Guilds and Beacons

Uh, I was not aware of that…
Mh, I feel like the idea of guilds is really really really messed up at the moment for me :confused:

Really don’t know if i like to handle it the way it’s currently discussed.
I was thinking so much of building nice places and taking my role there, whatever it is (at one guild at once)
But just in one guild at a time, right now the system really seems strange to me… mh

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That can still happen. Just because you can be in many guilds at once does not meet you have to.

Edit: from a guild management standpoint, I think the key to this problem is with the guild management system.

Only allow trusted members to donate plots. Get them on a contract or select people you trust and manage your guild beacons by making sure your trusted members are taken care of. That way, you don’t have a constant flux of beacons being donated/ lost to random players joining or leaving.

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Okay, I’m with you again. I read about the other posts and what’s the intention of guilds (in dev’s view).
You want people to be able to join several projects. And that’s a nice thought I have to admit!

In this case, I can understand that my concept of “Guild plots” by members in guild is not sufficient.

Maybe the concept would work in the way @Vastar described:

Like this my concept can be implemented:
A guild has an amount of plots based on it’s members. (guild plots - a guild with 1 person should not have any plots).
The amount of plots you get as a guild should start with abou 5 persons, so this concept cannot be abused by small groups to get some extra beacons cheap.
A player can join a guild by allowance of the guild. But just 1 guild at a time!
But he can leave whenever he wants.

The fluctuation of players has to be managed by the guild leaders. Consequence: high fluctuation - use up less of the maximum available guild plots, low fluctuation - use up much of the maximum available. If a player leaves and the maximum available plot amount was used, the last placed plots will disappear. Like this projects / buildings of a guild that have a long history and high usage will not be unprotected, because just the “newer projects” suffer from the fluctuation. So if you have a valuable market place area what is used (and beacon protected) since the first 30 players, it will be not be in danger if you talk about fluctuation between 60-70 players. This also challenges the guild leadership to think about the right chronology of building public things. The more valuable you think something is, the more in the beginning you should start building it! I like challenges! Keeps life interesting

I hope That makes clear, that fluctuation is not a thing that hard to handle.

I “teams” or “groups” you could implement your (@olliepurkiss) introduced system.
Player can donate their plots. But although I would not do it permantly, that’s a real big obstacle to join a group. What can be permantly is donated items. If a block / item / coin is placed within the “group inventory” or you placed it in the teams beacons, it’s gone for personally you forever. Just the leader(s) of the team can remove it or give it back to you.

With these 2 concepts “guilds” could be used to create big cities, with hundreds of members.
With the growing amount of members the city will grow in functionality and the leadership will get more and more complex by hierachy (exciting!!).
Also this would lead better to you idea of guilds competing in “server domination” (also super exciting thought!!).

I really hope you can warm your hearts for these ideas.

Of course the ideas are not final yet and details have to be defined (like amount of plots by members). Or how to handle a group inventory. @olliepurkiss what do you and the others think?

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I think the existing guild framework is robust enough to provide small groups and large organizations the tools they need to get the job done, at least on a higher level.

As for the above, I and others have suggested on one of the other beacon threads allowing 1-7 days for the guild time to acquire new plots before the one they lost becomes open to scavenging/regen. Otherwise you could get a group of 10 people to join a guild, wait for a bit, and then all leave at once and make a larger project very vulnerable.

@T4LCOMX I like this. Its elegant.

We consider the ability to join many Guilds of different sizes to be quite a key benefit of a looser Guild system, and I’m not sure if coming up with another system alongside the Guilds is a benefit. One thing that Ben is keen on is making people designate a “Primary Guild” which is the one they align themselves closest too, and the ones that appears next to their name. We could look at expanding that concept into other benefits too.

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Nice, I think this would be really beneficial for the atmosphere of the game

Yes please. :heart_eyes:


But this doesn´t solve the problem with not being able to leave a guild.

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Agreed. In fact, not being able to leave your chosen Primary Guild would be an even bigger problem.

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the point was to keep individual and guild beacons separate from eachother and the donation simple

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@olliepurkiss: I have to agree with a lot of other voices in this topic. I reject the idea that players can’t leave guilds categorically!!! This is a huge game-breaker for guilds in my opinion. I support the ideas of @Vastar with a “beacon dept” to leaving players or the ideas of @Smoothy. There are a lot of ideas in relation to this topic in a lot of other topics - i don’t like to cite them all, but nearly all are better than this.

@olliepurkiss, @james, @ben: May i made a petition for this. Before you decide the final system, please make a community survey about the complete “guild beacon” problem.

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Maybe they can even create an official petition or survey they already did with beacons. Then they can (according to all these suggestions) create the questions they want to have answered themselve.
I think the topic deserves it!

Even when I sometimes think, that these surveys give space for interpretations sometimes which lead to “unreal” results… But I am with you, something official has to be done here.

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So Wonderstuck towers have been abuzz with discussion about this (or rather James, Ben and I have had a couple of chats about it) and we’ve come to the conclusion that we’re not 100% sure what to do, but given the feedback, the answer is not what we originally proposed.

What we have decided though is that you will be able to leave any guild that you have joined when you choose to. We still need to work out the details of what that means for the beacons (and there are some good suggestions in this thread), so we’ll discuss some more and get back to you with another plan.

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Leave it to the players to break otherwise nice ideas :smile:

I mean not being able to leave a guild isn’t a nice idea tbh :stuck_out_tongue:
I’m definitely for guild beacons being based off # of residents.

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Well it really wouldn’t be a problem if people actually treated each other nicely, so again players ruining an otherwise good idea.

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Alright so i was just now pointed towards this topic which i hadn’t really looked into before. But reading over it i got to the same conclusion as the others. This would be a horrible and abusive system. luckily you were convinced of that [quote=“olliepurkiss, post:38, topic:4340”]
we’ve come to the conclusion that we’re not 100% sure what to do, but given the feedback, the answer is not what we originally proposed.
[/quote]

Awesome. Now let me make a rant on the topic where i will pull from previous experience and other games. its not going to be very neat but it should hopefully be worth reading. (Specifically hope that @olliepurkiss @james or @ben have time to read it)

Okay so guilds summed up. you can have a main guild with various branches and you can be in multiple guilds at once. great idea. Not leaving the guild? not so much. so the problem (as already discussed) is the fact that you give away a permanent limited resource (AKA Beacon). The problem wouldnt even be the price it would be the fact that you would never get it back again (with the proposed system). So lets scrap that and look for other ways.

One of the bigger problems is the fact that guilds can be used for so many things and that you can be in multiple guilds at once. So if we talk guild beacons as in getting a bigger guildhall you would not need as many constantly as if you talk a guild city where players live. (So i assume many people would like one beacon per player).

Right so lets start off with the one mentioned. Allow size to be compared to the amount of members. Now as mentioned above there are many problems with this since you can be in many guilds at once and people could just hire none active guild members to stay in the guild without ACTUALLY being part of the guild. Doesn’t seem like that should be the point of the system. This system is Members = Space

The second obvious one would be gold, materials, Oort shards. whatever. some sort of currency or resource to expand the guild. The problem with this is quite simply the fact that the rich guilds would be able to dominate massive amounts of space. Maybe even more than an active guild with more members. The question with this would be does spending MORE on space not entitle you to MORE space? This system is Money = Space

Third system are two in one and more along the lines of WoW and GW2 where when the guild can do activities, events, achievements together which will pool into a sort of “level” or “Guild currency” which could be used on guild beacons or upgrades to the guild (personally i was always fund of the idea of a level guild). This means that that it is not the richest nor the biggest guild which will get the most space (though they could help a bit) but instead the most dedicated guilds. This system is Dedication = Space

Fourth potential system would be a mix of members and money. I recently started playing WoW again after some time. And in the WoD expansion they have certain “currency” you can craft to buy recipes for things you want to make with a 24 hour cooldown. This sets a natural limit to how quickly you can progress. even if you play 24 hours a day you CAN’T achieve all recipes faster than a set limit. Now if you imagine something along the lines of that in B< for beacons. So some of the problems mentioned before, No downside to having a ton of members, Money could buy you the most space. Lets say that the average person is in 5 guilds which means he supports 5 guilds progress at once. Now imagine if there was a system where you could buy the guild a beacon for X currency. BUT there are some rules. 1) You have to have been in a guild for a week. 2) You can only give out 1 beacon every week across all of your guilds (would have to be account wide cooldown to avoid abuse). That way even if a player was fed the materials it would still be a big choice which guild to give the beacon too BUT not a permanent choice. Just a choice with a cooldown. This would mean that a guild could gain more space either by having alot of members who doesnt care for their beacon. Or have less members that are dedicated to the guild and decides to put their beacon there. And that it wasn’t just something that could be bought easily (though dont get me wrong, they could still be bought simply because people would use beacons only to sell them). This idea is alot more complicated and the downside about this idea is the fact that it might make it quite a bit harder to grow your beacons quickly which would mean that there might be times where a new guild member can’t instantly get a beacon. The good part about this would be that it would encourage both guilds and people to consider how they want to spend their beacons a lot more. This system is Dedication + Members + Money = Space

Now those were some various suggestions which could be considered all with upsides and downsides. Now i will try to explain a bit what i see as one of the bigger problems which is in general the attitude towards guilds and how much space they take up. For example. Does having X members make you ENTITLED to X amount of space? Does having only Y members mean that you shouldn’t be allowed to get more space? Would it be wrong/fair for guilds who invest a lot of money into the guild to have more space? would it be wrong/fair for people who invest a lot of time into a guild to have more space? Those are some pretty basic questions but i know that the answer will differ greatly from person to person. And i don’t think there is a universal correct answer. A guild with a lot of money is not necessarily better than a guild with less money. A guild with a lot of members is not necessarily better than a guild with few members. A guild with a few active members is not necessarily better than a big guild with less active members and so on.

PERSONALLY i would prefer for B< to favor dedication over money and members. If i were to make the choice i would pick option 3 but have an upgrade menu making people take choices with their “currency”. For example if you just want a big guild city then you can spend the currency on buying more beacon plots. But there might be other dedicated guilds who could use the bonus on something else. Forexample hunting guilds buying bonuses to hunting. Or a crafters guild who can increase chance of rare items or maybe an “architect” guild who values freedom more than space might want to unlock special looking blocks and props they could use for their builds. Allow people to tailor their rewards to their own personal needs. This should come with a 24 hour period for bonuses to kick in when you “represent” the guild so you can’t start gaining rep instantly nor get the bonuses instantly. Again this is not the perfect suggestion but rather a personal preference. After all the guild system is huge with various sub-guilds so i think it would be a shame for it to just be “join a guild so you can build more stuff together”

Hope this atleast sparks some thoughts or highlights some of the upsides/downsides to various potential systems

-Zouls

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I <3 Integrated TLDR

+1

money = space
I like this model pretty much, more then a member based one! Because it has a lot of advantages without disadvantages.
1) Well balancable model - Money is a ressource that will be created by each player (I assume). The the amount of money running around a server could be estimatable. Which leads to the conclusion: deciding and balancing, how much money per guild leads to how many beacons is quite “easy”.
2.) easy guild administration - It’s easy for the leadership to decide when to spend invest into beacons (in this case they need to decide how much money they want to store). There is no factor, that gets the amount of beacons out of control (like the fluctuation of members in member based system). That means: whatever you built and protect by beacons will always stay protected. You can even save the system agains “money stealing” if leadership has to store money permanently to achieve further beacons.
3.) flexibility - The money (as a from the community generated ressource) can be used either spent for beacons or the leaders decide to invest it to buy ressources on the market, i.e. for a big project.
4.) support for economical competition of guilds - Since devs aim for a mmo model in which guilds rival with each other on economical ways, that would be a great opportunity to support it.
5.) A ressource people also spend permanently in other games - Players have a ressource they can deal with like in any other game. Noone would mind to spend his money and won’t get it back. And he can decide where to invest his money. He can join the guild he wants and decide how much “effort” (time spent to earn the money) he wants to present to a guild / project.
6) public projects last "forever "- public projects covered in beacons, could stay forever without the need of members (except one). So after you finished such a project, you can feel free to leave the guild (that was supposed for building a public bridge). As long as the money that you need for the amount of beacons stays, the project will be secured.

This model should definetly be NOT A LINEAR SYSTEM, because else guild could easily abuse this system once they are very rich. Make it EXPONENTIAL: means even if they are able by their lot members or a good economical strategy to achieve a lot of money, it’s getting harder and harder to recieve more beacons

Like this it’s easier for newcomer guilds to catch up and compete as well as it’s harder for long time guilds to strengthen their advance. Yes it’s right that beacons just start at a certain amount of money. I did this, because of the thought: noone should be able to create beacons without money. Also the amount of money should be so high, that noone easily can “buy extra beacons” for himself. Maybe it would be wise to also implement a member amount barrier. Like without more then 5 members, you cannot “buy” beacons. Else single persons could abuse with lots of coins.

The system also is “effort” based (what I personally very like - nothing should be awarded more then effort and cleverness). Players have to “work for” money, means spending time on gathering it.

Just an idea woud be: implement a protocoll that record the percentual amount of money each player invest (either by tax or donation). Also give the opportunity to delete a guild. Why these two points?
Imagine the game starts. about 20 players find together and want to build a city (City A). The city is on a river. on the other side of the river a second city develops by another guild (City B). Someone decides to create a guild for a public project. they want to build a bridge to the other side of the river to be able to easily cross the river and support the economy between both cities. in the next 3 month, “in a closer distance” a third city rises (city c). City C developes faster then A and B. Members of city A are patriotic and stay, but members of city B leave and abandon their city. The connection bridge now gets pretty useless and contains a lot of player effort. If the guild who created it now has the possibility to delete, people (dependend from the percentage they invested) could get the invested money partwise back. Why partwise? Money spent by leadership for ressources on the market should not be part of it, because it would create more money then player generated by deleting the guild. Just the money on the guild account + Money invested on beacons should return.

The only challenge that I see, is finding the balance of Beacons for money. But this is practicable.

Do you see disadvantages to the model? (that don’t appear in other guild models)

Here the question is: what does “better” mean? Do you see kind of ranking in different disciplines? I currently just see the competition on economical way, what in my supported model (money = space) is connected with “influence” (in this case controlled space and economical strength). I also don’t see the necessarity of more comparisms.

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“Do you see disadvantages to the model? (that don’t appear in other guild models)” As I mentioned. One of the problems is the attitude towards it. Each player gets x amount of personal beacons and when talking guilds people often talk about dedicated guild cities too. Using a pure currency based system would mean that money is always pure power. Forexample there has been some worry. About guilds taking too much space they don’t deserve. Money means that a rich 3 man guild could acquire more beacons than a 100 man guild. There will always be people at the top with the most money.

In point form
-allow for the top richest people to gain the majority of land
-an exponential money based system wouldn’t control this since they Could just make new guilds to keep it low
-even if you said they wouldn’t, there will most likely be people who make personal guilds JUST to gain more space. Doesn’t matter what you set the price as. Rich people can afford up it
-would punish guilds which doesnt focus entirely on money

And I’m sure people could mention even more. There are a ton of disadvantages. But that is how it is with every system.

For the “better” part. It’s quite simply to show that there is no completely correct answer. There is no type of guild that directly “deserves” more space. It’s all about figuring out what the devs wants to value the most.

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For me there is no worry, yes. Because the 3 people spent a lot of time and effort to gather the money and the beacons (for the guild!) are their success.
I don’t think there will be a problem with too much occupated space by them, because: the amount of money a guild needs to occupy space should be high enough so that individuals cannot abuse. Also the Exponential system will stop too much occupation. That goes for every guild.
But as I said, I think it is right if 3 people who spend together 3000 hours of play time to a guild (1000h per person) have same amount of space like a guild with 300 members and 3000 hours of spent time (10h each person). (I equalize time = effort = money = amount beacons here).

For me, that is neither unfair nor abusive.

You talk about dedication, what for me is synonym for effort. So more money - more dedicated time.

And you still need to keep in mind for individual needs people still have their own beacons (in my current imaginative model).

Okay to me, because they were either clever and had a good trading strategy or spent a loooot of time. Both can be rewarded.

true, then there should maybe a limitation to the amount of guilds, i.e. 5 (then you can stay in your main guild and run 4 projects). I’m anyway not a fan of entereing many several “guilds”. I would join a project of course, if it is just for a certain matter. And after finishing this, I would leave again. My money stays for the project - that’s okay because I decided it for myself that way.

With a limitation everyone has to decide himself what to spend his time for. I don’t think that I run in any lack for myself with my simply “progress” beacons. If some people want to build big, space consuming. let them do, but since you set a limitation of member amount from when you even get beacons… you need at least 5 or something. That’s quite a barrier to break through. And with just five guilds a person can maximum enter, a person who wants to do so will also not easily find other just for “joining” him to get his plots.

Even then… if they don’t focus on money (example raid guild), what would they need all the space for? Decoration? No worthy argument for me for the raid guild. On the other hand you can solve this, if raiding also gives you a lot of money. Because here also it is time consuming.

I can see your critics, but for me everything is solvable in a just way.

And you have the above mentioned benefits on the other hand.

And you are right too… pro and cons are everywhere. But here you have some strong pros. Especially that this system rewards effort (time) you spend playing.

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