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Author Topic: Weekly Guild Exp/Rep caps? [Locked]
Demorak  2 stars
Posts: 300
Registered: 2009-1-16 11:20:55
Ashmaele posted:

Old_Highlander posted:

The interface for guild exp speaks only of daily exp caps, but some guilds are reporting seeing messages about reaching weekly caps. Anyone have a URL to a resource that explains guild exp as it stand in detail? All I can find is old info filled with speculation. Thanks!



I'd like to see screen shots of these messages before buying this. If there are daily caps then, by definition, there should be no way they could have reached a "weekly cap" already since the xpac just went live yesterday. Unless of course they've figured out an exploit. If that's the case I expect a hot fix soon to take care of it, in which case it won't matter either way.



Well there's a tooltip when you hover over your guild exp bar that gives some details on it. Our guild definitely hit the daily cap with ease. The daily was something like 6300ish EXP iirc(may be wrong) and then there was a weekly cap listed along with it. The weekly cap had something along the lines of 16,000 EXP cap for the week, which is horrible if true.

This leaves less than three daily caps to reach weekly cap and the daily cap is a cakewalk to hit.

The odd part is despite reaching the daily cap, we had excess above the cap towards the weekly cap.

It read something like(just going off memory sorry if numbers are off)-

Daily: 6300/6300
Weekly: 6436/16000

So it's rather hard to discern what's going on with it, as nothing seems to add up properly. All I know is we hit 40% in guild rank 0 very quickly and then it never moved.

I also have no idea if EXP caps/requirements change based on guild size.

Maybe someone currently in-game can help shed some more light with what they see.

 

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slythetove  1 star
Title: Julie's Pool Boy
Posts: 146
Registered: 2001-11-7 11:12:56
Admittedly this may not be a popular stance, but who cares if it takes a few months to reach the guild level cap? There are 85s on all servers already. Guild leveling can be the slow road for all I care, because they are all just added perks, not required in any way to do anything else.

I want them, yes. I don't mind it taking effort over a period of time though.

What's the big deal?

--Sly

 

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Demorak  2 stars
Posts: 300
Registered: 2009-1-16 11:20:55
I don't take much issue with there being a lengthy time to reach guild cap, I want it to. The thing I don't like is this artificial cap that is in place.

My issue is that if you have two guildies capping out the experience in the first couple hours of everyday, it's kinda lame. Most of your guildies aren't contributing to the leveling of the guild in a situation like this.

After two people capped us out for the day, that just left the other 8+ guildies pissing away all that extra guild experience gained by questing and running instances together. This was accomplishing absolutely nothing to our guild and wasting potential experience we could have gained later, when uncapped.

If you want it to take long to reach GR 25, no problem. But at least remove the cap and significantly raise the amount of EXP per level so everyone can say they 'contributed'.

I understand this means they may want to keep guild rank progression in check and keep most guilds close in level, but the rest of the game is designed around: If you grind more, you will gain more. So why change that mentality now?

 

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jojo263  1 star
Posts: 164
Registered: 2003-6-18 14:03:47
Demorak posted:

I don't take much issue with there being a lengthy time to reach guild cap, I want it to. The thing I don't like is this artificial cap that is in place.


My issue is that if you have two guildies capping out the experience in the first couple hours of everyday, it's kinda lame. Most of your guildies aren't contributing to the leveling of the guild in a situation like this.


After two people capped us out for the day, that just left the other 8+ guildies pissing away all that extra guild experience gained by questing and running instances together. This was accomplishing absolutely nothing to our guild and wasting potential experience we could have gained later, when uncapped.


If you want it to take long to reach GR 25, no problem. But at least remove the cap and significantly raise the amount of EXP per level so everyone can say they 'contributed'.


I understand this means they may want to keep guild rank progression in check and keep most guilds close in level, but the rest of the game is designed around: If you grind more, you will gain more. So why change it for something that mentality now?



I agree this is the same problem my guild had it pretty much makes the idea pointless. I was thinking it would be a lot closer to eq2's leveling system but it's not even close.

 

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IvanDF  1 star
Title: Veni, vidi, vici
Posts: 190
Registered: 2004-11-28 11:24:08
Demorak posted:

I don't take much issue with there being a lengthy time to reach guild cap, I want it to. The thing I don't like is this artificial cap that is in place.

My issue is that if you have two guildies capping out the experience in the first couple hours of everyday, it's kinda lame. Most of your guildies aren't contributing to the leveling of the guild in a situation like this.

After two people capped us out for the day, that just left the other 8+ guildies pissing away all that extra guild experience gained by questing and running instances together. This was accomplishing absolutely nothing to our guild and wasting potential experience we could have gained later, when uncapped.

If you want it to take long to reach GR 25, no problem. But at least remove the cap and significantly raise the amount of EXP per level so everyone can say they 'contributed'.

I understand this means they may want to keep guild rank progression in check and keep most guilds close in level, but the rest of the game is designed around: If you grind more, you will gain more. So why change that mentality now?


I agree, if they want to keep it even, then make a formula where if you have more people in your guild you need more xp to level maybe? All I know is I do not like the idea of capping out before most of the people in the guild even log on.

 

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slythetove  1 star
Title: Julie's Pool Boy
Posts: 146
Registered: 2001-11-7 11:12:56
Demorak posted:

My issue is that if you have two guildies capping out the experience in the first couple hours of everyday, it's kinda lame. Most of your guildies aren't contributing to the leveling of the guild in a situation like this.

If you want it to take long to reach GR 25, no problem. But at least remove the cap and significantly raise the amount of EXP per level so everyone can say they 'contributed'.



I think the issue with your suggestion is that raising the cap so your 8 guildies can "contribute" means raising the cap so the other guild with 300 members can all contribute. That means that guilds without 300 members will never be able to level their guild.

The way it appears to be right now, small and large guilds alike can level up their guild at an expected pace. To me, that's simply much better than only large guilds can ever level up.

--Sly

 

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"a slap in the face" since 1975
85 Priest - 85 Hunter - 85 Mage - 83 Druid
81 Warlock - 80 Paladin - 80 DK
70 Rogue - 70 Warrior
Demorak  2 stars
Posts: 300
Registered: 2009-1-16 11:20:55
slythetove posted:

Demorak posted:

My issue is that if you have two guildies capping out the experience in the first couple hours of everyday, it's kinda lame. Most of your guildies aren't contributing to the leveling of the guild in a situation like this.

If you want it to take long to reach GR 25, no problem. But at least remove the cap and significantly raise the amount of EXP per level so everyone can say they 'contributed'.



I think the issue with your suggestion is that raising the cap so your 8 guildies can "contribute" means raising the cap so the other guild with 300 members can all contribute. That means that guilds without 300 members will never be able to level their guild.

The way it appears to be right now, small and large guilds alike can level up their guild at an expected pace. To me, that's simply much better than only large guilds can ever level up.

--Sly



Nothing a little scaling based on guild size/activity or some sort of normalization can't fix.

If you look at the system in place, every guild will pretty much hit rank 25 at the same time. Without actual guild participation, just people doing their own thing. At that point they may as well just turn it into an individual perk system for how many days you've logged into the game.

If they want to keep the caps in place, they should turn the achievement exp change right back to how it was originally planned. This way, no matter what, each guild will level to 25 at some point. Even ones with only one or two active players.

Nothing about it's current implementation is 'guild leveling', that's the major problem. All because of some kneejerk change on release day.

/rantrantrant

 

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Malachi256  1 star
Posts: 158
Registered: 2002-11-12 17:33:28
I'm interested to see how the progression is going in two weeks when most everyone is at or near 85.

Right now, the exp is flowing fast cause people are questing like crazy.


Nonetheless, the daily cap does seem a little low (or personal contribution is too high, however you want to look at it).

 

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slythetove  1 star
Title: Julie's Pool Boy
Posts: 146
Registered: 2001-11-7 11:12:56
Demorak posted:

Nothing a little scaling based on guild size/activity or some sort of normalization can't fix.



But you see that is extremely over engineering the issue. To be correct you'd have to consider is it characters in the guild or player accounts? Does it dynamically adjust daily because less or more people logged in? Those are just the tip of the iceberg. There's no reason to go to that level for something so simple that is just nice feature that could instead just accumulate in the background as folks play (the current system).

The contributions of more people will start to matter more significantly when the character leveling is done. Then you have to have groups of 80% guild members doing stuff like BGs, dungeons, and raids to advance the guild XP. Let the early stuff be easy so we can all enjoy some nice little perks.

--Sly

 

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"a slap in the face" since 1975
85 Priest - 85 Hunter - 85 Mage - 83 Druid
81 Warlock - 80 Paladin - 80 DK
70 Rogue - 70 Warrior
Demorak  2 stars
Posts: 300
Registered: 2009-1-16 11:20:55
slythetove posted:

The contributions of more people will start to matter more significantly when the character leveling is done. Then you have to have groups of 80% guild members doing stuff like BGs, dungeons, and raids to advance the guild XP. Let the early stuff be easy so we can all enjoy some nice little perks.

--Sly



Except that won't be the case. Instead it will just be easy for one guildy to hop on their alt, bang out a few quests and cap the entire guild out for the day.

You'll be off planning your 80% guild runs for the guild exp the next day and the guy who wasn't in on the conversation will be the one who accidentally logged on early and capped the guild on his own. Provided the current systems stays the way it is.

How is scaling exp needed on a per account basis difficult over-engineering?

 

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