How is guild size determined? Available slots, active members? We have several retired members that were integrale in the formation and / or rebuilding of the guild. As a sign of appreciation for their loyalty to the guild, they haven't, by choice of course, been kicked from the guild. Others use the game as a means to pop into the game every few months to catch up on one another's lives. A few of those were shocked that they were still in the guild and are playing the game again because they were still in the guild. They would otherwise have lost total interest and never returned again (some have a tough time meeting new people and want to be around those that they have already formed a bond, Marios and ownageking being 2 of them). And then there are a few that are simply held onto as mules. If the retired people are excluded from counting as members, others may try to abuse the exclusion and rerank their mules.
I liked this post from kit a lot:
For this idea to happen, and have an impact on the game though, it requires for the cows to pick up the idea now, and work with it - without trying to listen to everyone. There are always someone so outspoken and loud, that they manage to get any and every idea perverted into something it was not meant to be. This is an idea in the rough, and the cows should do the rest - not the community. If the cows need to reflect thoughts on the concept, they can bounce 'em of OP.
I mentioned couple times in my OP that: !!! FORMULA is up to HCS to decide !!!
how the "guild size" is determined is up to HCS to decide !!!
maybe they will make it just like how the guild "relic cost" works, the more total members (NOT available member slots) you have the more gold is required for the relic upkeep (per hour) !!! it is HCS decision what they will do !!!
And as to size, a guild w/ fewer members that are scattered across the globe can't coordinate simultaneous actions such as titans and GvG's.
I had the pleasure & honor to be the founder of a small guild which was mainly focused on GvG + we had some titan hunters too !!!
we kicked a$$ in GvG & we as a small guild had a huge advantage against big guilds !!! my guild mates were scattered across the globe too which gave us an even greater advantage because it increased our chance for a member to be online (while the others went to bed / work / ...) in order to buff the rest against incoming attacks !!!
as for titan hunting my suggestion works for TKP so it does "not really matter" if you get the secure or not , TKP are allocated here because the difference in TKP from 1st to 2nd place will be minimal !!!
- Titan Hunting: get X numbers of TKPs
=> Encourage players to go for TKPs too (not mainly secures)
And if rewards that add to their abillities to beat on other guilds, or in PvP, making it easier to defeat those that can't already defend themselves due to overly powerful gear and buffs / potions for the GvG'ers / PvP'ers, you take the chance of disenchanting those that are already at a disadvantage. They too spend money on the game for epics and Max Stam, Stam Gain, etc. Should Mary's suggestions be implemented, please keep possible negetive results in mind.
these are the REWARDS I mentioned in my OP:
- BRONZE: +250 MAX STAM
- SILVER: +1% duration to skills cast
- GOLD: +1 stam gain per hour
- CRYSTAL: +1% duration to potions
- RUBY: +100 XP gain per hour
- DIAMOND: +1 stam gain per hour
I just posted an EXAMPLE !!! REWARDS are for HCS to decide in the END: REWARDS that will encourage players to participate !!!
as you can see the REWARDS do NOT affect any of the stats (attack, defense, HP, armor, damage) !!!
a guild with ALL medals will still have the same stats (attack, defense, HP, armor, damage) they had with ZERO medals !!!
STATS do NOT increase or decrease due to the # of medals a guild has !!!