So Epics are one of the ways to increase stamina gain after maxing Stam gain upgrades. And there are several ways to get Epics. Either inventing them from RP or Titan Drops.
For one way or another Epics dropped are what make a Titan worth hunting or not. Also it what makes RP worth Gathering or not.
So Epics value indirectly controls the flow of the game. Oggys might be tiered so everyone hunts them and hoards them. Milk makes Cow epics so everyone hunts the cow.
I have an idea here I want to share. Am 100% sure that many of you thought of it too.
Why not make all aspects of the game useable to invent any and all Epic items. But change the percentage of the reliance of each item on each aspect.
I mean Each Epic would need an item dropped by a Titan , one or more items from RP , one or more items from arena, might need a recourse/ore to be farmed from mobs/legendary creatures that can be always there or might be seasonal.
Ofc. That will have no affect on the current epics. Wee are just changing the way people can get Epics , the game is flooded with them. I do understand that tiering should be a way to raise the value of Titan Epics but still Titan Epics are killing other game Epics.
Here are some Examples for Clearification:-
Oggys Gloves
X1 Oggys Heart X1 RP Gorgon Tears X100 Arena Tokens(item) X300 Magma Ore components farmed at a certain area from a certain mob. X10 Ladder Tokens item
Invader Boots
X1 Invader Skin X1 RP Skull X20 Arena Tokens item X400 Shadow Orbs components. X20 Ladder Tokens items
Fuv. Rune
X1 Bottled Titan Storm (Bought from Guild TKP) X1 Fang X180 Arena Tokens item X15 Ladder Tokens Items.
Those were just examples I could think of. Of course some people would suggest using several current Epics from RP and Titans to make new better Epics... It won't give the same out come I believe. I want to use this to revive the dead ladder. The Gvg where people don't even care to fight back rather just buffing themselves unbreakable, not to mention some of the big guilds do not even care about whether their guild won or lost. Inventing have been way way down. I rarely see any one farming for inventing like before. Of course farming for composing is available but I doubt it's as farming for inventing, using components and those non useable component slots people have empty...
This solution won't cost the devs much either. Probably just an artist to switch the current tkp page into tkp items used for inventing. I believe the cost vs the gain is big, bright and will have a huge impact on the game.
I hope I see constructive ideas please... Of course this might have disadvantages but I believe everything has a solution...
atta222
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Topics I've Started
Epics True Value
18 August 2018 - 21:54
Composing Vs Inventing Potions
11 August 2018 - 18:03
I have a matter Regarding Potions.
It would be better in my opinion if composing Hunting buffs Like AL and LIB nerfed to level 250 while buffing Inventing Hunting Buff Pots to level 300.
from 1 Point , composing is mostly a pvper way to get a higher level and timed active buffs specially power buffs he cant get because he cant level out of his band or doesnt want to... also Pvpers are the gold diggers, it should be their job for leveling with gold.
As for Hunting pots, its the most consumable pots for any guild. It would be great to encourage it again. People go farm or higher farmers and pay them then do the inventing and sell the hunting pots or guild tag them. it encourage in game trade since its the most usable buffs. Also Inventing is closely related to hunting.
That is to say we arent going to kill Composing, we are just nerfing hunting related Buffs. While aiming Composing more onto the power boosting related buffs maybe power up conserve too as a compensation since pvpers consume stam like crazy on ladder or Add TH and Merchant level 200 for Composers as the compensation for this nerf since ..
Namely nerf AL become level 250 Max - LIB 250 - LF 400 Max - Stalker 200 - Doubler 500 while Add AL and LIB level 300 in a Pot , LF 750 in a Pot or make two pots for that 250 and 750, add a New Doubler level 1K for inventing , Conserve 300 for inventing, Stalker 300, maybe Overkill 250..
so we can Add a new Pot/Pots that have those Buffs but made through inventing... increasing the activity of players and making an in game trade between inventors and farmers , high levels and low levels, bring a reason to increase my component slots again.
Not to mention decrease the demand on frags and so on.
So to say levelers wont Just leave composing either, they ll rely on it to get SH , CA and composed power related pots. it is as i always said, levelers up that 3K+ level should find it a little hard to defeat the mobs like literally make each mob require a certain setup to be defeated...
It would be better in my opinion if composing Hunting buffs Like AL and LIB nerfed to level 250 while buffing Inventing Hunting Buff Pots to level 300.
from 1 Point , composing is mostly a pvper way to get a higher level and timed active buffs specially power buffs he cant get because he cant level out of his band or doesnt want to... also Pvpers are the gold diggers, it should be their job for leveling with gold.
As for Hunting pots, its the most consumable pots for any guild. It would be great to encourage it again. People go farm or higher farmers and pay them then do the inventing and sell the hunting pots or guild tag them. it encourage in game trade since its the most usable buffs. Also Inventing is closely related to hunting.
That is to say we arent going to kill Composing, we are just nerfing hunting related Buffs. While aiming Composing more onto the power boosting related buffs maybe power up conserve too as a compensation since pvpers consume stam like crazy on ladder or Add TH and Merchant level 200 for Composers as the compensation for this nerf since ..
Namely nerf AL become level 250 Max - LIB 250 - LF 400 Max - Stalker 200 - Doubler 500 while Add AL and LIB level 300 in a Pot , LF 750 in a Pot or make two pots for that 250 and 750, add a New Doubler level 1K for inventing , Conserve 300 for inventing, Stalker 300, maybe Overkill 250..
so we can Add a new Pot/Pots that have those Buffs but made through inventing... increasing the activity of players and making an in game trade between inventors and farmers , high levels and low levels, bring a reason to increase my component slots again.
Not to mention decrease the demand on frags and so on.
So to say levelers wont Just leave composing either, they ll rely on it to get SH , CA and composed power related pots. it is as i always said, levelers up that 3K+ level should find it a little hard to defeat the mobs like literally make each mob require a certain setup to be defeated...
EOC Bottle-neck
30 July 2018 - 13:17
Hello everyone,
Even though am not at EOC and not that Experienced as much as many other people in the game, I do understand that in FS, EOC is becoming a problem.
People keep on levelling the same monotonous way which is not as challenging as it should be.
That is why I though of an idea similar to the chinese story stuff.
When a player reaches a certain level , he reaches a bottle neck in his leveling/Cultivation.
That bottle neck can only be solved by some methods , these methods should hard to achieve an challenging, maybe only 1 players out of 100 at EOC can make it.
One might ask "do you mean a quest?"
Actually No! A Quest would require one to solo play and have no need of challenging each other.
I am talking about at challenge between EOC , whoever reins strong between them and keep steals enough "Rating" can break the bottle neck.
So let's say the bottle neck starts at level 3850. To become level 3851 , one have to pass the bottle neck.
The bottle neck simply is farming mobs, while having at least 1500 Pvp Rating in the ladder.
That means:- At this Level people will hit each other to steal Pvp Rating, at the same time, keep buffed and ready to save their RP from being stolen. Not to mention that the hits might make them lose exp and take them a step back while trying to break the bottle neck.
Most critics, will claim that people might not like pvp.... Imo though, a player in EOC should be good at all aspects of the game! You achieved END OF CONTENT! How can you not pvp? Not to mention, you can easily make gold, stack potions losing levels and gaining them and keep on fighting until you make the Pvp Rating required, then Hunt while defending other competitors whom are trying to push you back until you break through and become level 3851!
Ofc. If you want to join the fight for the breaking through you have to opt in the ladder.
One downside of this , is if people just try to make a certain person break though willingly. Am trying to think of something but yet the yellow lamp didn't pop over my head
.
In any case, the bottle neck will hold back the people at the end of content from levelling to fast, keep them busy.
Also not to mention that this should not be the only bottle necks, we can make other bottle necks.
A world wide Gvg war with "rating" that can be stolen , alliances fight each other to make a guild break through it's current level. Guilds who break through gets handsome rewards from extra player spots to extra BPs. Also RP . (Hopefully HCS add more buffs in RP section , doesn't have to be high levels buffs, though buffs that last a long time, like fist fight and deflect and so on, it 'll be amazing to play gvg to save RP for the Gvg wars ) ....
Note , I am thinking of something new. It can be amended to something possible ... I don't want "ehmm" comments like "1500 IS IMPOSSIBLE!!" ... Yeah, well am just stating an example.. of course these kind of Numbers the devs know best which one to use. Thank you. I hope this helps as a spark of ideas in any case.
Even though am not at EOC and not that Experienced as much as many other people in the game, I do understand that in FS, EOC is becoming a problem.
People keep on levelling the same monotonous way which is not as challenging as it should be.
That is why I though of an idea similar to the chinese story stuff.
When a player reaches a certain level , he reaches a bottle neck in his leveling/Cultivation.
That bottle neck can only be solved by some methods , these methods should hard to achieve an challenging, maybe only 1 players out of 100 at EOC can make it.
One might ask "do you mean a quest?"
Actually No! A Quest would require one to solo play and have no need of challenging each other.
I am talking about at challenge between EOC , whoever reins strong between them and keep steals enough "Rating" can break the bottle neck.
So let's say the bottle neck starts at level 3850. To become level 3851 , one have to pass the bottle neck.
The bottle neck simply is farming mobs, while having at least 1500 Pvp Rating in the ladder.
That means:- At this Level people will hit each other to steal Pvp Rating, at the same time, keep buffed and ready to save their RP from being stolen. Not to mention that the hits might make them lose exp and take them a step back while trying to break the bottle neck.
Most critics, will claim that people might not like pvp.... Imo though, a player in EOC should be good at all aspects of the game! You achieved END OF CONTENT! How can you not pvp? Not to mention, you can easily make gold, stack potions losing levels and gaining them and keep on fighting until you make the Pvp Rating required, then Hunt while defending other competitors whom are trying to push you back until you break through and become level 3851!
Ofc. If you want to join the fight for the breaking through you have to opt in the ladder.
One downside of this , is if people just try to make a certain person break though willingly. Am trying to think of something but yet the yellow lamp didn't pop over my head
![:P](/public/style_emoticons/default/tongue.png)
In any case, the bottle neck will hold back the people at the end of content from levelling to fast, keep them busy.
Also not to mention that this should not be the only bottle necks, we can make other bottle necks.
A world wide Gvg war with "rating" that can be stolen , alliances fight each other to make a guild break through it's current level. Guilds who break through gets handsome rewards from extra player spots to extra BPs. Also RP . (Hopefully HCS add more buffs in RP section , doesn't have to be high levels buffs, though buffs that last a long time, like fist fight and deflect and so on, it 'll be amazing to play gvg to save RP for the Gvg wars ) ....
Note , I am thinking of something new. It can be amended to something possible ... I don't want "ehmm" comments like "1500 IS IMPOSSIBLE!!" ... Yeah, well am just stating an example.. of course these kind of Numbers the devs know best which one to use. Thank you. I hope this helps as a spark of ideas in any case.
Improving Gvg/Pvp
15 July 2018 - 01:24
Hello everyone, i opened this thread to discuss how to improve Pvp/Gvg and make the game a little more competitive since the game turns out to become monotonous specially for the high levels who keep on waiting months until their stamina refills and new content is up to play again... also it feels like the rate of their progress is too fast. I wonder if one day they 'll become level 10k? Therefore I was thinking of a way to make the game more competitive at least for those high levels to have something to do while charging stamina...
First of all we need to keep on mind a few things while posting our suggestions..
1. We need to consider the cost it 'll take to implement such update...
2. We need to make the upgrades in a way which will make the high levels help he low levels/ recruit them and gear them up...
3. We need to make it more competitive in higher levels than lower levels...
4.we need to make it in a way in which people will cooperate and coordinate together to do it...
5.Please Note that we are trying to reach an idea so if someone suggested one thing... we don't only have the option of banning the suggestion butwe can edit it in a way to make it applicable if it really will improve the game.
6. In the End we want our edition to be fun to play.
The problem with pvp imo nowadays, is that it became expensive... way too expensive. The gear it's self is costs, buff specially composing buffs which have a huge effect on pvp is expensive... specially for me who is still level 6 composing since I just returned back to the game. Not to mention the ladder ain't rewarding at all for the amount one pays there...
So what should we do , increase the Pvp and Gvg payouts? I doubt it 'll have any affect if we onky did that... It might probably cause and inflation...
So instead of just having more New rewards , why not make the people need to consume the current rewards even more to compete together for dominance or medals...
So if make the people need the buff packs, they 'll do conflicts to use those packs... Guild Buff Packs should have an advantage other buffs does not. Which is the time they last active.
So if there is a Guild war, the packs will be more useable... yet those guild wars must be rewarding like distributing certain potions to all participants in such guild wars while the top guild members gain an Epic potion each.
Well to keep things tidied .... Here are some of the ideas I have had and wanted to share.
1.Guild Medals
Aggrssive Guild = Top Guild which has members who actively initiate successful pvp Attacks for xx days (medal can be proportional with the amount of guild members so that small guilds won't make such achievements easier than big guilds ... we aren't encouraging people to disband the big guilds but encouraging more team play)
Smasher Guild = Top Guild which has Smarshes
Defenders Medal = Top Guild whose members win in defence PvP.
Guild Dominance = Top Gvg Rating for xx days
Top XP Guild = Ranked 1st Guild for xx days.
Top Richest guild = Ranked Top Richest for xx days.
So I hope he point of having guilds medals reach you guys... It 'll make people aim fo The medal for their guild, but making a medal should not be easy ... we can take a few procedures....
2. Guild XP Decaying
Guild XP needs to decay specially when many players go inactive... Anyways the guild still holds the XP even if there players who contributed it left the guild... Why not decay the XP when the guild is going inactive... we can also allow conflicts to harm the XP... Anyways pvp harms xp of the players why not Gvg harms xp of guilds..
It 'll create for example a competition between top 1st and 2nd guild... since most of their players at the level cap, they 'll aim on hitting the guild xp either to make the top 1st Guild fall or the 1st Guild will aim to solidify it's position...
Ofc. It doesn't have to be a wanton slaughter... maybe it can be like a global event like the ladder a week each month that shows up on the Tavern rumors....
3. Guild bank raiding...
I know the idea might be frightening to some people , specially those whose bank is flooded with gold... but let's be true here... 2 or 3 level 3k players can easily flood the guild bank again...
Anyways if we integrate the guild bank raiding, guilds will aim to snatch gold from each other through conflicts. That way people will respond in conflicts more seriously.
Guild bank raiding can be carried with XP Decaying idea in a global/Guild Ladder like event where guilds move onto massive Gvg fights/Conflicts in between...
Ofc. Something like that would be limited to like a maximum of 5% of the guilds bank or 10% .. The limitation must be done into a way to prevent bullying at he same time allow the guilds to compete for the Top Richest medal. Also without seriously drainning a guild out. Like giving a guild which lost a certain amount of it's gold in the event a gold protection bubble for the rest of the event... also the bubble could be purchased from guild upgrades... It 'll cost to maintain your top rank of gold ...
Anyways rich Guilds should be rish enough to arm there members if they are afraid to lose their gold and want to gain the Top richest guild medal for xx days
3.Encouraging Relics Raidings in Guild wars.
Relic Capturers Medal, Capture 20 Relics achievement....
4.Encouraging guild members to pvp the enemy guild members.
there must be points a guild member gain when he pvp a guild member in the Enemies guild list, that can be changed into some tiny rewards... also these points can be gained through acheiving conflicts and so on ... these are different from RP... these are personal gains beside the guild gains...
5.allow guilds to set policies... Like having aguild allies list and a guild enemies list... same as profile of players...
6.Winning Guild Conflicts should reward participants with Potions or Points of their own apart from the RP, that they can redeem for rewards. (talked about it in number 4)
7.force the guilds to have many participants to join the conflict...
Like 10 members at once... yes it 'll be hard for small guilds.... then each guild should start a conflict with a guild it's size....
For example if an active of 100 members guild fights a 100 active members guild then the conflict must be 10 participants of 100 battles. If a 100 active members guild fight a 30 active members guild then the number of paricipants have to be at least 3 members from each guild.
I mean to make all members participate and cooperate.
7. Players should lose personal xp from conflicts, those high leveled players can gain the xp again. can have a buble for players below level 500 for example not to lose xp... but those at level cap, i assume they should lose xp in conflicts...
And smashing should be allowed in guild conflicts.
8.Great And massive rewards like up to level 500s AL LIB and CON. Buff pack Which will intern cost way much RP to allow the players to regain the levels they lose from conflicts.
9.if an attacking guild loses in conflict, it would still gain a few RP like half what the defender gains or maybe less... at least the stamina the people spent won't be just for naught.
Players now hardly gvg since the gvg attack wont be rewarding at all since its easiy to defend.
10. Players get a medal for participating in conflicts.
11. A number reflecting the amount of guild tagged gear should appear on the guild screen ... maybe even make a medal for Geared Up Guild Medal... guilds now only get the one set of the hunting gear and that's all.
At least it 'll help people when applying for a guild. Like he amount of epics tagged and legs dart and other gears...
12. A number showing the amount of people who are in the guild and participated in the last month in at least 1 conflict... It 'll show how active a guild is.
13. We can add also a percentage showing the percentage of players active to unactive in each guild , I mean just logged in within the last 7 days.
14. More structures to help show statistics of stuff stated above... Like Gvging and who GvGs most and win rates of each guild members.. The more upgrades the structure the more it shows...
15. The ability to gain smasher medal through gvg and the ability to bounty a gig attack... actually am not sure about the bounty thing but I feel the board needs some help... if gvg will be active , it 'll not be bad to allow active gvgers have some taste of being smashed on board.
16. Guild levels should have bottle necks.
A guild can't proceed to a certain level unless it breaks through the bottle neck.. The bottle neck should be a Gvg rating percentage... so no matter how much the members farmed , they need to break through so that they can level their guild...
The Percentage should become higher with the higher the amount and levels of guild members.
17. Guild achievements should be rewarding in certain ways... Like win complete 100 conflicts and all guild members will gain 5 BP spaces. Defend 200 conflicts all guild members gain +2AH space... Something like that.
I am sure you guys have a lot of ideas too you can share... also you can tweak and edit my ideas if they went a bit astray... at the very least my concept should have reached you by now.... ppl reach the level cap then quit until the next content update then farm then quit... Why not let them lose some levels then farm them again... they 'll flood their guilds banks and will stay active... find something challenging to fight for and so on... at the very least it 'll decrease the pace of new content... it's really frustrating to see a level 10k someday... now people have like 200k max stamina... I won't believe it's enough to make 1k levels anyways...
Hope this will turn positive in some way, we are just sharing ideas here , cheers... sorry if there is any mistakes... am not a native English, I 'll try to edit it if I find any problems with the meanings.
First of all we need to keep on mind a few things while posting our suggestions..
1. We need to consider the cost it 'll take to implement such update...
2. We need to make the upgrades in a way which will make the high levels help he low levels/ recruit them and gear them up...
3. We need to make it more competitive in higher levels than lower levels...
4.we need to make it in a way in which people will cooperate and coordinate together to do it...
5.Please Note that we are trying to reach an idea so if someone suggested one thing... we don't only have the option of banning the suggestion butwe can edit it in a way to make it applicable if it really will improve the game.
6. In the End we want our edition to be fun to play.
The problem with pvp imo nowadays, is that it became expensive... way too expensive. The gear it's self is costs, buff specially composing buffs which have a huge effect on pvp is expensive... specially for me who is still level 6 composing since I just returned back to the game. Not to mention the ladder ain't rewarding at all for the amount one pays there...
So what should we do , increase the Pvp and Gvg payouts? I doubt it 'll have any affect if we onky did that... It might probably cause and inflation...
So instead of just having more New rewards , why not make the people need to consume the current rewards even more to compete together for dominance or medals...
So if make the people need the buff packs, they 'll do conflicts to use those packs... Guild Buff Packs should have an advantage other buffs does not. Which is the time they last active.
So if there is a Guild war, the packs will be more useable... yet those guild wars must be rewarding like distributing certain potions to all participants in such guild wars while the top guild members gain an Epic potion each.
Well to keep things tidied .... Here are some of the ideas I have had and wanted to share.
1.Guild Medals
Aggrssive Guild = Top Guild which has members who actively initiate successful pvp Attacks for xx days (medal can be proportional with the amount of guild members so that small guilds won't make such achievements easier than big guilds ... we aren't encouraging people to disband the big guilds but encouraging more team play)
Smasher Guild = Top Guild which has Smarshes
Defenders Medal = Top Guild whose members win in defence PvP.
Guild Dominance = Top Gvg Rating for xx days
Top XP Guild = Ranked 1st Guild for xx days.
Top Richest guild = Ranked Top Richest for xx days.
So I hope he point of having guilds medals reach you guys... It 'll make people aim fo The medal for their guild, but making a medal should not be easy ... we can take a few procedures....
2. Guild XP Decaying
Guild XP needs to decay specially when many players go inactive... Anyways the guild still holds the XP even if there players who contributed it left the guild... Why not decay the XP when the guild is going inactive... we can also allow conflicts to harm the XP... Anyways pvp harms xp of the players why not Gvg harms xp of guilds..
It 'll create for example a competition between top 1st and 2nd guild... since most of their players at the level cap, they 'll aim on hitting the guild xp either to make the top 1st Guild fall or the 1st Guild will aim to solidify it's position...
Ofc. It doesn't have to be a wanton slaughter... maybe it can be like a global event like the ladder a week each month that shows up on the Tavern rumors....
3. Guild bank raiding...
I know the idea might be frightening to some people , specially those whose bank is flooded with gold... but let's be true here... 2 or 3 level 3k players can easily flood the guild bank again...
Anyways if we integrate the guild bank raiding, guilds will aim to snatch gold from each other through conflicts. That way people will respond in conflicts more seriously.
Guild bank raiding can be carried with XP Decaying idea in a global/Guild Ladder like event where guilds move onto massive Gvg fights/Conflicts in between...
Ofc. Something like that would be limited to like a maximum of 5% of the guilds bank or 10% .. The limitation must be done into a way to prevent bullying at he same time allow the guilds to compete for the Top Richest medal. Also without seriously drainning a guild out. Like giving a guild which lost a certain amount of it's gold in the event a gold protection bubble for the rest of the event... also the bubble could be purchased from guild upgrades... It 'll cost to maintain your top rank of gold ...
Anyways rich Guilds should be rish enough to arm there members if they are afraid to lose their gold and want to gain the Top richest guild medal for xx days
3.Encouraging Relics Raidings in Guild wars.
Relic Capturers Medal, Capture 20 Relics achievement....
4.Encouraging guild members to pvp the enemy guild members.
there must be points a guild member gain when he pvp a guild member in the Enemies guild list, that can be changed into some tiny rewards... also these points can be gained through acheiving conflicts and so on ... these are different from RP... these are personal gains beside the guild gains...
5.allow guilds to set policies... Like having aguild allies list and a guild enemies list... same as profile of players...
6.Winning Guild Conflicts should reward participants with Potions or Points of their own apart from the RP, that they can redeem for rewards. (talked about it in number 4)
7.force the guilds to have many participants to join the conflict...
Like 10 members at once... yes it 'll be hard for small guilds.... then each guild should start a conflict with a guild it's size....
For example if an active of 100 members guild fights a 100 active members guild then the conflict must be 10 participants of 100 battles. If a 100 active members guild fight a 30 active members guild then the number of paricipants have to be at least 3 members from each guild.
I mean to make all members participate and cooperate.
7. Players should lose personal xp from conflicts, those high leveled players can gain the xp again. can have a buble for players below level 500 for example not to lose xp... but those at level cap, i assume they should lose xp in conflicts...
And smashing should be allowed in guild conflicts.
8.Great And massive rewards like up to level 500s AL LIB and CON. Buff pack Which will intern cost way much RP to allow the players to regain the levels they lose from conflicts.
9.if an attacking guild loses in conflict, it would still gain a few RP like half what the defender gains or maybe less... at least the stamina the people spent won't be just for naught.
Players now hardly gvg since the gvg attack wont be rewarding at all since its easiy to defend.
10. Players get a medal for participating in conflicts.
11. A number reflecting the amount of guild tagged gear should appear on the guild screen ... maybe even make a medal for Geared Up Guild Medal... guilds now only get the one set of the hunting gear and that's all.
At least it 'll help people when applying for a guild. Like he amount of epics tagged and legs dart and other gears...
12. A number showing the amount of people who are in the guild and participated in the last month in at least 1 conflict... It 'll show how active a guild is.
13. We can add also a percentage showing the percentage of players active to unactive in each guild , I mean just logged in within the last 7 days.
14. More structures to help show statistics of stuff stated above... Like Gvging and who GvGs most and win rates of each guild members.. The more upgrades the structure the more it shows...
15. The ability to gain smasher medal through gvg and the ability to bounty a gig attack... actually am not sure about the bounty thing but I feel the board needs some help... if gvg will be active , it 'll not be bad to allow active gvgers have some taste of being smashed on board.
16. Guild levels should have bottle necks.
A guild can't proceed to a certain level unless it breaks through the bottle neck.. The bottle neck should be a Gvg rating percentage... so no matter how much the members farmed , they need to break through so that they can level their guild...
The Percentage should become higher with the higher the amount and levels of guild members.
17. Guild achievements should be rewarding in certain ways... Like win complete 100 conflicts and all guild members will gain 5 BP spaces. Defend 200 conflicts all guild members gain +2AH space... Something like that.
I am sure you guys have a lot of ideas too you can share... also you can tweak and edit my ideas if they went a bit astray... at the very least my concept should have reached you by now.... ppl reach the level cap then quit until the next content update then farm then quit... Why not let them lose some levels then farm them again... they 'll flood their guilds banks and will stay active... find something challenging to fight for and so on... at the very least it 'll decrease the pace of new content... it's really frustrating to see a level 10k someday... now people have like 200k max stamina... I won't believe it's enough to make 1k levels anyways...
Hope this will turn positive in some way, we are just sharing ideas here , cheers... sorry if there is any mistakes... am not a native English, I 'll try to edit it if I find any problems with the meanings.