PDA

View Full Version : To Improve Guilds, I want to propose something


psypho
23-10-2007, 08:50 AM
I know this might not be the right place, but since it concerns development - I figured development ideas are just as good.

Since in consideration of the Guild Bank system arriving in the next patch, I thought on my spare time how to best improve the guilds we all play in. I've read stuff in WoW Wiki about the complaints concerning "too big" or "too small" guilds and the awkward unfamiliarity paradigm that many of us feel in regards to people we hardly know within a guild.

Then there is the problem in having guild members to do things like quests or raids. It becomes pretty complicated especially in getting raids you want to go to but no one seems to want to do 'cause it's in Azeroth and not Outland. Hence how Molten Core is now mostly dead in the water.

I figured "Well hell, people are having a hard time giving incentives and getting what they want. Either through getting people to cooperate or getting materials or gold for professions and other things. Why not make a quest system only for guilds so that way we can earn some kind of point value to spend for mats, gold, or items. And to also restock on mats and items that other guild members might need?" An idea similar to this UI Addon called Myquest [http://wowui.incgamers.com/?p=mod&m=2661], in where you can generate quests for roleplaying purposes.

And then I thought about all the different kinds or types of guilds out there - raid guilds, family guilds, pvp guilds, roleplaying guilds (though this is probably miscible at best). Why not try making something that utilizes the first three aspects into 4 distinct group trees or tribes within the same guild. So that way, people have a choice to be part of raids on towns or cities (dungeons, or raid dungeons, etc), pvp, siege battles (next expansion) or battlegrounds? Increase the number of ranks from 10 to 50, of course to account of numbers, and be able to create cross-tribe guild driven and guild created quests to join a different tribe (like how you would have to from going Aldor to Scryer).

Also maybe include a separate point system from the point system used for a guild in regards to the guild bank. Like Tribal points or something like that, so that you can use it with members who are essentially the lead Professions Masters/Quarter Masters of your guild to get produced items from these guys. Lastly, a rep system for just Tribes, where you have to increase rep by doing the guild quests driven towards your specific tribe to increase (or rather maintain) rank within your tribe. Like after fulfilling a Guild quest to help 5 members of your tribe, you get rep for that helping of members, and you increase rank. I think it's the best way to get to know members in your guild because it would eventually lead you to having to get to know them better - 'cause you were there to do so and had to do it. Unlike simply being forced to help someone because they were part of your guild (and we all know that we hate that). It also makes it easier for a guildmaster to select whose best fit as a leader on the basis of a real solid track record, rather than impression alone.

Then this is a personal idea, but I think the best kind of PvP is to hunt down your targets. Hunters have the best kind of deal in the world to do something like that. Whereas the rest of us can't normally track a perp Horde or Allie guy for long is they give us the slip. I think there should be a mod specifically for guilds to be allowed to track intended targets that are players and fulfill some sort of bounty hunter contract quest generated by a guild. So that way, we can get even-steven on those people we collect on our Ganklist and a more readily available way, rather than by chance. And earn points in our guild as well as Honor points in the game.

Lastly, I'm with people in creating some form of Guild only Auction House function for just guild members, but also an internal economics system where Quarter Masters, Mages, and Warlocks that do portals and summons can do business for a guild in providing services to members at a much cheaper and controlled price rather than hoping that a particular guild member be willing to provide you transport for free and on their good whims.

I think this would be the ultimate addon for any guild that wants to utilize their guild to its full potential.

Tunga
23-10-2007, 09:53 AM
Interesting ideas. I'm going to move it to the Suggestion forum, that's the one you were looking for and you'll get more replies over there :smiley: . Thanks for sharing.

psypho
24-10-2007, 11:22 AM
Interesting ideas. I'm going to move it to the Suggestion forum, that's the one you were looking for and you'll get more replies over there :smiley: . Thanks for sharing.

I know this might not be the right place, but since it concerns development - I figured development ideas are just as good.

Since in consideration of the Guild Bank system arriving in the next patch, I thought on my spare time how to best improve the guilds we all play in. I've read stuff in WoW Wiki about the complaints concerning "too big" or "too small" guilds and the awkward unfamiliarity paradigm that many of us feel in regards to people we hardly know within a guild.

Then there is the problem in having guild members to do things like quests or raids. It becomes pretty complicated especially in getting raids you want to go to but no one seems to want to do 'cause it's in Azeroth and not Outland. Hence how Molten Core is now mostly dead in the water.

I figured "Well hell, people are having a hard time giving incentives and getting what they want. Either through getting people to cooperate or getting materials or gold for professions and other things. Why not make a quest system only for guilds so that way we can earn some kind of point value to spend for mats, gold, or items. And to also restock on mats and items that other guild members might need?" An idea similar to this UI Addon called Myquest [http://wowui.incgamers.com/?p=mod&m=2661], in where you can generate quests for roleplaying purposes.

And then I thought about all the different kinds or types of guilds out there - raid guilds, family guilds, pvp guilds, roleplaying guilds (though this is probably miscible at best). Why not try making something that utilizes the first three aspects into 4 distinct group trees or tribes within the same guild. So that way, people have a choice to be part of raids on towns or cities (dungeons, or raid dungeons, etc), pvp, siege battles (next expansion) or battlegrounds? Increase the number of ranks from 10 to 50, of course to account of numbers, and be able to create cross-tribe guild driven and guild created quests to join a different tribe (like how you would have to from going Aldor to Scryer).

Also maybe include a separate point system from the point system used for a guild in regards to the guild bank. Like Tribal points or something like that, so that you can use it with members who are essentially the lead Professions Masters/Quarter Masters of your guild to get produced items from these guys. Lastly, a rep system for just Tribes, where you have to increase rep by doing the guild quests driven towards your specific tribe to increase (or rather maintain) rank within your tribe. Like after fulfilling a Guild quest to help 5 members of your tribe, you get rep for that helping of members, and you increase rank. I think it's the best way to get to know members in your guild because it would eventually lead you to having to get to know them better - 'cause you were there to do so and had to do it. Unlike simply being forced to help someone because they were part of your guild (and we all know that we hate that). It also makes it easier for a guildmaster to select whose best fit as a leader on the basis of a real solid track record, rather than impression alone. This can be achieved by having a special tab for only Guildmasters to view, where he or she sees the history of the number of "Guild Member Helping" related quests that one person did in the course of however many weeks or months.

Then this is a personal idea, but I think the best kind of PvP is to hunt down your targets. Hunters have the best kind of deal in the world to do something like that. Whereas the rest of us can't normally track a perp Horde or Allie guy for long if they give us the slip. I think there should be a mod specifically for guilds to be allowed to track intended targets that are players and fulfill some sort of bounty hunter contract quest generated by a guild. So that way, we can get even-steven on those people we collect on our Ganklist at a more readily available way, rather than by chance. And earn points in our guild as well as Honor points in the game. This would also allow for creative money earning by advertising to both Horde and Alliance a way to pay back that high end level 70 player that ganked you at level 20.

Lastly, I'm with people in creating some form of Guild only Auction House function for just guild members, but also an internal economics system where Quarter Masters could do their profs for lowby members and get paid for it in the form of a stipend, as well as Mages and Warlocks that do portals and summons can do business for a guild in providing services to members at a much cheaper and controlled price rather than hoping that a particular guild member be willing to provide you transport for free and on their good whims.

I think this would be the ultimate addon for any guild that wants to utilize their guild to its full potential.


Sorry, had to correct myself.

Tunga
25-10-2007, 11:16 AM
Why did you just post the whole thing again?

xDarkDrifterx
25-10-2007, 05:00 PM
Interesting ideas, one thing that you could do is just take turns farming stuff for the bank. Monday day Frank farms (herbs) for 2 hours, monday night Tom farms (gold) for 2 hours etc etc. Farm mats within your profession that you can gather, skin, or whatever. Also, farm gold for the bank, and for every X number of mats and for every X number of gold you put into the bank you get points torwards gear or weapons for you or your alts. The mats etc will be used in the raids so you won't be utilizing those anyways.

psypho
02-11-2007, 05:46 AM
Interesting ideas. I'm going to move it to the Suggestion forum, that's the one you were looking for and you'll get more replies over there :smiley: . Thanks for sharing.

I couldn't edit the first post, so I had to settle with reposting the whole thing again. Sorry if I missed a button that allowed me the luxury.

psypho
02-11-2007, 05:52 AM
Interesting ideas, one thing that you could do is just take turns farming stuff for the bank. Monday day Frank farms (herbs) for 2 hours, monday night Tom farms (gold) for 2 hours etc etc. Farm mats within your profession that you can gather, skin, or whatever. Also, farm gold for the bank, and for every X number of mats and for every X number of gold you put into the bank you get points torwards gear or weapons for you or your alts. The mats etc will be used in the raids so you won't be utilizing those anyways.

I was thinking along the lines of Quests. So that way you can forgo the "taking turns" bit, since there will always be one or two leechers in any guild that won't do their part. This in a way weeds out the bottom feeders from the real contributors. Quest rewards could include gold, items, Guild Tribal Rep (to increase in rank, as well as for Quarter Master products like potions, leather kits, etc...), Guild Points (for guildbank, raids, battlegrounds, mats, arenas, etc...). It would exclude the need of enforcing, and rather encourage the proliferation of volunteering for these quests generated byt he guild. Anyone who doesn't want to do the work, can easily take the exit "/gquit", and be done with the guild.

It won't matter from where someone farms, it will matter how much they contribute. The reason for this thinking is because you have to consider teh cost of making items for your guildmates, and the amount in withdrawals that can occur, but for some reason, a guild will hardly contribute enough gold to increase the needed revenue for a growing guild.