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Refreshing the Guilds system - Idea

Lemon_Djangovich
I want to suggest completely new and fresh guilds system where players will attach to each-others more socially, having various kinds of guilds is necessity , playing more in every aspect of the game, and would solve many current problems.

Let me start by saying Categorizing guilds, and it could be as follows:
Social guilds, Trading guilds, PvP guilds, PvE guilds, and Crafters guilds
Now each guild has to specify what type it is, and it will be bond to that type. the members of each type of guild will receive bonuses.

  • PvP guild members will receive 4% more alliance points.
  • PvE guild members will receive 4% more experience.
  • Crafters guilds members will receive 4% more inspiration.
  • Social guilds will receive 1% of alliance points, 1% of experience, 1% of inspiration.
  • Trading guilds will be the only type of guild that could hire a vendor.

Note:
  • Same type of guild Aura does not stack.
  • joining a guild will bind you to that guild for 1 week.
Lemon_Djangovich
EU - Server
  • jedtb16_ESO
    jedtb16_ESO
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    i am in a couple of guilds that are social do both pve and pvp have crafters and also trade.

    are you suggesting that these would have to be split into five guilds?

    if so i think it's a lousy idea.
  • Tasear
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    It's definitely time for reforms. The guild system has so many issues. We need read ns to work together. Different ways to grow like OP listed. Better ways to interact with each other. How silly is it you can get a social ban for mailing guild news?
  • idk
    idk
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    First part of suggesting a change is presenting a compelling reason for change and there is not one here.

    The reason for joining a guild should be because the atmosphere provides what a player wants whether it be a trade guild or otherwise. Players do connect socially in well run active guilds.

    Edit: Tasear, your comment on the social ban does demonstrate Zos needs to give actual guild communication tools to guild leadership, but does not really fall into what OP is talking about.
    Edited by idk on May 19, 2018 7:42AM
  • Tasear
    Tasear
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    There's no real inventive for guild loyalty or collaboration. All we really have is people stuck in a voice chat together, outdated guild taberbs, sometimes a guild trader and psuedo guild houses.

    What I am saying is I agree, and others talked about it before. It's about time for some quality of life features
    Edited by Tasear on May 19, 2018 8:21AM
  • wolfie1.0.
    wolfie1.0.
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    I want to suggest completely new and fresh guilds system where players will attach to each-others more socially, having various kinds of guilds is necessity , playing more in every aspect of the game, and would solve many current problems.

    Let me start by saying Categorizing guilds, and it could be as follows:
    Social guilds, Trading guilds, PvP guilds, PvE guilds, and Crafters guilds
    Now each guild has to specify what type it is, and it will be bond to that type. the members of each type of guild will receive bonuses.

    • PvP guild members will receive 4% more alliance points.
    • PvE guild members will receive 4% more experience.
    • Crafters guilds members will receive 4% more inspiration.
    • Social guilds will receive 1% of alliance points, 1% of experience, 1% of inspiration.
    • Trading guilds will be the only type of guild that could hire a vendor.

    Note:
    • Same type of guild Aura does not stack.
    • joining a guild will bind you to that guild for 1 week.

    This is an interesting idea butI think it needs some more work and thought. But really its un balanced, every guild, or most, would choose trading. I know plenty of trading guilds that are social, run trials, and pvp together. So yo can really work around not having access to the other bonuses but you can't work around not having a trader as a guild.

    Edited because auto correct
    Edited by wolfie1.0. on May 19, 2018 6:55PM
  • Starlight_Knight
    Starlight_Knight
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    Just give me guild vs guild pvp like a proper game
  • redspecter23
    redspecter23
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    A good idea, but there are some shortcomings. You will very likely get guild hoppers, even with the proposed 1 week binding. Many might leave a guild slot open then hop in a pvp guild for pvp night. Knowing they can't drop that guild, they then just drop another guild to hop the next time. If you're not attached to any particular guild, you can still hop 5 times a week with this proposed system. If the intention is guild loyalty, I'm not sure this would be the key to that.

    Adding bonuses based on guild type is promising, however, would they stack? I'm assuming not as that would lead to min/max in one guild type and also encourage hopping when you need something specific from another type of guild. If they don't stack, then players are encouraged to find one guild of each type. If you want all the bonuses, this leaves only one trade guild slot. Players heavily invested in trading will either be giving up other guild bonuses for extra trade guilds, which is fine in theory, but is a step down from what they have currently. If they don't want to give up bonuses, they stay with just one trade guild, but then are encouraged to drop it on weeks they lose the trader. With a 1 week cooldown on dropping guilds, that works out just right. Again, it doesn't really promote guild loyalty.

    Perhaps a similar idea that provides bonuses based on your time spent in a guild? It probably still has issues, but would promote the loyalty theme better.
  • TheShadowScout
    TheShadowScout
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    I do like this idea... except...
    • Trading guilds will be the only type of guild that could hire a vendor.
    ...this might be a -bit- too much.
    How about, those guilds desitgnated as trading guild will get preference for vendor bidding? Like if a trading guild and some other guild bid for a vendor, the trading guild bid is counted -double- or -triple-, so their victory is almost assured unless multiple trading guilds are bidding for the same vendor... but other guilds still can get a vendor when no trading guild is interested in that particular vendor location (so, more likely in the unfortunate locations)

    One more possibility might be having trade guilds simply get people a bonus to gaining -gold- the same way other guilds give to experience, AP or inspiration... (Or both gold bonus and trader bidding advantage - I suppose we -could- also find a second advantage for the other guilds, like PvE guilds gaining an increased chance for something good in daily reward boxes, and pvvP guilds an increased chance of something good in "Rewards for the worthy" mails, and Crafter guilds an increased chance of getting better tempers during refining, and social guilds... I dunno, perhaps a cost reduction to the outfit system or something that roleplayers would like?)

    ...

    That one quib aside... I would love it if guilds had to declare their main focus like that! And we all have five guild slots, and with the boni not stacking we could all get the maximum effect by joining one each...

    One more idea to add to this could be that when the day comes the powers that be implement guildhalls, the different types of guilds might get access to different options as to how they make their guildhalls. Like... there could be furnishing and service options exclusive to one guild type; so perhaps only PvP guilds could add a alliance point vendor to their guildhall, and only crafting guilds a writ turn-in station, and only PvE guilds an undaunted liason... something like that...
    If they don't stack, then players are encouraged to find one guild of each type. If you want all the bonuses, this leaves only one trade guild slot. Players heavily invested in trading will either be giving up other guild bonuses for extra trade guilds...
    ...which would be one of the points I like about this idea. That people will have to make -choices-! Do they go for maximum bonus, or leave out the social guild for a second trade guild to better serve that angle of their ESO experience...
    Perhaps a similar idea that provides bonuses based on your time spent in a guild? It probably still has issues, but would promote the loyalty theme better.
    ...and that is a very good suggestion. Like... only start getting the bonus after a month in your guild? Or stack things... one quarter bonus after one month, half bonus after three months, full bonus after six months membership?
    That would make hopping on a specialized guild for PvP night a meaningless action...
  • Fiktius
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    I don't think it's a good idea to give bonuses for players, depending on what kind of guild they are part of:
    People enjoy to do many different kind of things in the game and if people would like to get an access for all those bonuses, players are more or less forced to join in guilds of different types. That won't necessarily make these players active members on guilds they joined and they might just remain as slacker in the member roster due those bonuses were probably only reason to join in those guilds at first place.
    How valuable members would slackers become? Having roster full of people is nice, but if half are inactive, that will not be that great thing.

    Also we have many people who are focusing on one type of content, but enjoy to do something else every now and then.
    For example as a dedicated trader my main focus is on trading guilds, but I truly love doing PvP. I wouldn't appreciate that I can't earn equal amount of AP as fellow PvP players without dropping one of my trading guilds for joining in PvP guild.
    Same with PvE guilds and experience bonus.
    Not to mention those players who enjoy playing entirely solo without any guild. Why should they be forced to join in guilds for just getting access for bonuses of increased AP/EXP/inspiration gain?
    Edited by Fiktius on May 19, 2018 7:58PM
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