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Would it be possible to have posted the number and percentages of Guild Quests being completed and Cancelled. It would show how many guilds are actually completing them compared to being cancelled. It would also show if a minority of players are dissatisfied with Guild Quests or if it is a majority.
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The guild is was in wanted to complete them since some of the people in charge weren't what would be called power players. I left the guild since I have more or less decided to quit this game. The reason is highlighted in these guild quests. I see no point in playing. I know I only played for 2-3 months but managed to reach lvl 40 without any gem items (most likely to the disappointment of the developers). I mean ever if the reward/cost ratio was more beneficial it wouldn't be that interesting. what needs to be done is to add the possibility of winning something special. The developers have not understand that yes they need to keep "gem" items rare but keeping them too rare just makes the game seem pointless. everyday i spend close to an hour rebuilding fields and wells. The idea behind this is that the devs must think that i will get bored at a stage and buy silos and/or watermills. However if i buy these items i would have nothing to do at all since the reward from quests and adventures are so boring. they should make something like a silo a reward then i would try harder to get it, i.e i would spend more time playing so i could spend less time doing pointless stuff. I mean loot is the same everytime, you sit and hope for your granite, gold depos, xbows and the occasional epic building. it has come to a point in this game when the only chains that are worth running are basic chains like bread, brew, bswords etc and the rest is a waste of resources.
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Since the strategies of each guilds is different in avoiding these wasteful quests not sure cancel numbers would reflect their uselessness. My guild is simply sitting on the first one and not canceling daily. The reason for which is that the resources are automatically deducted from players if they have it on hand. So if quest is 1000 steel swords, as soon as it pops up all players with this quest have that auto deducted from storehouse. This is my understanding from chatting others.. i could be wrong. (as stated this is second hand information, as we are sitting on the first quest)
Suggestion: give each players the option to fufill quest (or cancel) instead of just taking resources, it makes it hard to plan and allocate when stuff randomly disappears.
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i agree, no one in our guild, which is an active guild, wants to do them because the payoff is so negative.
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I agree, the quild quest is not worth it as a whole. If your going to keep them, then please adjust them to make it so the entire quild has a requirement that any player can put into. and remove the individual requirements. That way if individuals dont want to do it the remaining guild members can finish it. Its causing lots of strife inside the guilds.
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I have a question on the guild quest. When new members join the guild, they do not seem to get a guild quest if we are in the middle of one. The sad part of this, we seem to have some inactive members, so we can't move forward. If we kick them out of the guild it just takes one away from the amount to get done and one away from the amount we have already completed. The funny part is they didn't complete it so why would it do that. So we seem to be stuck in a stand off.
Thanks
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What exactly is the purpose of "balance" in a game that has no competition and no feasible end. We aren't competing with each other for anything and there's no way to lose.
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First, I'd like to thank the Settlers Online Team for their efforts to introduce new features. Unfortunately, it hasn't worked out quite as you'd hoped. Here are a few ideas I've had on the subject:
1. Make this a competition between guilds. Create, say, 4 classes, based on number of members - over 70, 51-70 , 31-50, and 30 & under. Give prizes to the guilds in each class that have the highest completion percentage. This can be done daily, weekly, and monthly, with progressively bigger rewards for weekly and monthly.
2. To make the xp reward more interesting, change it to an xp bonus on adventures. It's good for 1 adventure and expires in 48 hrs. That way the value should correspond with the player's level, and it rewards active players.