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08-08-2015
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83 | |
Dr. Professor Moderator
Join Date: Jun 2015
Location: I’m always located somewhere
Posts: 1,205
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At least to me hats won't cut it. Maybe something entirely new? I would honestly feel like a limited number of guild tags would be a decent idea. Problem with implementing that is some people have 100+, and how could you lower their guild tag numbers without the complaints? Even so, chances are the incentives would have to be pretty large, or the penalty be pretty harsh for people to not tag switch. I honestly feel fixing the tower system would be easier |
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08-09-2015
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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Ya, that's good. People behave as if change is bad for some reason, like:
If they intend to change the system in a way to reward people, I'm sure the rewards are going to be worth playing for. I mean, right now towering is active and all you get are hats. There will be more.
I don't really see what's left to fix specifically at towers. Recent changes:
So, I think all of the necessary changes left that will actually make towering more enjoyable revolve around changing how guilds themselves work, not towers. Towering should be competition between guilds to see which guild is the strongest at strategizing and attacking/defending a fort. Right now, the strategy seems to be this:
So based on that, the definition of a "guild" at towers is a disposable tag that anyone and everyone has access to because the main purpose is to use it as some sort of vessel to reach a reward. The system allows you to recruit and kick 25 people without any penalization, so everyone does it because it's efficient. What a guild actually is, IMO, is a group of loyal players who come together to achieve something. So, to me, limiting access to how players freely join and leave guilds is a necessary step in fixing the problem. That's just my opinion though. |
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08-09-2015
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85 |
michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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Im assuming these "penalties for leaving/kicking from guild" are a way to prevent guilds from mass noob recruiting. But I dont think a penalty for the player that was kicked is an appropriate solution. The idea I came up with involves different tiers of members:
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08-09-2015
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86 |
Registered User
Join Date: Sep 2011
Location: Chicago, IL
Posts: 1,992
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Requiring new recruits to wait 24h is a simple way to almost completely eliminate recruiting and kicking. It's long enough that you can't recruit large numbers of members for specific timezones. But it's not too long so that loyal guild members are kept from enjoying taking towers with their friends.
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08-09-2015
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87 |
Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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I don't think the player should be penalized at all because the player is punished by proxy just through guilds not wanting to recruit them and risk penalization I think the guild itself should be penalized, falling in line with the points system that was discussed in another thread Players should be freely allowed to join any guild, but guild leaders should be considerate of who they are recruiting and that in itself should eliminate the "noob recruiting" strategy (which is anti-competitive, boring, non-interactive, just stupid altogether) And I know everyone's concern is then, "OMG, BUT HOW DO WE HOLD TOWER WITHOUT NOOB RECRUIT?" Consider the fact that every guild will be held to the same standard, it applies equally across every guild |
08-09-2015
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Enguard & Alumni
Join Date: Sep 2011
Posts: 5,773
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Be grateful that this forum has people who come and suggest things to help improve the game while you're contributing zero other than low-IQ monkey posts and delicious tears I'll be one of the first guild leaders to participate when new changes happen and you'll be stuck here on the forums flaming and trying to get attention from men (weird) |