View Full Version : status loot changes (images)
scarletbegonias
09-03-2007, 04:46 AM
I know there are already extensive discussion threads on this... but here are some screenies for all to see....<i><img src="http://i176.photobucket.com/albums/w176/daavy/t1statusloot.jpg" border="0" alt="No alternate text supplied." width="1024" height="193" /><img src="http://i176.photobucket.com/albums/w176/daavy/t2statusloot.jpg" border="0" alt="No alternate text supplied." width="1023" height="196" /><img src="http://i176.photobucket.com/albums/w176/daavy/t3statusloot.jpg" border="0" alt="No alternate text supplied." width="905" height="224" /><img src="http://i176.photobucket.com/albums/w176/daavy/t4statusloot.jpg" border="0" alt="No alternate text supplied." width="1022" height="191" /><img src="http://i176.photobucket.com/albums/w176/daavy/t5statusloot.jpg" border="0" alt="No alternate text supplied." width="1024" height="192" /><img src="http://i176.photobucket.com/albums/w176/daavy/t6statusloot.jpg" border="0" alt="No alternate text supplied." width="1024" height="205" /><img src="http://i176.photobucket.com/albums/w176/daavy/t7statusloot.jpg" border="0" alt="No alternate text supplied." width="1024" height="199" /></i>
Goemoe
09-03-2007, 05:23 AM
Thanks for the efford, showing probably the most useless change ever. The game is old, the guilds are old and new members who want to contribute simply can't (until reaching levelcap) because of this. It doesn't help the game, it hurts. Please stop this useless idea SOE.
Dulissa
09-03-2007, 09:01 AM
<cite>Goemoe wrote: </cite><blockquote>Thanks for the efford, showing probably the most useless change ever. The game is old, the guilds are old and new members who want to contribute simply can't (until reaching levelcap) because of this. It doesn't help the game, it hurts. Please stop this useless idea SOE </blockquote>But new members can. and worth more than status loot. It's called writs and hqs. You people act like status loot nets you thousands of guild xp. I turned in 1 just for giggles the other day and got a whole 10 points for guild credit. WOOO.
Wyrmypops
09-03-2007, 09:34 AM
<p>If it's so inconsequential, then leaving it alone would do no harm then. </p><p>But putting this in is harmful. It's a downer to any low level PC that's in a higher level guild. There's enough to make lower level PC's and content less desirable to many people already, this is just a well aimed kick in the teeth. </p><p>If it's to combat the hoarders of these tokens selling loads of them come the expansion and levelling up swiftly, so what? They've acquired them, let them reap the benefits. </p><p>These tokens are one of the few ways a casual player can feel like they contribute to their guild. It's not much, but it's something. Raiding is nothing but a playstyle choice, if it isn't one a person enjoys then they're missing out on the epic takedown status (<i>I don't see that being locked to guild level</i>). HQ's aren't exactly a whimsical event, finally completing one is a feel good feeling, but rather infrequent, especially for a casual player (<i>no mention of these being locked at the status benefit stage either</i>). Writs aren't exactly perfect, what with mob changes, solo/heroic parameters out of kilter and some writ mobs being more rare than a dull episode of Scrubs, I wouldn't consider them much of an consistent and do-able means for casual players to contribute to their guilds status.</p><p>As a caveat, I wouldn't consider myself such a casual player, not overly weighed down my low level alts. But I don't have to be black to be offended by racism either. </p><p>I don't see anything wrong with the tokens being left as they were. If a dev really is frothing at the need to change them, then perhaps their rabid assault could be left at a no-trade tag being slapped on them. Thereby preventing more abusive acquiring of these items netting rich guilds easy status. But don't kick the casual players in the teeth.</p><p>Personally, I've always though these could come with a tiny faction modifier. Adding up how many writs it takes to make our city faction cease to be indifferent let alone anything more favourable, a point or two to faction here or there wouldn't be remiss. </p>
Freliant
09-03-2007, 09:45 AM
<p>There is already a huge discussion on this topic. I like that the status loot items are organized so neatly in this post though.</p><p>As for the claim that they should be left as is, and that its inconsequential to leave em as is... They affect high level guilds by making them insta level on day one. How about if the change was just to auto apply as soon as you loot them, and all existing ones in game automatically apply to the person holding them. This would resolve the problems right away and not make anyone worry about improper guild leveling.</p>
Vatec
09-03-2007, 09:59 AM
<cite>Freliant wrote:</cite><blockquote><p>There is already a huge discussion on this topic. I like that the status loot items are organized so neatly in this post though.</p><p>As for the claim that they should be left as is, and that its inconsequential to leave em as is... They affect high level guilds by making them insta level on day one. How about if the change was just to auto apply as soon as you loot them, and all existing ones in game automatically apply to the person holding them. This would resolve the problems right away and not make anyone worry about improper guild leveling.</p></blockquote>Bit of an exaggeration there. There's a post in the "big thread" that dispels that notion fairly handily. Someone handed in 13000 points worth of items and determined that it raised a level 57 guild a whopping 2%. They then calculated that, at that rate, they would have needed something like =eight thousand= of the items to get the guild to level 58. I'm not quoting exact numbers, but the idea that guilds "insta-level" just from status items is simply not true. The mega-guilds will gain at most a level or two from the stored up items. The rest of their levels will come the old-fashioned way: dozens of players completing all the new quests and raiding all the new zones.
Zanadi
09-03-2007, 12:14 PM
<p>Nerf this nerf that...</p><p> If it's not broke why fix it? Is it really such an issue that I turn in a status item that will barely register for my guild? I'm seeing them "fixing" things that I don't see as needing fixing. If no one is complaining then why mess with it? Don't they have enough to do already without adding things like this to thier work load?</p>
ke'la
09-03-2007, 03:15 PM
<cite>Goemoe wrote:</cite><blockquote>Thanks for the efford, showing probably the most useless change ever. The game is old, the guilds are old and new members who want to contribute simply can't (until reaching levelcap) because of this. It doesn't help the game, it hurts. Please stop this useless idea SOE.</blockquote>Yep, the game and guilds are so old infact that I saw THREE(3) differant guilds hit lvl 10 last night, while harvesting in EL.
Gareorn
09-03-2007, 04:05 PM
<p>If the Faywax, Beryllium, and Emerald stuff (drops of lvl 71 and up) can only be used for guilds below level 70, then there seems to be a gap for guild levels 70-80. Will only items that drop off level 81 and up mobs (raid mobs) be usuable to advance guilds from 70 to 80? If so, then by the time a guild gets access to level 81 mobs, they'll probably already be at level 80 or very close to it.Does this seem odd to anyone else?</p>
Sapphirius
09-03-2007, 04:14 PM
<cite>Dulissa@Antonia Bayle wrote:</cite><blockquote>But new members can. and worth more than status loot. It's called writs and hqs. You people act like status loot nets you thousands of guild xp. I turned in 1 just for giggles the other day and got a whole 10 points for guild credit. WOOO. </blockquote><p>The point isn't how much GSP they bring in. It's that they helped guild members who have limited playtimes <i>feel</i> like they were contributing.</p><p>If you have only an hour a night to play (maybe two if you're lucky), then taking half or more of that playtime to grind a writ is counterproductive to your enjoyment of the game. A lot of people have flat out said in a different thread that they <i>hate</i> grinding out writs for faction. It's kind of boring IMHO to stand there and kill the same thing 20 times in a row. As for HQs? There's a limited number of those in the world. When they run out, they run out.</p><p>The other point is that this creates an <i>imbalance</i> in guild status contribution. Your level 30 in a level 60 guild will <i>not</i> be able to turn in any of his status items to contribute to GSP, <b><i>BUT</i></b> a level 70 in that same guild <i>will</i> be able to turn in his status items. Thus, it gives a higher level member one <i>more</i> option for contributing status and a lower level member one <i>less</i> option.</p>
einar4
09-03-2007, 05:28 PM
<cite>Freliant wrote:</cite><blockquote><p>There is already a huge discussion on this topic. I like that the status loot items are organized so neatly in this post though.</p><p>As for the claim that they should be left as is, and that its inconsequential to leave em as is... They affect high level guilds by making them insta level on day one. How about if the change was just to auto apply as soon as you loot them, and all existing ones in game automatically apply to the person holding them. This would resolve the problems right away and not make anyone worry about improper guild leveling.</p></blockquote><p> Actually that would be a fairly good comprimise to limit the Visa card guild upgrades but still let the players with limited time add to their guilds. Add small amounts of guild status to more of the solo and basic quests, such as the quest lines in all the zones, and have some mobs provide a small amount of status depending on their difficulty, and in some cases a random reward. </p><p> In addition to that, I would say that I've personally wanted to see more of, from the old days of EQ1, where just about everything you did affected your faction, and faction meant something. I'd like to see more city faction rewards for quests beyond writs. The writs are a boring grind, I'd much prefer going through a longer multi step quest line and gain guild rewards along the way than a "kill x of K to yield y status and z faction, thankyuhcomeagain."</p>
xpraetorianx
09-03-2007, 06:48 PM
This is a bunch of [Removed for Content].. seriously... Casual Guilds are players of ALL level ranges... so a player who is level 40 in a 60 level guild cant help contribute anything to his leveling up in the world in terms of Status Items... BULL [Removed for Content] SOE IS JUST PULLING STUFF OUT THEIR POO HOLE NOW.
Wingrider01
09-03-2007, 07:44 PM
<cite>Goemoe wrote:</cite><blockquote>Thanks for the efford, showing probably the most useless change ever. The game is old, the guilds are old and new members who want to contribute simply can't (until reaching levelcap) because of this. It doesn't help the game, it hurts. Please stop this useless idea SOE.</blockquote>Wrong, only one method of their contribution has been removed to prevent the stock piling of a multitude of the turn in items by the entire guild prior to the new guild cap, new members can still contribute via writs and heritage quests
Wingrider01
09-03-2007, 07:46 PM
<cite>Sharpcharm@Blackburrow wrote:</cite><blockquote>This is a bunch of [I cannot control my vocabulary].. seriously... Casual Guilds are players of ALL level ranges... so a player who is level 40 in a 60 level guild cant help contribute anything to his leveling up in the world in terms of Status Items... BULL [I cannot control my vocabulary] SOE IS JUST PULLING STUFF OUT THEIR POO HOLE NOW.</blockquote>writs/heritage quests can still be used so they can contribute to the guild status, the turn in items will affect their status only if the item is below the guild level
Vonotar
09-03-2007, 08:13 PM
<cite>Dulissa@Antonia Bayle wrote:</cite><blockquote><cite></cite>But new members can. and worth more than status loot. It's called writs and hqs. You people act like status loot nets you thousands of guild xp. I turned in 1 just for giggles the other day and got a whole 10 points for guild credit. WOOO. </blockquote><cite>Wingrider01 wrote:</cite><blockquote><cite></cite>writs/heritage quests can still be used so they can contribute to the guild status, the turn in items will affect their status only if the item is below the guild level</blockquote>My level 13 turned in a writ the other day and got a huge 83 guild status points WOOO.So we might as well tie those to guild level too. 10-19 writs should only contribute towards guilds less than level 20. 20-29 should only contribute to guilds less than level 30.What? you don't like that idea? they can still do HQ's ya know!Actually why not extend this to HQ's too <img src="/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" width="15" height="15" /> why should completing a level 17 dwarven ringmail HQ really contribute anything to a level 50+ guild.Can you give an argument as to why Status Items should be treated as a separate case? I can't see one.
Dasein
09-03-2007, 08:22 PM
<cite>Vonotar@Butcherblock wrote:</cite><blockquote><cite>Dulissa@Antonia Bayle wrote:</cite><blockquote><cite></cite>But new members can. and worth more than status loot. It's called writs and hqs. You people act like status loot nets you thousands of guild xp. I turned in 1 just for giggles the other day and got a whole 10 points for guild credit. WOOO. </blockquote><cite>Wingrider01 wrote:</cite><blockquote><cite></cite>writs/heritage quests can still be used so they can contribute to the guild status, the turn in items will affect their status only if the item is below the guild level</blockquote>My level 13 turned in a writ the other day and got a huge 83 guild status points WOOO.So we might as well tie those to guild level too. 10-19 writs should only contribute towards guilds less than level 20. 20-29 should only contribute to guilds less than level 30.What? you don't like that idea? they can still do HQ's ya know!Actually why not extend this to HQ's too <img src="/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" width="15" height="15" /> why should completing a level 17 dwarven ringmail HQ really contribute anything to a level 50+ guild.Can you give an argument as to why Status Items should be treated as a separate case? I can't see one.</blockquote>1. There's a finite number of HQs in the game, and even when greyed-out, these quests can involve some considerable effort in the form of camps. 2. Writs are already scaled by character level, so there's no way for a level 70 character to farm level 20 writs, for example. 3. Neither writs nor HQs can be stockpiled for later use, while status items can be. 4. Status items drop off grey mobs as body loot.
Sapphirius
09-03-2007, 08:38 PM
<cite>Vonotar@Butcherblock wrote:</cite><blockquote>My level 13 turned in a writ the other day and got a huge 83 guild status points WOOO.So we might as well tie those to guild level too. 10-19 writs should only contribute towards guilds less than level 20. 20-29 should only contribute to guilds less than level 30.What? you don't like that idea? they can still do HQ's ya know!Actually why not extend this to HQ's too <img src="/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" width="15" height="15" /> why should completing a level 17 dwarven ringmail HQ really contribute anything to a level 50+ guild.Can you give an argument as to why Status Items should be treated as a separate case? I can't see one.</blockquote>Vonotar, I think I love you. (Shhhh. Don't tell my boyfriend I said that.)
Rijacki
09-03-2007, 09:05 PM
<cite>Wingrider01 wrote:</cite><blockquote><cite>Sharpcharm@Blackburrow wrote:</cite><blockquote>This is a bunch of [I cannot control my vocabulary].. seriously... Casual Guilds are players of ALL level ranges... so a player who is level 40 in a 60 level guild cant help contribute anything to his leveling up in the world in terms of Status Items... BULL [I cannot control my vocabulary] SOE IS JUST PULLING STUFF OUT THEIR POO HOLE NOW.</blockquote>writs/heritage quests can still be used so they can contribute to the guild status, the turn in items will affect their status only if the item is below the guild level</blockquote>My level 32 arasai that I mostly solo right now went to get get some writs from Freeport. Some of the writs she was offered (the only ones -that- writ giver would offer) were for Runny Eye. So... how is my <b>solo</b> arasai supposed to do those writs?Nearly all HQs, when done while level appropriate, require grouping for some of the steps. (Some which didn't will after the change to interacting with widgets) HQs generally take hours or days with several quest steps and possibly some camping for certain mobs (some of that has been reduced, thankfully).Casual players and soloers will be the most hit by this change. They will lose one way to contribute. They will be -forced- to group and/or camp and play for longer spans of time in order to contribute to a guild. Someone who plays 3-4 hours a week (or less) most likely won't be able to do writs, especially if they require groups, or would have to devote all of their game time to nothing but writ grinding to contribute . Someone who plays 3-4 hours a week (or less) probably can't complete most of the HQs especially the ones requiring waiting for a specific spawn (like a specific bouncer, bloodtalon, etc).Yes, casual players and soloers would contribute more if they would do the writs and HQs than if they turned in status items, but turning in status items is something they can do while they play -normally- and without having to devote full time to nothing but writs or HQs.It's not about removing all of the ability of a lower level character to contribute, it's about removing one of the ways that anyone of any level can contribute regardless of play style.This change, more than any other guild related change thus far, is going to hurt the guilds with casual members (from those in the mid-level range to capped) a lot more than it's going to affect the stock-piling high-powered guilds. The high-powered guilds probably have raiders those raiders will net more status in one raid than from turning in a box full of lower level status items. Nearly every Named in a raid zone T6+ gives thousands of status per character per kill to the guild. A level 40 casual guild, for example, probably won't have 24 members of their guild on a single raid adding thousands x24 xNamed to the guild even 2-3 nights a week like a 'causal' raiding guild, like Legion of the White Rose, can. While that raiding guild has another avenue to gain status, the casual 40 guild will have one way removed.<b>Personal side: </b>use of LotWR as an example is because I am a member of that guild with my raiding character and my eventual raiding character. LotWR has casual players as well as raiders and a lot of the players have alts which either raid or are waaaay too low in level to. This change will effect LotWR, not because the members have been holding on to the status items they loot with all of their characters, but because some of the player-members are casual and not level capped and their contribution has been reduced. I'm also a member of a far more casual RP guild on AB where some members really do only play 3-4 hours a week. That guild reached level cap LONG after LotWR and almost none of it was from raid gained status (the only raid gained status would be from members in pickup raids). They'll be affected even more than LotWR.
Dasein
09-03-2007, 10:13 PM
<cite>Rijacki wrote:</cite><blockquote><cite>Wingrider01 wrote:</cite><blockquote><cite>Sharpcharm@Blackburrow wrote:</cite><blockquote>This is a bunch of [I cannot control my vocabulary].. seriously... Casual Guilds are players of ALL level ranges... so a player who is level 40 in a 60 level guild cant help contribute anything to his leveling up in the world in terms of Status Items... BULL [I cannot control my vocabulary] SOE IS JUST PULLING STUFF OUT THEIR POO HOLE NOW.</blockquote>writs/heritage quests can still be used so they can contribute to the guild status, the turn in items will affect their status only if the item is below the guild level</blockquote>My level 32 arasai that I mostly solo right now went to get get some writs from Freeport. Some of the writs she was offered (the only ones -that- writ giver would offer) were for Runny Eye. So... how is my <b>solo</b> arasai supposed to do those writs?Nearly all HQs, when done while level appropriate, require grouping for some of the steps. (Some which didn't will after the change to interacting with widgets) HQs generally take hours or days with several quest steps and possibly some camping for certain mobs (some of that has been reduced, thankfully).Casual players and soloers will be the most hit by this change. They will lose one way to contribute. They will be -forced- to group and/or camp and play for longer spans of time in order to contribute to a guild. Someone who plays 3-4 hours a week (or less) most likely won't be able to do writs, especially if they require groups, or would have to devote all of their game time to nothing but writ grinding to contribute . Someone who plays 3-4 hours a week (or less) probably can't complete most of the HQs especially the ones requiring waiting for a specific spawn (like a specific bouncer, bloodtalon, etc).Yes, casual players and soloers would contribute more if they would do the writs and HQs than if they turned in status items, but turning in status items is something they can do while they play -normally- and without having to devote full time to nothing but writs or HQs.It's not about removing all of the ability of a lower level character to contribute, it's about removing one of the ways that anyone of any level can contribute regardless of play style.This change, more than any other guild related change thus far, is going to hurt the guilds with casual members (from those in the mid-level range to capped) a lot more than it's going to affect the stock-piling high-powered guilds. The high-powered guilds probably have raiders those raiders will net more status in one raid than from turning in a box full of lower level status items. Nearly every Named in a raid zone T6+ gives thousands of status per character per kill to the guild. A level 40 casual guild, for example, probably won't have 24 members of their guild on a single raid adding thousands x24 xNamed to the guild even 2-3 nights a week like a 'causal' raiding guild, like Legion of the White Rose, can. While that raiding guild has another avenue to gain status, the casual 40 guild will have one way removed.<b>Personal side: </b>use of LotWR as an example is because I am a member of that guild with my raiding character and my eventual raiding character. LotWR has casual players as well as raiders and a lot of the players have alts which either raid or are waaaay too low in level to. This change will effect LotWR, not because the members have been holding on to the status items they loot with all of their characters, but because some of the player-members are casual and not level capped and their contribution has been reduced. I'm also a member of a far more casual RP guild on AB where some members really do only play 3-4 hours a week. That guild reached level cap LONG after LotWR and almost none of it was from raid gained status (the only raid gained status would be from members in pickup raids). They'll be affected even more than LotWR.</blockquote>There are solo encounters in Runneyeye, so just because the writ is for that zone doesn't mean the writ requires a group. However, if there are no legitimate solo writs for a given tier, that is a separate issue that needs to be addressed. There should be both group and solo writs available for all tiers and from all factions. If some are missing, that is an oversight the devs need to correct. You also seem to be falling into the trap of seeing status items as a substantial part of GSP. A level 40 'casual' guild won't benefit much from T1-T3 status items to begin with, so this change really doesn't hurt it. Further, a guild at level 40 would have had to do many writs and HQs to get to level 40. While such a guild may not be as focused as others on levelling, to say they would be severely hampered by the loss of the T1-T3 status items is very misleading. To say this change hurts guilds with casual members more than any other change is simply untrue. The shift to have guild status contributions based on the number of accounts in a guild was a big hit to casual players, as it was actually beneficial in some cases to remove players who were not contributing much status in order to increase the percentage the remaining members would contribute. This change presents no such dillemma - guilds are not penalized by having more members, and with a flat 10% contribution rate, larger is now unquestionably better when it comes to levelling a guild. Finally, let's be clear about who this change really impacts: the only ones who loose out are lower level players in high level guilds. Casual players in casual guilds won't see much of an impact - a level 30 player in a level 30 guild, for example, won't be negatively impacted beyond not being able to turn in the odd T1 or T2 status item they come across. It does not penalize all casual players or casual guilds.
Guy De Alsace
09-03-2007, 10:51 PM
<p>Shame you cant trade a stack of low level status items for high level equivalents. Like 20 blackened iron idols for 5 ebon or 1 beryllium or something. At least then lower level players can do something with their looted status.</p>
Deggials
09-03-2007, 11:04 PM
<cite>einar438 wrote:</cite><blockquote><cite>Freliant wrote:</cite><blockquote><p>There is already a huge discussion on this topic. I like that the status loot items are organized so neatly in this post though.</p><p>As for the claim that they should be left as is, and that its inconsequential to leave em as is... They affect high level guilds by making them insta level on day one. How about if the change was just to auto apply as soon as you loot them, and all existing ones in game automatically apply to the person holding them. This would resolve the problems right away and not make anyone worry about improper guild leveling.</p></blockquote><p> Actually that would be a fairly good comprimise to limit the Visa card guild upgrades but still let the players with limited time add to their guilds. Add small amounts of guild status to more of the solo and basic quests, such as the quest lines in all the zones, and have some mobs provide a small amount of status depending on their difficulty, and in some cases a random reward. </p><p> In addition to that, I would say that I've personally wanted to see more of, from the old days of EQ1, where just about everything you did affected your faction, and faction meant something. I'd like to see more city faction rewards for quests beyond writs. The writs are a boring grind, I'd much prefer going through a longer multi step quest line and gain guild rewards along the way than a "kill x of K to yield y status and z faction, thankyuhcomeagain."</p></blockquote>Yeah but the problem with that is the low level crafters who want to craft and not adventure, if u do this change might as well make a couple hqs and quests require 30-40+ crafting and make some of the better drops come from a special crafting event/instance for the crafters 60+, if u force the crafter to adventure/raid might as well make the adventure be a heavy crafter <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Devilsbane
09-03-2007, 11:06 PM
<cite>Vatec wrote:</cite><blockquote><cite>Freliant wrote:</cite><blockquote><p>There is already a huge discussion on this topic. I like that the status loot items are organized so neatly in this post though.</p><p>As for the claim that they should be left as is, and that its inconsequential to leave em as is... They affect high level guilds by making them insta level on day one. How about if the change was just to auto apply as soon as you loot them, and all existing ones in game automatically apply to the person holding them. This would resolve the problems right away and not make anyone worry about improper guild leveling.</p></blockquote>Bit of an exaggeration there. There's a post in the "big thread" that dispels that notion fairly handily. Someone handed in 13000 points worth of items and determined that it raised a level 57 guild a whopping 2%. They then calculated that, at that rate, they would have needed something like =eight thousand= of the items to get the guild to level 58. I'm not quoting exact numbers, but the idea that guilds "insta-level" just from status items is simply not true. The mega-guilds will gain at most a level or two from the stored up items. The rest of their levels will come the old-fashioned way: dozens of players completing all the new quests and raiding all the new zones.</blockquote><p>Seems everyone did not believe you about my post.</p><p>Let me thank The Rising Dawn for their help and apologize to Cool Cats. Originally Cool Cats would have gotten the guild status. The server rollback unguilded my character. </p><p><img src="http://img504.imageshack.us/img504/4607/eq2000070oj6.jpg" border="0" alt="" width="1280" height="1024" /></p><p><img src="http://img508.imageshack.us/img508/9131/eq2000071br0.jpg" border="0" alt="" width="1280" height="1024" /></p><p>Now this means 13K guild status equals 2.375% of guild level 54. So it takes 547K guild status (5.5 Million personal status) between guild level 54 to 55. So how many status items would that take? It would take about 8.4K T7 (421 stacks total). If a T7 status item drops in a ratio of 1:5 NPC kills. It would take 42.5K NPCs to acquire enough status items just for one level. </p><p>If the amount of Guild Status to achieve the next guild level never increased. That means a guild would need around 168K T7 status items (8.4K stacks) on the day of the launch of RoK. </p><p>It is impossible for a guild to hoard enough status items to make guild level 80 the day RoK is released. <img src="http://forums.station.sony.com/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>The change to status needs to be reversed it will not have the effect that was intended.</p>
chobitz
09-04-2007, 12:09 AM
<p>One of the reasons I stayed away for EQ2 was because it wasn't casual friendly or solo friendly at launch. I tried the trial and was happy to see how casual/solo friendly it became.</p><p> My guild (Old Timers Guild) aren't hard core nor are we huge. We are only lvl 28. This going to hurt casual guilds and players. My highest char is only lvl 25 and now I find out the SP loot I find at my level won't help my guild at all? That makes me feel useless <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>
Noaani
09-04-2007, 12:24 AM
<cite>Devilsbane wrote:</cite> <blockquote>Now this means 13K guild status equals 2.375% of guild level 54. So it takes 547K guild status (5.5 Million personal status) between guild level 54 to 55. So how many status items would that take? It would take about 8.4K T7 (421 stacks total). If a T7 status item drops in a ratio of 1:5 NPC kills. It would take 42.5K NPCs to acquire enough status items just for one level. <p>If the amount of Guild Status to achieve the next guild level never increased. That means a guild would need around 168K T7 status items (8.4K stacks) on the day of the launch of RoK. </p><p>It is impossible for a guild to hoard enough status items to make guild level 80 the day RoK is released. <img src="http://forums.station.sony.com/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>The change to status needs to be reversed it will not have the effect that was intended</p></blockquote><p>Nice of you to work this out and all, but there is a problem.</p><p>Just because its "hard" to level a guild on status items alone, it doesn't mean its not being done. Look on EQ2players.com at the discovery dates of all the war-barded horses and then try and tell me those guilds leveled up with writs.</p><p>Although I have not seen any official explination as to why this change has been made (nor do I expect to see one), I would have to assume that the reason for it is simply to make it harder for people to essentially stockpile their guild level before the cap is raised.</p><p>I am not exactly thrilled about it, but I can see why the change was made, so i have no complaints about it.</p>
Larogi
09-04-2007, 12:59 AM
<p><span style="color: #3333ff;">It would be nice if one of the developers would explain: What there intentions were for this change?</span></p><p><span style="color: #3333ff;">I believe it is to stop the exploitation of buying all the guild status items that are on the broker and leveling a guild. ****understandable</span></p><p><span style="color: #3333ff;">I think they are going about this all wrong, though.</span></p><p><span style="color: #3333ff;">Instead of associating the items to a guild level, they should associate it to the toons level.</span></p><p><span style="color: #3333ff;">So for instance if you have a toon that is between level 10-19 and you turn in the tier 2 items of (Parafin Sealed Document, Blackened Iron Relic, Coral Scrying Stone or Coral Amulet) you would get the full 10% towards GSP.</span></p><p><span style="color: #3333ff;">If your toon is level 20-29 and you turn in the Tier 2 items (Parafin Sealed Document, Blackened Iron Relic, Coralk Scrying Stone or Coral Amulet), you should lose percentage. Which would be similar to turning in writs from lower levels. So for an example for this thread it would be say 8%.</span></p><p><span style="color: #3333ff;">However, if you are level 10-19 and turn in Tier 3 items (Tallow Sealed Document, Steel Relic, Jasper Relic or Jasper Amulet) then you should be able to get a bonus because you earned it by getting drops from fighting mobs in the 20-29 range. So for an example for this thread it would be 12%.</span></p><p><span style="color: #3333ff;">I do believe that if you purchase any of these items from the broker or are given by someone else there should be some way to flag it that it would only be able to apply to your personal status points and no GSP. I think this should also occur for turning in GSP items that are 2 tiers above/below your current Tier.</span></p><p><span style="color: #3333ff;">I believe setting it up this way, would also control the exploitation of these items. I know for a fact that if you have the coin you can purchase enough of these items with a new guild that can bring you up to level 10 immediately. I believe this is what the developers are trying to control and should. </span></p>
einar4
09-04-2007, 01:55 AM
<cite>Deggials wrote:</cite><blockquote><cite>einar438 wrote:</cite><blockquote><cite>Freliant wrote:</cite><blockquote><p>There is already a huge discussion on this topic. I like that the status loot items are organized so neatly in this post though.</p><p>As for the claim that they should be left as is, and that its inconsequential to leave em as is... They affect high level guilds by making them insta level on day one. How about if the change was just to auto apply as soon as you loot them, and all existing ones in game automatically apply to the person holding them. This would resolve the problems right away and not make anyone worry about improper guild leveling.</p></blockquote><p> Actually that would be a fairly good comprimise to limit the Visa card guild upgrades but still let the players with limited time add to their guilds. Add small amounts of guild status to more of the solo and basic quests, such as the quest lines in all the zones, and have some mobs provide a small amount of status depending on their difficulty, and in some cases a random reward. </p><p> In addition to that, I would say that I've personally wanted to see more of, from the old days of EQ1, where just about everything you did affected your faction, and faction meant something. I'd like to see more city faction rewards for quests beyond writs. The writs are a boring grind, I'd much prefer going through a longer multi step quest line and gain guild rewards along the way than a "kill x of K to yield y status and z faction, thankyuhcomeagain."</p></blockquote>Yeah but the problem with that is the low level crafters who want to craft and not adventure, if u do this change might as well make a couple hqs and quests require 30-40+ crafting and make some of the better drops come from a special crafting event/instance for the crafters 60+, if u force the crafter to adventure/raid might as well make the adventure be a heavy crafter <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />" width="15" height="15" /> </blockquote><p> How does anything pertaining to this discussion relate to crafters at all? Nothing is changing for the pure crafter here. Do you craft status items? Not that I know of, and I craft quite alot. I usually never bother to explain myself twice, but I can't help but wonder if you even read what I wrote here. </p>
Melciah
09-04-2007, 04:32 AM
<blockquote><cite>Vonotar@Butcherblock wrote:</cite>4. Status items drop off grey mobs as body loot. </blockquote><p>This can be fixed by changing the looting flags on these items to not drop from Grey mobs (IE like chests)Also, if this is done in conjunction with adding a No Trade to these items, problem solved, without taking away from younger guildmembers.</p><blockquote>Now this means 13K guild status equals 2.375% of guild level 54. So it takes 547K guild status (5.5 Million personal status) between guild level 54 to 55. So how many status items would that take? It would take about 8.4K T7 (421 stacks total). If a T7 status item drops in a ratio of 1:5 NPC kills. It would take 42.5K NPCs to acquire enough status items just for one level. <p>If the amount of Guild Status to achieve the next guild level never increased. That means a guild would need around 168K T7 status items (8.4K stacks) on the day of the launch of RoK. </p><p>It is impossible for a guild to hoard enough status items to make guild level 80 the day RoK is released. <img src="http://forums.station.sony.com/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>The change to status needs to be reversed it will not have the effect that was intended</p></blockquote><p>This is just more proof, 8,400 stacks of 20 Items, based on no XP raises per Guild Level, and those items are all T7! (which would still be available to guilds with this change)</p>
Belaythien
09-04-2007, 07:57 AM
Heritage quests aren't much of an option. From what I've read elsewhere there will be no new HQs in RoK.The top options to get guild status were raids and loot. For normal players loot was the best option. This reduces options of normal players to writs alone. Normal or casual players don't have enough in-game time to waste it with writs, travelling around Norrath for hours just for a few writs.Unless you are in an active raid guild this change keeps you from levelling your guild. "Everquest 2 - Raid or Die"
Dasein
09-04-2007, 10:42 AM
<cite>Belaythien wrote:</cite><blockquote>Heritage quests aren't much of an option. From what I've read elsewhere there will be no new HQs in RoK.The top options to get guild status were raids and loot. For normal players loot was the best option. This reduces options of normal players to writs alone. Normal or casual players don't have enough in-game time to waste it with writs, travelling around Norrath for hours just for a few writs.Unless you are in an active raid guild this change keeps you from levelling your guild. "Everquest 2 - Raid or Die"</blockquote>I am not aware of any but a few exceptions who levelled their guild primarily off status items. Most guilds who levelled did so off writs, which have always been the primary means of gaining GSP. Doing a set of writs doesn't take much time at all - you can do a set f 4 writs in about half hour, and at most tiers that will earn you the equivalent of dozens of status items. If you do writs as a group, and add in classes with druid ring and evac capabilities, writs go even faster. Further, this change doesn't prevent guilds from using status items at all, only using status items of lower level than their guild. Thus, those guilds which relied on status items to make up part of their GSP will still be able to do so.
Vonotar
09-04-2007, 10:54 AM
<cite>Dasein wrote:</cite><blockquote><cite>Vonotar@Butcherblock wrote:</cite><blockquote><cite>Dulissa@Antonia Bayle wrote:</cite><blockquote><cite></cite>But new members can. and worth more than status loot. It's called writs and hqs. You people act like status loot nets you thousands of guild xp. I turned in 1 just for giggles the other day and got a whole 10 points for guild credit. WOOO. </blockquote><cite>Wingrider01 wrote:</cite><blockquote><cite></cite>writs/heritage quests can still be used so they can contribute to the guild status, the turn in items will affect their status only if the item is below the guild level</blockquote>My level 13 turned in a writ the other day and got a huge 83 guild status points WOOO.So we might as well tie those to guild level too. 10-19 writs should only contribute towards guilds less than level 20. 20-29 should only contribute to guilds less than level 30.What? you don't like that idea? they can still do HQ's ya know!Actually why not extend this to HQ's too <img src="/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" width="15" height="15" /> why should completing a level 17 dwarven ringmail HQ really contribute anything to a level 50+ guild.Can you give an argument as to why Status Items should be treated as a separate case? I can't see one.</blockquote>1. There's a finite number of HQs in the game, and even when greyed-out, these quests can involve some considerable effort in the form of camps. 2. Writs are already scaled by character level, so there's no way for a level 70 character to farm level 20 writs, for example. 3. Neither writs nor HQs can be stockpiled for later use, while status items can be. 4. Status items drop off grey mobs as body loot. </blockquote>Argument 1:As there are a finite number of HQ's (as you point out) this increases the worth and value of Status Items and Writs to a player. In particular, a player who has hopped from guild to guild (and I know a few people who have really lousy taste in guilds) would have few HQ's left to contribute. It's not as if your HQ list resets when you leave a guild.Argument 2:Unless i'm very much mistaken, Level 70's can pick up lower writs by mentoring. I have actually done level 60 scaleborn writs at level 70.Argument 3:I saw a lot of people in large guilds 'Stockpiling' HQ's in the weeks before the contribution ratio was altered to a flat 10%. They purposely held back on turning them in until the new rate was implemented (as they would previously have received 4.17% (1/24)Argument 4:HQ's can also be completed when grey, as can writs (if you either mentor to pick them up, or if they are old writs you picked up a few levels ago)Sorry... What was your argument again?<cite>Sapphirius wrote:</cite><blockquote><cite></cite>Vonotar, I think I love you. (Shhhh. Don't tell my boyfriend I said that.)</blockquote>My lips are sealed.
Devilsbane
09-04-2007, 11:56 AM
<cite>Noaani wrote:</cite><blockquote><cite>Devilsbane wrote:</cite> <blockquote>Now this means 13K guild status equals 2.375% of guild level 54. So it takes 547K guild status (5.5 Million personal status) between guild level 54 to 55. So how many status items would that take? It would take about 8.4K T7 (421 stacks total). If a T7 status item drops in a ratio of 1:5 NPC kills. It would take 42.5K NPCs to acquire enough status items just for one level. <p>If the amount of Guild Status to achieve the next guild level never increased. That means a guild would need around 168K T7 status items (8.4K stacks) on the day of the launch of RoK. </p><p>It is impossible for a guild to hoard enough status items to make guild level 80 the day RoK is released. <img src="http://forums.station.sony.com/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>The change to status needs to be reversed it will not have the effect that was intended</p></blockquote><p>Nice of you to work this out and all, but there is a problem.</p><p>Just because its "hard" to level a guild on status items alone, it doesn't mean its not being done. Look on EQ2players.com at the discovery dates of all the war-barded horses and then try and tell me those guilds leveled up with writs.</p><p>Although I have not seen any official explination as to why this change has been made (nor do I expect to see one), I would have to assume that the reason for it is simply to make it harder for people to essentially stockpile their guild level before the cap is raised.</p><p>I am not exactly thrilled about it, but I can see why the change was made, so i have no complaints about it.</p></blockquote>Yes, yes they did. It was level 50+ writs <b><i>and </i></b>Guild Writ raids at level 55+. Just one full guild writ raid (12 characters) at level 55+ will give 10-20% each. Remember there are six of them to complete altogether. That would add 60% to a full level every three days from the work of 12 characters at guild level 60. Status items just can not compete with the guild experience from guild writ raids!
Kenazeer
09-04-2007, 01:36 PM
<p><clears throat></p><p>Did you bother to look up the discovery dates before you posted that?</p><p>Go check out the discovery dates....read these GU notes....then come back please and tell us how it is so impossible to do.</p><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=253135" rel="nofollow" target="_blank">http://forums.station.sony.com/eq2/...topic_id=253135</a></p><p>This was also the time the status per member changed to a flat 10%. </p>
Devilsbane
09-04-2007, 02:19 PM
<cite>Kenazeer wrote:</cite><blockquote><p><clears throat></p><p>Did you bother to look up the discovery dates before you posted that?</p><p>Go check out the discovery dates....read these GU notes....then come back please and tell us how it is so impossible to do.</p><p><a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=253135" target="_blank">http://forums.station.sony.com/eq2/...topic_id=253135</a></p><p>This was also the time the status per member changed to a flat 10%. </p></blockquote><p>How is what impossible to do? Make Guild level 80 from status items? Yes it is impossible! </p><p>The Mod Squad did not turn in hundreds of thousands of status items to get those discoveries. Just like everyone else they mostly likely made Guild Level 60 from Guild Writ Raids, HQs, Writs, and Status Items (from most status to least respectively). Look the <a rel="nofollow" href="http://eq2players.station.sony.com/guilds/guild_profile.vm?guildId=185106" target="_blank">Mob Squad</a> have about enough characters for three full Guild Writ Raid forces. That tells me about 33% of their Guild levels from 50 to 60 came directly for Guild Writ Raids.</p>
Kenazeer
09-04-2007, 02:38 PM
<cite>Devilsbane wrote:</cite><blockquote><cite>Kenazeer wrote:</cite><blockquote><p><clears throat></p><p>Did you bother to look up the discovery dates before you posted that?</p><p>Go check out the discovery dates....read these GU notes....then come back please and tell us how it is so impossible to do.</p><p><a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=253135" target="_blank">http://forums.station.sony.com/eq2/...topic_id=253135</a></p><p>This was also the time the status per member changed to a flat 10%. </p></blockquote><p>How is what impossible to do? Make Guild level 80 from status items? Yes it is impossible! </p><p>The Mod Squad did not turn in hundreds of thousands of status items to get those discoveries. Just like everyone else they mostly likely made Guild Level 60 from Guild Writ Raids, HQs, Writs, and Status Items (from most status to least respectively). Look the <a rel="nofollow" href="http://eq2players.station.sony.com/guilds/guild_profile.vm?guildId=185106" target="_blank">Mob Squad</a> have about enough characters for three full Guild Writ Raid forces. That tells me about 33% of their Guild levels from 50 to 60 came directly for Guild Writ Raids.</p></blockquote><p>Once again I ask. Did you bother to look at the dates?</p><p>EoF live 11-14. So say with patching the servers came up around 4 pm on 11-14. The horses were discoed on 11-15, <b>the very next calendar day</b>. No sooner than 8 hours (more or less) and no longer than 32 hours there was a level 60 guild. With raid lockouts, writ times, and such please explain this. </p><p>The order was more than likely status items>>HQs>>writs>>>>raids</p>
Kenazeer
09-04-2007, 02:56 PM
<p>By the way....</p><p>Can we have this discussion in one thread or the other so I don't have to cross post stuff? </p><p>I normally don't like to do that, but since you posted the exact same thing in two different threads I felt like I needed to reply to the same post in both threads.</p>
quamdar
09-05-2007, 06:18 AM
<cite>Devilsbane wrote:</cite><blockquote><cite>Noaani wrote:</cite><blockquote><cite>Devilsbane wrote:</cite> <blockquote>Now this means 13K guild status equals 2.375% of guild level 54. So it takes 547K guild status (5.5 Million personal status) between guild level 54 to 55. So how many status items would that take? It would take about 8.4K T7 (421 stacks total). If a T7 status item drops in a ratio of 1:5 NPC kills. It would take 42.5K NPCs to acquire enough status items just for one level. <p>If the amount of Guild Status to achieve the next guild level never increased. That means a guild would need around 168K T7 status items (8.4K stacks) on the day of the launch of RoK. </p><p>It is impossible for a guild to hoard enough status items to make guild level 80 the day RoK is released. <img src="http://forums.station.sony.com/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>The change to status needs to be reversed it will not have the effect that was intended</p></blockquote><p>Nice of you to work this out and all, but there is a problem.</p><p>Just because its "hard" to level a guild on status items alone, it doesn't mean its not being done. Look on EQ2players.com at the discovery dates of all the war-barded horses and then try and tell me those guilds leveled up with writs.</p><p>Although I have not seen any official explination as to why this change has been made (nor do I expect to see one), I would have to assume that the reason for it is simply to make it harder for people to essentially stockpile their guild level before the cap is raised.</p><p>I am not exactly thrilled about it, but I can see why the change was made, so i have no complaints about it.</p></blockquote>Yes, yes they did. It was level 50+ writs <b><i>and </i></b>Guild Writ raids at level 55+. Just one full guild writ raid (12 characters) at level 55+ will give 10-20% each. Remember there are six of them to complete altogether. That would add 60% to a full level every three days from the work of 12 characters at guild level 60. Status items just can not compete with the guild experience from guild writ raids!</blockquote>guild raid writs can in NO way can compete with stockpiling status items. guilds got 10 levels in one day from status items and you are saying getting 60% with a 3 day lockout gives more guild status?imo this isn't the best way to do this but it does stop the stockpiling like they seem to be trying to do. i think a better way to change it though would be to make the drops really not be items at all (similar to malkonis's head, wuoshi's heart, or mayong's amulet if you raid) and when you loot them you are immediately granted the status and guild status so guilds can't buy their guild levels and they can't stockpile items to ding 80 on the first day yet lower level people are still able to contribute which seems to be the main argument of people opposing this change.
Kimage
09-05-2007, 12:11 PM
<cite>Devilsbane wrote:</cite><blockquote><cite>Noaani wrote:</cite><blockquote><cite>Devilsbane wrote:</cite> <blockquote>Now this means 13K guild status equals 2.375% of guild level 54. So it takes 547K guild status (5.5 Million personal status) between guild level 54 to 55. So how many status items would that take? It would take about 8.4K T7 (421 stacks total). If a T7 status item drops in a ratio of 1:5 NPC kills. It would take 42.5K NPCs to acquire enough status items just for one level. <p>If the amount of Guild Status to achieve the next guild level never increased. That means a guild would need around 168K T7 status items (8.4K stacks) on the day of the launch of RoK. </p><p>It is impossible for a guild to hoard enough status items to make guild level 80 the day RoK is released. <img src="http://forums.station.sony.com/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>The change to status needs to be reversed it will not have the effect that was intended</p></blockquote><p>Nice of you to work this out and all, but there is a problem.</p><p>Just because its "hard" to level a guild on status items alone, it doesn't mean its not being done. Look on EQ2players.com at the discovery dates of all the war-barded horses and then try and tell me those guilds leveled up with writs.</p><p>Although I have not seen any official explination as to why this change has been made (nor do I expect to see one), I would have to assume that the reason for it is simply to make it harder for people to essentially stockpile their guild level before the cap is raised.</p><p>I am not exactly thrilled about it, but I can see why the change was made, so i have no complaints about it.</p></blockquote>Yes, yes they did. It was level 50+ writs <b><i>and </i></b>Guild Writ raids at level 55+. Just one full guild writ raid (12 characters) at level 55+ will give 10-20% each. Remember there are six of them to complete altogether. That would add 60% to a full level every three days from the work of 12 characters at guild level 60. Status items just can not compete with the guild experience from guild writ raids!</blockquote><p> Even more often if you do it 2 or 3 full 6 rounds with alts. For the last 2 weeks I have had 3 toons locked out of all 6 at any one time because we were doing them so often ( every nite 2-4 of them a nite ). We lvl'd from 57 to 60 in 2.5 weeks. When all of our toons were locked out we did Courts. Had 2 toons locked out at any given time for a month!</p><p> With that occuring you can lvl a guild VERY FAST!</p><p> That is just one way to lvl your guild. There are TS writs - adventure writs - and yes I think that status items should not be changed. I turned them in on my lower lvls because every point counts. </p>
Deggials
09-05-2007, 12:13 PM
<cite>einar438 wrote:</cite><blockquote><cite>Deggials wrote:</cite><blockquote><cite>einar438 wrote:</cite><blockquote><cite>Freliant wrote:</cite><blockquote><p>There is already a huge discussion on this topic. I like that the status loot items are organized so neatly in this post though.</p><p>As for the claim that they should be left as is, and that its inconsequential to leave em as is... They affect high level guilds by making them insta level on day one. <span style="color: #0000ff;">How about if the change was just to auto apply as soon as you loot them, and all existing ones in game automatically apply to the person holding them. </span>This would resolve the problems right away and not make anyone worry about improper guild leveling.</p></blockquote><p> <span style="color: #0000ff;">Actually that would be a fairly good comprimise to limit the Visa card guild upgrades but still let the players with limited time add to their guilds</span>. Add small amounts of guild status to more of the solo and basic quests, such as the quest lines in all the zones, and have some mobs provide a small amount of status depending on their difficulty, and in some cases a random reward. </p><p> In addition to that, I would say that I've personally wanted to see more of, from the old days of EQ1, <span style="color: #0000ff;">where just about everything you did affected your faction, and faction meant something. </span> I'd like to see more city faction rewards for quests beyond writs. The writs are a boring grind, I'd much prefer going through a longer multi step quest line and gain guild rewards along the way than a "kill x of K to yield y status and z faction, thankyuhcomeagain."</p></blockquote>Yeah but the problem with that is the low level crafters who want to craft and not adventure, if u do this change might as well make a couple hqs and quests require 30-40+ crafting and make some of the better drops come from a special crafting event/instance for the crafters 60+, if u force the crafter to adventure/raid might as well make the adventure be a heavy crafter <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY<img src=" width="15" height="15" />" width="15" height="15"> </blockquote><p> How does anything pertaining to this discussion relate to crafters at all? Nothing is changing for the pure crafter here. Do you craft status items? Not that I know of, and I craft quite alot. I usually never bother to explain myself twice, but I can't help but wonder if you even read what I wrote here. </p></blockquote>I highlighted the parts in blue for you.
Kimage
09-05-2007, 12:20 PM
<cite>Kenazeer wrote:</cite><blockquote><snipped> <p>Once again I ask. Did you bother to look at the dates?</p><p>EoF live 11-14. So say with patching the servers came up around 4 pm on 11-14. The horses were discoed on 11-15, <b>the very next calendar day</b>. No sooner than 8 hours (more or less) and no longer than 32 hours there was a level 60 guild. With raid lockouts, writ times, and such please explain this. </p><p>The order was more than likely status items>>HQs>>writs>>>>raids</p></blockquote><p> I know of guilds who were reported to have a rolling nite - ( this was before the 10% to guild change ) they had people working nonstop on HQs writs and the like till they dinged - when one person would need to go to bed they disband - invite new person - rinse wash repeat - to get the status maximized. Though I know that one person litterally stayed up for 36 hours straight doing writs.</p><p> and yea guess what Courts - full raid of one guild - that can yeild MUCHO GUILD STATUS. Also by the time that EoF went live, the large raiding guilds could quite effectively clear Halls of Seeing in TT - and guess what - that zone can also yeild lots of guild status - run do Courts - run do HoS - turn in more writs - go do those final mobs and turn ins for HQ's that they were saving - yea I can see how some of the folks were able to do it. One of my friends had 6 rosewood boxes in his bank FULL OF T7 Status items - thats a LOT! said it hardly got them a lvl. Status items as previously stated are not that "uber" to ding guilds. Leave them alone.</p>
Mizou
09-05-2007, 12:25 PM
W.T.F ?
DngrMou
09-05-2007, 12:50 PM
<cite>Wyrmypops wrote:</cite><blockquote><p>If it's so inconsequential, then leaving it alone would do no harm then.</p><p><span style="color: #00cc00;">SOE wants to prevent higher level guilds from leveling to the new cap too quickly. I don't see this as hurting anything.</span> </p><p>But putting this in is harmful. It's a downer to any low level PC that's in a higher level guild. There's enough to make lower level PC's and content less desirable to many people already, this is just a well aimed kick in the teeth. </p><p><span style="color: #00cc00;">It does not. Status items from low level players earn guilds very little status. Much more is awarded through writs, and HQ's. It's not a kick in the teeth, slap in the face, insult, or anything else. It's a small change, it will affect almost no one.</span></p><p>If it's to combat the hoarders of these tokens selling loads of them come the expansion and levelling up swiftly, so what? They've acquired them, let them reap the benefits. </p><p><span style="color: #00cc00;">Then they should hurry up, and reap their rewards before GU38 goes live. They can turn them in now...or sell them on the broker, (and save that money to buy the higher level status loot when RoK goes live). They lose nothing.</span></p><p>These tokens are one of the few ways a casual player can feel like they contribute to their guild. It's not much, but it's something. Raiding is nothing but a playstyle choice, if it isn't one a person enjoys then they're missing out on the epic takedown status (<i>I don't see that being locked to guild level</i>). HQ's aren't exactly a whimsical event, finally completing one is a feel good feeling, but rather infrequent, especially for a casual player (<i>no mention of these being locked at the status benefit stage either</i>). Writs aren't exactly perfect, what with mob changes, solo/heroic parameters out of kilter and some writ mobs being more rare than a dull episode of Scrubs, I wouldn't consider them much of an consistent and do-able means for casual players to contribute to their guilds status.</p><p><span style="color: #00cc00;">Lol...I've earned more than 3 million personal status doing writs. They're mostly quick, and easy. Even for the most casual, of casual players.</span></p><p>I don't see anything wrong with the tokens being left as they were. If a dev really is frothing at the need to change them, then perhaps their rabid assault could be left at a no-trade tag being slapped on them. Thereby preventing more abusive acquiring of these items netting rich guilds easy status. But don't kick the casual players in the teeth.</p><p><span style="color: #00cc00;">What is it with some players, that insist on calling changes insults, slaps in the face, kicks in the teeth, etc, etc, etc? The only thing missing from your post is a threat to leave the game.....(denying me the chance to ask for your stuff). Small change, little impact. Ho hum.</span></p></blockquote>
Devilsbane
09-05-2007, 01:07 PM
<cite>Kenazeer wrote:</cite><blockquote><cite>Devilsbane wrote:</cite><blockquote><cite>Kenazeer wrote:</cite><blockquote><p><clears throat></p><p>Did you bother to look up the discovery dates before you posted that?</p><p>Go check out the discovery dates....read these GU notes....then come back please and tell us how it is so impossible to do.</p><p><a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=253135" target="_blank">http://forums.station.sony.com/eq2/...topic_id=253135</a></p><p>This was also the time the status per member changed to a flat 10%. </p></blockquote><p>How is what impossible to do? Make Guild level 80 from status items? Yes it is impossible! </p><p>The Mod Squad did not turn in hundreds of thousands of status items to get those discoveries. Just like everyone else they mostly likely made Guild Level 60 from Guild Writ Raids, HQs, Writs, and Status Items (from most status to least respectively). Look the <a rel="nofollow" href="http://eq2players.station.sony.com/guilds/guild_profile.vm?guildId=185106" target="_blank">Mob Squad</a> have about enough characters for three full Guild Writ Raid forces. That tells me about 33% of their Guild levels from 50 to 60 came directly for Guild Writ Raids.</p></blockquote><p>Once again I ask. Did you bother to look at the dates?</p><p>EoF live 11-14. So say with patching the servers came up around 4 pm on 11-14. The horses were discoed on 11-15, <b>the very next calendar day</b>. No sooner than 8 hours (more or less) and no longer than 32 hours there was a level 60 guild. With raid lockouts, writ times, and such please explain this. </p><p>The order was more than likely status items>>HQs>>writs>>>>raids</p></blockquote><p>How is it I am linking the Guild that discovered them? Yes I looked. Please read my posts entirely before you keep replying. </p><p>For the short amount of time it was more like Writs>>>>>>>>>>>>>>>>>>>>>Raids>>>>>>>>>>>>>>>>>>>>>>>>HQs>>>>>>>>>>>>>>>>>>Status Items 50K/5K each writ every 4-8 mins : 18 total raids for about 2+ levels total : maybe about 10 each saved : Guild Level 54-55 takes 8.4K status items alone, Guild Level 50-60 would come out to about 75K+ of T7!</p><p>Please note with the addition of quest sharing, we can even share completed writ quests. No one needs to return to the writ giver unless the writ requires that action. That will cut down on time to complete writs when RoK is released. This will ensure some guild will reach guild level 80 within a short about of time. <img src="http://forums.station.sony.com/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" width="15" height="15" /></p>
Vallien
09-05-2007, 04:27 PM
<cite>Kenazeer wrote:</cite><blockquote><cite>Devilsbane wrote:</cite><p>Once again I ask. Did you bother to look at the dates?</p><p>EoF live 11-14. So say with patching the servers came up around 4 pm on 11-14. The horses were discoed on 11-15, <b>the very next calendar day</b>. No sooner than 8 hours (more or less) and no longer than 32 hours there was a level 60 guild. With raid lockouts, writ times, and such please explain this. </p><p>The order was more than likely status items>>HQs>>writs>>>>raids</p></blockquote>When my guild was 56 or so i did turn status items and got 2.3% guild lvl gain from that i did 1 HQ giving 2% and 4 writs giving 2%. Now times, status items gathered in about 40+h of play and all was T6/7, HQ took 8h and 4 writs about 45min. Now tell me how many writs or HQs i can do in that 40h and how many % i can contribute towards guild LVL. I sometime play 16h a day and in that time i can finish about 20+ writs, giving total of 100k SP towards guild lvl (1M personal). Our guild is 2nd most uniq on Oasis, we have more then 200 uniq players with almost 400 characters all lvls. We are not hardcore raid and newer be (but we plan to do EH and other raids one day), just bunch of players doing everything they want anytime thay want and most important for us is having fun. How long you think it will take make 60-61 if we decide to hit it ? I would think hour will be more then enough <img src="/eq2/images/smilies/97ada74b88049a6d50a6ed40898a03d7.gif" border="0" alt="SMILEY" width="15" height="15" /> But like others say it will have mostly impact on new low lvl players as they are usualy concentrated on lvling, questing and getting new equip and skills. Status items are only way they most time contribute towards guild same time they having fun. Yes they can do HQs (there is only few of them and thats apply double on low lvl) yes they can do writs (but how much fun brings kiling same mobs again and again before it gets realy booring) and Raids are out of question for them. <i>"But hey who cares we are hiting 60 probably this week and having celebration in guild house and and in time of RoK arive we will have enough ppl high enough to fill at least 2 raids grind T7 status items or do writs, enough to hit 61 on 1st day if we decide. And who would cares about others" /irony </i><img src="/eq2/images/smilies/1069449046bcd664c21db15b1dfedaee.gif" border="0" alt="SMILEY" width="15" height="15" />
Duluvian
09-05-2007, 05:11 PM
<p>I for one will be highly irritated as a Guild Leader if this goes through. I want all in our family to feel like they are participating for the betterment of the family no matter what level they are be it via SP items, writs or HQs. Valliant brings up some valid points. Like I stated in the other post make the SP items no trade and turned in upon looting like the language items and there will be no selling/hording going on. It will also alleviate the space taken up onsies and twosies.</p>
Joral
09-09-2007, 12:45 PM
<p>I agree with all the opposition and thier suggestions on alleviating hoarding on this. </p><p>Currently, this status item change is a total waste of dev time...and not posting it in preview is a stealth-nerf tactic. </p><p>Try fixing bugs that have existed since beta, eh, devs? Such as...</p><p>1. Tradeskill nodes appearing in trees/rocks.</p><p>2. Mobs popping over ceilings and in walls. (also dragons or other long mobs, if pulled to a wall, stick halfway into the wall during combat)</p><p>3. Short races getting proper walk animations. (I wont even play one due to this, and being on an RP server, it looks stupid!)</p><p>Not sure why these things still exist, but they're not the only ones. Q/A and Devs need to re-evaluate this, not all level 60 guilds are exclusive to level 70 characters. Doubt people will leave in droves over it though, with all the other MMO's excepting WoW tanking.</p>
kcirrot
09-09-2007, 03:11 PM
I'm not that upset about this, but I think this change is wrong.Status items were added explicitly to give soloers and casual players a means to contribute to their guilds. This is because so many guild writs take substantial amounts of time (anomalies like the droag quests in the early 60s excepted). This option is being taken away from a great many players apparently to stop a few high level guilds from farming greys and hoarding the items.I think that's wrong. With 20 additional guild levels coming, it's not likely this will significantly slow down these guilds, while at the same time, it takes away an option for players who weren't going to exploit it.
thepriz
09-10-2007, 12:07 PM
<cite></cite><cite>Vonotar@Butcherblock wrote:</cite>Argument 2:Unless i'm very much mistaken, Level 70's can pick up lower writs by mentoring. I have actually done level 60 scaleborn writs at level 70. <span style="color: #cc0000;">This is completely not true, This would change how I quest and play. I work hard at doing every quest I can and these are the only ones that I have to do in a specific range of my level or I can not do them.</span>
TheSpin
09-10-2007, 01:13 PM
<p>The reason for these changes is to prevent guilds from reaching the guild level cap too soon when it raises. There are people with stacks and stacks (and stacks) of low level status items that they had been planning on turning in after RoK was released in order to level their guild up quickly.</p><p>Obviously SoE wants to make capping the guild at 80 into a challenge and this is one way they are accomplishing this goal.</p><p>There are other options I would have preferred, but I imagine it may already be too late for some of them to take place. Making them no-trade would have helped, but people already have them stockpiled. Combining no-trade flag with character level restrictions would have also helped, but unless they sneak in the changes without announcing them everyone would just roll a lowbie and transfer the relics.</p>
KannaWhoopass
09-10-2007, 01:53 PM
<p>Ya change it ! </p><p>Blah blah blah . Im a part time, player , who doesnt play often, Im a lvl 25 in a lvl 60 guild.</p><p>Why should your guild who ia level 60 .. get recognition for your loot gained from killing gnolls in antonica ?</p><p>Think of a guild as a player. </p><p>This player (Guild) is level 60. Those items are like grey kills to the Player(Guild).</p><p>Why not just make it so that by being logged in you are earning status for the guild.. Pleeease .. gimmie a break. </p><p>Enough with the "Its too hard!! " </p><p>Good im glad its hard! , why devalue what could be an event worthy of recognition . </p><p>Why make it so easy that no one cares when it is announced t the server.</p><p>Or just start broadcasting all of the trivial non meaningfull events. </p><p>like "Bob just entered Antonica" "Justin just crafted a pair of boots" "XYZ Guild just hit lvl 20" </p><p>If it is worth broadcasting to the server it is worth being hard!!!!!. </p><p>If characters of lower level than the guild cant contribute as a byproduct of doing other quests or grinding exp.. I say GOOD!!! </p><p>If there are rewards for having a high level guild than , make earning the levels mean something. </p><p>Id would prefer that the status items only gave personal status. </p><p>As an aside. </p><p>Hi im a plat farmer. </p><p>I spend 24 hours a day killing the same mobs over and over in my 1 tank 1 healer 4 wizard group. </p><p>I get over 1200 status items a day. </p><p>I would like to make money from them please. </p><p>for the low price of 100$ us i can provide you with enough status items to level your guild on the first day. </p><p>When you contact me use secret password "2LAZ2PLA"</p><p> </p>
Karlen
09-10-2007, 02:52 PM
<span class="postbody">>>>Heritage quests aren't much of an option. From what I've read elsewhere there will be no new HQs in RoK.<<<If you are in the situation of having completed all possible HQs, then the the lack of ability to cash low level status loot items is not something that should be affecting you at all, since you are level 70 (or close to it).</span>
Devilsbane
09-10-2007, 03:13 PM
Please note with the addition of quest sharing, we can even share completed writ quests. No one needs to return to the writ giver unless the writ requires that action. That will cut down on time to complete writs when RoK is released. This will ensure some guild will reach guild level 80 within a short about of time. <img src="http://forums.station.sony.com/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" width="15" height="15" />
Kenazeer
09-10-2007, 03:34 PM
<cite>Devilsbane wrote:</cite><blockquote>Please note with the addition of quest sharing, we can even share completed writ quests. No one needs to return to the writ giver unless the writ requires that action. That will cut down on time to complete writs when RoK is released. This will ensure some guild will reach guild level 80 within a short about of time. <img src="http://forums.station.sony.com/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" width="15" height="15" /></blockquote><p>I am confused. I have never bothered to try to share writs, but it seems to me your implying that writs completed by both parties can then be shared again after one person picks it back up? Is that what you are implying? Because if that is true then it would seem to be broken as it was originally stated:</p><p><cite>Autenil wrote:</cite></p><blockquote>So it seems like some clarification about the Quest Sharing feature is in order.<ul><li>You have to be in a group to share Quests, and can only share with group members in your zone within a certain distance of you.</li><li>When you try to share a Quest with a group mate it checks things like whether they've already completed it, if they already have it, if their Quest Journal is full and if they're eligible to get it (i.e. have done all of the prerequisite Quests, etc). The game will tell you the reason why it wasn't able to share a Quest with someone if that's the case.</li><li>Sharing a Quest with someone causes them to start at the <b>beginning</b> of the Quest. They do not get the progress that you already have in the Quest. The idea here is to save a trip back to who knows where in order to get the Quest when you could be spending your time adventuring.</li><li>Quests that are started by items will not be shareable. This is in contrast to Quests that give an item when started, most of which will be shareable. The item(s) will be bound to the Quest and deleting or completing it will cause the item(s) to be deleted.</li><li>Heritage, Hallmark, Signature and Betrayal Quests will not be shareable. Additionally, Quests that would be trivialized by sharing (i.e. the Druid/Sorcerer travel Quests) are not shareable. The first Quest in each Deity line is not shareable; later Quests are shareable. Holiday Quests are not shareable.</li><li><b><span style="font-size: x-small;color: #ff0000;">Repeatable Quests (like Writs) are only shareable with someone who has never completed that Quest before. If they have completed it previously, they will have to go to the original Quest giver in order to repeat the Quest.</span></b></li><li>If you happen to be ineligible to receive a shared Quest, the game will tell you why. It could be something that you can remedy (i.e. that you need to complete a different Quest first or learn a particular language) or it could be something that can't necessarily or easily change, like your race, class or home city. It can really be pretty much anything, but the game should tell you why.</li><li>Most Completed Quests can be shared with group mates. This helps out if they are ineligible because they haven't yet completed a Quest that you have. You can share the prerequisite Quest with them and help them with it.</li><li>Shared Quests do not disappear when your group dissolves. You keep them until you delete them.</li></ul>The goal with this system is to enhance the group play experience by reducing the downtime before adventuring.</blockquote><p>Am I reading what you are implying wrong, or am I reading you correctly and it is broken, or did they change the way writs are shared?</p>
Devilsbane
09-10-2007, 04:10 PM
<cite>Kenazeer wrote:</cite><blockquote><cite>Devilsbane wrote:</cite><blockquote>Please note with the addition of quest sharing, we can even share completed writ quests. No one needs to return to the writ giver <b><i><span style="font-size: large;">unless the writ requires that action</span></i></b>. That will cut down on time to complete writs when RoK is released. This will ensure some guild will reach guild level 80 within a short about of time. <img src="http://forums.station.sony.com/eq2/images/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" width="15" height="15" /></blockquote><p>I am confused. I have never bothered to try to share writs, but it seems to me your implying that writs completed by both parties can then be shared again after one person picks it back up? Is that what you are implying? Because if that is true then it would seem to be broken as it was originally stated:</p><p><cite>Autenil wrote:</cite></p><blockquote>So it seems like some clarification about the Quest Sharing feature is in order.<ul><li>You have to be in a group to share Quests, and can only share with group members in your zone within a certain distance of you.</li><li>When you try to share a Quest with a group mate it checks things like whether they've already completed it, if they already have it, if their Quest Journal is full and if they're eligible to get it (i.e. have done all of the prerequisite Quests, etc). The game will tell you the reason why it wasn't able to share a Quest with someone if that's the case.</li><li>Sharing a Quest with someone causes them to start at the <b>beginning</b> of the Quest. They do not get the progress that you already have in the Quest. The idea here is to save a trip back to who knows where in order to get the Quest when you could be spending your time adventuring.</li><li>Quests that are started by items will not be shareable. This is in contrast to Quests that give an item when started, most of which will be shareable. The item(s) will be bound to the Quest and deleting or completing it will cause the item(s) to be deleted.</li><li>Heritage, Hallmark, Signature and Betrayal Quests will not be shareable. Additionally, Quests that would be trivialized by sharing (i.e. the Druid/Sorcerer travel Quests) are not shareable. The first Quest in each Deity line is not shareable; later Quests are shareable. Holiday Quests are not shareable.</li><li><b><span style="font-size: x-small;color: #ff0000;">Repeatable Quests (like Writs) are only shareable with someone who has never completed that Quest before. If they have completed it previously, they will have to go to the original Quest giver in order to repeat the Quest.</span></b></li><li>If you happen to be ineligible to receive a shared Quest, the game will tell you why. It could be something that you can remedy (i.e. that you need to complete a different Quest first or learn a particular language) or it could be something that can't necessarily or easily change, like your race, class or home city. It can really be pretty much anything, but the game should tell you why.</li><li>Most Completed Quests can be shared with group mates. This helps out if they are ineligible because they haven't yet completed a Quest that you have. You can share the prerequisite Quest with them and help them with it.</li><li>Shared Quests do not disappear when your group dissolves. You keep them until you delete them.</li></ul>The goal with this system is to enhance the group play experience by reducing the downtime before adventuring.</blockquote><p>Am I reading what you are implying wrong, or am I reading you correctly and it is broken, or did they change the way writs are shared?</p></blockquote><p>Seems I mentioned that in my previous post! <img src="http://forums.station.sony.com/eq2/images/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" width="15" height="15" /> </p><p>You still are not reading my posts completely. I was saying that group members can each get one writ from the giver. When someone completes their writ, someone from the group can share another writ. This way no one needs to return to the writ give to get a <b><i>new</i></b> writ.</p>
Kenazeer
09-10-2007, 04:24 PM
<p>To be honest I didn't understand what you were saying in that highlighted portion because writs never require you to go back to the quest giver. </p><p>Yes, I agree each individual will be able to save whatever travel time is associated with getting their first complete set of writs. I don' think that couple hours saved on travel per individual will amount to big difference in the long haul though.</p>
Devilsbane
09-10-2007, 04:39 PM
<cite>Kenazeer wrote:</cite><blockquote><p>To be honest I didn't understand what you were saying in that highlighted portion because writs never require you to go back to the quest giver. </p><p>Yes, I agree each individual will be able to save whatever travel time is associated with getting their first complete set of writs. I don' think that couple hours saved on travel per individual will amount to big difference in the long haul though.</p></blockquote>A couple of hours would add up if you are talking about hundred of guild members. Say you have a guild of almost 1000 characters and you can get 250 characters to work towards the goal of Guild level 80. That would cut days of the total playtime off of the task for those guild members.
Troubor
09-10-2007, 04:56 PM
<cite>Karlen@Befallen wrote:</cite><blockquote><span class="postbody">>>>Heritage quests aren't much of an option. From what I've read elsewhere there will be no new HQs in RoK.<<<If you are in the situation of having completed all possible HQs, then the the lack of ability to cash low level status loot items is not something that should be affecting you at all, since you are level 70 (or close to it).</span></blockquote><p>This change doesn't hurt a level 70th (Well, not by too much). This change hurts the lower level character who has joined a high level guild, and wants to help contribute to it, yet doesn't have the time to do an HQ (or if they do, it might take them a couple weeks to do one). Otherwise, the casual player who's under level 60th or 70th, and only gets to play a couple hours a day at most. You know, a very large percentage of their player base.</p><p>Oh well, SOE decided to do this without consideration that it might punish some other part of their player base. Funny, how SOE will have the time say they don't wish to impliment something, lest they punish some of their players, then turn around and impliment something else, and not care whom it punishes. Nature of the game...it's not IF a change is going to hurt someone each time, it's whom is it going to hurt, and how badly.</p>
Kenazeer
09-10-2007, 05:18 PM
<cite>Devilsbane wrote:</cite><blockquote><cite>Kenazeer wrote:</cite><blockquote><p>To be honest I didn't understand what you were saying in that highlighted portion because writs never require you to go back to the quest giver. </p><p>Yes, I agree each individual will be able to save whatever travel time is associated with getting their first complete set of writs. I don' think that couple hours saved on travel per individual will amount to big difference in the long haul though.</p></blockquote>A couple of hours would add up if you are talking about hundred of guild members. Say you have a guild of almost 1000 characters and you can get 250 characters to work towards the goal of Guild level 80. That would cut days of the total playtime off of the task for those guild members.</blockquote>Lets just say that 250 people working non-stop on writs could theoretically level a guild to 80 in 24 hours if they picked up the writs traditionally. So 2 hours saved means they accomplished the task in 22 hours, or 91.66% of the time they otherwise would have taken. Sure they saved ([250 x 2]/24) 20.8 days, but that savings still pales in comparison to the overall time of (250x1)=250 days. The contribution as a % of overall time goes down further from there out, so I don't see this particular facet of quest sharing to allow guilds to "reach guild level 80 within a short amount of time." It will make difference, sure, but not that big of one.
Vonotar
09-11-2007, 12:01 PM
<cite>Troubor wrote:</cite><blockquote><cite></cite><p>Oh well, SOE decided to do this without consideration that it might punish some other part of their player base. Funny, how SOE will have the time say they don't wish to impliment something, lest they punish some of their players, then turn around and impliment something else, and not care whom it punishes. Nature of the game...it's not IF a change is going to hurt someone each time, it's whom is it going to hurt, and how badly.</p></blockquote>True, I just don't think it's too bright to give new players a kick in the head, guess they expect RoK sales to make up for the number of altaholics (i.e. long term players with few high level alts) who get [Removed for Content] off with this change and quit.
Wyrmypops
09-11-2007, 01:44 PM
<p>I'm more surprised and disappointed by this than upset. <img src="http://forums.station.sony.com/eq2/images/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>It's changing something that doesn't need changing, attempting to fix a percieved problem, but failing anyway, while diminishing the ability for PC's lower level than their guild to feel like they can contribute. </p><p>The stated "percieved" exploit, really isn't. If a guild sees some movement on their guild exp' bar thanks to these tokens, so what, that's what they're for. If the guild acquires them through farming or using what the broker is for, then so be it. That guild has acquired them, they have fulfilled their part of the time/risk/cost vs reward equation. </p><p>But even if that perception of it is that important, then fair enough, do something about it. But this does not solve it. A high level guild will still be able to buy high level tokens off the broker. So this "fix" fails to do it's job anyway. </p><p>Being able to hand in a status token as a person levels is a means for them to feel like they contribute to the guild. That's a feel good feeling. I'm not sure losing the feel goods is a bright idea. </p><p>Locking these like this isn't doing what it intends to do, but has negative repercussions over everyone else. And besides, tying a guild level to a PC's level is bizarre. What other aspect of guild/pc mechanics is linked that way? One does not level as the other does, else we'd all have multiple high level guilds to draw upon. </p><p>An easy way to fix the percived exploit is to allot the no-trade tag to these items. Do that. It doesn't have the negative repercussions that limiting them this way does, and would actually address the percieved exploit. I'd have thought they option would have been leapt upon - keen enough to slap no-trade on things that have no reasonable business being non-tradeable, actually doing so to something it made sense on would be nice for a change. </p><p>Regardless of any change in this manner, whether any are made or not, it could be a nice time to add a faction element to the tokens. Nothing sexy, just a point per tier perhaps. But those stroppy factions are a nightmare to shift faction on. Been at it since I started and thanks to the initial writ system being <i>perform-for-one-faction-and-damage-the-other-three</i> I'm only today out of indifferent on all of them. I've got enough personal status to buy Antonica, if only the damned estate agent wasn't so stroppy with their faction. <img src="http://forums.station.sony.com/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" width="15" height="15" /></p>
bypeep
01-28-2008, 04:46 PM
<p>I completely agree with Sapphirus' comment here. We've had several new guild members complain about this lately.</p><p> Even though the actual amount of guild status received from these turn-ins might be small in comparison to doing writs and HQ's, it does add up over time. </p><p>If they want to make status items level dependent, then they should make them level dependent of the toon turning them in. The person that said that 2% was a drop in the bucket is wrong. When you're trying to level a guild every little bit helps, and this includes the small amount of status accumulated through status loot.</p><p>Our members want to contribute, and they're given status loot off level appropriate mobs, so in my opinion, they should be able to turn it in for their reward and not be penalized because they are members of a guild that is higher level then they are.</p><p>As far as writs are concerned, at the lower levels, the amount of status you get from completing them is so low that you could almost get just as much by turning in the status loot you get off kills.</p><p>I'd like to see it changed, either back to the way it was, or if they MUST make it complicated, make the status loot only count if it's level appropriate.</p>
Spyrit
01-28-2008, 10:22 PM
<p>I opened this thread thinking "wow, more changes to staus loot better read that", then realised that this thread is 11 MONTHS OLD!!!!!!</p><p>Please, let it die with dignity .......</p>
kcirrot
01-28-2008, 11:18 PM
<cite>Spyrit@Najena wrote:</cite><blockquote><p>I opened this thread thinking "wow, more changes to staus loot better read that", then realised that this thread is 11 MONTHS OLD!!!!!!</p><p>Please, let it die with dignity .......</p></blockquote>Only five months old, but this is still a necro post that needs to get back in the ground.
Spyrit
01-29-2008, 01:19 AM
<cite>kcirrot wrote:</cite><blockquote><cite>Spyrit@Najena wrote:</cite><blockquote><p>I opened this thread thinking "wow, more changes to staus loot better read that", then realised that this thread is 11 MONTHS OLD!!!!!!</p><p>Please, let it die with dignity .......</p></blockquote>Only five months old, but this is still a necro post that needs to get back in the ground.</blockquote><p>Yep sorry, US date format caught me again. Now please let this poor thread die. </p><p>RIP thread ........</p>
Morningside
01-29-2008, 02:43 PM
Yes, the act of "Bumping" 5 month old threads is one issue. The other issue here is the fact that this subject no longer relates to content currently being "Tested" on the Test Server. Please keep the Forum Rules in mind when posting on the boards and if anyone witnesses a clear violation of these rules we would highly appreciate it if they were to use the "Report" feature instead of posting a response, so that we may deal with the issue accordingly.Also, as per the sticky thread at the top of this forum:<span class="postbody"><p>"<a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=383316" rel="nofollow" target="_blank">Please remember this forum is for "IN TESTING"</a>, not "issues that you have presently in live game, with your class, race or other gameplay". If you have issues with your "live" gameplay, please post within the pertinent locations for that subject.</p></span> <p>This forum is JUST for stuff that's being tested."</p>Thank you.Morningside
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