Guilds Redux
Posted: Fri Sep 14, 2018 5:52 pm
Now that both sides have seen the good and bads of being in the dominate guild and being in the not so dominate guild maybe everyone will be a little more understanding to guild changes. Back then alot of the times people we're about about guilds, but now guilds have fallen and risen and alot of players who we're part of these 'big guilds' don't seem to be so active anymore due to the exact opposite happening. I want the people in the dominate guild to remember how it was like as well when the other guild was being the dominators, and vise versa. It can EASILY swap back to another guild dominating and often, it's not very fun. Ignore guild halls, we will make sure everyone is compensated, and the guild halls will either be lowered in cost and/or we'll find some other way to use them. Depends on what we want to do.
There are a lot of options out there. I think regardless something will happen at this point despite how people feel. It's up to you if you want a good stepping stone and a good discussion on how guilds should be or simply being a rock and not accept any changes. Again, most people have been on both sides now though, which is a good thing. Whole guilds have died from being dominated. I know some guilds that have 20+ players and all of them stopped logging, 'ghost guilds'. It's pretty crazy though, and most of their complaints is they simply get overrun with no way to defend.
I've heard a few, and we originally have some ideas. Some far out which completely change dynamics, others that did less changes. All in all most were ideas that would help balance out the game a bit. I also want to say that A. I know it won't stop alliances and/or will still be 'groups of people' to start, but things will slowly disperse over time. Nothing is a quick fix but if you don't start somewhere you will never adjust the problems. We all know that from time to time guilds crumble and new guilds emerge, this will most likely be the points where bigger changes will occur, long as there are new guild mechanics in play. Without further ado, let's continue on to ideas.
1. Remove guilds all together. I'm not so much a fan of this as I think guilds do hold some value. Still, it's an option that I'm bringing up as some people have said they maybe would want this. There is not much to say about this other then no guilds = no guilds. We've have to divert and change things to keep PVP flowing though.
2. Limit guilds to 5-10 people. More have said smaller than larger. (5 members.) You'd lower the cost for guild halls maximum level, and most likely change them a little. You can probably remove or increase the control crystal limit per guild to promote PKing, and also make proper early warning systems. There is also something that Rodeo brought up and I figured I'd bring it up too. Set bonuses for these guilds. He discussed another game that had a similar system where you could pick one bonus or two for your guild, and all members would obtain it.
That lead me to think hey, what a good time to add global embers! Now, I probably won't go to the complex system that was discussed awhile back, at least not for awhile, but a simple way could be you craft or farm certain things, gain a global ember someway, toss it in your guild hall and done. Guild halls could maybe support 1-3 global embers and your whole guild would benefit from it. This might end up making guilds that are specific on what they do: For example, a guild of levelers who don't really PVP but farm alot might add a bunch of EXP or GOLD global ember boosters. A guild that focuses on magic might go for ones that increase penetration and/or damage. Things like that. With small guilds this would be very possible, and I wouldn't have to make silly restrictions. I would think global embers could also expire after X days too to allow farming to be more of a thing. Though it's not set in stone.
Remember, when I say 5-10 people, I am referring to accounts. Each person will only have one account and any one abusing past will be banned.
This one to me is the best choice. It still allows use of the guild halls and introduces global embers with little changes. You could add things like guild tournies and thngs like that too per month, and maybe the winners get neat global embers.
3. Set guilds, based on class or divinity (div is better in this way so lets talk about that) AKA you cannot join any guild and you are automatically put in a set guild. I really don't have any opinion on this though I have no clue how it would work. Guild halls will have to be re-purposed for something else though, and you couldn't really remove people you dislike from a guild. You'd have to tolerate them. I can see some benefits and negatives from this though, for example, group of night div chars are out, swap to fire div chars.
You'd obviously have to restrict things and guild would only be a chat more or less with death/etc messages. You'd remove any way of tracking etc though just in case.
I could see some sort of tourny here too, maybe the winning divinity would get some sort of XP/Gold bonuses per month.
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Those are the three ideas that have come up more then once. There are other ideas, feel free to take one of the above and expand on them though. Let's get some chat going with this one. No flamin 8)
There are a lot of options out there. I think regardless something will happen at this point despite how people feel. It's up to you if you want a good stepping stone and a good discussion on how guilds should be or simply being a rock and not accept any changes. Again, most people have been on both sides now though, which is a good thing. Whole guilds have died from being dominated. I know some guilds that have 20+ players and all of them stopped logging, 'ghost guilds'. It's pretty crazy though, and most of their complaints is they simply get overrun with no way to defend.
I've heard a few, and we originally have some ideas. Some far out which completely change dynamics, others that did less changes. All in all most were ideas that would help balance out the game a bit. I also want to say that A. I know it won't stop alliances and/or will still be 'groups of people' to start, but things will slowly disperse over time. Nothing is a quick fix but if you don't start somewhere you will never adjust the problems. We all know that from time to time guilds crumble and new guilds emerge, this will most likely be the points where bigger changes will occur, long as there are new guild mechanics in play. Without further ado, let's continue on to ideas.
1. Remove guilds all together. I'm not so much a fan of this as I think guilds do hold some value. Still, it's an option that I'm bringing up as some people have said they maybe would want this. There is not much to say about this other then no guilds = no guilds. We've have to divert and change things to keep PVP flowing though.
2. Limit guilds to 5-10 people. More have said smaller than larger. (5 members.) You'd lower the cost for guild halls maximum level, and most likely change them a little. You can probably remove or increase the control crystal limit per guild to promote PKing, and also make proper early warning systems. There is also something that Rodeo brought up and I figured I'd bring it up too. Set bonuses for these guilds. He discussed another game that had a similar system where you could pick one bonus or two for your guild, and all members would obtain it.
That lead me to think hey, what a good time to add global embers! Now, I probably won't go to the complex system that was discussed awhile back, at least not for awhile, but a simple way could be you craft or farm certain things, gain a global ember someway, toss it in your guild hall and done. Guild halls could maybe support 1-3 global embers and your whole guild would benefit from it. This might end up making guilds that are specific on what they do: For example, a guild of levelers who don't really PVP but farm alot might add a bunch of EXP or GOLD global ember boosters. A guild that focuses on magic might go for ones that increase penetration and/or damage. Things like that. With small guilds this would be very possible, and I wouldn't have to make silly restrictions. I would think global embers could also expire after X days too to allow farming to be more of a thing. Though it's not set in stone.
Remember, when I say 5-10 people, I am referring to accounts. Each person will only have one account and any one abusing past will be banned.
This one to me is the best choice. It still allows use of the guild halls and introduces global embers with little changes. You could add things like guild tournies and thngs like that too per month, and maybe the winners get neat global embers.
3. Set guilds, based on class or divinity (div is better in this way so lets talk about that) AKA you cannot join any guild and you are automatically put in a set guild. I really don't have any opinion on this though I have no clue how it would work. Guild halls will have to be re-purposed for something else though, and you couldn't really remove people you dislike from a guild. You'd have to tolerate them. I can see some benefits and negatives from this though, for example, group of night div chars are out, swap to fire div chars.
You'd obviously have to restrict things and guild would only be a chat more or less with death/etc messages. You'd remove any way of tracking etc though just in case.
I could see some sort of tourny here too, maybe the winning divinity would get some sort of XP/Gold bonuses per month.
++++++++++
Those are the three ideas that have come up more then once. There are other ideas, feel free to take one of the above and expand on them though. Let's get some chat going with this one. No flamin 8)