Quoted from "Joron;467530"
I do like the suggestion but I think it could be taken advantage of just as easily. It would be kind of similar to "twinks" on pvp servers. Due to match ups no longer being based off of wins/losses a full guild of players in low level statted up gear could always fight lesser guilds and dominate as they wont have to fight the guilds in end game gear. Another thing is one person in the guild could be super OP but have everyone else in lower gear to balance it out and that one person just steamroll over the other guild.
I agree something needs to be done about these problems. This is also being discussed in this thread.
http://forum.us.runesofmagic.com/showthr…7526#post467526
Just giving the problem even more awareness.
Quoted from "regentego;467554"
The best thing to do is report these farming guilds. Three nights ago on Artemis the most notorious offenders of this Drew an Artemis guild and got caught. They signed up their main guild to lose and fought with their 1600 point guild.
It was reported, but they have been reported numerous times, they really ruin the siege experience for alot of guilds. I don't understand why frogster doesn't give these people a nice little vacation.
There are people who no matter what will always find a way to exploit the system, they are almost compelled to do so, that is the nature of MMO's.
Ebilone
Quoted from "TheMann64;467555"
When would the "gear score" be tallied? If it's tallied at a specific point, then farming guilds will make sure all their players are fitted out with level 1 white gear at the point of calculation, which will actually make the farming situation even worse because they'll be going after the lowest level guilds. If it's calculated off some kind of daily average, then guilds with strong players that log in just for siege will also be unnaturally low because their heavy hitters are offline all day. Also, the heavy hitters could just swap to low level gear when they log off, which would help the average stay low.
Quoted from "TheMann64;467555"
If you have a guild full of alts that are low level and offline for days at a time, will they affect the score?
Quoted from "brogue;467584"
This certain "behavior" has been part of Artemis for a long time now, basically ever since **** disbanded. I wont name people or guilds, as my post will get deleted, but most of the end gamers on Artemis have a group of guilds they bounce around in from week to week and sometimes nightly. There is no honor, no sense of community on Artemis at end game. This group of individuals simply do not care how their actions effect anyone. Its a very selfish mindset.
I am on Reni but I talk to people in Arena lots, and we siege against many of the Artemis end game players. I wont say guilds because they are literally in a different guild each time we siege them. Its not one person, its a group of 20-30 characters that jump between about 10 different guilds, that have drastically different siege war scores. If they get beat repeatedly in a certain score range they will drop down to a lower scored guild and then bounce around to either get a siege they can win or rack up the kills.
Some of them will come on and say, oh its because our guild leader left and I can see that happening, but its far from the truth when they bounce around to literally 10 different guilds. Like i said, there is no honor at end game on Artemis. It is the oldest server and once was the benchmark for many other servers, but now its just become a joke.
Quoted from "Whippingboy;467848"
The OP offers a valid solution to the "shadow guild" exploit. However, since it DOES makes sense, Runewaker/Frogster/Gameforge will never implement it...
Quoted from "Silenteye7;468103"
what's really sad, is that this statement is about as true as it gets... so many good ideas I've seen suggested here never making it into the game. To be honest... ever since chapt 2 was released, I don't think I've ever seen someone's suggestion ever make it. Why do they even have this forum?
Quoted from "Jekk;468116"
Its a pretty complicated idea, the idea would need to be a lot more simple that accomplishes the same thing for RW to deem it worthy.
Heres a very simple idea that basically accomplishes the same thing.
Every player gets a personal siege war ranking, it starts at 300 when you win/lose you get the same points your guild gets/loses. If you play in a siege war where your personal rank is higher than the other guilds rank you dont get any rewards, win or lose. 0 is the lowest rating you can get and 3000 is the highest.
Quoted from "TheMann64;468131"
So if you happen to miss siege one night when your guild loses, your rating will be higher than your guild's rating and you won't get rewards going forward?
All a merc would have to do is join a high point guild that is on the high end of their guild's regular point range (i.e. will likely be facing a stronger guild that will beat them in siege) and take a huge reduction in their points before going back to the low point guilds for some easy wins.
Here are a couple fine tunings to your idea that could beat some of those issues:
1) Have a "grace" range for points, so if your score is higher than your guild's score (say, +20%) you can still get rewards. That would prevent penalizing a player who missed up to two siege losses in a row.
2) If your score exceeds the guild score, then you get a 10% reduction to your points if the guild loses and no increase to your score if the guild wins. Conversely, if your score is less than the guild's score, you get no point reduction if the guild loses, but you get the full increase in points if the guild wins.
3) Don't cap the personal score.
4) Allow the GMs to reset the personal score to 1000 points for specific situations (i.e. if a Valkerie player leaves permanently and joins another guild, they'd be screwed out of rewards for a looooong time)
Quoted from "Jekk;468134"
I wanted to keep the post as short and simple as possible, but yeah id have to edit a few details to make it flawless.
Quoted from "Silenteye7;468211"
Flawless suggestions are the ones that need to be hashed out... no more of those half-attempted ideas that has so many holes in it that even before the idea is implemented, someone already has a plan to exploit it.