View Full Version : Option for members in a guild to participate/disable the Guild quests
Astraldimension
26.05.14, 11:31
Would like to see an option for members in a guild to choose to participate/disable their own guild quest.
Mortallicus
26.05.14, 12:08
Members do already have the option to do or not do the Guild Quest . So I would rather see 'no guild coins' given to those that do not complete their quest.
I agree Astraldimension, My main wont join a guild because I feel guilty for not doing the guild quest. It holds others back, But I would like to be able to join a guild guilt free!! The ability to join and not be counted towards the guild quest requirements would be ideal.
If they fixed that stupid waiting Guild Quest mechanism first, most GQ problems would be solved.
Atm all players having that waiting GQ will get it activated, even if they are inactivated till then.
Better make waiting GQ just a "Sneak Peak" and then all and only active players atm gets it activated.
Sharpielein
28.05.14, 19:01
The issue at hand is that guilds have to kick inactive players even when they are just inactive due to "computer broke" or "no ISP" for a week or two because otherwise the whole guild suffers.
While it is good that like this, active guilds also correlate with active players - it is bad that this removes the "casual" element of guild membership.
Either you do your GQ or you're hurting everyone. No casual membership, so you have to pick your guild carefully.
Even if your best friends are in a guild, you shouldn't join if you don't have the same completion rate of GQ as they have.
The issue at hand is that guilds are inherently putting pressure on players due to the very nature of the game.
So, yes, there should be a guild status like "casual member" which allows us to be excluded from GQ in each and every sense, but included in "guild friends" (island visit, trade etc.) - everyone would be free to change their guild status at any time.
Well, it's "only" 80% of the active members that can do their GQ (as it gets finished then), so no need to hunt down GQ sinners if just enough members co-operate.
It could be a lot simpler if BB just changed the manner GQ worked.
At the moment an entire guild is penalized if a few members become leachers/slackers, whereas they should really only reward those focused on participation.
Guilds kick people for failing GQ = people leave the game = Bad business model = obviously needs a rethink
The simplest way to do this would be:
One GQ per day, every day.
Whoever completes that gets their guild coins and a bonus depending on how many actually complete during the day.
This still rewards stronger, more active guilds and yet allows other guilds to exist without penalizing some players simply because a few guild members cannot complete GQ every day.
Mortallicus
29.05.14, 06:59
It could be a lot simpler if BB just changed the manner GQ worked.
At the moment an entire guild is penalized if a few members become leachers/slackers, whereas they should really only reward those focused on participation.
Guilds kick people for failing GQ = people leave the game = Bad business model = obviously needs a rethink
The simplest way to do this would be:
One GQ per day, every day.
Whoever completes that gets their guild coins and a bonus depending on how many actually complete during the day.
This still rewards stronger, more active guilds and yet allows other guilds to exist without penalizing some players simply because a few guild members cannot complete GQ every day.
Brilliant idea :)
Not that brilliant idea, Tripi, but I admit it would be a lot better than it's actually now. Thou there's no "entire guild is penalized if a few members become leachers/slackers"-situation atm - ppl really need to learn the basics about GQ (http://forum.thesettlersonline.com/threads/26271).
I don't think your suggestion encourage co-operation as some members would be stuck on yesterday's (or day(s) before that) GQ. Thou I still think that would be better than it's now - perhaps less ppl would be discouraged from co-operating.
Mortallicus
29.05.14, 19:20
SmurfAsH
As you say it would be a lot better than it is now. Why I used the words 'brilliant idea' was because there have been lots of posts about the guild quests which have been quashed very quickly and I genuinely think this is a very good idea and its about time we moved forward.
I think there would be loads of co-operation still and maybe even more. Most people work better under a bit of pressure.
MuffinMule
29.05.14, 21:58
And shuffle up the quests, fed up with the same 2 over and over again.
The system is obsessed with Isle of Pirates or "experience 2 new advs".
No wonder they are causing problems, and it makes starting a nice large adv almost impossible as you know it will get interrupted.
200 new quests promised, but 198 of them don't seem to have arrived.
Opt out is the only sane solution until the GQs are made much more fair.
Mortallicus
30.05.14, 04:20
Currently we cannot risk cancelling GQs because we may lose them altogether for up to two weeks. When they are reset every two weeks we get them back. Some guilds for some reason have cancelled with no problems at all. Others lose them.
70% of our members want to do guild quests or a least are willing for the sake of others. But we need 80% to complete them. A high proportion of our members will help others for free.
The same few quests over and over is boring. Too many have adventures in them. Or they need to be diluted with more quests that dont. But it is possible to have to do 3 Black Knights in a Row for example. Unfortunately some players shoot themselves in the foot by then pushing up the prices for guild quest adventures.
Trying to do big adventures for your own enjoyment can be hard for those with limited time to play.
The adventure Achievements are quite good fun and actually for a short time help the GQs.
Opt out could work but surely would be a nightmare for BB to calculate the percentage of people to complete, as most would probably only want to opt out now and again.
So to me Tripi's plan of a new Quest every day with bonuses is the best option . Most of the current quests we complete within 24/36 hours just the occasional one taking several days which we would gladly cancel if we didnt then lose quests altogether.
Currently the selection of guild quests varies depending on the size of your guild. For individual players, the tasks then vary depending on their level. Easier tasks for lower lv players is a good thing, but I suggest there should be a difficulty level for the overall guild quest selection as well. The guild leader could choose whether the guild pursues easy, intermediate, or advanced guild quests. Guilds that have lots of casual players could choose easier quests and would still be able to complete the quests at a relatively short time; Guilds of HC players could pick the advanced ones knowing their members are online a lot and dedicated to playing the game.
The harder types of quests would award more guild coins and would have most of the adventure quests like "complete the nords/ black knights/ any 2 adventures" etc. Easier ones would have a lower ggc yield, but would also have quicker, easier tasks that also casual players have no difficult completing: "sell/buy X resources, buff 5 buildings" etc. This way casual players have a way of participating in the quests and earning some ggc in guilds that pursue the easier quests, while active guilds who make harder efforts to clear the advanced quests are rewarded with more ggc for their work.
PS. Tripi's suggestion earlier in this thread also has my full support. I thought of this alternative way of organizing the guild quests and thought I might as well share it. I think it would still be an improvement to the current system, and possibly requires less changes in how the live game works now so BB might have an easier time applying it.
It could be a lot simpler if BB just changed the manner GQ worked.
At the moment an entire guild is penalized if a few members become leachers/slackers, whereas they should really only reward those focused on participation.
Guilds kick people for failing GQ = people leave the game = Bad business model = obviously needs a rethink
The simplest way to do this would be:
One GQ per day, every day.
Whoever completes that gets their guild coins and a bonus depending on how many actually complete during the day.
This still rewards stronger, more active guilds and yet allows other guilds to exist without penalizing some players simply because a few guild members cannot complete GQ every day.
Something like this would work against guilds who are less active but want to "fully" complete one or two quests per week. Maybe need to respect different playstyles a bit more - but you could reset the guild quest every maintenance instead of every other. (That would be easier to remember too!)
The trouble with the bonus based on % completed is that it encourage guilds to miss the difficult quests - which undermines the model. In my view a key benefit of guild quests is the way that they encourage guild members to work together and help one another to get (80%) of the quests done. So I favour continuing the current model but tweaking the quests:
No single player adventures: there is no way you can help another guildmate with these
Reduce the frequency of the more difficult adventures
Include co-op adventures
As for kicking people who do not complete their guild quests. I think it totally legitimate that guilds set their own parameters for the style of play and the behaviours of their members. I always make sure that my guild's approach is clear before I accept someone into the guild. I am far more likely to kick someone who repeatedly is truly active, has not completed their quest within 48hrs of it starting and has not asked for help or explained why they cannot complete it.
Astraldimension
30.05.14, 10:20
The simplest way to do this would be:
One GQ per day, every day.
Whoever completes that gets their guild coins and a bonus depending on how many actually complete during the day.
This still rewards stronger, more active guilds and yet allows other guilds to exist without penalizing some players simply because a few guild members cannot complete GQ every day.
I think its a great suggestion and solution for the guild quests!
Astraldimension
30.05.14, 11:05
Something like this would work against guilds who are less active but want to "fully" complete one or two quests per week. Maybe need to respect different playstyles a bit more - but you could reset the guild quest every maintenance instead of every other. (That would be easier to remember too!)
The trouble with the bonus based on % completed is that it encourage guilds to miss the difficult quests - which undermines the model. In my view a key benefit of guild quests is the way that they encourage guild members to work together and help one another to get (80%) of the quests done. So I favour continuing the current model but tweaking the quests:
No single player adventures: there is no way you can help another guildmate with these
Reduce the frequency of the more difficult adventures
Include co-op adventures
As for kicking people who do not complete their guild quests. I think it totally legitimate that guilds set their own parameters for the style of play and the behaviours of their members. I always make sure that my guild's approach is clear before I accept someone into the guild. I am far more likely to kick someone who repeatedly is truly active, has not completed their quest within 48hrs of it starting and has not asked for help or explained why they cannot complete it.
Active or semi active or little active.. in my guild i want my members to play as they want in their own playing time within reason.
We had to make a rule to finish the gq becasue of the easy critic that can spark ("why isnt the guild quest done? why doesnt some finishing their guild quest?") ,the problem is that i cannot see gq as priority,
and also that the gq system is so poorly made as it is atm,but still i have to have the rule becasue of the sparks.
I just have to go along with it... the main problem of the gq system is this:
*do a black knight.
*do 2 adventures.
*with them above maybe some totally ignore/to heavy to make.
*(not a problem but becomes with guild quests) members play at their own pace and be away from tso for a while/days.
*(just a feeling) for some members the gq becomes the definition of a guild.
Its not and specially not with the current poorly mono designed quests.
the main problem of the gq system is this:
*do a black knight.
*do 2 adventures.
*with them above maybe some totally ignore/to heavy to make.
*(not a problem but becomes with guild quests) members play at their own pace and be away from tso for a while/days.
*(just a feeling) for some members the gq becomes the definition of a guild.
Its not and specially not with the current poorly mono designed quests.
"main problem" - I would rather say you listed some symptoms..
"*do a black knight." - Really? What's the problem here? What obsticle hinder lvl46+ members from getting it done?
"*do 2 adventures." - How hard is it to do DP?
"*with them above maybe some totally ignore/to heavy to make." - Seems like bad co-operation.
"*(not a problem but becomes with guild quests) members play at their own pace and be away from tso for a while/days." - this shouldn't be a problem as it's not everyone needed to do their GQ, but only 80%; thou GQ is given as waiting GQ to active players atm and will get activated later for all of those players...even though some of them had been flagged as inactive. The latter is the main problem here.
"*(just a feeling) for some members the gq becomes the definition of a guild.
Its not and specially not with the current poorly mono designed quests." - So what else is there? You really don't need to be in a guild if you just want to chat or do advs..
Also, have you compared those "2 advs-GQ"s with 'Songs of Seasons' there all members from 36 to 50 have to do 1 adv? Did you find the latter to be easily done?
http://forum.thesettlersonline.com/threads/26271?p=243772&viewfull=1#post243772
Astraldimension
30.05.14, 16:24
"main problem" - I would rather say you listed some symptoms..
"*do a black knight." - Really? What's the problem here? What obsticle hinder lvl46+ members from getting it done?
"*do 2 adventures." - How hard is it to do DP?
"*with them above maybe some totally ignore/to heavy to make." - Seems like bad co-operation.
"*(not a problem but becomes with guild quests) members play at their own pace and be away from tso for a while/days." - this shouldn't be a problem as it's not everyone needed to do their GQ, but only 80%; thou GQ is given as waiting GQ to active players atm and will get activated later for all of those players...even though some of them had been flagged as inactive. The latter is the main problem here.
"*(just a feeling) for some members the gq becomes the definition of a guild.
Its not and specially not with the current poorly mono designed quests." - So what else is there? You really don't need to be in a guild if you just want to chat or do advs..
Also, have you compared those "2 advs-GQ"s with 'Songs of Seasons' there all members from 36 to 50 have to do 1 adv? Did you find the latter to be easily done?
http://forum.thesettlersonline.com/threads/26271?p=243772&viewfull=1#post243772
Hey smurfash,
For me me as a player the guild quests is managable,but i am lvl 50 and very active.
For your latter i agree its not that good..
I made this thread for a whole guild in perspective thinking of all the members in a guild,the guild quest system is really bad atm,but can be done alot better.
Thats why i wanted an option for members to choose to participate/not participate in gq for an example but there is other suggestions also that is really good.
Hey smurfash,
For me me as a player the guild quests is managable,but i am lvl 50 and very active.
For your latter i agree its not that good..
I made this thread for a whole guild in perspective thinking of all the members in a guild.
I'm officer in a large guild and has been dealing with GQ for a year. I know the perspectives and how the GQ system is (not) working. I've seen a lot of ideas written here without being considered first.
Giving members option to participate/disable the Guild quests won't work...pretty much for the same reason GQ ain't done - too many players wouldn't pay attention to use it.
Astraldimension
30.05.14, 18:01
I'm officer in a large guild and has been dealing with GQ for a year. I know the perspectives and how the GQ system is (not) working. I've seen a lot of ideas written here without being considered first.
Giving members option to participate/disable the Guild quests won't work...pretty much for the same reason GQ ain't done - too many players wouldn't pay attention to use it.
Sounds like you know how to lower others suggestions...
I believe in it,gives the members a choice.
Have been a guild leader over a year in large guild and i care for my members,
and i want to interfere as little as i possible how they shall play tso or not in my guild.
Sounds like you know how to lower others suggestions...
Yes. Who doesn't?
I will most likely lower hyped but badly considered suggestions again and again.
I believe in it,gives the members a choice.
As some already mentioned, members already have the choice to not do the GQ...and they use it. Your suggestion wouldn't solve it.
Have been a guild leader over a year in large guild and i care for my members,
and i want to interfere as little as i possible how they shall play tso or not in my guild.
Well, good for you and your fellows. That's pretty much how we're (I'm) dealing with GQ in our guild. Using "carrot" and encouraging co-operation to get GQ done within 4 days. There's a small threat of using "the stick" on "sinners" - they might be considered as inactive if they do not leave a message about absence - but no one has been kicked out because of GQ.
Astraldimension
31.05.14, 16:46
Yes. Who doesn't?
I will most likely lower hyped but badly considered suggestions again and again.
As some already mentioned, members already have the choice to not do the GQ...and they use it. Your suggestion wouldn't solve it.
Well, good for you and your fellows. That's pretty much how we're (I'm) dealing with GQ in our guild. Using "carrot" and encouraging co-operation to get GQ done within 4 days. There's a small threat of using "the stick" on "sinners" - they might be considered as inactive if they do not leave a message about absence - but no one has been kicked out because of GQ.
Enough!
The simplest way to do this would be:
One GQ per day, every day.
Whoever completes that gets their guild coins and a bonus depending on how many actually complete during the day.
This still rewards stronger, more active guilds and yet allows other guilds to exist without penalizing some players simply because a few guild members cannot complete GQ every day.
I like this idea - although perhaps one every 48 hours rather than every 24 might be good for some people. Personally, if i have to do 2 adventures I swap lootspots with someone, but I dont think everyone co-operates like this.
Let me get this straight, you want guild quests but you don't want any mechanism which allows the guild to work on the quest and instead want it to be up to the individual player. May I ask what is this thing I've been doing called a daily quest if it does not fit the description above.
Basically we have 3 types of guild. 1. The do it today or your out type guild, 2 The we would be happy if you do it in a couple of days type guild. 3 Guild quest what's that, lets party on dude type guild. If a player does not match the type of guild he is in, then either the player is in the wrong sort of guild or the guild leadership is not doing their job.
What you are really asking for is for BB to lower the percentage of members who complete the guild quests. Has it not occurred to you that if that percentage is lowered then you have a smaller group of players who will be carrying the rest.
As far as I can see at the moment there is maybe one solution which may solve the whole knotty problem, different guild types. This would allow the lets get then done yesterday crowd to beaver away to their hearts content while allowing those who have a more laid back attitude to stop sweating.
Let me get this straight, you want guild quests but you don't want any mechanism which allows the guild to work on the quest and instead want it to be up to the individual player.
The bit which appeals to me is making it so people who do the guild quest get rewarded when the whole quest is completed, but those who didnt contribute, dont. Perhaps this reveals some hidden mean-spiritedness I wasnt aware I had though.. ;-)
A while back I made this (http://forum.thesettlersonline.com/threads/27210-More-guild-quest-for-not-so-active-guilds) suggestion that I think would make guild quest more interesting to "not so active" guilds.
Astraldimension
01.06.14, 12:18
Have another suggestion that could be good ,let guild leader/officers to choose to claim the guild quest when its been reach for an example 25/50/75 % of the needed members,
the members percentage completed for an example at 50% will be 50% reduction of guild coins from as it was 100% completed + some more % penalty..
Gives less guild coins with reduction if chosen with penalty, but the gq can be done more easier without hickups..
(and this gives guild coins to all in guild)
I don't think your suggestion encourage co-operation as some members would be stuck on yesterday's (or day(s) before that) GQ. Thou I still think that would be better than it's now - perhaps less ppl would be discouraged from co-operating.
I guess you didn't understand what I wrote... I will put it again and expand on the salient points just for you:
One GQ per day, every day.
Whoever completes that gets their guild coins and a bonus depending on how many actually complete during the day.
The main part is 'actually complete during the day' as in the quest only exists from 02:00 am WEST on one day until 02:00 WEST on the next.
You obviously confused yourself by thinking that people could keep older quests past the expiry moment which is not what the suggestion says at all.
Looks like everyone else who read what I wrote understood it first time...
I guess you didn't understand what I wrote... I will put it again and expand on the salient points just for you:
One GQ per day, every day.
Whoever completes that gets their guild coins and a bonus depending on how many actually complete during the day.
The main part is 'actually complete during the day' as in the quest only exists from 02:00 am WEST on one day until 02:00 WEST on the next.
You obviously confused yourself by thinking that people could keep older quests past the expiry moment which is not what the suggestion says at all.
Looks like everyone else who read what I wrote understood it first time...
Ok. So your suggestion is to reduce GQ to be a simple one-day quest.. Soooo interesting.. I would love to do them..
Would like to see an option for members in a guild to choose to participate/disable their own guild quest.
Ok. I'll try to be nice here now.. =)
If BB would make it possible to delete waiting GQ from Quest book and the meta-quest would update properly when getting activated, then it would be better than it is now...thou I would still think the waiting GQ mechanism ain't good because there would still be too many (semi-)inactive/careless members not using that option.
I don't think an option to actually disable an already active GQ would be that easily done and wouldn't impact server capacity/usage in a good way....also there would still be to many (semi-)inactive/careless members not using that option.
Ok. So your suggestion is to reduce GQ to be a simple one-day quest.. Soooo interesting.. I would love to do them..
It would allow a number of long term players to re-join a guild again without holding others back, Players like myself, Sounds like a win to me. Isn't the whole guild concept pushing tso to be more social? Then why have a guild quest designed to counter act that and push people out of guilds because of poor quest design.
It would allow a number of long term players to re-join a guild again without holding others back, Players like myself, Sounds like a win to me. Isn't the whole guild concept pushing tso to be more social? Then why have a guild quest designed to counter act that and push people out of guilds because of poor quest design.
Isn't it about co-operate?
Such change wouldn't benefit that.
Sure it would, the only difference is a time limit :) People who can participate do, others sit on the side line, but it reduces tension and the bad feeling of same old people being carried. There are many ways to skin a cat, I don't really care to much how its changed, But it really does need changing, Because the way the guild quest is at the moment, destroys everything guilds set out to deliver and that's a real shame.
Ok. So your suggestion is to reduce GQ to be a simple one-day quest.. Soooo interesting.. I would love to do them..
Whether the GQ has a one day time limit or 14 day, it is still the same quest.
Anyway, for people like you there is always the option to simply not do them.
If you choose not to do them you just get no rewards.
Whether the GQ has a one day time limit or 14 day, it is still the same quest.
As some has already mentioned, not all guilds are aiming to get the GQ done in one single day. I doubt NO large and functional working guild are aiming for that.
Anyway, for people like you there is always the option to simply not do them.
If you choose not to do them you just get no rewards.
LOL For people like you, there will allways be a search for new ideas to steal and an urge for a "I.win"-button..
Sure it would, the only difference is a time limit :) People who can participate do, others sit on the side line, but it reduces tension and the bad feeling of same old people being carried. There are many ways to skin a cat, I don't really care to much how its changed, But it really does need changing, Because the way the guild quest is at the moment, destroys everything guilds set out to deliver and that's a real shame.
I agree, there need to be a change, but reducing GQ to be a simple one-day quest would make it worse - people struggling today would then stop bother about GQ.
Astraldimension
03.06.14, 00:46
Ok. I'll try to be nice here now.. =)
If BB would make it possible to delete waiting GQ from Quest book and the meta-quest would update properly when getting activated, then it would be better than it is now...thou I would still think the waiting GQ mechanism ain't good because there would still be too many (semi-)inactive/careless members not using that option.
I don't think an option to actually disable an already active GQ would be that easily done and wouldn't impact server capacity/usage in a good way....also there would still be to many (semi-)inactive/careless members not using that option.
Now you are questioning what i suggested in first place?? again..
You have a good point with the waiting guild quest,stick with that.. but the thing with the server, leave that to BB... this is game suggestion! man you are not that intelligent or smart.
You must be taking the grand prize as game suggestion consideration nerd! (take it as humour)
Mortallicus
03.06.14, 06:30
Currently Guilds have the option to cancel their GQ via Leader but when they do they may lose guild quests altogether until currently the next reset. This is considerably better than previously when some Guilds lost them completely. For some reason BB have not been able to fully correct this yet.
Tripi's idea means we no longer need to cancel them at all. Only members that logged on in last 24 hours will get them - again much easier to maintain.
All guild's are different with different issues. Our Guild is 100 members lots of different time zones involved and some work long hours without access to the game and some are online all the time. We have often completed the quests within 24 hours but when we get stuck on a quest it can take us a week because too many allocated the quest are too busy, or are away since it was allocated etc. There is one quest that causes the problem but we get it very regularly and can even get it again 24/48 hours of it ending
When we have the chance to complete a quest speedily then the co-operation is huge amongst the members, guild chat increases, together with generosity, we are motivated. A quest that wont complete quickly and beyond our control, i.e. however hard we all try it wont complete because a few are on holiday with it 'open', after the first 24 hours causes frustration and demotivates. We are in limbo till the next.
Some guilds are lucky and because of the mix of their members dont find this such a problem and their members should be a little bit more understanding that others do and it is not through a lack of expertise, co-operation etc. The threads raised to discuss Guild Quests are quashed very quickly by the dogmatic attitude of just a couple of players.
Thank you Astraldmension for bringing this issue up and for your's and Tripi's ideas.I really hope BB are listening.
Just to add asking for a 24 hour GQ does not imply it has to be simple to do does it?
Now you are questioning what i suggested in first place?? again..
You have a good point with the waiting guild quest,stick with that.. but the thing with the server, leave that to BB... this is game suggestion! man you are not that intelligent or smart.
You must be taking the grand prize as game suggestion consideration nerd! (take it as humour)
I never gave you an answer WHY I'd rather see a change of the waiting GQ mechanism first instead of what you suggested. That's why I gave you a second reply.
Good luck impressing ppl with your humour.
Tripi's idea means we no longer need to cancel them at all. Only members that logged on in last 24 hours will get them - again much easier to maintain.
Tripi's idea, as he/she has expressed it, is basically the same as we get a GQ-reset every night. Practically no one would get 24 hours to complete it.
A quest that wont complete quickly and beyond our control, i.e. however hard we all try it wont complete because a few are on holiday with it 'open', after the first 24 hours causes frustration and demotivates. We are in limbo till the next.
I'm sorry, but a few on holiday are not a problem. It's still only 80% needed to do their GQ.
Add some "semi-inactive players" and consider how the waiting GQ mechanism is (not) working and you'll see why GQ is not done.
"Semi-inactive players" logging on, having no GQ but waiting, logging off less motivated to do GQ..
I doubt a GQ-reset every night would encourage "semi-inactive players" to do GQ.
Some guilds are lucky and because of the mix of their members dont find this such a problem and their members should be a little bit more understanding that others do and it is not through a lack of expertise, co-operation etc. The threads raised to discuss Guild Quests are quashed very quickly by the dogmatic attitude of just a couple of players.
As I've already mentioned, in my guild we aim for having GQ done within 1-2 days, and often succeed, but we don't mind that much if it would take another 1-2 days.
Do you think it's fair to ruin, by adding a GQ-reset every night. for guilds that have made it work?
Leader (and officers) can do more than just cancel the GQ, but let them stick with it rather than Tripi's suggestion ruin for already functional working guilds.
noxidjkram
05.06.14, 05:13
Perhaps an increase in the individual player coins for completing the quest would offset the pain if the GQ isn't completed by all in a reasonable time. If it were equal to the reward given as a bonus when complete then those completing would be getting something worth having?
Astraldimension
05.06.14, 06:23
I never gave you an answer WHY I'd rather see a change of the waiting GQ mechanism first instead of what you suggested. That's why I gave you a second reply.
Good luck impressing ppl with your humour.
Alright ,
I think you place comments back and fourth with opinions in a idiotic rate,not very discussable.
Respect or atleast accept others suggestions, smurfash.
Also others suggestions can be plain simple..
SO take it easy!
I dont want to waste more energy on you so again from me..
With my suggestion giving the Members of a Guild to choose, (a choice) to participate/disable their Guild Quest.
This can be a solution to a Guild that is struggling with Guild Quests or want to take away focus of Guild Quests, and i believe in this solution to have a choice to participate or not.
Gives a Guild Leader/Officers much better and Fair descisions if problem emerges with Members not responding at all to Guild quests.
(if it goes so far as an example that a Member doesnt do the GQ and doesnt disable, the descision is fair to kick the Member out of Guild)
As it is now mainly, and sometimes alot of .. irritations emerges in my Guild when GQ is not completed,
and its up to each of the Members including me to choose to make them or not.
But its Mandatory to participate with Guild Quests in the game...
I personally keep my Members even if they ignore GQ as it is now,
but even have the thoughts about to kick Members thats not doing/ignoring because GQ system can be to hard for an example, but still some active in Guild, makes the Guild Quests irritating and bottomless!
Thats my view.
Alright ,
I think you place comments back and fourth with opinions in a idiotic rate,not very discussable.
Respect or atleast accept others suggestions, smurfash.
Also others suggestions can be plain simple..
SO take it easy!
Just to make it clear.. If you have an idea and want an all friendly discussion about it, you better post it in th General Discussion (http://forum.thesettlersonline.com/forums/179-General-Discussion) section.
Now you've posted it as a suggestion and tries to deny critical comments to it.
BB is letting a lot of *** and bugs leave the testserver and entering the liveservers.
If all we would do here is to suggest without (try to) minding any bugs or performance decrease, BB would definitely keep doing it their way.
Also, if you read why some wants tripi's suggestion, it's because the "cancel GQ"-option leaders already have are not working properly. What makes you think a more complex sollution for all and every member would work better?
I know some have problems scrolling back and forth in threads, that's why I try to quote when needed (or their problem would sooner or later be my problem too).
At first I did try to read tripi's suggestion in a kind way to see how it could work at the best, but then he/she ruined it by clarify it should work as a "GQ reset every night". As it's been told now, I can't see how someone "thinking about the whole guild aspect" could agree with it. It would divide ALL guilds into 2 groups, one of hardcore players doing GQ and another group of semi-inactive/casual players not doing GQ, while GQ would seldom be done but just resetted every night.
I dont want to waste more energy on you so again from me..
With my suggestion giving the Members of a Guild to choose, (a choice) to participate/disable their Guild Quest.
This can be a solution to a Guild that is struggling with Guild Quests or want to take away focus of Guild Quests, and i believe in this solution to have a choice to participate or not.
Gives a Guild Leader/Officers much better and Fair descisions if problem emerges with Members not responding at all to Guild quests.
(if it goes so far as an example that a Member doesnt do the GQ and doesnt disable, the descision is fair to kick the Member out of Guild)
As it is now mainly, and sometimes alot of .. irritations emerges in my Guild when GQ is not completed,
and its up to each of the Members including me to choose to make them or not.
But its Mandatory to participate with Guild Quests in the game...
I personally keep my Members even if they ignore GQ as it is now,
but even have the thoughts about to kick Members thats not doing/ignoring because GQ system can be to hard for an example, but still some active in Guild, makes the Guild Quests irritating and bottomless!
Thats my view.
I know what you want and the problem you're describing. We've been there too and it's still not solved here for good, but the key sollution for us was to have a poll about how to deal with GQ.. Some wanted it to be left unhandled, but most wanted it to be a restriction of some days.. The compromise landed on "trying to get GQ done within 4 days" (and by "trying" we include asking for help if GQ can't be done at first login). That has calmed down the GQ situation a lot for us.
Eventhou the GQ interface changes (we had last autumn) has made a huge difference for us leaders and officers, it's not that good - lacks history and overview (especially of players' notes) - so we have to use a gdoc to make it work.
Still there's a lot of mails to send, but as long as we can make it work I think it's worth it. Reducing GQ to a simple "oneday quest for hardcore players" (as tripi's suggested) would make GQ practically worthless for us as a guild.
Thejollyone
05.06.14, 16:08
I think if BB were to just remove the single player advs from the GQs, many would find them more palatable. A shared adv promotes co-operation at the very least.
Astraldimension
05.06.14, 17:30
Just to make it clear.. If you have an idea and want an all friendly discussion about it, you better post it in th General Discussion (http://forum.thesettlersonline.com/forums/179-General-Discussion) section.
Now you've posted it as a suggestion and tries to deny critical comments to it.
BB is letting a lot of *** and bugs leave the testserver and entering the liveservers.
If all we would do here is to suggest without (try to) minding any bugs or performance decrease, BB would definitely keep doing it their way.
Also, if you read why some wants tripi's suggestion, it's because the "cancel GQ"-option leaders already have are not working properly. What makes you think a more complex sollution for all and every member would work better?
I know some have problems scrolling back and forth in threads, that's why I try to quote when needed (or their problem would sooner or later be my problem too).
At first I did try to read tripi's suggestion in a kind way to see how it could work at the best, but then he/she ruined it by clarify it should work as a "GQ reset every night". As it's been told now, I can't see how someone "thinking about the whole guild aspect" could agree with it. It would divide ALL guilds into 2 groups, one of hardcore players doing GQ and another group of semi-inactive/casual players not doing GQ, while GQ would seldom be done but just resetted every night.
I know what you want and the problem you're describing. We've been there too and it's still not solved here for good, but the key sollution for us was to have a poll about how to deal with GQ.. Some wanted it to be left unhandled, but most wanted it to be a restriction of some days.. The compromise landed on "trying to get GQ done within 4 days" (and by "trying" we include asking for help if GQ can't be done at first login). That has calmed down the GQ situation a lot for us.
Eventhou the GQ interface changes (we had last autumn) has made a huge difference for us leaders and officers, it's not that good - lacks history and overview (especially of players' notes) - so we have to use a gdoc to make it work.
Still there's a lot of mails to send, but as long as we can make it work I think it's worth it. Reducing GQ to a simple "oneday quest for hardcore players" (as tripi's suggested) would make GQ practically worthless for us as a guild.
smurfash, your are trashing the thread.
I like tripi`s suggestion..
Mortallicus
05.06.14, 18:36
I also like tripi's suggestion .
I didnt see him see that the quest should be simple. I wouldnt see the point tbh. The current quests could stay even. I can see the point that the quests are one man's meat and another's poison but then i dont see why smurfash you should definitely have the meat :D You told me on another thread that my guild lacked the skill to do the guild quests without knowing anything about us.
This is a suggestion thread so stop trashing and be constructive. Maybe others will have ideas too and comments. Maybe tripis suggestion needs to be tweaked perhaps 48 hours not 24 hours to complete them. But a time limit would take away the need for the dreaded bugged cancel button which meant we went without them for months and if several people go away for a few days for holidays, business trips, hospital etc leaving their GQ open, which does mean its not possible to complete the quest for a week or more ,then no matter it will reset quickly.
smurfash, your are trashing the thread.
Some threadstarters would call it "bumping their thread".
If you can't take critics, don't suggest ideas here but post them in the Discussion section.
I like tripi`s suggestion..
Then I think you've left the "whole guild in perspective thinking of all the members in a guild" you mentioned about before.
Ok. If you can't see that. That's your problem. I won't tell it again.
Have a good evening et c
I also like tripi's suggestion .
I didnt see him see that the quest should be simple. I wouldnt see the point tbh. The current quests could stay even.
That's exactly how I read it too (to be as fair as possible to that suggestion) but was told it "Looks like everyone else who read what I wrote understood it first time..."
I can see the point that the quests are one man's meat and another's poison but then i dont see why smurfash you should definitely have the meat :D You told me on another thread that my guild lacked the skill to do the guild quests without knowing anything about us.
No, that's your conclusion. I wrote "I'm sorry to tell this, but lvl46-50 having problems to get advs done are doing something wrong. Nords might be hard to get and BK used to be that as well (pre-RPH and the overflow of MF), but co-op and that shouldn't be any problems." if you mean that old thread you bumped eventhou a lot had changed since it was started.
This is a suggestion thread so stop trashing and be constructive. Maybe others will have ideas too and comments.
So you think my posts are all trash with no constructive points?
Perhaps some should start learning to take critics instead of thrashing back...but you don't see the point there either?
Maybe tripis suggestion needs to be tweaked perhaps 48 hours not 24 hours to complete them. But a time limit would take away the need for the dreaded bugged cancel button which meant we went without them for months and if several people go away for a few days for holidays, business trips, hospital etc leaving their GQ open, which does mean its not possible to complete the quest for a week or more ,then no matter it will reset quickly.
Still that would impact ALL guilds, not only those requesting this.
Some has already suggested it's maybe best to let leader set the "level of GQ" including difficulty and timeframe, thou then this is not longer about a "simple change".
Astraldimension
05.06.14, 19:48
Some threadstarters would call it "bumping their thread".
If you can't take critics, don't suggest ideas here but post them in the Discussion section.
Then I think you've left the "whole guild in perspective thinking of all the members in a guild" you mentioned about before.
Ok. If you can't see that. That's your problem. I won't tell it again.
Have a good evening et c
Bumping... You are trashing my thread like an idiot!
Yeah have a nice evening also.
Mortallicus
05.06.14, 20:03
It could be a lot simpler if BB just changed the manner GQ worked.
At the moment an entire guild is penalized if a few members become leachers/slackers, whereas they should really only reward those focused on participation.
Guilds kick people for failing GQ = people leave the game = Bad business model = obviously needs a rethink
The simplest way to do this would be:
One GQ per day, every day.
Whoever completes that gets their guild coins and a bonus depending on how many actually complete during the day.
This still rewards stronger, more active guilds and yet allows other guilds to exist without penalizing some players simply because a few guild members cannot complete GQ every day.
Just to bring us back on track this was tripi's idea. No mention of changing the guild quests themselves or making them simpler. It was more about rewarding those that actually do the quest.
I like that idea but taking on board a point raised by smurfash maybe 48 hours would be better than 24.
BUT
I did originally like Astraldmension's idea and that could and should still be discussed . Where members may opt out of the guild quest if they wish. The reason i didnt say more at the time was because I am guessing this would be harder to implement then tripi's idea.
I think if BB were to just remove the single player advs from the GQs, many would find them more palatable. A shared adv promotes co-operation at the very least.
+1
And I still feel that a reset every maintenance is best. Every one or two days wouldn't be long enough for less active guilds.
Thinking about this a lot lately and I've decided, I like them as they are. Guilds are supposed to be about having a community working together to a common goal, at least in part.
The suggestions here are enablers to creating a multi-tier society within a guild and that's so much harder to deal with. The current system of only needing a high percentage of active members to complete the quest seems fine most of the time. And it still enables those quests that the guild as a whole don't want to participate in to be cancelled.
so -1 from me
fish [in preparing too be flamed down mode]
Bertolucci79
08.06.14, 03:21
if people wish to opt out of the guild quest for some reason, they can talk to guild leaders and leave the guild for as long as needed and after that contact for new invitation.
Yes a Guild is about working together for Good of the Guild and c-operating with one another. if thats the case why not as previously mentioned introduce co-op adv into Guild Quests? Why oh why do we have traitors and iotp adventures over and over again? What about 2 player adv, a Guild is a groups so lets work as a team, the Guild Quests at the moment are focused on just the individual player, lets make it more about working as a team. And stop giving us ridiculous GQ like make 40 carriages. do the developers even play TSO? Who has these buildings, im forced to build them just to get GQ done and then those 40 carriages I have to pay? The Guild should be a fun place to enjoy settlers as a team, it shouldnt be a place to monitor players if and when they get GQ done, unfortunately its becoming like that because you dont have the option for individual members to cancel GQ without it adversely affecting all other members. How difficult can it be to change?
+1 for the opt out. Some quests are just plain ridiculous, and others that might be tolerable occasionally, the game seems obsessed with (Do adventure X over and over and over again until you are sick of it).
And yet again, this was supposed to be a game you could fit around Real Life, last thing I want to see when crawling home in pain is a string of 17 demands to do this or that adv. Considering there's nothing in the Guild Shop to buy anyway, the system is a farce.
Lol have you not heard, the new version of the guild shop on test won't actually allow you to buy anything.
That does not surprise me in the slightest.
"Coming soon to a Live server near you"???
Is that before or after the 0 star coins for adventures update?
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