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[Feedback & suggestions] - Guilds

Discussion in 'Suggestions & Ideas' started by *Rubber Duck*, 30 Sep 2017.

  1. The Otherguy

    The Otherguy Well-Known Member

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    Tech support
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    It will slow down.

    WE WILL SURVIVE!
     
  2. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    You gotta store up and one-shot binge the raffle, otherwise higher tier rewards disappear
     
    fr4nk1yn likes this.
  3. Netsa

    Netsa Well-Known Member

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    It annoys me a lot, too, honestly. I hit a big losing streak and lost 400 right after guild quests became available. Nothing I did mattered. Still got regular quests done, though, so there's that.
     
    fr4nk1yn likes this.
  4. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    Did anyone notice lag of recorded kills on GQ?
     
  5. BEN

    BEN Active Member

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    I guess it depends on how active the members are. Normally youll have all 25 members within the 800 infamy cap reach. Maybe not all but youll definitely be able to fleet up with most or atleast some of them.
     
  6. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    I didn't like it, but I had to restrict my guild to 1000+ infamy players. Just so I could ensure mission completion.
     
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  7. BEN

    BEN Active Member

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    Thats fine if you have some open slots. But if you had to kick someone to open a slot, or kick those 1,000 infamy players after they did the quest then that would suck for them. I guess as long as you keep them in your guild and they are active players then its all good! Win win for everyone.
     
  8. fr4nk1yn

    fr4nk1yn Well-Known Member

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    We've always done a purge regularly. We don't care about infamy but being active.
    I don't think we'll have to change at all. especially now that having new players is an advantage.
     
  9. WaveMaker

    WaveMaker Active Member

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    Actually, I like the new guild stuff....Yes, there may be problems with it but...now when I'm frustrated I don't have the weapons or the ship level progress I want. I can now focus on a mini goal to help my guild win (and gain small victories while I weather the storms waiting for much needed parts or copies to level a weapon). This makes the game more enjoyable over the long haul and keeps me coming back to play. It grants some form of progress to an otherwise "hit a wall" senario......
     
    _devill likes this.
  10. Joey who

    Joey who Well-Known Member

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    Agreed. Besides #5
     
  11. BEN

    BEN Active Member

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    Its kill all 5 opponents with you and your fleetmate. So its a little easier than a solo pentakill, but still tough to do. Im sure the devs if by any chance they decide to tweak guild quests, can come up with a quest even harder. Haha. But im all for it as long as theres no more standard cannon/mortar/napalm quests.
     
  12. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    Oh, I have a lot of open slots. See, thing is, #MOJOZ was a guild for new players, made by me at 250-260 infamy when I had a ton of sugar to spend and nothing to spend it on. But we all grew, us initial members, and then I realised that I couldn't keep adding newbies due to the season. So I kept the very best, and kicked the rest. Naturally, this included a few inactives, and A LOT of people I taught and who quit for good. NOT a task I was looking forward to at any rate.
     
  13. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    I kicked up a storm when the update was about to hit. Some members thought it was badass. 17 members kicked for inactivity, and not being up to standards. All fair grounds, trust me. Didn't make me feel any better about it tho.
     
    The Otherguy likes this.
  14. BEN

    BEN Active Member

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    Then what you did was fine, youre still a growing guild and theres nothing wrong with adding active new members. Only problem is when you reach 25/25 members and all are active then theres no inactives to kick, but by then you should be a well rounded guild with a variety of members! Good job man atleast you and your guild arent that affected by this new patch.
     
  15. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    Damn, but the kick was beastlike the day before the patch hit. 17 members, and we were on the clock for masters of every ship and weapons. End tally: we have 4 enfos, 5 defenders, 4 speeders, 3 fixers and everyone has a masters degree in shooter, of course. Damn tho. We are doing great.
     
  16. The Grim Repair

    The Grim Repair Community Manager

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    Any discussion for constructive feedback, suggestions and ideas around guilds is what we want to encourage here.
    Share your thoughts and experiences about the new quests, raffles, leader- boards and more!

    Apologies for merging some threads and the wacky read - we'll make it smoother in the future, the main reason was to collect similar feedback in one thread, so we can avoid duplication but also not miss great ideas already posted! *work in progress* :)
     
    Last edited: 2 Oct 2017
    Babablacksheep and Crashedup like this.
  17. Miathan

    Miathan Well-Known Member

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    Like I tried to say before in a post that got merged away and now looks out of place:

    This update does not encourage guild loyalty. It encourages having as large a network as possible so you can constantly move people between guilds to contribute to guild quests. I find this a bad idea. It's not fun to never know who's going to be in your guild anymore when you log in. On top of that, it makes completed guild quests not feel like a guild achievement, because lots of people from outside joined, contributed and left again. Sadly, this is by far the most effective way to do guild quests right now.

    So, what I'd like to see in a future update is a reason to stay in one guild. I want constant guild hopping to be discouraged, even if I am benefiting from it right now.
     
  18. disorder

    disorder Active Member

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    yes that's a big problem...hope rovio will get a good idea about this.
    ------------------------------------------------------------------------------------------------------
    about exotic weapon and issue about them (in fact that's the main problem) :
    P2W=> the bonus help a lot but it's a daily bonus...(put 500 pearl yesterday... it's hurts... did not knew it past so fast). P2W will win...other will loose., and find each day a F2P member able to put at least 100 pearl is a joke.
    Some guild get to panel 5, need around 800kill. they paid
    VIP give you 3 slot quest too.

    2nd account=> we got an idea...create a MK1, full of weapon , and go with it...(easier to kill a mk1 with napalm than a mK5)...stupid, but seem the easiest way (perhaps in fact these difficult quest help low MK level guild?)

    infamy issue=> it make infamy far less important (i've tried to go fight with a green triple torpedo at MK5, 2K infamy...it don't work, lost 300 infamy lol)

    --------------------------------------
    last... very happy for this update :)
     
    Last edited: 2 Oct 2017
  19. yellowocean

    yellowocean Well-Known Member

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    Hi Rovio / Friends

    For this thread i'll be discussing my opinions on the new Guild quests content. Feel free to agree, disagree or critic the items that i'm going to bring up.

    For starters, the Guild Quests feature is an awesome addition to the battlebay game. Personally, this is what i have been waiting for and have posted about in a separate thread. Ecstatic to see some of my suggestions become reality. for our guild, chatter has shot up tremendously and most of us are really having fun communicating and playing to finish the tasks presented. however, there are also immediate indications that the mechanics of this feature need some tweaks/adjustments.

    The GOOD
    • Guild affiliation now has a purpose and players now have a good reason not just to join but also wisely choose a guild and vice versa.
    • Additional reward opportunities for players with guilds
    • Additional passive resource accumulation
    • More reason for players to stay online and keep playing
    The BAD
    • Speciallist quests (item specific) - in any typical guild, it is rare to find a member who regularly uses / upgrades the seldom used weapons (e.g. mortars, napalm, swift and triple torpedoes) let alone find a player who is proficient with them. This dilemna forces guilds (at least in our experience) to either use underdeveloped versions of the quest weapon or replace a selected guild member with someone who has those weapons (in our case, it was easy considering we had 2 inactive members, but what if we didn't have inactive members? it would be cruel to kick out an active member just because the guild needed someone else, it defeats the purpose of a guild in the first place).
    • token reward progression is not commensurate to the progression of quest difficutly (from 25 kills in tier 2 quests to 75 kills in tier 3 quests yet token reward improves only from 1250 to 1500)
    • boosters - i know you guys need to make money, and i want you guys to make money but come on, boosts for quest completion? once again, guild rivalry favors the deep pockets who can buy unlimited boosts to complete quests much faster. it would have been fine if it was all about your own guild but for the boosts to have a factor in the rivalry is totally unfair and will just alienate the F2P players. Rivalries should be won on effort and skill, not because one guild is richer than the other.
    The UGLY
    • Immediately noticeable decrease in quality of matches because 1) players forcing themselves to use underdeveloped weapons to finish specialist quests, 2) players using underdeveloped boats (mk3-4s in nightmare play) just to help accomplish boat-specific quests and 3) players too focused on certain tasks that their gameplay is compromised.
    • Guilds kicking players who are still active but redundant or deemed not needed.
    • Guild hopping, players turning into "mercenaries" to complete guild quests that require their particular set of skills... errr... items rather :) i know this just means guilds are getting creative in how they can complete certain quests but is that what you guys really want?

    Suggestions
    • limit boosts to within guild quests accomplishments only and should not be a factor in determining the result of Guild Rivalries, hence, Guild rivalries should be measured differently... therefore...
    • How i think Guild rivalries should be settled:
      • 1st off, separate Guild quests (GQ) from Guild rivalries (GR); accomplishing GQs should not have an impact on the result of GRs
      • Guild rivalries should be settled based on a guild's collective strength, effort and time spent playing. with that being said, i believe the perfect way to score Guild rivalries is already included in this update... which are the battle badges (battle highlights). So how do we make use of that?
        • race to most GR points (Guild Rivalry points) within the duration of the rivalry
        • each badge/highlight gives a corresponding point. for example:
          • "nice shot" = 1 point,
          • "long shot" = 1 point
          • "first kill" = 2 points
          • "barrage" = 2 points
          • "blind shot" = 4 points
          • "pentakill" = 10 points
        • Guild that accumulates the most points at the end of the rivalry period wins
      • why do i think this is a better measure of guild rivalries? for one, the measures are purely based on gameplay and in-game meta. of course guilds with many P2W players still hold an advantage since they have better items and boats to play with but it narrows the gap against F2P dominant guilds. Second, all players are encouraged to play their best every single battle - use their best boat, use their best items - and most importantly, play to the best of their abilities.
      • i think Guild rivalries is a precursor to Guild Wars (if and when that happens) and all the more it shouldn't be won just because one guild has more "external" resources.
    • How i think Guild quests can be improved:
      • option A)
        • minimize specialist quests by dividing the 12 quild quests into 4 categories, each category will always have 3 quests every tier (page)
        • Categories are: 1) SPECIALIST QUESTS (at least it will be limited to just 3 quests instead of 6 or more every tier/page; 2) WIN MACHINE / DOMINATOR QUESTS ; 3) BATTLE BADGES/HIGHLIGHTS QUESTS; And 4) FLEET QUESTS, any quest that requires guildmates to fleet
        • guilds can boost to their hearts content to get more tokens faster and win more prizes
        • specialist quest kills done against guildmates should not count
      • option B)
        • change specialist quests from kills with a specific weapon to damage with a specific weapon
        • change win machine quests from wins with a specific boat to damage using a specific boat OR heal points with fixer
      • option C)
        • remove item-specific and boat-specific quests entirely
        • incorporate battle highlights (battle badges) into the guild quests
    • Guild hopping / jumping - mercenaries;
      • as i said earlier, i don't think there's anything wrong with this but i just don't feel that it promotes the right mindset for guilds and for the game overall. So i'm proposing a sort of "incubation/holding" period for a player who has just joined a guild (maybe 24 hours). that player, while being on hold, cannot contribute in any way to the completion of a quest.
      • maybe incorporate Guild Alliances / Mercenaries officially into the game:
        • Guilds can tag up to 2* guilds as allies; allied guilds can contribute to guild quest completion and share in the rewards
        • Mercenaries:
          • guild can select up to 3* players and offer them a "mercenary" contract lasting for a day (24 hours). mercenary will act as an extended member of the guild, receiving equal share of the rewards for as long as the player is under contract with the guild, mercenary can immediately contribute to the guild quests.
          • this might seem complicated to execute in code though so... oh well...
        • this suggestion aims to promote Guild loyalty and maybe minimize or eliminate the need to bounce around.
    • Guild quest duration: i noticed that it is not in-sync with the season timeline, is that intentional? if so, why? wouldn't it be better if the timeline for guild quests/rivalries be in-sync with the regular season timeline?
    • Draw rewards
      • the bonus prizes are awesome, can't really suggest any improvements on those except maybe more :)
      • for the regular draw prizes however,
        • respectfully requesting uncommon perks and power cells/cores be removed from the prize pool, uncommon parts are the only truly useful uncommons there.
    Overall, i think the Guild quests and Rivalries should be designed to promote high quality matches as well as avoid being tedious and seeming mandatory.

    *like if you agree/support, feel free to critic/comment and/or augment...

    Cheers!!!
     
  20. tyrus

    tyrus New Member

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    Can developers make guild bank for exchanging things inside guild, like in WOW?
     
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