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Hypothetical Guild Rule Ideas
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02-18-2008, 04:51 PM
(This post was last modified: 02-18-2008 07:42 PM by Scarblade_.)
Post: #1
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Hypothetical Guild Rule Ideas
I have been thinking of making a battle guild in the distant future (I'm far too busy now), and so I've been coming up with some of the rules and guidelines I intend to have posted in it.
But I'm still stuck on a few rules. The one I'm asking about here is a rule to prevent noobination or even questionable noobination. My idea was to have a limit value to the set, in relation to the pets' stats. (Example: A pet's set value cannot exceed... say around 2x the value of the pet's stats). What would be a proper limit? Or do you think this would even be the best way to prevent noobination? |
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02-18-2008, 05:24 PM
Post: #2
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RE: Hypothetical Guild Rule Ideas
The best way to prevent noobination in your guild is to just say you don't want any noobinators in your guild. No need to make an entire system to complicate things.
![]() My sig no longer requires a spoiler, yay! |
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02-18-2008, 05:52 PM
Post: #3
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RE: Hypothetical Guild Rule Ideas
I really don't see the logic behind limiting a pet's set value according to stats. Okay you don't want noobinators, but I've been battling quite regularly lately at around leagues 4-7 on my 20 boost pet, and there are several pets in that stat range with *very* expensive sets that are not noobinators.
Would it not be better to simply ask for a copy of their battle log and check the opponents they've battled against?
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02-18-2008, 07:44 PM
(This post was last modified: 02-18-2008 07:51 PM by Scarblade_.)
Post: #4
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RE: Hypothetical Guild Rule Ideas
I don't expect expect any real noobinators to be a problem, but rather more likely, simply an overvalued set, in comparison to stats.
I don't think a limit such as the example I'd given would be very compicated at all. I've never had any experience with such guilds before, leading them or even being a member, which is why I wasn't sure whether or not a system was even nessicary at all. And why I say "distant future". ![]() Thanks for the replies anyway. |
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02-18-2008, 10:26 PM
Post: #5
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RE: Hypothetical Guild Rule Ideas
Is this for a guild war? NCW has banned weapons capping the number of icons constants or bombs can do, but almost noone ever uses them (i have never seen anyone use them at least.)
I would expect very few guilds to war you with those rules in effect also. |
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02-19-2008, 09:14 AM
Post: #6
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RE: Hypothetical Guild Rule Ideas
Scarblade_ Wrote:I've never had any experience with such guilds before, leading them or even being a member, which is why I wasn't sure whether or not a system was even nessicary at all. And why I say "distant future". Something you might consider doing is joining a BD guild as a casual member in the meantime, and learn how they deal with such things. The more info you have now will only help you in the future. Enforcing all of the laws that haven't been passed yet |
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02-19-2008, 11:01 AM
Post: #7
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RE: Hypothetical Guild Rule Ideas
Another tip for running a guild - Have a pet that is maxed out in its league/has fairly high stats before making a guild, and have at least a 30mil set. It seems that most guilds that have some random n00b pet with a 1mil set seem to fail within 2weeks. Having a leader with a strong pet and set helps a lot.
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02-19-2008, 04:23 PM
(This post was last modified: 02-19-2008 04:29 PM by fox248.)
Post: #8
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RE: Hypothetical Guild Rule Ideas
A system like that wouldn't work since battlers don't like their capabilities being limited to such a heavy extent. The rules proposed would come across as a sort of punishment for those who achieve too much over the whole. If perceived like that, you would lose members rapidly once they've reached a certain level.
It's a ball-and-chain rule. Complications arise when determining the "worth" of a pet's stats. How are you to define the worth of statistics exactly? How much money put into training or having a basic value for each stat point? Both are very different. Negging, labbing, quests, bonuses, and chance-stat increasers are the core of it. A person could drop over millions on Neggs to quickly achieve a certain stat range. They should certainly be allowed a higher value for sets since they spent more on training. Quest stats or training bonuses prove to be rather unfair for those who are unlucky to get any since the stat points are worth full value of whatever you decide to set for a mere fraction of the cost and time to train. Imposing an average or composing some algorithm to compensate for it could be put in place yet that would add complexity to a system you want simple as possible. Chance-stat increasers have to be taken into consideration as well since the money goes into training despite the risk. Labbing is your biggest concern. It's free stats at the fixed cost of the map pieces. Regardless of what the results are, there's no cost in training for someone who just labs. They'll have a messed up pet, yet it's free with all allocated funds going straight to a set. You probably won't get many members who negg or use chance increasers yet you will end up getting atleast some and as a leader you will need to hear them out and take care of the problem. Despite good intentions, a system like that is trying to cater to the new and struggling by allowing them to get by in an environment that is fixed to be fair and just. They'll eventually have to fight on uneven grounds against individuals on better financial grounding. They won't be able to do that if they've been babied from the start. It would be best to gain perspective by being in a good bd guild for a while to know the environment. Trying to start one up, even in the distant future, and not having that experience is going into the pitch black blindfolded. |
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