I don't know Bashlok very well as a blue poster but this set of posts alone convinces me that he is a complete ass and blizz should fire him as ineffective at doing his job (which is presumably communicating with the community)Even if blizz is reluctant to change the system his attitude of, screw you it's not broken because we say it's broken even if 99% of the actual players think it's not just stupid but actually broken, is the type of hubris that makes players think blizz actively hates the users.
The reasoning for not making guild rep account wide seems flimsy at best to me. Does anyone actually go on guild runs for the rep? Or are they like me and go along because there is less bad players and more explaining if you don't know the fights?Given there "contributing" to the guild while earning rep does it really matter what character they do it on?
I think that guild tabards should be a standard rep tabard. Every other rep is farmable in some fashion, why not Guild Rep? And what about guild ranks? Im a high ranking officer in my guild, and Ive been in it for over a year, should promotions give a rep bonus? And what about really really annoying new guild members? When someone is demoted shouldn't they lose guild rep? Pre-cata standing in a guild was based on guild rank. Why doesnt that have anything to do with reputation?
I think The GM should have a certain amount of rep he can grant to other members each week for doing stuff that they feel deserves rep not normally recognised within the game.
You guys complaining about this just need to sit back and relax. Your rep and Guild XP will come with time.Try not to focus on grinding it out, just let it happen. Make sure you hit your cap as much as possibly every day, then go about your normal business.My guild is Lvl 11 and I'm revered with them, and I honestly didn't even try. Suck it up like the rest of us. Absolutely NONE of the perks are game breaking, nor do ANY of them help contribute to DPS/HPS or any other combat stat, so just stop.Edit: This system is GUILD REP. GUILD. GUILD. GUILD. You do not, and aren't supposed to, gain rep by doing things SOLO. If your guild has 10 people in it, and it takes forever, either leave that guild and join a bigger one, or suck it up as YOUR CHOICE. Again, nothing gamebreaking here. Move along.
I would like to say that I can see both sides, good and bad. I can see that it shouldn't matter what 'your' guild has and another guild has because guilds that go head to head will not be drastically different than each other because of the perks and rewards. Even if we see more guild vs. guild action, it doesn't change the game.But, we all have the mentality of "it is always greener on the other side." For example, the guild I belong to has just reached level 3 today. Our guild is self-labeled as casual. Too much so, in my opinion. We have 123 members, but I only see at the most 5 on at any one time, and I don't think I have seen more than 10 different toons on since Cata came out. So I wonder how many are alts (I myself have two alts in the guild). Anyway, we don't have any rewards because we are too casual and there is hardly enough on to do any real guild grouping. So, when I hear guilds are level 10 (as of a week ago, I don't know what they could be now) I feel like I am missing out on heirloom cloaks and such. I have that mentality. At least I recognize it, though.So is it Blizzard's job to curb our 'have now' personalities or should they stick to their guns and mandate patience? Really, why do we get so jealous when we see someone else who has a mount that we don't have? It doesn't change game play. Being about to ride faster really just means that if you are both racing to a node, that faster mount will get there first. But, for as long as I have been playing and farming (granted, only a year-and-a-half), I've been in some races with others (oh how I dislike paladins!), but what usually happens is you start leapfrogging. That'll still happen.I support how rep gain works right now, for high level toons. I reach the cap every week. And I feel that it is a mechanic that correctly portays becoming a good guild member. The way we gain rep, though, doesn't fit our idea of becoming a good guild member, but that is how rep gain has worked in this game. But what other mechanic can we use that cannot be easily taken advantage of? Should it only be gained while grouped with others of your guild? I think right now it is the best method we have. For low level toons, though, it will be a chore. I started a worgen alt and had him join the guild. He gets 1 guild rep per quest. If it wasn't for perks, there is no point for him to be a member of the guild. But I believe that activity comes at level cap and that seems what the new guild system is set for.Guild xp is another sticky wicket. Especially since there is a daily cap and if you do not reach it, it doesn't reset (if you didn't get it today, you must not work hard enough anyway). Ultimately the same thing applies here as does rep gain. But, as in my guild, I am painfully aware that it takes a group effort to get this up, or at least a lot of members leveling and doing dailies.I think Bliz is desirous to give us cool things. They put this i place for us. But, no matter how hard we try we will go where we can get the most benefit. There will be a few guilds that will be so hardcore that they will stay in their family or friend guild, but they will be a little more bitter. Large guilds will get even bigger because they will have the most to offer. Us small guilds (I don't see use being a 123 member guild, but right now only a 10 man guild or random people) will eventually disappear. But really how bad is that? What did your small guild have to offer that you will not have in a 'corporate-sized' guild? Even taking the perks and rewards out of the equation, what will be worse?I hope you are not confused by my rambling. I like the what Bliz has done, but I do believe there is some fine tuning to be had.
A repeatable turn-in quest focusing in on your professions that require you to donate a certain item to the guild?That's an awesome idea. Kind of like those old AQ40 war effort quests - the guild needs more !Actually. I really like this.Maybe I wouldn't have to do Tol Barad dailies every freaking day just to make end's meet then (yes this is the way to do it....atm, or other dailies. Choice is yours, really)
Love this idea especially if Gmasters could pick a select list of items out of a predetermined list by blizzard that the guild needs...and the list could only be modified on a cooldown of so long to prevent misuse.you
I think that guild tabards should be a standard rep tabard. Every other rep is farmable in some fashion, why not Guild Rep?This is a pretty good idea and incentive to wearing guild tabards more. I hardly ever wear a guild tabard, instead opting for Crusader's Champion tabard. Also, if Blizz could expand on the tabard design feature to include custom content (a la Battle.Net and SC2), guild tabards would be more useful.
My thought:Have a guild rep "soft cap", and give certain rep gains give "soft" points, and others give "hard" points.A player would accrue points until they hit the cap, then everything that awards "soft" points (random dailies and other menial nonsense) stops counting, while everything that awards "hard" points can keep adding up (guild bosskills, PvP kills in guild BGs, donations to the guild bank, etc.)I'd love to share that with a Blizz employee, but my account is down due to general disinterest in actually playing the game. If anyone likes the idea, and would like to pass it on, please feel free to take it as your own.
Without achivs there is little interest, besides you get guild-faction capped easily in 3 days out of a week , since I'm already JP capped (for good) and VP capped for the week I mostly play the game 2-3 days a week in which I cap my guild-rep/VPs doing useless dailies and HCs, I also attend more than my minimum guild raids
My biggest concern with guild rep gains is that they require you to do things that don't actually involve guild members. Daily quest grinds don't do anything to encourage guild participation and don't benefit the guild at all.
Guild XP, Guild Rep, etc should all be gated, not capped. If you fall behind, you're not punished, but everyone can only get so far so fast. It'd only cap out for big guilds daily, but smaller guilds would not be punished.For example: week 1 max xp is 1000Big Guild A hits this on sundayLittle Guild B only gets 500.The next week the gate is 2000 total.Big Guild A can only get another 1000xp during this weekLittle Guild B can get 1500, since they were short 500 the last week.It would also help curb newer guilds who start later than other guilds.
My wish list would be that I really miss achievements, I also think that Dungeons and Raids should have their own cap while Quest/Rated BG/Arena should share cap. I also think if you grouped with 3 or more guildies doing anything should give you 2x, 3x the rep. Whether it's doing Dailies, bg, arena's whatever. Back to Achievements. Maybe a commendation system should be set up just as they do for most other races. The commendations can be guild bound so that the GM can award them too a player and the player can either use them now, keep them to give to another player, or use to move up an alt wouldn't a banner of xp and rep be so nice for an alt you barely run. I figure every achievement has points use a formula to make the points give the GM a set number of commendations. Then that gm can award the commendations to officers or just divide them those they feel worthy. They could be used as guild currency or used up for rep. In future patches maybe boss kills or top rated BG/Arena awards could also give commendations. I'm sure caps would be needed on these too to make sure that guilds didn't rep too quickly.
A repeatable turn-in quest focusing in on your professions that require you to donate a certain item to the guild?That's an awesome idea. Kind of like those old AQ40 war effort quests - the guild needs more !Furthermore allow the GM and/or Officers to set what the daily quest would be. The possibilities are endless with it. Perhaps do it similar to how they do the daily fishing/cooking quests. Whereby those crafted materials would then be deposited into the guild bank for later use. To prevent gaming put a 24hr withdraw cool down on any items collected from daily quest turn ins. This would prevent different players from just re-using the same item over and over to complete the Guild daily quest
I'm in 2 guilds, on 2 different servers. 1 guild is one of the largest in the world and we hit guild cap with in a few hours everyday. The other is just me and 1 other person and we just got our first perk. Both guilds are unconventional and are not in the 'spirit of the game'. But you know its my game, sure I get penalised for not playing the way blizzard wants me to, but who cares.Guilds are a crap idea anyway I think.
I find that I get as much, if not more, rep with the guild than I do with the faction I've tabarded when I run a Heroic 5-man dungeon in an all-guild group (not in raw numbers but in terms of speed of advancement.)I am revered with my guild right now, I've done all the quests in Cata and my dailies that I needed only for rep with the various factions. I've done enough hoerics to be exalted with almost everyone.This feels like the right place considering how much time I've put into it... what sorts of things are poeple spending enough time doing to complain about that don't count? I am confused why this is a problem because it worked fine for me.
Experience from Guild Achievements: They are still awarding experience but NOT beyond the daily cap. So this is a nice way for a relatively small guild that just fields a 10man raid or a 5man Dungengroup to get more experience for their cap than just doing quests and dailes. I know this because a while ago we tried this out - did a Guildraid with achievement and watched the bar as it jumped up. If there was a hotfix since then which has completely removed Guild XP from Achievements, then I am sorry for straying false information - I have not watched the bar since then when doing Guild Achievements (( possibly because the cap is always full when i get online nowadays ))My take on the "paradigm" of the guild being something to work for to get shiny stuff is;Guild leveling should take things into consideration that matter for the GUILD, not the individual player. When I do my 12/15/18 Tol Barad Dailies and then Therazane or Dragonmaw or whatever... I have NOT contributed a single thing to the GUILD per se, but only my very self. I grinded rep for other factions, receive tokens for me and receive gold (granted 5% of it flows to the guild past a certain level)... but with that I increase the experience bar of my guild including my standings towards it? That just feels so wrong.I am totally with you guys to have GATED experience, not capped.I favor the idea of doing a daily/repeatable quest for a turn in for professions to which I want to contribute more in detail later on from another point of view.The amount of received guild experience as well as guild reputation for low level characters is ridiculously low.Guild Groups are fine as they are... but it should not be a fixed number of persons (8/10) but rather a percent base of the actual people IN the group. Which I would say would be 75% or 80% (as it currently is). Say I want to do a retro-raid and visit Naxxramas and take like 7 guys with me, one of them not in the guild. That makes ~85% guild member coverage of the current group, thus being a guild group. It does not feel very handy in forcing 20 People to do a Hyjal Raid when 5 would do perfectly well. Encourage players for checking out old content... not shy them away.What bothers me most is that I, as a player, get the feeling that the developers often choose the easy way with mediocre/flawed solutions instead of the hard way that gives solid and stalwart results. I'd like to give examples to the situation of; "its not easy to balance stuff the players could do and not turn it to a farming game" - and if possible, I'd like to hear your guys opinions about them.
Guilds already started gaining extra money when they hit Lvl 5 for Cash Flow (EVE does it too, they just call it what it is: "tax")Except, in WoW, it's not a tax: the 5% is created, extra money, it is not subtracted from what the person loots.
What bothers me most is that I, as a player, get the feeling that the developers often choose the easy way with mediocre/flawed solutions instead of the hard way that gives solid and stalwart results. I'd like to give examples to the situation of; "its not easy to balance stuff the players could do and not turn it to a farming game" - and if possible, I'd like to hear your guys opinions about them.