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Guild Perks

Discussion in 'Guilds, Circles and Warparties General' started by thrastorm7, Feb 9, 2013.

  1. Black Wolf

    Black Wolf Super Cupcake

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    Cali explained a lot already, but essentially it comes down to the fact that if people are looking for a new guild they will almost always go for a guild that is higher in level. Why, because those guilds have more benefits then a new guild. Like Cali said, it's the path of least resistance.

    We can argue that you don't want people in your guild that act like that, but that's a different discussion.

    Back in Cataclysm I lost more people in my guild then I could recruit back. Cataclysm made a lot of people quit and it generated into a snowball effect, so even more people left. The only reason I kept playing longer was due to the fact I had a responsibility towards my members. So my guild slowly died and eventually I had to bury it. It's sad, but it happens.

    So in short, people are less likely to move guilds if one is lower or less likely to join low level guilds because of the existence of perks that are too good to pass on imho.
    Yakzan likes this.
  2. Dragnog

    Dragnog Cupcake-About-Town

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    At this point in time I have more questions than answers in terms of guild perks.

    Firstly and probably most importantly - what are going to be the purpose of guilds in Wild Star? The reason I ask this because we are already aware that Warplots are going to have their own sort of conglomeration of players, will raids have the same thing? I would have though that the logical progression with this would be to separate raids as well. I could see in some ways having both of these separate with their own group progression would make sense and these are the areas where you want to try and push your players together.

    If that is the case what does that leave for guilds? I will be interested to see where they go with this.

    I understood why Blizzard implemented the system in the way they did - it made sense for the direction that they appear to be going in (making the game more casual).

    I was actually wondering in terms of raiding progression - could perks take the place of gear progression? Instead of just always having gear, you have to continually keep your rating in the ladder? Maybe it could work similar to arena's where you need a certain rating for your (like an Elo rating for raiding)?
  3. Mephisto

    Mephisto New Cupcake

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    Yes to guild perks AND leveling all the way.
  4. Simokon

    Simokon Cupcake-About-Town

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    I am very in favor of guild perks and leveling as they give the group something to strive for as a whole. I would also like to state if someone would not wish to join my guild because we didn't have better perks than another guild that person would probably not be someone I want around anyways.
  5. Blankspace

    Blankspace WTB Fun Forum Title

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    No guild perks/leveling up system imo
    Always ends up being a pointless system of either arbitrary garbage or a necessity for organizations to have to do to maximize effectiveness.

    Spend more time making cool stuff, rare items, and cool design concepts that make Wildstar a unique and amazing game than putting in place something that has already been shown to be lackluster as a concept in the first place.

    Again, just my opinion on gp/ranked organizations. If I have to grind out 50 guild levels so I can have 5% faster movement, 10% faster crafting, 15% faster rested xp, ect ect you know I'll do it :p
    Malorak likes this.
  6. Jojin

    Jojin Cupcake-About-Town

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    The perk of a guild is the members within it. I don't like the leveling and reward systems I have seen previously in other games, as it shifts the focus away from players. Instead often encourages leaders to look at members as how they can provide to level up a guild.

    Work and accomplishments should be hooked to the individual player. Your 'level' or method of ranking would then be measured by the current active player roster.

    Now a side benefit I don't mind is a guild base based around similar concepts as individual housing. Though more as a social gathering place, as it stands now it seems one or two guild members housing will be used, especially with the raid portal.
  7. Malorak

    Malorak Cupcake-About-Town

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    Alot of people like these, I despise them.

    A guild is just a group of people who like to do stuff together. Why give them bonuses for just that? Or giving "Guild exp" just for doing what they're doing anyway? Stupid idea.

    Also: This makes "leveling" and "casual" guilds go 'we invite everyone because we need EXP eh..We need gold...Eh..We care about them peepz.'
    Wreck likes this.
  8. icefall

    icefall New Cupcake

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    maybe temporary buffs for doing things such as having a # of settlers in the guild work together to improve a town or have a certain # of explorers find and plant flags and other ideas for the pathing system to inspire team work for the guild.
  9. Senescheal

    Senescheal New Cupcake

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    Colours and easier/cheaper trade? A long long time ago when I was on a little UO server we had guild activity 24/7 as we had members from singapore to NY, we had to arrange trade of certain items resources as some players hardly ever had overlapping times...

    May seem an odd request, due to guild banks ect, but what we had to do due to limited space was set up a house... well a couple of castles with "vendors" in them to enable players to trade resources, gear ect with each other without arranging it through forum, if you had it to spare it was in there, we had specialist crafters and guys that took their specific roles rather serious, if you needed something you could leave it in a book for the crafter so that everyone could see where they would be on the order list and didnt just flood his/her mailbox when 40+ ppl needed things they could get elsewhere faster.

    In summary what I would like to see as guild perks should be things that make the social aspect easier as well as simplify things to work toghether and share the skills you are good at...
  10. A Game of Scones

    A Game of Scones New Cupcake

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    Guild perks reward behavior that is detrimental to the good of the community.
  11. skofan

    skofan Cupcake

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    because there will also be raiding circles where players from various guilds will meet up, should they not get the same benefits from doing the same content?

    as for the actual topic, do we know if there will be guild housing too? because then guild perks could be done in the form of upgrades to the guild hall. crafting stuff could be rewarded for well, crafting. pvp accomplishments could be rewarded as furniture (armors from dead opponents on display), raid content could be rewarded with the heads of dead bosses on plaques ready to put up on the wall.

    while im a big fan of convenience perks such as mass ressurection, or mass summons, i dont think they should be rewarded in a way that will exclude some guilds from getting them.
  12. Tiberius

    Tiberius Cupcake-About-Town

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    This I think is the primary reason people want to join a guild, not because they feel like it's a requirement.
    That being said..

    This is exactly what I'm going for. Sure you can pug a raid, but it's probably going to fail. Guilds shine their best when it's a means to an end. A tool for communication, organization, etc.

    I like your thought process! 'Perks' like said housing raid portals can be earned through hard work, not the grind. WoW guild perks that required every member to do thousands of menial chores were great, but they sucked to get. Perks should be designed in a way that people want to get them, but don't feel obligated or required for guild sustainability. Boss kills, hidden objectives, hardmode run throughs, and completion achievements are great challenging ways to unlock perks without saying "this guild hasn't farmed enough gold or potion materials."

    Because lets face it Blizzard, the alchemist's potions were pretty much required for Cataclysm raiding, and a guild without the "made 50 million potions" achievement perk was pretty much wasting their time or money.
  13. serenedream

    serenedream Cupcake

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    What about still having a system of growth but cutting out the effect on gameplay/content.

    I would tie a guild "perk" system directly to achievements but hand out "fluff" rewards like exclusive titles (PVE completion/farm, multiple PVE/PVP kilss, ect) or armor dye(s). This way it's more of a status/ symbol of hard work then a "I cant join guild 'A' because it does not have utility 'B' yet"....

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