very close to being ready. We are in the polish and balance phase.

-David

52 Posts
Link to post - Posted May 12th 2015 at 1:24 PM
Annie
What is going to happen with the number of guild members? If the guild is reset to level 1, and there are more members than normally it would allow at that level, won't this be a problem?

6 Posts
Link to post - Posted May 12th 2015 at 1:57 PM
Direfalcon
Another question to follow on from Annie's (not that we have as many members to worry about) - what about the shardium used to remove cooldowns on the way to getting guilds to current level 10 buildings? Will there be any refund of this? Or is this considered to be covered in the 500 guild shardium?

886 Posts
Link to post - Posted May 12th 2015 at 2:08 PM
David Whittaker (CNE Dev)
Hi Annie & Dire,

If you have more members than allowed your guild will simply not be able to add new members until the member number is less than the member cap.

For most guilds the 500 guild shardium should cover it. Only a small number of players spent a lot of shardium to reduce guild cooldowns, but If you are one of those players we can make adjustments to how much guild shardium you have on an individual basis. We have some records, but not all records of what was spent but we will confirm with what we have if you put in a request via a ticket.

-David

15 Posts
Link to post - Posted May 12th 2015 at 4:24 PM
MadPlaid
How will guild merges work? My guild has been talking to another about a merge, and I'd like to know if there's a relatively painless way of doing it. As it stands, I would have to wait in my guild until all the old members migrated, then leave. Is there an easier way of doing this?

886 Posts
Link to post - Posted May 12th 2015 at 9:27 PM
David Whittaker (CNE Dev)
Hi MadPlaid,

We don't have a system in place for guild merges. As it stands players would have to leave their current guild and be invited to a new guild.

-David

25 Posts
Link to post - Posted May 12th 2015 at 10:21 PM
Chrismaz
So, how did you fix the way for the guilds to compete? Automatically or a real time strategy?

221 Posts
Link to post - Posted May 12th 2015 at 11:33 PM
Elharith
A concern was raised by one of our guild members about the daily guild tasks. Some of our members are on the "morning shift" when very few other guild players are online, and there are insufficient players to make a complete guild run. Currently, they run with players from other guilds. How will this be addressed?

6 Posts
Link to post - Posted May 13th 2015 at 8:58 AM
Direfalcon
Hi David,

A couple of questions: firstly you talk about guild bounties and daily guild tasks etc. Will these use up our MP instances and SP stamina or will this be separate?

Another question - you talk about guild points in terms of being used to upgrade guild buildings. You also mention the guild barracks will control member numbers and potential max points per day. How big is the intended cap on the daily points? i.e. approximately how many daily points can an active player generate, and how many active players would it take to reach the caps? I guess what I am saying here is, is this system designed to benefit guilds of all shapes and sizes? Or will larger guilds get a benefit over small guilds this way.

Thanks
Dire

886 Posts
Link to post - Posted May 13th 2015 at 9:02 AM
David Whittaker (CNE Dev)
Hi Chrismaz,

No direct competition in this update, that is going to take more time. Just leader boards for now, most tasks completed etc.

Hi Elharith,

You can invite other players to your guild runs. Points are given for each guild member participating provided at least 2 guild members participate.

-David

886 Posts
Link to post - Posted May 13th 2015 at 9:12 AM
David Whittaker (CNE Dev)
Hi Dire,

Running a multiplayer instance with your guild mates is one of the tasks, it credits for any multiplayer, multiplayer bounty, or guild multiplayer bounty (yes that last one is a double credit for guild points). They will use your mp instances. No single player content yet, focus is on doing things with guild mates.

The more members you have the easier it will be to reach the daily max, but it is not set so high that a small group of dedicated members couldn't reach it. When a guild gets to max level however the cap is removed, then having more members will be most helpful in getting up the guild rankings.

Long term we want to have some guild vs guild battle modes, which wouldn't benefit quite so much from having a maxed out member list, just having really powerful members. For now however the guild that will end up top ranked will be the one doing the most tasks with their members.


-David

65 Posts
Link to post - Posted May 13th 2015 at 9:25 AM
Last Edited May 13th 2015 at 9:29 AM
bigfat-and agry ranting-rasta
would it not be better to attribute points to every player for their respective guild?
Every player uses 3 runs to get his dayly frag dose and the left over two are used to help lower rank players or to replace quitters.
As it is now this works pretty universally and there are no "guildbiases". If you make only runs count with 2 or more players (of one guild) then it is no longer likely that people are willing to help out other guilds/ stuck players and form mixed teams. This is imo an essential point adding towards the strength of the community. (the odds even worsen when we get a 4th possible MP in jungle)

To prevent this make "guildruns" independent from the 5 instances and remove frag drops there. Let them be started from some "Guild shardgate" and limit them to 3 if you must. Or as said above let each player earn his contribution for guildruns independent from team composition .....

886 Posts
Link to post - Posted May 13th 2015 at 10:04 AM
David Whittaker (CNE Dev)
Hi Bfr,

The task is to run a multiplayer mission with at least one other member of your guild. So if there are no members of your guild on the run its not really a guild activity.

How much this will effect player willingness to help other non-guild members is certainly a question, and remains to be seen. Certainly there will be some contention but other factors will come into play such as if your guild is already maxed for the day.

Guild rankings is going to add some competition between guilds, hopefully friendly. There will always be players and guilds who are very serious about competing and won't help others, and there will be players and guilds who are more into having fun than being the absolute top. Things will shake out and players will end up in guilds that match their play style. I don't think it will ruin the community.

-David

25 Posts
Link to post - Posted May 13th 2015 at 11:32 AM
Chrismaz
I'm sure we are all playing the game for fun. But a bit of competition makes it funnier. Otherwise rankings would be pointless.

50 Posts
Link to post - Posted May 14th 2015 at 9:35 AM
Jomale
I am really looking forward to the Guild changes! :)