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Feedback Try out Guild Perks on Beta!

drakenridder

Overlord
Perk Creator
The Mughal Empire had some minor changes, like the addition of rupees to the first couple of quests. There I agree with you, that we could have done more.
Honestly I think the dev team can still do more. The original settlement Vikings got improved gameplay. From fixed productions of coins from shrines to 6 options with varying efficiency. When roads all the sudden started to cost cultural coins, they’ve fixed the issue by providing daily cultural coin bonuses.
IMHO they can still redeem the errors and improve the Mughal empire’s gameplay. Very easy to rebalance: move the first cultural coin producing building to be the first to unlock, adjust the time requirements accordingly, synchronise the final quest in line with all other settlements and done. The Mughal empire is finally decant balanced and more fair to play through. I know the devs are busy but why would such minor changes with such major improvements be so difficult for them to actually do? Acknowledging the mistakes like the PvP arenas first attempt.
But this now becomes very off-topic, so let's get back
Good point though I feel like the dev team could really still make a big difference for the Mughal empire. If those fixes would be implemented it’ll be an more uniquely interesting settlement.
As for the perks. I think the best bonuses would benefit the guild in GbG, GvG and/or GE. Either buffing the members or the guilds abilities. With some disadvantages for the guild to deal with. Further more I think the best execution of the perks are either of 2 systems: indefinitely buffs but with weekly deterioration. So, guilds must maintain their buffs if they wanna keep them. Another possible well execution of the perks could be given guilds 3w to picking up to 3 buffs, team building those buffs up to lvl3. Then activating the buffs. Which will be lasting for 3w, in which the guild can focus on a set of new buffs or extending their fav buffs for another 3w. This second system is best to compare with the events bonuses that lasting for a few days and are automatically activated and gained from sufficient progress during their respective events.
 

babs

Merchant
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.
Totally agree. The costs of goods is expensive (especially on lower eras or players that have rushed ahead in eras). This is another reason, it should be based upon individual playing style, not group. Each player, based upon their playing style and amount of resources, could make their own decision on what is best for them. There is a risk of losing disgruntled and discouraged players. Way to expensive in resources.
 

babs

Merchant
No, you read it wrong. I said, that we want to improve on how we handle feedback. For other features we mainly did smaller adjustments to the features (best to be seen for events, for example we changed some numbers around for the Winter Event, but the main feature stayed the same). For the guild perks it is different: It is on a very early development stage. Currently only the basic functions and some prepared perks are included. There will probably be some major changes/improvements, before it will be released on the live servers.

Yes, but you have to give me time to forward the feedback and the developers to evaluate and develop things. This takes some time.
Thank you for considering our feedback. We appreciate being heard. Great! Please let the developers know, many of us don't like it and don't want it, in its current form. It requires excessive resources, too time consuming cooridinating/debating selecting "the perk" with other members (many time zones, create delays), Perks levels are short for the cost, will create conflict between guild members and the perks as identified are not that great. If the developers insist implementing, please by all means, change this to an individual challenge, not a guild challenge (let each player decide their perk). Possibly, merge the Perks into the Castle System, by player (not guild). The developers use the term "based on playing style". Do the developers honestly believe, everyone in a guild has the same playing style and needs? You don't have to be in a large guild to know the answer to that question, "no they do not" . Thank you for passing this information on to the developers.
 

almadies

Farmer
translation via google:
the advantages do not seem to me very interesting compared to the cost: in my guild on monde fr, we have "small" players who start the game and from whom we will not be able to ask for such participation, or it will be to the detriment of their progress and construction of their city
in the "beta" guild where I play, either the leaders haven't seen this feature and haven't unlocked a "perk", or I'm stupid and don't know how to donate! I have received the diamonds to test, but how do I give them?
 

mcbluefire

Baronet
Simple question: why invent rickety and useless things, even often buggy, and not work on the considered requests of several communities?

I can answer this question - it's an age old issue that plagues all micro-purchase & subscription games. In order to maintain or grow the audience shiny new things bring a larger ROI than fixing bugs or implementing changes to existing systems.

However, that doesn't explain away the "heal all" button nonsense.


Back to on topic feedback:

Since my account hasn't unlocked guilds in beta yet (should really be a way to bypass normal growth requirements in beta) I have to go based on information provided in the last 12 pages of feedback.... Either make this system worth while (large boosts) without fostering inner-guild struggle (wasting goods, pestering members to spend DP - don't we already "harass" members enough for GE and GbG involvement?) and make the system accumulative with seasonal decay but no reset. As it stands now, and even if the boosts get mediocre tweaking I will recommend the guild I am a founder in NEVER uses the system as it is a waste of member's goods that need to be used for research, negotiations, exploration, and donations not a temporary boost to nonsense.


Edit: Got to guilds, made one.... day two and I'm too late to get into "this cycle". That's pretty lame...
 
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jtrucker

Baronet
OK, Allow me another question. I've heard from a guildmate from his main world guild leader that there were thoughts about increasing the cap for guild level above the current 100 (like up to 150?)...
And the question.. a OR b OR c?

a) are these new perks "instead" of increasing the guild level?
b) or the increase will still happen?
c) or it will not happen because there were never such thoughts and all was just a total BS rumor?

Thanks
 

Fenix

Viceroy
Regarding this: 1637388670592.png

Giving goods for visiting guild member taverns is making fun of the players, no player wants to have guild members on their friends list.
But I am having immense difficulties in evaluating this percentages in the negotiations. Please, can someone translate these percentages to reality already on level 4 of the expedition (I think that in previous levels it is not even noticed). Instead of 8 goods we now have 7? How are these percentages of costs calculated? Thanks
 

Hilary Briss

Merchant
Some of the below has already been raised, and I won't comment on costs and the perks themselves as there has been plenty of that, but:

Perks don't have pitfalls, call it something different.

Do not reset all 'perks' after a time period as it makes it worthless, degrade them over time
Always include active perks in the next time period so they can be topped back up based on the above
Start with the 'perks' locked and only 3 can be opened for donations so guild members do not waste resources

or

Have many more levels and increment them like in the Castle system, allow all to be worked on, and never lose any levels.

GUI:
Need a bulk donation button, too many clicks needed
On the browser, when you donate to the 2 left hand side resources, the popup telling you how many of those resources you have obscures how many donations you have left
 

jtrucker

Baronet
Regarding this: View attachment 7605

Giving goods for visiting guild member taverns is making fun of the players, no player wants to have guild members on their friends list.
But I am having immense difficulties in evaluating this percentages in the negotiations. Please, can someone translate these percentages to reality already on level 4 of the expedition (I think that in previous levels it is not even noticed). Instead of 8 goods we now have 7? How are these percentages of costs calculated? Thanks

Seems that you are missing crucial point here.
Any "%" mentioned in this game has nothing to do with math. That's a special unit, so called Innopercent, and as such, you can never calculate anything using real world math. I thought that everyone already knew this. ;)
 
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jtrucker

Baronet
Do not reset all 'perks' after a time period as it makes it worthless, degrade them over time
Always include active perks in the next time period so they can be topped back up based on the above
Start with the 'perks' locked and only 3 can be opened for donations so guild members do not waste resources
or
Have many more levels and increment them like in the Castle system, allow all to be worked on, and never lose any levels.

YES YES YES.
Without trying to sound like broken record player, if the activated perks deactivate at the end of (whatever length) cycle, it is completely worthless feature and doesn't deserve even the smallest consideration from players, end of story.
Whatever adjustment you gonna make, if you do not cancel deactivating the perks, you can scrap the whole idea.
Only if there is SOME WAY to keep/upgrade the perks continuously, then we can talk about it at all.
 

Emberguard

Emperor
Without trying to sound like broken record player, if the activated perks deactivate at the end of (whatever length) cycle, it is completely worthless feature and doesn't deserve even the smallest consideration from players, end of story
I agree, a complete reset does greatly decrease the value of such a feature. Particularly with the frequency of it not tying into anything specific in the game.

If the perks had a cycle that coincided with a set feature, lastest for the duration of that features cycle and was crucial in the endgame of that cycle then it’d be a whole other story. It’d mean something then even with a reset. But none of the features present in the game were designed with perks in mind which makes the three week reset awkward at best
 
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