That is an interesting idea, but chances are, it would only serve to set the higher ranked guilds further ahead of the rest.
Perhaps it could work, if it were a diminishing percentage that would be the maximum a person could contribute, such as (100 - lvl)/2 = max% ... And/Or if it could be deducted (sacrificed) from a person's curent xp so a person risks losing levels if they do it too much without paying attention.
Or perhaps a better idea would be to limit sacrificing xp based on a guild's level (rather than individuals). Allow members of a level 1 guild to contribute up to 100%, then reduce the percent by 2 for each additional guild level. This would balance out fairly as guilds over level 50 would tend to have more members of higher levels and able to earn more xp by the current methods of the game.
Any of these ideas could work out well for smaller guilds, but to keep them from going overboard, the contribution should be limited to what is gained in a single day, so it would be handled much like the current bank deposits, once per day and the deposit resets at the same time as bank deposits do.
how much exp guild gains when creature is killed.
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fs_chaoszen
, Mar 16 2007 14:37
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