Please do not delete the excess progress when our Kingdom Tower upgrades, but carry all surplus XP and kills over to the next upgrade level.

By Varg the Stormborn · · 592 views · 13 upvotes · 9 replies

Currently, when our Kingdom Tower reaches the required values for an upgrade (for example ⭐ XP 50.0M and ⚔️ Kills 40.0K,
📦 Chests
750.0K), the tower can level up as soon as the threshold is met.

However, all extra progress above the requirement (in this example, the huge surplus of XP and kills above 50.0M / 40.0K) is lost and not counted toward the next upgrade.

So even though the guild might massively overcontribute (1.2B XP and 109.1K kills), everything beyond 50.0M XP and 40.0K kills simply disappears, instead of helping with future levels.

I suggest that:

When the Kingdom Tower upgrades, all surplus XP above the required 50.0M should be stored and automatically applied to the next XP requirement for the following tower level.

The same should happen for kills: any kills above the required 40.0K should be carried over to the next kill requirement, instead of being wiped.

The UI for the Kingdom Tower / Guild progress should clearly show that “excess XP and kills are carried over to the next level”, so all guild members know that their full effort counts and nothing is wasted.

Why this would be good for the game

It rewards active guilds properly, because big contributions are not punished by timing; all extra XP and kills still help future upgrades.

It feels much fairer to contributors who keep playing and pushing even when the bar is already far above 100%.

It reduces frustration and avoids the feeling that guild members should “stop playing” shortly before an upgrade to avoid wasting progress

Replies

Roker009 ·

This would really help the guilds around. The small events make much difference, and the rewards should not be go to waste.

Varg the Stormborn ·

Another option would just be to lower the chest requirements caps.

Vagabond ·

very well written

Blueprint Baron ·

yes I like this idea. Chests seem out of proportion.

Pickenchox ·

I get the frustration wanting excess XP and kills to carry over, but that approach is really just treating the symptom not the underlying problem. The core issue isn’t that progress above the threshold is “wasted.” It’s that the guild leveling requirements themselves are poorly tuned. When a system allows groups to overshoot requirements by massive margins, that’s a strong signal the scaling is off. Carryover doesn’t fix that imbalance, it just masks it. If surplus stats are rolled forward, you end up with a different but equally problematic dynamic: Guilds will level too quickly if they stockpile large overages. Progress pacing becomes inconsistent and harder to balance long-term. It reduces the need for ongoing engagement, since one big push can trivialize multiple future levels. In other words, instead of fixing progression, it compresses it.

A better solution is to rebalance the leveling curve itself:
Increase requirements so they better reflect actual guild output.
Introduce smoother scaling between levels to prevent massive overshooting.
That way, contributions always feel meaningful within the level they’re earned, without needing a rollover mechanic to justify them.
Fix the progression curve, and the “wasted effort” problem largely disappears on its own.

Roker009 ·

I do agree with your statement. And yes the requirements are a bit odd.
However, we have multiple ways to get XP for example forging, it gives massive cp bump if we go for 1% but there is only 1 way for kills and chests.

And you are also correct about the large overages, but once guild levels up those extra XP will eventually get used up and wont be enough for the next upgrade.

For example if we have 10k xp gathered and upgrading needs
level 1 = 500 xp
Level 2 = 5000
Level 3 = 50,000

Guild will only be able to get to level 3 with 4,500 xp.

Makes sense?

Pickenchox ·

I get what you are saying but if the guild leveling system were properly tuned, this wouldn’t even be a problem. There wouldn’t be massive overages to worry about, so there’d be nothing to carry over in the first place. The real fix is balancing the requirements so progress naturally aligns with each level, not adding a mechanic to compensate for poor scaling.

Varg the Stormborn ·

you are right
i was trying to point that out, but my brain wasn´t working.