where does it say wow only gives perks to large guilds, if they only wanted larger ones then small ones would have a limited time to grow to a desired size, but they're not like that, any size guild should benefit from the perks, if people are capping out in 2 to 3 hours, then slow down whats the hurry?
personally i think there should be a cap that is more fitting to guild size, not every one wants to be in a 100 man guild, and some dont want to be in a 4 man guild, but people cant be punished one way or the other, it needs to be more fair, and cutting the cap on all size guilds isnt fair
I imagine this will change to eventually be more favorable to smaller guilds than it is now. After all, no more 40 man raids... option of 25 or 10 man raids starting with LK... the "leeters" whined about those changes, too, when they happened, complaining that people that didn't "put in the time" shouldn't get to see endgame content, but Blizzard changed it anyway. More people than ever now have the ability to raid, what with cross-realm LFG for heroics, and the LFR implementation. Make no mistake, Blizzard wants to make money. And when they see how adversely this guild leveling debacle is affecting their bottom line, they'll fix it. Just be patient. Keep talking to Bliz so they hear you, of course. Just be patient. They'll eventually get the point.
Am I missing something here? I'm on a 4 man guild but it seems I'm not even flagged as a small guild. You have to have 20+ to be a small guild?WTF is this bull%^&*? "not the 4 man Vanity Guilds" I'm sorry to say but our 4 man vanity guild was raiding ICC aswell combined with a pug and pwned the !@#$ outa the instance.We all got our T10 full without a problem so Vanity is not quite how you cut it.The reason we stay 4 man and don't recruit or Join a "Small" or Large guild Probally large only starts when you have over 100 chars in your guild with an activity scale of at least 50 ppl. Which I highly doubt. This thread has become a ridiculous way for people to brag how BIG their guild is and that you have less than 20 players you don't even be accounted for a Small guild, you just don't exist.There are almost No clear answers on Any of the questions dealing with the Cap it's just brag,brag,bull!@#$ and brag some more.FYI - The Cap is currently SET to a ammount of Active players. The more active players you have the more xp you can obtain on a daily base.This means larger guilds CAN lvl up faster because their cap is wider. Up to a maximum of contributing players.People with less active players, like my guild for example, will have a smaller cap and need 3 to 4 days to get past 1 Guild lvl cap.
My small guild (around 30 accounts, maximum 15 players active during the evening - i.e. less than 20) was at 89% of the XP cap last night when I went to bed. That's pretty damn good for a weekday, I'd say, and I don't see any discrimination against us.A 4-person guild will still get perks, just slower. Since there's 4 of you, you'll get XP for completing dungeon runs in a guild group too, so yay? If you want to get XP for raids too... recruit or join a bigger guild? If you're happy with yours, then the perks won't matter, especially since they're not game-breaking by any means. Blizzard wants to encourage people playing *together*, not staying in their small group of RL friends or whatever. It's a MMO. It's pretty solo-friendly, but that doesn't mean content should be balanced against "me and my friends" type guilds.Also, I have no idea what you mean with the cap being "wider". The cap is just the same for everyone. Bigger guilds will reach it in a few hours, medium guilds will reach it in a day, small guilds won't reach it at all. But the number's still the same.
In all of the 89 comments so far I find it curious that it has not been mentioned that the issue Blizz is attempting to correct is the rate at which exp is gained and not the amount. They have chosen a brute force fix by reducing the amount but that really is not addressing the rate. To me this seems akin to the rest mechanic. The quickest way to exp is to grind instances, but this will also quickly deplete your rest. The more sustainable approach is to quest, but this requires more work (read time).So why not throttle guild exp gains by the rate at which it is earned? The 2 player guild that logs 40 hours a week on their 20 toons could be seeing the same benefits as the 50 player guild that logs 40 hours a week combined. I think that is the source of the outcry here. In my experience the smaller guilds are frequently made of of very dedicated players, a dedication that often excludes the guild from growing larger. These are people who really do spend absurd amounts of time in the game and who like to play with others that do the same. They work hard to keep their small guild toons competitive with the large guilds. On the other hand, 85% of the members of the large guilds I have been in show up a few hours a week to raid. Many have only ever leveled one toon past 40, have hardly leveled any professions, and only have rep with factions by accidental result of being present when other guildies were doing things.The point here is that dedicated participation in the game should count for something. At first I was thinking that the throttle would best work if it decreased the awarded guild exp inversely proportional to the rate at which it was being earned, and perhaps this still applies on a guild wide level; Yet at an individual player level I would almost argue the opposite. Perhaps at an account level guild exp gains should increase over the course of a week. Start off very low, perhaps 1%, and then increase 0.5% each time more guild exp is gained. This encourages more play. It encourages more activity to benefit the guild. It rewards players who are dedicated to the game.The currently implementation simply awards guilds for their volume. Guild leveling for a 2 player guild that logs 40 combined hours a week is hopeless, for a 20 player guild that logs 80 it is a bit better but still grim, for a 100 player guild that logs 200 it is pretty easy, and for the 500 player guild that logs 500 it is trivial.and... Absolutely the 500 player guild that logs 10,000 combined hours a week should see their guild leveling faster than all the others, that would be fair, that would be rewarding dedication.The truth is some grey area in the middle of all these examples. The issue though, is not resolved by rewarding volume. It will require a more complicated solution, but I feel strongly that the dedicated players deserve that.
There's also another potential solution.Make guild exp gains that YOU contribute scale with your Guild rep.Eh, nvm. I just thought that through.
Not only is it hard for smaller guilds, but if that guild has no level 80's it's nearly impossible... our guild - a small collection of local friends - has no level 80 characters and not to many members... we never got passed 10% of the daily cap.
Before I even begin, tl;dr: Small guilds aren't meant to be able to easily reach the daily exp cap.I don't think you "Small Guild Masters" understand what the Blizzard team is trying to do. First of all, they're definitely not trying to give out free rides to guild level 25, especially for small guilds.Second, if you payed even an iota of your attention and time to MMO-Champion, you would know that Blizzard wants larger guilds to prosper at a larger rate than smaller guilds, which makes the larger ones look more appealing to join than a small guild of a couple friends or 10 core raiders.They're trying to promote actually playing with other players, literally trying to put the first two M's back in MMO.This doesn't necessarily mean that Blizzard wants little guilds to suffer, but they don't want you to progress at the same rate either. I'm the co-guild master of 260 other people and there are about 20-something people online at any given time between noon and midnight. I can confidently say that we still easily hit the cap, after the nerf, by about 3 PM. Think about what this would be like if they EXP still had a 1:1 ratio for guilds. Alot of large guilds would have massive amounts of EXP being generated with most of it going to no use at all. As far as the guild leveling process is concerned, thats a massive waste of (usually) hard work.About the cap. The cap is there so that any guild, not just larger ones, cannot farm experience and get level 25 the day the expansion came out. Because, that is exactly what would happen, and that would SEVERELY ruin the prestige of the level 25 guild mount and all other perks that come along the way. The cap is not there to stop larger guilds from getting ahead of smaller guilds, because thats exactly what Blizzard seems to want; to have the larger guilds be at a higher level because they have a larger work force.Think about the Ashes of Al'ar. If blizzard had removed the weekly reset on old raids, or even raised the drop chance to 90%, would it really be a special mount? Not in my opinion.Blizzard has presented you with this option:1. Stay with your friends in your small guild and appreciate what experience you can generate.-or-2. Join a larger guild and help contribute to a much larger collective, and, if the guild is big enough, get that free ride to level 25 that you want.Anyway, I hope that this post gets read, even though this thread is dead.
Okay, since I really don't want to quote your post little by little, I'll quote maybe a couple parts I think that really defines the post and go from there.
Why is this such a contentious issue? These bonuses have next to no practical value, and regardless everyone can get them in time.