The heroic Rancor is too easy for my guild (and many others), even after the exodus of whales with the introduction of the AAT raid.
As a result, we have experimented with different raid participation formats, most of which have been ineffective. There is no place to post raid rules and coordination efforts and no way to communicate with players too young to use chat.
Guild officers should be able to lock out any non-officer members from participating in any portion of the raid. This would shift coordination away from a reliance on chat and actually allow us to use guild officer authority for something useful.
Disclaimer: I am not a guild officer. Just looking to make raid participation more manageable.
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Replies
Problem solved.
Then boot those who refuse to follow rules
But then people could be blocked from rewards, while officers take advantage to get better rank.
Just a thought
Also, this game shouldn't force the use of third party apps.
It shouldn't be hard to give us a place to post rules, etc, but a lockout is the simplest and most effective solution.
People just don't want to do that because they don't want to lose members and get their tickets and activities points.
If they expanded that description box, or have a description box for each raid, it would work. But fitting the rules for two raids in that tiny box? Hello clown car.
Not sure how someone would get kicked out while actively raiding.
It just seems like a bad idea, and just loaded with ways for others to be **** over. But I guess that would be a reason to leave the guild.
Its not about punishing anyone or micromanaging the guild or raids. We want to leave it open long enough for everyone to get in, including those in different hemispheres. Coordinating anything in this game is inherently difficult. So this would be a tool to use, or not, at the guild's discretion. Those who abuse it would find their members bailing in droves.
Because a guild can compete a heroic raid in 30 minutes or less once open, with the top 10 players. That's 40 people who made contributions that don't get to participate and recieve rewards. There's also cases where top players are just collecting han shards for their GG fund, with other guild members without him unlocked or promoted. "Free bird" guilds have their own issues, especially with lower tier guild's, and sniping for position at reset. They generally don't care if every member it's on the board or not. It can't be like that, no matter what tier you run.
If you're okay with that, cool. I was in a guild like that once, after looking back, it was a terrible guild. On average 10-15 members didn't even get to attack or post 0 damage. Guilds should be about helping everyone advance, not promoting competition between members.
Are you running heroic raids?
It's not about _having_ to participate. It's about giving them a chance to. As you say, not everyone is "glued to their phones", so when a heroic is opened and cleared in minutes, most people don't even have a chance or choice to play. Yes, everyone knows you do what you want, but others deserve a chance to play. Without the rules, they don't get that chance.
i'm one of them. i miss raids all the time. i miss the daily energy refresh because of work. i don't feel the need to be glued to my phone or play this game or any game every day. life goes on if i don't play SWGOH for a few days.
I think we all agree that not everyone can be on all the time. But when you start doing heroics regularly you notice the guild begins to kill them faster and faster. If we just said smash it, it'd be done in 30 minutes. Nowadays many of us can only use 1 team and we have to schedule P1 solos. It's not about people not showing up. But if every time we started a raid it was done in 30 minutes it'd leave half the guild **** that they didn't even see it happen!
We either need management tools, not ideal, or maybe they need to provide a T8. But I do think at the very least a chalkboard for each raid where we could at least just post some guidelines that even non-chat folks could see stuff. At least then if DodgyDave123 always screws up we'd know he's at least seen the rules and could blame him.
LINE is nice, but how do you tell someone that can't see chat to download something besides guild description (which nobody really sees) is a problem.
Instead of giving people a choice of breaking posted guild rules, give the officers the ability to physically set rules when the raid is launched. Then there'll be no need for leaders to monitor or discipline anyone in the guild, and also lessen the reliance on a third party communication ap.
Of course all of this would be governed by pre-existing raid rules, such as on T6 you can only have 5 battles.
I think this is a fantastic idea. I had some thoughts on it and how it could work.
Here is a simple solution in my opinion. Let the leader handicap each player with 0-5/Unlimited attempts.
In the manage section next to each player have a setting for raids with an up and down arrow. Inbetween it reads as follows.
^ 0 v (not allowed to play)
^ 1 v (one attempt/24 hrs)
^ 2 v (two attempts/24hrs)
^ 3 v (three attempts/24hrs)
^ 4 v (four attempts/24hrs)
^ U v (5 max/unlimited during epic)
+1 and quote if you like that idea.
It does make alot of sense with trying to hold people back who cannot read the guild feed...
...and if a leader is abusive with it you can move to a guild where they are not.
Because a lot of us could solo the majority of the raid, already have 7* han and could easily prevent you from participating at all by finishing it before you ever get a chance to go. Yes, rules need to be in place to help newer players.
My guild has a simple rule system: first 24hrs, do 1 atk with 1 character to log into raid. After 24hrs free atk. If you are top3, you must skip phase 1 the next raid.
Simple rules, everyone gets rewards and the top3 are always different so it's fair for others. I suggest you try something similar.
It is not unreasonable to have more guild management options. Leader and officer functionality is pretty limited. Game chat is terrible, and raid management is non existent. You can't even see who is in, how many turns someone has taken, dmg per phase or even damage posted from within a raid. Leadership is forced to screenshot leaderboards (4 players at a time) if they want to track damage posted.
The difficulty of coding these things is not our concern. We've all played dozens of MMOs with guilds and raids. If Ultima Online can have a functional guild chat in 1997, I'm sure the technology can be mastered twenty years later with 20x the computing power and bandwidth.
He always hits the rancor when he's not supposed to.....
It would be nice to be able to ban him from the guild.....closing recruiting is the other less desire able way.
So I vote +1 for some kind of guild member management
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Could increase resists to reduce the effectiveness of TM manipulation (reduce not eliminate).
IMO rancor tiers are too week and AAT doesn't have lower tiers for less powerful guilds.
Hard to tell what their expectation should be when they recommend power. I would prefer it to be a realistic recommendation and well known. When it says level 80 gear 9 does that mean one team per day, 5? How many players? 25? all 50?
I would like to see tier recommended power/level to be accurate on average to complete said tier in the time it takes to earn the guild coin (again a baseline average) to start the raid.
Sure team composition should have an effect but maybe 10-20% instead of soloing etc?
I would probably also limit the amount of attacks, easier to balance the raid difficulty/tiers that way.
I think they are going down the right road though with AAT where each part favors different types of team composition. THIS is what should reward deep rosters rather than 5 attacks. This way guilds could organize and schedule players with strong teams for certain parts AND deep rosters are still rewarded. This would also allow less powerful guild mates compete... Instead of getting smashed across the board in damage, they MIGHT be able to build a team that does well in one part (would be really effective if there were rewards for each part instead of as a whole).