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Showing content with the highest reputation on 08/03/2019 in all areas

  1. i dont think theres any reason to change this system, Taking Memory as an example: theres 100 members and a few alts, theres a rule in the guild that alts cant do fame to farm, so.. hoje meu voto é não.
    3 points
  2. Coe Sirocau, eu Ate entendo mas acho q tem o sistema de ter maximo 3 territorios e pra Nivelar isso
    2 points
  3. u are crazy 5 years with the same system and u are the 1 dont liqe it lmaooo
    2 points
  4. Want to earn TW and have territory? Just improve the gameplay of your guild friends because there is so much to improve
    1 point
  5. Main server doesn't get updates for years, if you like things that never change, you can leave and join them. Change is good.
    1 point
  6. Hello, it's me, Sirocco. I've made a topic a really long time ago about people AFK'ing in maps to generate gold, which was listened to. Thanks VGN, specially Jordan! This time, i'm writing this topic to discuss something that has roots on the very heart of our veteran community: Salary. We have a member cap in TW's and GvGs (if I remember correctly, it's 50). I'll add some math on gold-generating here: A level 100 character, with 3 territories, gets around 600g. That same character can be created and leveled up in a couple of days, if not a single day (with charms). At the current moment, we can have 350 characters in a guild. Considering that a "big guild" has 50 real players, that's room for 300 gold-generating alts. That means, if all those alts are at least Lv100, that the server is getting 180k gold everyday from people logging alts and doing nothing. From a single guild. The number gets higher if you count all the territories involved and multiple guilds. Now, you may tell me: "This is OK because PVP has costs like pots and pods, and those people won that right because they put effort on it!". All PVP costs can be covered for a week if you do Palace of Dreams in a single day. That's 1 hour of farming. Not only that, allowing people to exploit the system in order to generate gold has been an issue to the server growth for a really long time. Most of the lazy new players dream of joining a guild that grabs them free salary just so they can exploit like the veterans. It's not healthy for the server. MY SUGGESTION: Lower the guild member cap to 100. ___________________________________________________________________________ Now, after that. We all know how painful it is to level guilds and NPCs from guild towns up. It was made easier on gold thanks to VGN, but it's still really slow to level up buildings like Magic Pool or even Mine/Farm. If the member cap were to be changed, we would have even less motivation to level a guild up past 6. This is where my suggestion kicks in: GUILD BUILDS Yes, you read that correctly. I'm suggesting that each guild, past level 3 (the level for Guild Town) gain access to a couple of "Knowledge Points", quite much like the classes, in order to encourage people to level their guilds up. That helps the server with more NPCs and variety, not being gated by dead guilds or high taxes. How would that work? Since this is not a feature in original Eden Eternal, that would probably need a gimmick to insert in the game. My initial idea, to make things easier, was to put new special NPC slots in the guild town (as you level the guild up), and make a store with permanent NPCs that we can plant in those slots, that would grant the guild, the passives they want. Quite much like our VGN Statues, but permanent. If it's possible to program a guild KP system, then that wouldn't be needed. No, not more status I'm not suggesting more P-ATK or that kind of stuff. This idea was more guild-oriented in the sense of economy and market, so the guild KPs could be something related to crafting itself. I have some suggestions, but that idea could be refined with the help of the staff, or the community. Some examples - Passive: Longer NPCs (That would heavily help rare NPCs since they last for 3 days) - Passive: Higher building EXP (Would help leveling stuff like Magic Pool) - Passive: Higher fame gains from NPC activity (Would help leveling the guild itself) - Passive: Higher NPC durability (For less need of repairing NPCs) The NPCs could have multiple levels (with higher benefits), so the higher levels would be unlocked as you level up your guild. More NPCs with guild utility could be created (again, we would need the help of the staff or community with more suggestions). Why would we add that? The guild system is perfect I agree that the guild system is currently on a good state, but as I mentioned, we don't have any real motivation to level our guilds past 6, unless we want to exploit the salary system. These suggestions are a complement of my first suggestion, but would heavily improve our lifes on building guilds up. Trust me, being a guild leader, nothing makes it more boring than creating "rules" to force people into farming fame into oblivion just to get more room for guild recruits. That way, we would have clear benefits, more high level guilds with quality NPCs, less room for tax exploiting (since there would be more guilds offering the same service) and less room for "hey can you repair Guild X please" on peer. That's all. Thanks if you read it until here. Goodbye! ~
    0 points
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