Post by Nur on May 13, 2015 5:00:06 GMT
This topic kind of crosses the border between the Suggestions section and the Guild Development section, so feel free to remake this thread elsewhere if you think it's a good idea, Wetrew.
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Here I'd like to discuss guild growth in terms of which bonuses to buy with our GP.
Believe it or not, it's not all about buying every bonus available as you level. There is a formula to this to squeeze the best out of your guild in a shorter amount of time, especially as a new guild with new players.
The key to that is prioritizing certain bonuses.
Most of the bonuses definitely depend on a player's preference. I haven't been in the guild long enough to have attended a guild meeting, so I haven't really seen much discussion on guild bonuses and who prefers which bonus to be added first. I don't really want to be pushy with my suggestions either, but I figured I'd just throw this out there for consideration. XD
So far it looks like we've gotten everything covered up until our current lvl, which is nifty. So what next?
Survival
When spending GP, I think it's most important to buy resistances first. After that, you may choose to do HP or damages. All of these bonuses help us survive, and surviving is the main purpose of any battle.
Enhancement
After that, are the battle enhancements. You may want dodge, lock, initiative, maybe even wisdom (for faster levels) or prospecting (for more drops). Those all will depend on preference of the players, of course, so it's good to discuss that within the guild. There are other enhancements which may pop up, such as crafting xp, feel free to take that when everybody's feelin' crafty.
Chest space
Buy chest space when you feel it is needed (everyone loves chest space)
Kit Skill
Kit skill is great for being able to wear gear that is slightly higher levelled than your toon, but it's not totally necessary right away, and it is pretty expensive to buy.
Cosmetics
And as much as I love guild costumes (my favourite being Samoussai at lvl 9), costumes, emotes and pets are cosmetic items and are usually left for last.
Info On Other Bonuses
Most guilds also do not buy bonuses like "Increased Gains", "Speedy Learning" etc, as they are super expensive and not worth the cost. That leaves temporary wisdom and prospecting bonuses, which are typically left for when everything else is already levelled, stored, then activated on double xp weekends. (Be careful not to re-purchase these as you can only store one of each at the same time.)
TL;DR:
In an order similarly to that.
Ignore: Increased Gains, Nation Change, Speedy Learning, Higher Limit and Parallel Learning.
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Well, that's about all I've got. Feel free to post your opinions. Thanks for reading.
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Here I'd like to discuss guild growth in terms of which bonuses to buy with our GP.
Believe it or not, it's not all about buying every bonus available as you level. There is a formula to this to squeeze the best out of your guild in a shorter amount of time, especially as a new guild with new players.
The key to that is prioritizing certain bonuses.
Most of the bonuses definitely depend on a player's preference. I haven't been in the guild long enough to have attended a guild meeting, so I haven't really seen much discussion on guild bonuses and who prefers which bonus to be added first. I don't really want to be pushy with my suggestions either, but I figured I'd just throw this out there for consideration. XD
So far it looks like we've gotten everything covered up until our current lvl, which is nifty. So what next?
Survival
When spending GP, I think it's most important to buy resistances first. After that, you may choose to do HP or damages. All of these bonuses help us survive, and surviving is the main purpose of any battle.
Enhancement
After that, are the battle enhancements. You may want dodge, lock, initiative, maybe even wisdom (for faster levels) or prospecting (for more drops). Those all will depend on preference of the players, of course, so it's good to discuss that within the guild. There are other enhancements which may pop up, such as crafting xp, feel free to take that when everybody's feelin' crafty.
Chest space
Buy chest space when you feel it is needed (everyone loves chest space)
Kit Skill
Kit skill is great for being able to wear gear that is slightly higher levelled than your toon, but it's not totally necessary right away, and it is pretty expensive to buy.
Cosmetics
And as much as I love guild costumes (my favourite being Samoussai at lvl 9), costumes, emotes and pets are cosmetic items and are usually left for last.
Info On Other Bonuses
Most guilds also do not buy bonuses like "Increased Gains", "Speedy Learning" etc, as they are super expensive and not worth the cost. That leaves temporary wisdom and prospecting bonuses, which are typically left for when everything else is already levelled, stored, then activated on double xp weekends. (Be careful not to re-purchase these as you can only store one of each at the same time.)
TL;DR:
- Resistances in all elements
- HP (when applicable)
- Damages in all elements
- Initiative/Dodge/Lock/Wisdom (preference based)
- Prospecting
- Chest space (as needed)
- Kit Skill
- Crafting exp.
- Guild costumes/emotes
- Guild pets
- Temporary wisdom/prospecting bonuses
In an order similarly to that.
Ignore: Increased Gains, Nation Change, Speedy Learning, Higher Limit and Parallel Learning.
---
Well, that's about all I've got. Feel free to post your opinions. Thanks for reading.