Item Guild Attuneable

Anything wrong with them?
Ydiss
Posts: 1193

Re: Item Guild Attuneable

Post#11 » Thu Aug 28, 2014 7:22 am

Yes, if the items were attuned to the player on equip and to the guild on drop then switching guilds wouldn't work. It can only be used by the guild who killed the mob so if someone leaves the guild the item un equips.

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Sian
Posts: 1369

Re: Item Guild Attuneable

Post#12 » Thu Aug 28, 2014 7:31 am

the fact that leaving the guild = loosing items is a bit hard for those that are in an active guild, then players in there stop. That person is alone there, so has to find some new friends, and doing so he looses everything ? Would be nice to find something to include that idea but to protect that kind of situation too. Maybe something like after a month, you can leave guild without loosing anything.

conradd
Posts: 381

Re: Item Guild Attuneable

Post#13 » Thu Aug 28, 2014 9:29 am

Wow ! Maybe you begin to turn this in a complicated way ;)

Basically, my idea was to share loot between guildmates. So I agree with Tristhan :
Tristhan wrote:Hm guildtradeable item could be only storeable in your own inventory and guildbank. Tradeable only to guildbank and status banker needed to pick em up.

And if items can be given "guildflag" and not useable without being member of that guild it could work.


In this way, there could be a control on who give what to who ?

Also, GM could add a flag control on the item, like the tier flag. If someone isn't flagged for this tier nor this boss = no item !
In this way, no possibility to create a toon, make it hit lvl 70 and bing, full VT equipped.

I'm not fan of the idea of destroying the item when you leave a guild, there will be plenty of situations when there will be problems. Just imagine someone with some guild attuneable items that disagree with an officer or the leader and to punish him, they disband him from the guild...

I'm happy that others people answer this post, like that, maybe we can tune this idea ;)
"Shorties will rule the world !"
[CLR] Conradd <Drachenkinder>

Ydiss
Posts: 1193

Re: Item Guild Attuneable

Post#14 » Thu Aug 28, 2014 10:42 am

Yes, it would be harsher on people who need to leave a guild through no fault of their own. I only mentioned it as the potential to exploit seems to be a concern for some. Personally, I think it isn't a big risk. No more than the current risk we have of players switching guilds to do content.

conradd
Posts: 381

Re: Item Guild Attuneable

Post#15 » Thu Aug 28, 2014 10:53 am

Ydiss wrote:No more than the current risk we have of players switching guilds to do content.


Just to clear that point, it's against the server rules, right ?
"Shorties will rule the world !"
[CLR] Conradd <Drachenkinder>

Tristhan
Posts: 293

Re: Item Guild Attuneable

Post#16 » Thu Aug 28, 2014 11:38 am

conradd wrote:
Ydiss wrote:No more than the current risk we have of players switching guilds to do content.


Just to clear that point, it's against the server rules, right ?


Yes against server rules.

Ydiss
Posts: 1193

Re: Item Guild Attuneable

Post#17 » Thu Aug 28, 2014 3:32 pm

Yes. Technically, it's possible to allow people to switch to your guild, zone in and loot a no trade item so your idea wouldn't introduce a new exploit, only make an existing exploit "useful" for something else.

The impression I've always had of this community is, by and large, we're all mature enough not to guild switch to gain an advantage. And those who aren't don't stay here long anyway.

So if the only reason against your idea is the potential for exploitation and the benefit is deemed worthy of the work required by the developers, then you have my vote. Weighing the likelihood of someone abusing the mechanic against the number of players who will benefit legitimately from it, I think it's well worth it.
Last edited by Ydiss on Thu Aug 28, 2014 3:36 pm, edited 1 time in total.

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Alulien
Posts: 283

Re: Item Guild Attuneable

Post#18 » Thu Aug 28, 2014 3:34 pm

Is the goal to make it quick and easy to totally gear out a new toon or would it be more to preserve those rare or class-specific drops in the event that you do not have a class that would benefit from the item present? I figured the latter hence the idea to add a sort of easier process for guilded-folk, not something that would effectively allow you to dump an entire set of gear on a toon once they hit the X day threshold. Maybe I'm a glutton for punishment, or maybe since I'm not end-game quite yet (T6) I haven't dealt with some low drop-rates or crappy farming spots... I just think it would be silly to allow for literally all armor to be tradeable intra-guild.
Malistari (SHD) | Daggar (ROG) | Sarda (BST) | Gurneyman (BRD) | Glamd (SHM) | Wrunken (CLR)

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Ydiss
Posts: 1193

Re: Item Guild Attuneable

Post#19 » Thu Aug 28, 2014 3:40 pm

It shouldn't be all drops. Much like not all drops are trade able. Just some. None off major bosses, for example.

I understand what you mean. Attuneable items exist to promote economy. This idea doesn't impact that, so your question has weight.

conradd
Posts: 381

Re: Item Guild Attuneable

Post#20 » Thu Aug 28, 2014 3:44 pm

Alulien wrote:I just think it would be silly to allow for literally all armor to be tradeable intra-guild.

Sure Alulien, we can test the process with only the class specific armor.

My idea was to give possibility to a guildmate to have some ultra rare loot and to avoid that :
X says "Hi all"
Y says "Hi X, we just killed Khasva Vei`Ras and you missed Jeweled Stud of The Crusader. Sorry, it rotted :("
/suicide X


Maybe GM can add a control in the guildbank (or another NPC) and allow just a specific number of items to be tradable on a day, a week or a month, I don't know what the GM can do.
"Shorties will rule the world !"
[CLR] Conradd <Drachenkinder>

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