Showing Posts For Wraithcaller.2794:
On the other hand, cats don’t weigh 500 lbs.
Even if the Charr had the reflexes of a cat; that they also have the weight of a light cow tells me they should be taking more damage.
Let me just say, that this is the SUGGESTION forum. All ideas are fair game here
Yes, I agree. All ideas are fair game.
fair game
Noun: A person or thing that is considered a reasonable target for criticism, exploitation, or attack.
I offer criticism because I believe that this would disrupt the game if it is simply thrown in there without adding a proper outlet for it. I’ve already explained why I do not consider that list sufficient (or even valid for the most part) to warrant adding this, and repeating the exact same things over and over do not make them more important.
As an MMO, this is a social game – if you’re having trouble getting people to donate, then maybe you need to try harder on the social part. Get them interested in the results of donating – tell them about the benefits, encourage them to encourage each other to donate, and actually follow through on those promises.
What has been proposed here will only end up as either a crutch that keeps getting fallen back on (because people don’t want to spend their own money – and since you’re handing this out for repairs and legendaries alike…) or a way for greedy guild leaders and officers to up themselves over their guild. This is why you need an actual guild-specific long-term gold-sink.
It’s not that this is a terrible idea, but that it will provide a disruptive factor if it’s not implemented along with other features that can support it.
Members buying their skillbooks is what personal income is for.
Members repairing their armor is what personal income is for.
Members buying armor sets is what personal income is for.Also: Repeating the same thing does not make it more important. Especially when it is only meant as a minor augment to an already existing primary acquisition method.
Those were examples. He asked what the guild could use the money for, not for REASONS why a guild would want money.
You can’t argue, those are all legitimate uses for guild gold.
And yes, since influence can be bought with gold, every use for influence is also a use for gold.
No, there is no “he” when you’re talking directly to the other person – I asked:
But here’s the problem: Can you justify the guild-income? What is in the game, aside from the roster upgrade, that the guild itself benefits from that also requires gold instead of influence? EVE’s corporations need it because the corp can build and own stations that require ISK. Plus, they can own a seemingly limitless supply of them. With GW2, the roster just gets upgraded a few times and you’re done. What are you going to do with the money then that benefits the guild?
The whole point I was getting at was that everything besides the roster is already covered by what players already make – that’s what gold sinks are for. If you want a new guild-centric source of income, then you need a new guild-centric gold-sink.
The purchase of influence exists as nothing more than a minor augment in addition to the earning of influence through events. It is meant to be done as a gift by individual players – just the fact that they have it as a merchant anyone can access shows that mentality.
Armor sets/repairs and skillbooks are all things an unguilded player can both afford and benefit from because they are character-specific, not guild-specific.
Right now they only guild-specific gold sink is the roster increase. This solitary item is not enough to justify a guild-specific income or a guild tax.
Members buying their skillbooks is what personal income is for.
Members repairing their armor is what personal income is for.
Members buying armor sets is what personal income is for.
Also: Repeating the same thing does not make it more important. Especially when it is only meant as a minor augment to an already existing primary acquisition method.
Ok, I can sort-of accept that answer. (My guild only has 4 people and we can usually keep something in the build queue, but I’ll accept that that is not true of everyone.) But you said ‘many things’, do you have any other examples? I can’t remember seeing that much.
If something like this were to be implemented, it should be something in the economy tab that straight-out generates money as a percentage of everything players earn through anything (with the exception of income from other players – as this can be abused). There is no reason to force a tax on everyone – especially since all that does is discourage people from representing their guild. Since the generated money is collected only through players actually making money, it becomes tied to the input of time and effort.
Because it’s something you research – you should actually gain something for it – not take something away from people unwillingly. Also – instead of setting a set rate, you would spend influence to research a higher rate. (Alternative would be an activatable that lasts 24 hours).
But here’s the problem: Can you justify the guild-income? What is in the game, aside from the roster upgrade, that the guild itself benefits from that also requires gold instead of influence? EVE’s corporations need it because the corp can build and own stations that require ISK. Plus, they can own a seemingly limitless supply of them. With GW2, the roster just gets upgraded a few times and you’re done. What are you going to do with the money then that benefits the guild?
There are two potential solutions. ONE: Scrap this idea entirely and make the roster require influence.
TWO: Add a money-sink that benefits guilds as a whole, not unlike what you already spend influence on. (Potentially, should guild-halls ever be implemented, the money-sinks would end up there, for example.)
Alternatively, for specific circumstances just the animation is changed instead of any of the mechanics. You dual-pistol charr could fire both weapons for the auto-attack, but he would fire at the exact same rate he already does with just one.
Issues with dungeons, and a suggestion on how to fix them.
in Suggestions
Posted by: Wraithcaller.2794
I might add the requirement that a player must complete a minimum of one or two separate explore paths to get access to the armor set for that particular dungeon, combine this with your suggestion of merging the tokens and we encourage people to experience multiple dungeons, allowing for variety, and keeping the sets still actually tied to the dungeon they’re from.
Guild: Dungeoneers And Dragonknights [DnD]
Guild Server: Gate of Madness
Problem: Our guild can no longer seem to claim anything in WvW. In addition, we do not seem to be getting influence from any of the WvW events no matter how many of us participate.
It may or may not be related, but this happened shortly after we got our guild emblem.
My guild also has the claiming problem – and in addition we do not seem to be gaining influence from WvW events.