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Guilds are dying

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Guilds are dying

Postby Waltz » Sat Mar 23, 2019 3:43 am

I think need some more guild bonus. With earning gems and dreads, for example. Because 90% players will play at solo for 4-10 place soon. Exactly guild team bonus, when in guild playing many players. Solo gaming kills the game!
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Re: Guilds are dying

Postby JPN Keepers » Mon Mar 25, 2019 9:10 pm

+1 Many strong players are doing solo and they will be tired of playing the game alone.
It is fun to play as a team. Please give us an incentive to play in a guild.
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Re: Guilds are dying

Postby DK2Hell » Tue Mar 26, 2019 3:24 am

+
i like this idea!
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Re: Guilds are dying

Postby Kongar » Thu Mar 28, 2019 11:22 am

Guilds need a star bonus (multiplier) for:
    ° The number of active players
    ° The number of raids(or wins) overall.
    ° Inversely related to highest percentage earned in a guild
This would help combat the solo players.
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Re: Guilds are dying

Postby Starduka » Thu Mar 28, 2019 12:00 pm

I mentioned it almost 3 years ago:

http://forums.dungeonkeeper.com/viewtopic.php?f=19&t=11551

The game has to be adjusted to fewer players.
Only my first suggestion - increasing cost of creating a guild - was implemented.
But, the key is adjusting tournament structure. We need less brackets and better payout to motivate players to team up.
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Re: Guilds are dying

Postby Cesspool » Fri Mar 29, 2019 7:15 pm

Why no just do what so many other games do and give the same bonus to any player who participates in a guild tournament and not make it proportional? And then come up with different tournament structures to alternate between point systems that favour established player and ones that allow junior players to contribute. How else will you foster the long term health of the game and also keep established players interested?
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Re: Guilds are dying

Postby TeamPlayer » Tue Apr 02, 2019 5:54 am

And how do they supposed to calculate the correct increasing percentage in direct relationship with the numbers of players in the guild ??
First of all it's not fair to consider in the total number the inactive ones. Maybe not all of the members in a specific guild are active during a tournament. How can we forecast this and how to avoid it?
Secondly, let's say that a proportional increase of the prize is implemented , in direct connection with the number of players in each guild. Here comes the issue...how will it be possible for the little ones to keep up with the big ones and retrieve a fair share of their contribution from the prize?
Let's not forget that we have many big hitters which can score easily +100k, amount representing a S.F. in a galaxy far far away for the little ones.
And it's not ok to reduce the performance multiplier for the big ones, 'cause they might play in HC and they need full fire power.

I'm just bringing some legitimate questions, I'm not arguing here with you guys.
Let's try to see the big picture, not decide on what's best for us at this moment only. All the constructive answers are more than welcome.
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Re: Guilds are dying

Postby Gonjinn » Wed Apr 03, 2019 5:03 am

Hi
I believe the word used was ‘participates’ which will exclude all inactive members in a guild. By factoring the number of active participants, the amount of gems dreadstones can be increased accordingly. This will increase the amount of gems & dreadstones for each participants.
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Re: Guilds are dying

Postby jjlees » Sat Apr 06, 2019 6:13 am

This is an important topic. The way rewards are structured solo play is highly encouraged over guild play.

I can put up 75k-125k stars in a guild for the rewards that I would get playing for 10k solo.

I can’t imagine it is intentional, but it definitely is the way it is ....
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Re: Guilds are dying

Postby crabshtick » Wed Apr 10, 2019 4:04 am

Join ETERNAL VOID and never feel alone again!

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