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Feedback Try out Guild Perks on Beta!

xivarmy

Overlord
Perk Creator
in a guild of 1, it's 226k for the first perk level (saw someone mention 18M, so i'm guessing they had a guild of 80 - and perk costs scale perfectly on a per-member basis)

So this *is* a feature that punishes you for having non-contributing members.

Furthermore, looking over the first 10 perks the vast majority of them are not worth the effort. Even at level 3, they're generally a "so what?".

The two potential exceptions as I see it:
Recruitment Boost:
- Does it work on traz like guild levels or not like tavern?
- If not it still has niche use for developing players reliant on barracks - stack it with the guild bonus and the tavern bonus for super-speed recruitment.

Antiques Expert:
- There's not a lot of places to get boosts to this
- But most people also already have too many coins/gems anyways...

Putting aside that it's not worth it:
I was able to accrue 137k-147k on one perk the first day without using the diamond donations. But this is not compelling enough to use diamonds. So it'll be about a week I think to fully upgrade one perk to level 3. Then two weeks to enjoy it. I do have 5 daily donations left after 137k that I could use to work on a higher value/donation option on another perk so maybe could have 3 perks unlocked in two weeks with one week to enjoy it if spreading donations between the most efficient option for all 3 targeted perks. If it felt worthwhile.
 

xivarmy

Overlord
Perk Creator
Additional feedback on UI:

It would be very easy to forget this feature exists as is apart from the banner on first login. Hiding it as a sub-button under the social tab, separate from the main guild window, and with no outside-building that leads to it in the city, I see this being used about as much as guild forums were in most guilds.

I would suggest that a) it be incorporated into the same window as other guild functions as another tab and b) that the guild window be given a building on the city map.
 
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MooingCat

Viceroy
Spoiler Poster
Here's my feedback (recapped from a video I just made on my youtube channel):

1) Inconsistent capitalization in perk names

2) I do like the concept, the way it's implemented right now established players have no problem contributing 30 donations per day, but it will be harder for new players to contribute. I don't mind that. I think it's nice that the old players can use their resources to help out newer players.

3) Perks are ... quite bad. Let's go through them all:

  1. X% Chance of random goods / FP when visiting guild member's Tavern. I like the idea, but you shouldn't have guild members as friends, because guild members can already aid you from the guild list. Perhaps the simplest solution is to make it work on all friends, but I think a more interesting way to make this good is to rework the tavern system so that you can visit your guild members' taverns as well. You'll get some more activity in your taverns, which I don't think is a big balancing issue. Most active players already have plenty of tavern silver stockpiled after the initial "build" period of the tavern, so more can't really hurt.
  2. -X% Negotiation cost in Guild Expedition. Nice in theory, but unless I'm reading it wrong this won't have an impact at all. It will reduce coin, supply and medal costs, but goods costs will just be rounded up again to the initial number. You need 17+ goods for a 3% reduction to reduce it by 1, which doesn't happen in the guild expedition. I would change it to: Each time you pay some goods/resources (so for each slot), you have an X% chance of them not being removed from your treasury (or X% chance of getting them back). The % should be increased quite considerably as well.
  3. +X% Construction Time Boost: Most of the time you're not constructing anything, so for most players this won't be too helpful. It can probably be nice for some newer players, but overall not that great. Not quite sure how this can be improved.
  4. +X% Recruitment Time Boost: This one is actually quite nice. I hope it works on the Alcatraz, if not it definitely should.
  5. +X% Chance of 1 your era Good per unit your defending army kills. This one is interesting, might be good for new or weaker guild members that gets attacked a lot, but on my worlds I hardly get attacked, and when I do my DA wouldn't have much of a chance of actually killing many enemy units. The battle AI is simply too weak for this to be that great. Because stronger members are usually the ones deciding things in guilds, not sure this would ever be chosen, and in those guilds or for the players where this could be helpful ... well they probably shouldn't use all those resources to unlock this to save some goods when getting plundered.
  6. +X% Attack for Defending Army: Don't mind the idea of giving defense boosts, even if it's a boost not many care about, but the numbers need to be cranked up a lot. 5% does nothing.
  7. +X% Supply / Coin Collection: Again, it's alright, but the boosts need to be bumped up A LOT. 10% is very little, should probably be at least 10x that. It's a temporary boost that costs a lot of resources, it should be powerful.
  8. -X% Negotiation cost in Guild Battlegrounds: Makes a bit more sense here as goods actually do increase a lot, but I think the percentage is way too low, and would still prefer something like what I suggested above for GE.
  9. +X% Trade coins when exchanging items in the Antiques Dealer: Quite nice, should be a higher % though.
  10. +X% Gemstones when exchanging items in the Antiques Dealer: It's alright, but again you have the same issue as with the negotiation reductions. 3% is nothing, you would need 17+ gems for it to be rounded up to +1 gem. Sure, in some cases you get that, but you often also sell stuff for less than that, in which case this boost is meaningless. I think something similar to what I proposed for negotiations would work. For each gem you get you have an X% chance of it doubling. So let's say you get 5 gems with a 10% of each gem doubling. You get lucky and one doubles, for 6 total gems.
  11. +X% Tavern Silver Collection: It's alright. Most players have a surplus already, but it will help newer players raise their tavern quicker. I do hope there's a tavern rework eventually, in that case this would be quite nice :)
4) In general, the perks are very underwhelming / underpowered. They should be POWERFUL considering all the resources spent on unlocking them and the fact that they're temporary. They should make certain aspects of the game considerably cheaper / easier to complete. Again, you need a lot of resources to enable the perks, so let them be powerful!

5) I really like the suggestion of unlocking perks for the next cycle, instead of the current one. Would make it easier to use them and incentivize donations towards the end of the cycle as well. Currently, if you're towards the end it doesn't matter if you reach the next level or not as you won't be able to use it.
 
the first window is made so that we cannot see all the perk "cards", yet it was easy to reduce the "cards" and / or increase the size of the window
 

Rosiemarrie

Steward
The disadvantages in these 'perks' could really hamper newer cities. I play in several guilds where newer cities are welcomed with a 'do what you can' attitude (like a minimum of 1 encounter in GE to prove you are active). More advanced players push hard in GBG or GE etc, but also want to help players with newer cities grow.

So in a guild like that, the guild as a whole may want to take a perk that helps most players in the game... but that perk could really hamper newer cities where every coin, or every bit of supplies is really important. It's fine in a world like Tuulech where everybody is new, so every player in a guild is in the same boat, but in worlds with a much wider span of maturity between cities any disadvantage would make it very hard for those with less resources.

My first thought on this, is that in all the guilds I play in (beta and several worlds on International) there is a wide mix of people with very different needs and different playing styles. Trying to make a guild specialise by picking perks with disadvantages in other areas just wouldn't suit those guilds at all.

The perks bit is fine in it's way, but I feel probably not worth the amount of resources that need to be put in, but the disadvantages will make it even more difficult than it already is for the newer players/newer cities to get going.

In my experience guilds are a great help for immature cities where stronger players can help the weaker... but this new feature makes it less appealing for me to join a guild in the worlds where I have newer cities.
 
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DEADP00L

Emperor
Perk Creator
Guild Bonus Proposals:
- reduced recruitment and healing time
- gain of a random unit of the next higher age
- some % chance to not increase their attrition level
- possibility of canceling for a few days certain groups of items offered at the antique dealer (example: decorations or units)
- po / mo could earn 2 FP instead of gold coins for a few days
- replacement of some goods by gold and commodities in EG negotiation


Guild penalty proposals:
- increased recruitment and healing time
- some% chance to increase their attrition level
- the po / mo would bring half of gold coins than expected for a few days
- replacement of gold and commodities by goods in EG negotiation
 
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Cybele

Farmer
I like the idea of team building across the guild but think you have missed the mark in terms of rewards. Currently I think most established players will think they are meh. I know all the top guilds I’ve played in would totally disregard this feature as worthless, as it has no benefit to them or the guild.

As an alternative to the current proposal, I would suggest instead of burning resources (which is not “green” in todays world), we donate goods, supplies, atk/def % which is then subtracted from us and given to the guild. I.e. players donate their own resources for the benefit of their guild. I think that would be much better received that burning resources for what are currently minuscule rewards.
 

bilboman

Merchant
There is already TOOO MUCH features in the game, we DO NOT WANT anything more.
All the more that there is more and more unsolved bugs in the game. Then developers should spend their time fixing the bugs instead inventing tasks for members that have already TOOOOOO MUCH things to do daily.
THEN PLEASE STOP THIS THERE and PUT IT in the bin.
Personnally, I think it will be the one too much additional thing that will make me quit this game after almost 8 years.
Congratulations for the worst new feature ever.
I agree and do not see much payback from Guild Perks for required contributions.
 

Fenix

Viceroy
The resources needed are too many.

And it seems like when you max out on something, it's been or will be nearly 3 weeks. I support a suggestion given some time ago that we are in these 3 weeks defining the "improvements" for the next 3 weeks and so on.
 

Willy.

Farmer
Please confirm that the unlocked perk stays active after the 20 day season. Too many people think that the unlocked perks expire at the end of the 20 day season.
 

jtrucker

Baronet
Please confirm that the unlocked perk stays active after the 20 day season. Too many people think that the unlocked perks expire at the end of the 20 day season.

Yes, exactly my thoughts.
Firstly, the way I understood it was, that after the 3 weeks, the SELECTION of the perks will change, so all you tried and donated partially will be lost, but the unlocked perks will stay.
But then, from few Juber's messages (from the actual wording) and from the image of the perks screen with "Active x/3" sign I gathered that all the activated perks reset at the end of the cycle.

So here is my 5 cents:
No matter how long the cycle will be after balancing, even if it were 3 months instead of 3 weeks, this whole concept makes sense ONLY if the activated perks remain permanently with the guild. It is very unlikely, that in 3 weeks more than 1-2 perks get activated anyway yet alone get them to higher level, and even if it did during the first cycle (people being enthusiastic with the new thing), it won't in subsequent cycles.

So if the active perks reset at all, it is total garbage.
For this feature to make any sense at all, the once activated perks must stay permanently (the same way like guild level perks), until the guild leaders decide that they do not want this or that perk, delete it and go for another one (or the limit of 3 could be removed completely)

Admin, please confirm whether the active perks reset together with the perks list, or I'm wrong about it... (God, I wish to be wrong this time, pretty please...)
 
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