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Suggestion: Guild Tabard Buffing System

ganzaeso
ganzaeso
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So this idea came up in my PvP guild while we were discussing guild tabards and how to hide them, wear them, and why they are never worn.

Someone suggested being able to enchant them and that gave me an idea on improving their functionality.

Create a system that provides a buff to the player when they wear a specific guild tabard.

These buffs can be varied and quite numerous in nature, some examples shown below include

Tabard Buffs
  • +% AP gain
  • +% Gold Gain
  • +% Telvar Gain
  • +% XP Gain
  • Reduction in # of materials to craft an item
  • +% Inspiration Gain
  • + Combat Stats
  • Increase in # of materials gathered from resource nodes
  • + Duration of Buffs/Debuffs applied by players

This list is not all the possibilities, but something should be added that is desirable to every kind of guild.

Now for the twist :)

These buffs should be made to be worked toward by the entire guild.

Each buff should have a specific cost to obtain for the guild, some examples of cost could be

Tabard Buff Costs
  • 1 million AP for +% AP gain
  • 500K gold for +% Gold Gain
  • 100K Telvar for +% Telvar Gain
  • 1 gold for +% XP Gain
  • 60K basic materials for Reduction in # of materials to craft an item
  • 100K gold for +% Inspiration Gain
  • 1K Transmute Crystals for + Combat Stats
  • 10K writ vouchers for Increase in # of materials gathered from resource nodes
  • 100 undaunted keys for + Duration of Buffs/Debuffs applied by players

The above list is not intended to be actual values.

Cost tiers could be added to provide greater increase in a specific buff.

forgot to mention these buffs should not be permanent. They would have to be paid for weekly similar to PvP campaign reward, scoring on leader boards, or the Gold requirements for trader bids.

Why create this system?
  • The cost can be modified to encourage activity within guilds
  • The cost might provide an additional resource sink that the game is missing
  • It could provide more uniqueness to guilds

I am open to feedback and comments and may change the OP suggested, if I see something interesting or insightful.

@ZOS_GinaBruno @ZOS_Kevin

Not sure who to tag for this suggestion, but if you could pass this along to development for consideration, it would be appreciated.

Edited for cost requirements
Edited by ganzaeso on September 18, 2023 6:35PM
(Math before coffee, except after 3, is not for me)
  • darvaria
    darvaria
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    NO. More balance issues for players brand new to the game that might not be in a "power" guild. Absolutely NO more imbalance in this game for brand new players.
  • Lozeenge
    Lozeenge
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    seems like really strong effects that pretty much any large-sized guild can accomplish in maybe less than a week. you can't deposit undaunted keys anyway, they're bound to your account and can only ever be spent at the enclave.

    maybe just give XP bonuses to group members that are wearing the same guild tabbards, similar to how pledges of mara work.
    PC-NA / 1600+ CP / PVE sometimes / "Mama didn't raise no tank."
  • ganzaeso
    ganzaeso
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    darvaria wrote: »
    NO. More balance issues for players brand new to the game that might not be in a "power" guild. Absolutely NO more imbalance in this game for brand new players.

    Could you elaborate more? What specific balance issues are you concerned with? I only gave examples in the lists and it would be up to development what, if any changes they would want to include.
    (Math before coffee, except after 3, is not for me)
  • Lozeenge
    Lozeenge
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    ganzaeso wrote: »
    Could you elaborate more? What specific balance issues are you concerned with? I only gave examples in the lists and it would be up to development what, if any changes they would want to include.
    ganzaeso wrote: »
    Tabard Buffs
    [snip]
    • + Combat Stats
    • + Duration of Buffs/Debuffs applied by players
    [/snip]
    high-end play in either PvE or PvP would require being in a fully-functioning guild in order to capitalize on these two effects in particular. i don't see ZoS wanting this sort of power for guilds vs. independent players or groups. pugging is already a mental endurance test.

    buff/debuff duration is an especially powerful bonus given how these effects play an important role in group compositions and overall combat balance.
    PC-NA / 1600+ CP / PVE sometimes / "Mama didn't raise no tank."
  • offbymyself
    offbymyself
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    How about they simply allow us to hide the tabbard so we can see the guild name while not covering up the way our toon's outfits look?
    Edited by offbymyself on September 18, 2023 6:27PM
  • Galiferno
    Galiferno
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    Guild meta on top of everything else for endgame lol
  • DizzyMac
    DizzyMac
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    darvaria wrote: »
    NO. More balance issues for players brand new to the game that might not be in a "power" guild. Absolutely NO more imbalance in this game for brand new players.

    so you want brand new player to have everything handed to them? despite the fact that high end players have had to work their butts off to get to the level of play they are at..
  • ganzaeso
    ganzaeso
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    Lozeenge wrote: »
    ganzaeso wrote: »
    Could you elaborate more? What specific balance issues are you concerned with? I only gave examples in the lists and it would be up to development what, if any changes they would want to include.
    ganzaeso wrote: »
    Tabard Buffs
    [snip]
    • + Combat Stats
    • + Duration of Buffs/Debuffs applied by players
    [/snip]
    high-end play in either PvE or PvP would require being in a fully-functioning guild in order to capitalize on these two effects in particular. i don't see ZoS wanting this sort of power for guilds vs. independent players or groups. pugging is already a mental endurance test.

    buff/debuff duration is an especially powerful bonus given how these effects play an important role in group compositions and overall combat balance.

    Organized groups have always been more effective than solo play in MMOs where guilds are involved. This suggestion is meant to improve guild functionality by engaging guild members with goals to achieve.

    As it stands now guild quality of life has not changed very much in the last 3 - 5 years. What are the incentives for joining a guild currently and why stay in a guild and participate with other players?

    Recent changes in Endeavors and the upcoming Group Finder tool seem to indicate to me they are focused on methods to get players to socialize more.
    (Math before coffee, except after 3, is not for me)
  • Lozeenge
    Lozeenge
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    ganzaeso wrote: »
    As it stands now guild quality of life has not changed very much in the last 3 - 5 years. What are the incentives for joining a guild currently and why stay in a guild and participate with other players?

    Recent changes in Endeavors and the upcoming Group Finder tool seem to indicate to me they are focused on methods to get players to socialize more.
    your propositions are not a healthy incentive. yes, they are very appealing and will probably get lots of people to interact with the system, something that ZoS does indeed want. but it's wholly unrealistic in accordance to the current combat sandbox. everything would need to be adjusted to consider this boost in power, unless you'd like to see everyone run around with 20-30 seconds of major protection in PvP for some reason. that's a ton of work to do all because we wanted to... give players a reason to wear a guild tabbard? not worth the hassle, honestly!

    the current incentives for being in a guild is already fine; having access to guild traders, sharing a guild hall with many different amenities as opposed to just buying all that stuff yourself, and not having to do dungeons with Joe Schmoe who insists on using a restoration staff for their DPS. the new endeavors and group finder are a thing because they are easier to implement and make much more sense.

    all that said, i don't disagree with the idea of making the guild tabbards a little more interesting. like i said, a simple XP buff would suffice. giving it a straight-up combat advantage is a little too much.
    PC-NA / 1600+ CP / PVE sometimes / "Mama didn't raise no tank."
  • ganzaeso
    ganzaeso
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    @Lozeenge

    What kind of buffs would you propose for this kind of system?
    (Math before coffee, except after 3, is not for me)
  • darvaria
    darvaria
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    ganzaeso wrote: »
    darvaria wrote: »
    NO. More balance issues for players brand new to the game that might not be in a "power" guild. Absolutely NO more imbalance in this game for brand new players.

    Could you elaborate more? What specific balance issues are you concerned with? I only gave examples in the lists and it would be up to development what, if any changes they would want to include.

    You think some 300CP new player is just going to x up and get an invite to guilds that would have these advantages? Powerful guilds do NOT need one more advantage in this game.

    I'm not low CP or new (not high cP either 2k). But I see players brand new to the game struggling to get up to where a lot of us are. And believe or not, there are new players coming to this game. New players are what will keep this game going.


  • darvaria
    darvaria
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    DizzyMac wrote: »
    darvaria wrote: »
    NO. More balance issues for players brand new to the game that might not be in a "power" guild. Absolutely NO more imbalance in this game for brand new players.

    so you want brand new player to have everything handed to them? despite the fact that high end players have had to work their butts off to get to the level of play they are at..

    Actually I do want new players handed more than they get. I think they need a FREE starter PVP and PVE set. And I think they need to start at like 810 CP or somewhere in that range. (the cap we all played under for years) I don't grind CP, but I'm like 2052 atm. New players could make that 400 or so to get to a cap. Older players in game might have more material resources, but should NOT have any other advantage at all. They already have the superior skill. It distresses me to see the discouragement. Last night, a 700ish CP said they would never come back to PVP again. They need a starting tank set. Or something where they don't come and get 1 hit. It's stupid. And NO, neither my friend or I died at all in our little group of 3. But the disparity was astounding.
  • darvaria
    darvaria
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    Tabard buff could be experience only. Like one poster said, similar to Mara's.
  • ganzaeso
    ganzaeso
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    darvaria wrote: »
    ganzaeso wrote: »
    darvaria wrote: »
    NO. More balance issues for players brand new to the game that might not be in a "power" guild. Absolutely NO more imbalance in this game for brand new players.

    Could you elaborate more? What specific balance issues are you concerned with? I only gave examples in the lists and it would be up to development what, if any changes they would want to include.

    You think some 300CP new player is just going to x up and get an invite to guilds that would have these advantages? Powerful guilds do NOT need one more advantage in this game.

    I'm not low CP or new (not high cP either 2k). But I see players brand new to the game struggling to get up to where a lot of us are. And believe or not, there are new players coming to this game. New players are what will keep this game going.


    I do not see why new players should not try to join a guild. Guilds are only as powerful as the players within them. New players should be included in guilds.

    I am by no means a new player as I have 7+ years in the game (finally reached cp 3600 after that period of time), manage 2 guilds with extremely low requirements (both with traders heavily funded by myself), enough resources at my disposal to do quite a lot new players would not ever consider doing, and survived the Nerf Hammer of Doom™ more times than I should have.

    I am always interested in the new player experience, since I do not have that anymore. What would make guilds more inviting to new players?

    If everyone starts getting hung up on the examples in the original post, perhaps offer some examples of your own that might not be as impactful, but desirable for new players.
    Edited by ganzaeso on September 18, 2023 10:44PM
    (Math before coffee, except after 3, is not for me)
  • Lozeenge
    Lozeenge
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    ganzaeso wrote: »
    @Lozeenge

    What kind of buffs would you propose for this kind of system?
    Lozeenge wrote: »
    maybe just give XP bonuses to group members that are wearing the same guild tabbards, similar to how pledges of mara work.
    if you want exact numbers, maybe like 25% or a little more. have it stack with other XP boosts, obviously. faster leveling may encourage newer players to look into interacting with guilds to get a head-start on the game.
    Edited by Lozeenge on September 18, 2023 11:01PM
    PC-NA / 1600+ CP / PVE sometimes / "Mama didn't raise no tank."
  • Thee_Cheshire_Cat
    Thee_Cheshire_Cat
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    How about they simply allow us to hide the tabbard so we can see the guild name while not covering up the way our toon's outfits look?

    Simply wear a costume. Costumes don't display the tabard, however still display the guild name.

    i understand what you are saying, we can't fully display motif choices, but i think the way they have it is a happy medium ground.
    Lady Kat, from the Cheshire Cats.Interested in HEAVY RP? IC at -all- times? https://thecheshirecatseso.proboards.com/#CheshireCats_RPnow
  • Ragnarok0130
    Ragnarok0130
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    The only tabard change I'm looking for is the "hide tabard" option that we still don't have almost a decade after launch. And to those saying "wear a costume" no I farmed those motifs for a reason and those outfits look better than costumes.
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