12/07/2010 3:14 PMHowever, now with the daily cap at roughly 6M/Day, it's going to take guilds months to finish out guild leveling.
Posted by Karoc
I'm pretty sure that having guilds take months to finish out the guild levelling process has always been the intent. I don't see a problem with that as their goal, and I understand needing to make a change if they don't see that goal being met. However, I would rather have something that can be influenced by the guild working *together*; I would much rather drop daily XP gains entirely (or drop them significantly), set a weekly achievement point cap that ends up on the same level, and let guilds level through doing things together, rather than by leveling through quests/doing things solo.
Figure an average of 20 million XP/level. Currently, they're talking about 83 days of levelling at the daily XP cap. Okay, so cut that in 5 -- basically, this means that if you have one person levelling 80-85 at any given time, you're going to cap out, but who cares. Then, add a 40 million XP weekly cap to achievement gains. Same basic cap. Set up the achievements so that: 1. If you complete 2-3 hard achievements per week, you cap out. 2. If you complete a dozen less hard achievements (old world dungeons), you cap out.
In order to make up for guilds hitting the cap and not getting credit a certain week, let guilds repeat the achievements for more XP. (This is harder, I understand, but something like this becomes necessary: You have to have *some* time limit cap or guilds will have 25 the first day, no matter how much pain they go through, and as soon as you have a cap, people will bump against it.) So instead of achievements being "Do once, Done", they can be repeated from week to week. Some guilds will find what they consider the 'easy' achievements, and use those to level, but again, who cares.
Some achievements -- Legendaries, and other things that are 'one time' because they are count-based -- can evade the cap, since they are one time events.
The only problem that I see with this is that a guild which does *no* achievements at all as part of guild levelling will take about 5 times longer than they will now. However, I don't consider that a major flaw; guild advancement should favor guilds working together to do things.
Another way to do this would just be to provide a very *small* amount of XP -- say, 1%-5% of a level, depending on difficulty -- for every sufficiently hard achieve that a guild does. This isn't going to be game breaking -- 1% of a level shaves approximately 1 day off of guild levelling, 5% shaving a week off. (This is probably similar to the 'nerf XP gains from achieves by 95%'.) These feel much less game breaking, and seem a lot more practical than removing the incentive for guilds to play as a group while keeping the same approximately timeline for guilds achieving level 25.