No one-man-guilds
talonrid
Personally, I am sick and tired of the thousands and thousands of one man guilds. My solution to this would kill two birds with one stone. C.mon Anet, you've added more in patches!
There are three solutions I would like to mention. Number two sorta cancles out one, but whatever.
1)No guild registar in pre-searing. People here don't know enough about the game to run a guild. They think that people will be eager to join their guild, and that it will all be easy. Worst of all,a lot of these people (with failed guilds) give up on guilds and carry their one-man-guilds to post-searing and beyond.
2)Despite what you might be thinking, this is not make them cost more(wouldn't stop many). It is needing more then one person to make a guild. I can see this done two ways. One: You have boxes to put your founding mates names in when you start the guild. Two: Have the future members in your party. Having to have members at the start show that people will actually care about the guild. That will bring us to the argument of what is the right number for this. I am going to say a good, healthy, 4. With 4 people, you can actually get quite a bit of questing and missions in. My officers are sort of like a mini-guild, and there are only 4. To make this easy, I am going to be using the number 4 for the rest of this.
3)What to do if a guild drops below 4 members. This is probably the hardest of the 3 to implement. There are several ways to answer this, but you can't possibly have the guild stay if there is less. This would create more spam then ever before, people offering to help someone make a guild for X ammount of dye/gold/items. On the other hand, you can't delete the guild with no warning(If Dark Bringers and all my accomplishments disappeared, I would be BEYOND angry.) To make it fair, one of the best ways to have it is that if the number drops below 4, the guild is given a counter of one week. The people have that long to get it back up or the guild is deleted.
Finally, what this would help:
1)The good guilds. Do you know HOW hard it is to get players now? If they show any talent whatsoever, they will have already been scooped up by another guild. Now while this will still be a problem, it wouldn't be near as bad. It would actually be possible to get people.
2)The fighters. While it wouldn't help them much, the ladder would be different then it is. Sometimes I like to hang out in random team PvPs. Occasionally I stumble across someone really great, I mean REALLY great. When I ask them how many people are in their guild(Don't worry, I don't spam this, I only did it to see if it really affected the fighters as I thought), a lot of people say one or two. Now, take those few hundred good players in small guilds and put them into fair-sized guilds. What do you get? More PvP action.
3)Finally, something short. The creators. With less guilds around, less guild names will be taken. I remember in the WPE(!!!) I had to cycle through about 7 names before I got to Dark Bringers, everything from Dark Slayers, Slayer of Evil, to Guiding Hope and Aura of Light was taken.
My fingers hurt.
There are three solutions I would like to mention. Number two sorta cancles out one, but whatever.
1)No guild registar in pre-searing. People here don't know enough about the game to run a guild. They think that people will be eager to join their guild, and that it will all be easy. Worst of all,a lot of these people (with failed guilds) give up on guilds and carry their one-man-guilds to post-searing and beyond.
2)Despite what you might be thinking, this is not make them cost more(wouldn't stop many). It is needing more then one person to make a guild. I can see this done two ways. One: You have boxes to put your founding mates names in when you start the guild. Two: Have the future members in your party. Having to have members at the start show that people will actually care about the guild. That will bring us to the argument of what is the right number for this. I am going to say a good, healthy, 4. With 4 people, you can actually get quite a bit of questing and missions in. My officers are sort of like a mini-guild, and there are only 4. To make this easy, I am going to be using the number 4 for the rest of this.
3)What to do if a guild drops below 4 members. This is probably the hardest of the 3 to implement. There are several ways to answer this, but you can't possibly have the guild stay if there is less. This would create more spam then ever before, people offering to help someone make a guild for X ammount of dye/gold/items. On the other hand, you can't delete the guild with no warning(If Dark Bringers and all my accomplishments disappeared, I would be BEYOND angry.) To make it fair, one of the best ways to have it is that if the number drops below 4, the guild is given a counter of one week. The people have that long to get it back up or the guild is deleted.
Finally, what this would help:
1)The good guilds. Do you know HOW hard it is to get players now? If they show any talent whatsoever, they will have already been scooped up by another guild. Now while this will still be a problem, it wouldn't be near as bad. It would actually be possible to get people.
2)The fighters. While it wouldn't help them much, the ladder would be different then it is. Sometimes I like to hang out in random team PvPs. Occasionally I stumble across someone really great, I mean REALLY great. When I ask them how many people are in their guild(Don't worry, I don't spam this, I only did it to see if it really affected the fighters as I thought), a lot of people say one or two. Now, take those few hundred good players in small guilds and put them into fair-sized guilds. What do you get? More PvP action.
3)Finally, something short. The creators. With less guilds around, less guild names will be taken. I remember in the WPE(!!!) I had to cycle through about 7 names before I got to Dark Bringers, everything from Dark Slayers, Slayer of Evil, to Guiding Hope and Aura of Light was taken.
My fingers hurt.
Kishin
That was just Fate trying to stop you from naming a Guild the Dark Slayers.
DrSLUGFly
Well... Although I agree there should be no registrar in pre-searing, I have no problem with millions of small guilds.
Big fish eat small fish. As more and better guild options are implemented (especially the kind that come as rewards for good guild behavior, like quests or GvG matches) then smaller guilds will disolve to join larger guilds. I don't think it will be long before we see guilds starting to hit the pop cap.
Big fish eat small fish. As more and better guild options are implemented (especially the kind that come as rewards for good guild behavior, like quests or GvG matches) then smaller guilds will disolve to join larger guilds. I don't think it will be long before we see guilds starting to hit the pop cap.
Jackell
I dunno. Some people want a guild of just two or three people. THeir mainly PvE guilds of a few RL friends that just want to play together. I see no problem in that.
Pariah
And the small guilds affect you how? Nothing personal, but I don't see the problem. How many members a guild has makes no difference to how you play your game.
Selena_Lionheart
Yea, I currently have a two person guild, no way ment for GvG, but worth it to talk with my RL freind through the guild channel, very handy. I am trying to get a few of my FFXI addicted freinds on here though, maybe eventually get enough for GvG who knows.
CatLady
Some people just want a cape for their character because it's 'stylish' - another way, in other words, to alter their appearance.
Maybe an option to have non-Guild cape options for those people? You could make them different in shape or very different emblems to make them different from actual 'Guild capes'.
Other than that...I'm not sure how 1 man guilds affects anyone else, either.
Maybe an option to have non-Guild cape options for those people? You could make them different in shape or very different emblems to make them different from actual 'Guild capes'.
Other than that...I'm not sure how 1 man guilds affects anyone else, either.
Raiku
Ya you think my favriote name was taken? I am a one-man-guild MON! Oh yeh, I think your suggestion should be upgraded from inactivity within the guild.
Goonter
I like your idea..but I think it should only take 2 people to start it with one selected leader. And if the other person leaves the guild goes inactive and they lose the cape. If the leader recuits at least one person the guild is active again and they get there cape back.
Ironsword
I started a guild by myself to give people from my Battlefield Vietnam clan somewhere to go when we play GW it's a small guild 6 members total since i started it 2 days ago but it really doesn't matter how many people you have in your guild you paid the money and you should be able to do with it as you wish i personally don't appreciate some of the larger guilds having a level requirement it's not fair to newer players the thing i like the most about being a lvl 20 and being the leader of my guild is helping my guildmembers advance in the game it's rewarding for me to help a friend out and show them some of the tricks i learned playing but all in all i think the guild structure thats in place now is nice i seriously doubt a one man guild will get a guildhall without really working hard
Caco-Cola
I tried to start MMI but it wouldn't let me. Some one man guild got it already.
(Me Myself and I)
So I guess I gotta find me a guild now, blast.
(Me Myself and I)
So I guess I gotta find me a guild now, blast.
Digital Limit
I want my own personalized cape - fin.
Shadow_Avenger
Same here 2 person guild. Alas alot of people you play with are in guilds already so I don't bother to invite them, when in truth they could be just a 1 one band, someone who wanted a cape.
Oh well in time I am sure the guild I am in will either expand or dissolve, if it expands it will be with regular mature players, ones who don't spam NooB or L33T who can actually type correct english and speak in full sentences.
PM me if interested.
Oh well in time I am sure the guild I am in will either expand or dissolve, if it expands it will be with regular mature players, ones who don't spam NooB or L33T who can actually type correct english and speak in full sentences.
PM me if interested.
Madjik
Sorry, I dissagree. Granted I'm biased in that I run a 2 man guild myself, but ya know somthing?
He's a good RL friend of mine and its nice to have a specific channel to talk to him in. I'm sure there are a great many other guilds that have between 2 and 4 people that, like me, dont spam anything about recruitment, where the guild soley exists for the circle of RL friends in it.
Your plan, while nice and certainly well thought out, kinda kills off the few, forcing us to join large guilds when maybe, just maybe, we'd prefer to HAVE a smaller guild. I have no need to spam recruitment, nor am I trying to recruite ANYone into my guild. It's entierly for the few friends I have that play this game, and your plan utterly strangles that. We are affecting you in no way what so ever.
He's a good RL friend of mine and its nice to have a specific channel to talk to him in. I'm sure there are a great many other guilds that have between 2 and 4 people that, like me, dont spam anything about recruitment, where the guild soley exists for the circle of RL friends in it.
Your plan, while nice and certainly well thought out, kinda kills off the few, forcing us to join large guilds when maybe, just maybe, we'd prefer to HAVE a smaller guild. I have no need to spam recruitment, nor am I trying to recruite ANYone into my guild. It's entierly for the few friends I have that play this game, and your plan utterly strangles that. We are affecting you in no way what so ever.
boranchistanger
I agree that guilds with less than 4 members are harmful to the game. However, I do believe that the only necessary action is to only have a guild registrater in Lion's Arch. That way people have actually been playing the game for a while by then and may actually know what they are doing.
-Boran
-Boran
Valarian of Ascalon
I run a pure pve Guild of 5 players all of whom are real life friends. We have no interest in competitive pvp outside of the pve pickup arenas. The guild channel provides us a way to quickly communicate with one another no matter where we are. How is my being in a small guild hampering your play style? I would not play competive pvp anyway so I do not see that as a valid argument. Valarian.
Kossan
exactly....as many peoplee have stated they play in small guilds with RL friends. That's the same thing as i'm doing right now, we are only a few but as we know eachother IRL we become very close, we play at the same times, have the same goals, humor, and we trust eachother.
Now sure, i might join a larger guild one day or so but my problem is that many people just ask "do you wanna join?" even if i've played through 2 or so missions with the player i want to really get to know the person on-line and play with the guild for a few weeks before actually joining, maybe this is just a damage i have from clans in other games
Now sure, i might join a larger guild one day or so but my problem is that many people just ask "do you wanna join?" even if i've played through 2 or so missions with the player i want to really get to know the person on-line and play with the guild for a few weeks before actually joining, maybe this is just a damage i have from clans in other games
Healing Y O U
Well many reasons why there are "one-man guilds" is becuase of peoples playstyle. Some people dont like big guilds. Or even small guilds for that. So they basicly create a guild so they can have a cape that they like. I mean cmon how many guilds have capes that you like? Everone likes different things. I personally am not in a one man guild cause i like chating. Tho it was hard trying to find a guild with a cape of my likeing.
ElevenBravo
Some people might just want the cape but not be in a guild. I think all they are after is the capes.
Shagsbeard
The only thing I can think of is "inactive" guilds. They should dump a guild who has no member log on for 2 months.
RepinsMirg
Really I see no problem with one man guilds. I use to be a one man guild for a cape but after a week two friends from CS bought the game... fast forward 1 month I now have a 30 person guild.
smitty-gw
I think Talonrid should abolish his/her guild and just get rolled into some other super-sized corporate guild with the rest of the nameless and faceless sheep for the slaughterhouse.
That way one more guild name will be available for us one man guilds.
That way one more guild name will be available for us one man guilds.
Nokomis
I am in a one person guild. Why? Wanted a cape. Why is that a big deal to you?
I would like to join a good guild and would give up my pretty cape for playing with cool people, but the game is too new to know which guilds are good and which ones are lame. I found this out by joining a lame one right off the bat, lol. It is VERY hard to know what kind of guild you are getting into. People just toss invites at you and don't care what kind of player you are. That isn't for me.
--Nokomis
I would like to join a good guild and would give up my pretty cape for playing with cool people, but the game is too new to know which guilds are good and which ones are lame. I found this out by joining a lame one right off the bat, lol. It is VERY hard to know what kind of guild you are getting into. People just toss invites at you and don't care what kind of player you are. That isn't for me.
--Nokomis
Sirocco Starluck
I'm not a one-man guild, I've got a two person guild - me and my husband. So nyah... :P We don't ask people to join our guild because we like spur-of-the-moment questing and sometimes we'd rather party with other guilds for fun.
Pre-Searing guilds shouldn't matter, it's easier to make the 2k for the capes in Pre-Searing since all your initial funds go towards gear once you get back to Old Ascalon.
I think the better solution is guild alliances, that way several guilds could co-op under the same "flag" when there aren't enough of one guild for a good solid game but enough from two guilds to form a single war party.
Pre-Searing guilds shouldn't matter, it's easier to make the 2k for the capes in Pre-Searing since all your initial funds go towards gear once you get back to Old Ascalon.
I think the better solution is guild alliances, that way several guilds could co-op under the same "flag" when there aren't enough of one guild for a good solid game but enough from two guilds to form a single war party.
Goonter
A guild does imply a band of people. So to sharpen out this idea: I think it should only take 2 people to start it with one selected leader. And if the other person leaves the guild goes inactive and they lose the cape. However the guild is not disbanded. If the leader recuits at least one person the guild is active again and they get there cape back.
I as the system is now one man guilds, though harmless, are confussing as hell. The cape (to me at least) signifies a team. But now that the its been implemented the way it has, its been used as a costumizable feature and the community will expect it to stay that way. I would have much preferred more costumizable or varity in armor and gear.
As far as names, maybe a inactive release or disbandment for guilds. But that just seems sort of harsh for some reason.
I as the system is now one man guilds, though harmless, are confussing as hell. The cape (to me at least) signifies a team. But now that the its been implemented the way it has, its been used as a costumizable feature and the community will expect it to stay that way. I would have much preferred more costumizable or varity in armor and gear.
As far as names, maybe a inactive release or disbandment for guilds. But that just seems sort of harsh for some reason.
The IOU
I think you should have to have 6 people online at the time to start the guild, 10K to start it. 15K for the cape and 50-100K for the hall.
That would weed out a bunch...
Also after it is made, this limit of it going below 6 is pointless and nothing should happen. Maybe have a 100GP a week fee to keep a guild. That would make it cheap enough to keep for the leader but if they all stop playing for a month they don't have a guild when they come back.
That would weed out a bunch...
Also after it is made, this limit of it going below 6 is pointless and nothing should happen. Maybe have a 100GP a week fee to keep a guild. That would make it cheap enough to keep for the leader but if they all stop playing for a month they don't have a guild when they come back.
DismalClown
Quote:
Originally Posted by talonrid
<snip> 1)No guild registar in pre-searing. People here don't know enough about the game to run a guild. They think that people will be eager to join their guild, and that it will all be easy. Worst of all,a lot of these people (with failed guilds) give up on guilds and carry their one-man-guilds to post-searing and beyond. <snip> |
Small guilds filled with silly inexperienced players just after a cape don't bother me. Guilds just need to put more effort into recruiting; there are websites to use, and in-game chat.
One idea would be to have a few global channels - one of these could be for guild recruitment.