At the moment I am a member of 3 Guilds:
- a fairly big traders Guild
- a PVP Guild
- a puzzling guild that doesn't seem to do anything other than everyone keeping quiet and playing solo...
Other than Dungeon runs, interaction between Guild Members is very low (other than chat). I know there are Guilds that have a very active community wrt playing PVP together, so I'm trying not to generalize. Because of the traders system, though, many people are members of guilds solely for access to the Guild store.Other than the few Guilds with Traders located in the areas I play in, I don't even know what other Guilds are active within ESO. I really think that it is time ZOS puts Guilds first, before developing any other content.
1.) Guild Keeps
I suggest ZOS provides Guilds (once they reach a certain size) with Guild Keeps scattered across Tamriel. Cosmetically, on approach from the outside, the keeps can look like the ones used in Cyrodiil, but be instanced ie more than one Guild can have its keep at the same location. Guild members can then work together towards specific goals: obtaining resources that will allow Guilds to upgrade the defensive structures of their keep (see Guild vs Guild below), to build shrines/totems/altars etc that will provide boons to guild members in line with the Guild's chosen behaviour:
- Trading Guilds can work towards Boons that contribute to less taxes paid, more trading space in shops, increase in percentage gold gained from loot
- PVP guilds can work towards Boons that improve attack, magicka / stamina / health boosts etc vs players
- PVE guilds can work towards Boons that improve attack, magicka / stamina / health boosts etc vs enemies
Guild members must visit their Guild keep, use a shrine to receive the Boon and the Boon is only active for, let's say, 60 minutes.
Guilds can also have their own generic crafting stations and access to the Guild Bank and Store in the keep, which will also help alleviate frame rate issues common in some PVE towns. I also suggest Guild Crafting Writs replacing the current crafting writs. Guild Crafting Writs (GCW) can provide crafters with normal XP and the standard rewards as currently, but will also contribute points towards the Guild. This will encourage people to do them even if they have maxed out their crafting stats. GCW can essentially be the same as current writs, but with the number of items requested per quest increased dramatically.
2.) Guild vs Guild
If they so choose, Guilds can enter a seasonal Guild vs Guild tournament. Matches are played at the same time every week, let's say from Saturday 12:00 to Sunday 12:00, with the roster drawn up at the start of the season. A match between 2 Guilds will play off in a separate map to Cyrodiil, with an instance of each Guild's Keep appearing on each side of the map, with objectives in between. Guild members are free to drop in, compete for as long as they want within the 24hrs of a battle, and leave when they need to while the battle is still ongoing. Battles aren't therefore limited to a few "core" guild members allowed to participate. To improve your chances of winning a GvG battle, it is important that Guilds upgrade their keeps: Walls, Guards, Resources etc. To encourage more player distribution across Guilds, I think Guild sizes should be capped at 100 members.
(This was one feature of Runes of Magic I enjoyed tremendously, and I cherished the rewards from a GvG battle more than any other reward in a MMO since)
The 5 guild membership thing might be a problem here though, if you have two of your guilds battling at the same time, or even battling each other.
3.) The Endless Dungeon
Below each keep there can also be a dungeon, and I'm honest this is surely the biggest pipe dream of this post. This dungeon is only accessible via the keep, and consists of many levels, increasing significantly in difficulty as players progress. Levels don't need to be that big, with a boss on each level.
Rankings and Resources
With both the GvG Battles and The Endless Dungeon there should be ranking lists showing players how their Guild is doing relative to the others, ie what level of the Dungeon has been reached etc etc.
Resources obtained within The Endless Dungeon, Guild Quests, GvG Battles and Guild Crafting writs earn Guild Points (for lack of a better name) which can be used towards upgrading the Guild Keep.
In conclusion (or the TL:DR summary) : I just think that Guilds in ESO are not as social as they could be. And I'm sure I will get stoned for stating this, but I'm not referring to the "Guild chat" as being social. I am referring to interaction via shared goals, working together etc. And again, yes, I am sure there are quite a few VERY social Guilds working together in Cyrodiil, dungeons etc, but I think my suggestions above will increase the percentage of guild members participating together, and give membership to a guild more purpose than solely for trading purposes.