#Give more importance to Guilds

1 messages · Page 1 of 1 (latest)

twin holly
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Hello everyone,

I’ve been waiting to see how the new features and the guild system would develop, but unfortunately, the current direction feels disappointing. Here’s why:

At the moment, it’s more rewarding to be the top player in a mediocre guild than to be the 11th-best player in a strong guild. This happens because individual rewards are being given out in collective game modes (such as Sparkle or Planar Expedition). The key issue here is the Affinity Solvent, which is vital for progression during the season.

Right now, there’s no guild leaderboard and no meaningful incentive to perform as a team. For many players, this removes a big part of the motivation to play.

My suggestion is to rework the guild system with a stronger collective focus:

  • Remove individual rankings rewards in guild modes (we already have enough elsewhere). We play as a team, we should win as a team.

  • Introduce proper guild-level rewards and leaderboards, because they would encourage teamwork, give every member a reason to push together, and create a real sense of competition between guilds.

  • Make being part of a competent guild truly valuable, because belonging to a strong team should feel rewarding on its own, not overshadowed by individual placements or rewards.

Thank you for considering this feedback.

oblique goblet
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Thos ! Absolutely agree, being top11 and below in a top1 guild is a slap to the face

molten adder
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fully agree to that !! So what on point!

deft yarrow
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Soo true. On point!__

wanton perch
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100% Agree with this, Guilds should be more important and working as a team in the bosses and sparkle tournament should reward the whole guild, because it is a group effort at the end of the day. I'd like to say it should go even further then that, and be tied into the other game modes too, because we all collectively try to help each other improve.

limber ocean
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98% agree. I find important to keep the individual reward so players chase it and leaders don't have to be pinging and pushing.

But 11th with no reward is really no good. If you can't compete on top 10 where is the incentive to even try top15 or top 20? IMO a gradual reward for the whole guild would be better.

wide girder
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Yes alliance reward structure has been disappointing mostly this season. Also the alliance vs. alliance rewards need to be much better than the individual rewards to make it worth building a strong alliance

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otherwise you're better off just building weak alliance that you can be the strongest member of

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It also penalizes medium players who join strong alliance

next plover
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Just imagine that you want to hide your strategy from your mates because you compete with them. Shouldn't be that way

twin holly
next plover
late lynx
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I find it funny) when you see that your alliance is in 1st place! and the top 10 in the alliance is already taken! There is no point in causing damage at all

carmine sphinx
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I completely agree with you @twin holly, these are pretty much my same grievances regarding guilds. I 100% support your proposals. I wanted to add that the Psychicore distribution is completely botched in this Reborn version of the game, it has been removed from the weekly training and the dungeons speedruns give too much early on as a reward (to a handful of players), while we will end with a million of wasted Psychicore before the last month of the season. This makes no sense and just makes the issue worse

twin holly
wet needle
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Perhaps there is room for both, I quite like the Red Packets idea from the Vortex where the top few have a reward that can then be shared among others, or in this case the Alliance, thereby recognising those that have lead from the front, but also enabling the entire alliance from benefitting with a portion of it, as well as the essence for the Psychicore etc that are rarer than rocking horse poop

Also it’s impossible to know currently what lead the Alliance above you has, and whether you are gaining or not, this also needs to be rectified and sooner than later, with the Alliance scores clearly on display

There needs to be more levels for Alliances to climb, as many alliances were at the top level before the Continental Challenges start, which is a bit ridiculous tbh, as well as better rewards for doing so (more essence perhaps??).

There will be a multitude of suggestions for sure, but there should be a blend of personal rewards but balanced by the needs of the Alliance as a whole to benefit, both of which can be met imho!

astral thicket
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Personal rewards should be based on points and not on rankings

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like you score 400m and you unlock 5 rewards, if you score 800m you unlock 10

wanton perch
wide girder
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Yeah it really is such a terrible system. Really hope some devs pay attention to this and change for next season

twin holly
astral thicket
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also now that we are here, remove the requirement to hit this

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it makes no sense for top guild

wide girder
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or at least make those fights 10m as well

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you really destroy your rank if you waste a team on a 5m fight

oblique goblet
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Feesback i already got:

The topic is already known by officials/devs:

they got a lot of feedback about alliance system already and they have seen this post as well and the whole situation is under Review and being discussed.

This does not mean there will be an immediate change and it does not imply there will be any changes at all, BUT the chances are there that it will get adjusted in the future.

jolly frigate
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100% accurate suggestions, more teamwork rewards are needed in ally. It will have value now and also in the future after some server merges.
But KEEP the requirement that only participating members can pick rewards, that is good way to go

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Are devs gonna also review the arena rewards, specially with affinity solvents distrubution per each range ranks?
there is simillar problem, no rewards to improve affinity from top 101+ positions (inclucindg crossserver ranks)

north storm
agile edge
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Dear Travelers,

Thank you very much for your valuable suggestions and feedback. I have already compiled and forwarded your opinions to the development team. All updates and adjustments require thorough evaluation and testing, so if you don’t see immediate changes, please be patient.
We highly value every player’s voice. It is your collective effort that drives the continuous improvement of the game. Please continue to pay attention to in-game changes and official announcements. If you have any suggestions or questions, feel free to contact us at any time.

Thank you for your support, and we wish you an enjoyable gaming experience!

oblique goblet
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@chrome lantern

north storm
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Up!
That’s a really urgent issue. I‘m in a really really nice alliance with 40 cool and active members. It‘s very unfair that only the first are getting the massive boost as rewards.

novel pollen
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top post @twin holly 100% agree

next plover
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After my post about expedition speedrun rewards, I came to the conclusion that it would be cool to have a separate competition between guilds at each stage of the game in the main content. Moreover, this competition should be cross-server to cover the maximum number of guilds to be more competitive. What does this mean?

Introduce a separate rating system for aliances. For example, on continental bosses, the guild that scores the most damage points on all bosses in total will win. Make a corresponding rating for the expedition speedrun where we take the time of the best guild member or the best times from all guild players for different stages. And also the rating of damage in total on the last boss.

Introduce rewards at the end of the season for final alliance rating which are not that huge to upset people from weak guilds but **unique ** (like cosmetics or smthng) to be worth fighting for. And I am sure it will be much more exciting overall, and each team member contribution will be important.

hardy bough
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Posting to say thank you for listening

twin holly
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Absolutely, a great step!

covert marsh
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Agree, maybe can add some buff guild too and guild banner above player

limber ocean
# hardy bough

I don't understand what have changed. When I look in alliance rank still only top10 get rewarded.

wide girder
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The screenshot above is planar expedition rewards not sparkle tournament

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at least that's what it looks like to me

deft yarrow
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It says sparkle tournament right in front of it like first word in the marked line and as a title for the part it neatly says “sparkle tournament”.

wide girder
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It was supposed to be changed

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reading it now it says it will be after the version update on sept 11

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but it didn't have that specifically in the planar expedition section

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so that's why the confusion

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yeah it doesn't specifically say anything about planar expedition, but I'm just assuming it will be updated after the 11th when they change sparkle tournament

twin holly
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I'd like to revive this post...

Virtually nothing has changed. The Sparkle Tournaments are completely pointless. And the Planar Expeditions are still more Member vs. Member than Guild vs. Guild.

Guilds, guildmates, and that interaction are what keep many of us in the game even in the worst moments. Please, let's give them the importance they deserve.

wet needle
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Along with the interface issues too

stoic geode
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I could not agree more. In 1 st season I was top 1 in mediocre guild and got huge advantage in leaderboards. Now I’m in the middle of best guild on the server. The existing system is really unfair to stronger guilds.

stuck flame
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I am not sure what you guys mean.

I am in quite weak guild, so I decided to calculate how many rewards I would get if I am in strong guild.

Sparkle tournament

So let’s talk about rewards:

  1. Win - 200 Wyrmarrows and 2000 points for alliance weekly rewards (PAWR)
  2. Chests in fortresses - 150 Wyrmarrows, 600 Essence of Creation, 1500 PAWR
  3. Alliance reaching points for defeating enemies - 150 Wyrmarrows, 800 Essence of Creation, 3200 PAWR)

I am not talking about Affinity Solvent as while it is important, it didn’t seem to me that important during season. I would say on average you get same level of affinity as others even if you are in a weak guild like me. You could argue that stronger guilds should get more, but unless they boost more the differences between each level in affinities, gear/inspiration will still have more impact.

Ok so just being in strong guild gives you weekly 500 Wyrmarrows, 1400 Essence of Creation, 7700 PAWR ( nearly half to get max level). And you can buy more Essence of Creation in alliance shop. Just for comparison, I probably get around 1/5th of the rewards I mentioned as people are not really active, but this seems to me like easy rewards even if you don’t win.

Planar expedetion:

You have 3 ranking rewards type: Alliance, In-Alliance and Server. Where you really compete with your guild members is In-Alliance ranking, but these rewards are really bad. Both Alliance and Server rewards are much better and it should force you to do good damage individually to get server wide rewards, which also helps getting Alliance rewards. It’s basically about Legendary Soul Fragments and PAWR. My alliance is usually around 16th -20th place, so rewards for Alliance are quite bad.

Now assuming that you want to get stronger, you should try to get PAWR as if you reach 10K points you get 420 Wyrmarrows, 1540 Essence of Creation and 21 Scroll fragments. I can’t reach the 14K and 16K rewards, so I miss around 20 Scroll fragments.

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So if I sum it up,

Sparkle tournaments - as long as you have active members, rewards are quite generous, quite member dependent.
Planar expedition - More individual rewards, you compete server wide rather than In-Alliance and if your guild is strong, rewards are not that bad either. I guess they could be boosted more here.
PAWR - depends on active members if you want higher tier rewards. I think the last 2-3 tiers should be giving more rewards, not only just 10 Scroll Fragments.

I would say overall it is much better than it was before, because before the reset I couldn’t even be bothered joining guild. I guess it would be nice to see more guild gameplay, but rewards are quite generous if you are just active guild member. And if I look at guilds (on new servers, maybe it’s different on reborn servers), each server has like a super guild, where most of the strong players gather and the other top 5 guilds have like 1-3 strong players max and are quite behind. If we boost guild rewards, it’s pretty much just all strong players getting them so everyone would just want to join one or two guild on the server and others are kind of dead. You would need to have more server to server competitions as it is in Planar Expedition ranking so it is more fun to compete.

oblique goblet
# stuck flame So if I sum it up, Sparkle tournaments - as long as you have active members, re...

Affinity solvent is the CORE issue here though, while you leave it aside in your pov, it is the most precious reward to the top players.

Gaining affinity solvent faster than others = benefit for ALL leaderboards = better endgame rank (and whereas they might not be that huge outside tpp 10, getting the mount token is a huge thing)

And bragging rights of course

And the current rewardsystem IN-ALLIANCE is a competition inside the overall competition. Why have in alliance ranking instead of all members in the alliance get the alliance rank reward...

stuck flame
# oblique goblet Affinity solvent is the CORE issue here though, while you leave it aside in your...

I thought about it, but currently the rewards for affinity solvent don't give you that much advantage due to how it is structured for leveling up and game play.

Season is split into phases. Phase 1 - Temporal Vortex, Phase 2 - Continental Shadow and Phase 3 - Otherworld exploration. Similar way is also affinity. Affinity levels 1-4 are phase 1, affinity levels 5-6 Continental Shadow and affinity lvl 7, otherworld exploration. These splits also determine how much affinity solver you need to level up and there are big jumps between these splits. So now it doesn't really matter if you are first or 30th as you will have pretty much similar level of upgrade. Sure I guess, few days in the first split top 5 can have 1 or 2 levels more, but that will not change the rankings in TV, if you are missing heroes or your inspiration is low or you don't have a correct piece of equipment or exclusive artifact. Probably even talents have more impact than few levels of affinity.

I don't know the exact calculations, but I can imagine that you would need several levels (maybe like 5 or more) of difference in affinity upgrades between you and someone else in case you are missing one of the things I mentioned above and it might work only until lvl 6. In this season, there was a thread were people just didn't really see any increase in dmg for lvl 7 upgrades, so I really wonder how much advantage you can get if the difference is just 1-3 levels. They would need to change this system completely, so it actually matters.

I would rather be getting Wyrmarrows, scrolls etc. to have possibility to get more and stronger heroes, pets next season, even stamina bread to get chance to get better gear than any affinity, which I don't think makes really a difference now.

twin holly
# stuck flame I thought about it, but currently the rewards for affinity solvent don't give yo...

The solvent is the main problem, but it's not the only one.

In truly competitive guilds, where all players strive to rank as high as possible, it is crucial, because every small advantage can mean being ahead on the leaderboards.

And what this achieves is that a cooperative, team-based game mode becomes an internal competition. A competition where, instead of helping your teammates, sharing strategies, and so on, individualism is encouraged to maximize rewards.

This is definitely not how a cooperative game mode between guildmates should work.

stuck flame
# twin holly The solvent is the main problem, but it's not the only one. In truly competiti...

I disagree with this, because this game is ultimately more of a single player game than team game. So the rewards from the guild shouldn’t DIRECTLY influence the leaderboards during season. That’s why I am more for other rewards than affinity solvent. Even more so, as at least on my server, you have most top players in one guild (last time I checked it was something like top 15/20 people in TV were in one guild). Honestly, if you want affinity solvent that much, then just go into other guilds. I don’t quite remember, but even the In-Alliance rewards give very similar number of affinity solvent and being 1st or 20th will not create difference in your affinity upgrades. Even finishing Fey Meandor or daily Arena rank is more important than In-Alliance rewards as over the week you can get more than you get from Planar. And if all top players are in one guild, then giving them same amount of affinity solver doesn’t change anything.

And I will try to explain more about affinity solvent as I see it. In TV, I don’t think it matters except first phase. This season I was missing Alicia and didn’t get Belle’s artifact until second round of summoning so in the first phase I was around 50th, second around 35th, only in last phase I was able to get below 20th. Also I had same issue with the gear ie main crit chance gloves with good stats, runes etc. So for me, no amount of affinity solvent would help me.

In Continental shadow, as it is split into 3 weeks, you pretty much get enough affinity solvent to get t6 upgrades for the classes you want to challenge with. You could argue that if you have more affinity solver you can just upgrade all of them and pick 2 best ones for you, but I think it should be also about strategic decision, which elements are best for you to invest in.

For Endgame, you pretty much have everything and somehow t7 are really weak, so again not really a noticeable difference. Probably even the RNG in debuffs makes more difference than this.

twin holly
# stuck flame I disagree with this, because this game is ultimately more of a single player ga...

Yes. This game is more of a single player than team game. And the large number of individual leaderboards we have confirms it. Clepsydra, Vortex, Meander, Speed Runs, PvP, Realmwide PvP, 3v3 PvP, Blade Coliseum, Continental Challenges, Final Boss, and surely I'm forgetting something.

That's precisely why we DON'T need another individual leaderboard in a cooperative game mode. If they want to make it single-player, then they should remove the guild system altogether. But the current system, however you look at it, makes no sense whatsoever.

stuck flame
# twin holly Yes. This game is more of a single player than team game. And the large number o...

yes, I agree with that, but my point is that the individual rewards for affinity solvent don't really make a difference.

This post was about giving more importance to guilds, so in one of my post before I have summed up the rewards which you get weekly. I think for active guilds they are quite good and they are mostly for all members. The Planar rewards could be changed, but Sparkle Tournament is pretty good.

If we want to increase rewards, I would change/add stamina bread, pets, crystals and tickets for challenge version of dungeon bosses. Basically rewards, which will give you more chance to get things which actually matter.

Also I don't think it is good to completely remove individual ranking rewards as you also want to reward people who are active, try to help alliance etc. I mean, if I really don't care that much, I can just do some random challenge for Planar, attack some weak people in Sparkle, activities done in 2-5 minutes and I get all the rewards. Meanwhile you have people who spend tens of minutes figuring line up, strategies etc to have as high dmg and contribution as possible. So how do you reward this? Should leaders decide on weekly rewards? But then it is quite easy to give it to the top contributors.

Don't get me wrong, I totally agree to expand on guild gameplay, community etc. as you commented before. But I disagree with the point that Sparkle and Planar are pointless as they are. You get quite bit of rewards from them weekly as long as you are in an active guild. I don't see that much of a problem with rewards as they are now.

What they really need to do is to add more activities and more team/guild content which doesn't have much consequences in solo gameplay.

twin holly
# stuck flame yes, I agree with that, but my point is that the individual rewards for affinity...

Planar is pointless from the point of view that it is a game mode that, if both guilds are even slightly active, will end in a tie. It lacks any excitement or even competition.

Of course, they should do something about the current guild system; it lacks incentive, belonging to one guild or another is meaningless, and in some cases, being in a competitive guild is even detrimental.

No, it's not about making the rewards better. It's about making a game mode that should be cooperative actually cooperative, and not an internal struggle.

And no, there shouldn't be individual rewards in a team-based game mode. The leaders will take care of creating a guild where everyone contributes their best. That's what a competitive guild is all about.

And finally, believe me, the affinity solvent DOES make a difference for players fighting for the top positions, where any tiny advantage can mean one more or one less spot.

wide girder
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Can we get the rewards for in-alliance planar expedition adjusted please. It's been 3 seasons and it's still the same thing. Guild mates fighting guild mates for top 10 ranking to get affinity solvent. It shouldn't be this way.

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this by far one of the most upvoted suggestions i've seen, and it's really a black mark on the whole clan experience to continue this way with the rewards.

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it actually makes me feel bad recruiting people knowing they move from weaker guild to our stronger guild they lose out on rewards

twin holly
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Bumping this thread because everything written above is still 100% relevant.

Guilds are still largely irrelevant in terms of meaningful gameplay. Guild content continues to feel hollow, focused on member vs member competition instead of guild vs guild progression. There are still no impactful guild leaderboards, and the core guild systems lack identity and purpose.

Regarding the upcoming Server vs Server system, while it is scheduled to arrive next season, based on the information shared so far it does not appear to address the fundamental issues currently affecting guilds. From what we know, guilds are not positioned as the primary unit of competition, and the system does not seem designed to reinforce guild identity, cooperation, or long-term guild progression.

As mentioned before, individual rewards in collective, team-based content are a major issue. They actively encourage internal competition, selfish play, and guildmates fighting each other for top rankings instead of working together. This is especially evident in in-alliance content like planar expeditions, where the reward structure creates friction rather than teamwork.

Multiple seasons later, nothing has changed. This system discourages healthy recruitment, penalizes players who move to stronger guilds, and undermines the role of guild leadership. Guilds should be about coordination, shared responsibility, and collective success, not internal rivalry.

The feedback above is still valid, still supported by the community, and still needs to be addressed, or at the very least, acknowledged with an official response from the developers.

wet needle
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Still valid and needs addressing!

stoic geode
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I don’t even try the guild boss anymore. I cannot be top 10 so I post whatever. The server rewards are not worth is either.
They could make the rewards based on damage brackets for example. That would make me try harder.

wide girder
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that's a solid idea, i need a reason to try for these events cuz the rewards are meaningless even end of season rewards top 3 top 50 not really much diff

wet needle
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Does anyone know what the rewards are planned to be for the new “Inter-Server” Alliance battles that are coming in?

As the ones shown in CN version are woeful and the general consensus of opinion is, ”they are not worth the hassle it will take to organise a servers Alliances.”

I thought I saw something somewhere about this aspect being improved, and I hope this is the case, as a major content improvement will be still-born if the rewards aren’t there to make it viable.

stuck flame
# twin holly Planar is pointless from the point of view that it is a game mode that, if both ...

I saw an update on this post so I thought I would come back to this as well.

Also this might be also an important factor as I am in new server, not reborn, so maybe number of competing players in leaderboards is smaller.

I was actually keeping track daily of how much solvent I get versus how much solvent I can get as maximum in being first in all the events like arena, speedrunning etc. At least during this season, there wasn't a time when the planar expedition affected my rank of the upgrades. If anything, the daily rankings and the speedrunning of dungeons created bigger loss in amount of solvent than the planar expedition.

Just to give you perspective on my ranking, in some events I was in top 5, vortex top 10 first phase, then dropped to top 20, arena top 20. So I think, unless you have extremely competitive server with many people, solvent from planar expedition doesn't change anything. And even if it does, it would probably just be one day thing as you get enough daily solvent from arena and manor, which would compensate it.

stuck flame
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Also I was thinking about you mentioning the individual rewards for guild competitions. I actually don't know a game similar to this style of game (maybe I just don't play that many games), where you also don't have some individual ranking rewards for contributing during the guild events. Or system where guild leaders can distribute rewards based on contribution during the events.

And I still think it makes sense to have such a system as for example Varden mentioned in earlier post, that he doesn't try really that much, because he cannot be in top 10. You would have players who might spend much more time and effort trying to get better rankings or exploring strategies and it just doesn't make sense to me not to reward them.

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And honestly planar expedition is not really that good as it is designed now in both rewards and gameplay. Consuming 1 try on just the single guardians around which you can not hit for 10 minutes really sucks.

And I agree that guilds need quite big changes both in terms of events and rewards as it is not entertaining.

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This also made me think about Ancestral Ruins and Fallen Shadow Spire.

I think both of these modes have actually great potential for guild gameplay. You can have Ancestral Ruins mode clearing as a guild and competing with other guilds who can clear more floors and helping each other reach nth floor for rewards. And you can also have some total boss clearing time of all guild members per boss, where you would take best time per boss. This would actually require different teams as some of the schools are good on early floor and some of them are better in later floors, so you would need to cooperate.

And as for the Spire, tower defense in general could be quite interesting guild activity, if you have a map, where each member contributes limited number of heroes to pass waves. I didnt think that much about Spire, but for example, if each day (or more) some random members are selected to build the defense and others can contribute heroes to them and help that strategise, that would make it quite interesting event.