The test server has been updated, you can try the new features there
We have already provided some information about the Guild Quest Rework and Stacking in Sneak Peeks. Is there something specific you would like to know?
BB_Endesmor
The test server has been updated, you can try the new features there
We have already provided some information about the Guild Quest Rework and Stacking in Sneak Peeks. Is there something specific you would like to know?
BB_Endesmor
Community Manager
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There are a few specifics, yes.
1) What time will the guild quest reset? Will it be the same time as now or will it change?
2) Will we see the next guild quest coming up so we can plan ahead to complete it? This is especially true if it is one like do 2 adventures.
3) What exactly will be changed in the guild member list? I've read both yes and no that it was changing. If it is changing and we won't be able to see who completed gq and who is active, will this be mailed out to the guild leader and/or officers every day?
I have searched the forums here, on test, and on the .com side. I haven't found any satisfactory answers to these.
while I agree on only rewarding those who do the guild quest, I don't like the 24 hours, 48 would be much better, for the guilds that have members in other time zones around the world.
Plus they need to remove the adventure from the guild quest and rework the quest that want 30 carriages, or cannons, hard to get items, the lower members will not have the resources or the fast generals, for a 24 hour quest , if we get hit with back to back adventures which has happened, even the higher levels 40-50 will have a hard time making troops and weapons to do them.
this has not even given thought to the ones who work in real life and have maybe a very short time to be on each day,
just do away with the percentage needed to do the quest and just reward the ones who get it done.
I totally agree with your thoughts, Lora. Old GQs dragged on interminably which is a problem, but for 24 hour quests a whole bunch of people will miss them. This over-corrects the problem. I've been here for years and I think the quickest we ever, ever finished a GQ was 3 days. Of course if you are shortening this to 24 hours the requirements will have to be pretty easy for guild members to even have a chance. That being said, I am fine with the idea of only those who do the quest getting rewards. However, someone said earlier that guilds with inactives will have to purge them in order to increase GQ payouts. How about we keep it to just percentage of actives? Some people go inactive and come back later. No offense, but those of you who spend all day playing this game need to consider the REAL WORLD (whatever that is). An hour in the game is a lot of time for lots of people. We need to encourage participation by making the game easier, not discourage it by making it harder. Resource and building requirements seem OK, adventure requirements do not.
It would be nice if guild leaders could click on the guild shield and see when a member was last logged on. It will help him or her determine if a member is active or not.
“Many that live deserve death. And some die that deserve life. Can you give it to them? Then be not too eager to deal out death in the name of justice, fearing for your own safety. Even the wise cannot see all ends.”
J. R. R. Tolkien
If it use 24h system, no matter what time we use,"someone" will be "doomed". Either because their position on earth (time zone), or because their schedule (some works/study in the morning, someone might work at night, etc).
imo, more fair option for all player is :
1. Use 48h (or at least 48+12h), so everyone should have enough chance.
2. Use not fixed than 24h (like 22h, 23h,... or more than 24h like 25h, 26h, 27h... etc). It will rotate GQ start/end time for every player once in a while, no matter where he/she located.
Thanks
Why do I have to run a VLT? I never want to do that... And produce 100 Dama swords? Seriously? No.
Worst Change Ever.
+1, mine is calling for production on stuff I have not produced in 2 years.
Hanlon's razor: Never attribute to malice that which is adequately explained by stupidity.