LadyV wrote:Each guild level should open its own new set of a skill tree and items it can produce and only once these levels are achieved. This creates long term game play, goals to achieve, and makes character development more an issue than rushing to just get a skill and it all be open to make. For example the steel making skill can only be unlocked once reaching Master level.
These level requirements should not be easy task to achieve. We know people will try and rush or force feed specialists to get there faster so the Developers must set the bar higher as each level goes. As it is a month in and you have high level items being produced. This needs to be curtailed else we only get the rage wars of conflict that taper down to huge player base drop out because they burned through it all so fast.
You clearly took quite a bit of time and and put in quite some effort with your suggestion and that is sweet considering the heaps of shit that normally gets pushed through C&I.
While some have already concluded that the level requirements will just increase the gap between hermit & village ; social player and no-lifer, I can actually not find in your post how you propose the level requirements to work. I suspect these guys are probably correct, but I would prefer not to assume anything.
So, how do you propose the level unlocking system functions?