Maintenance for the week of December 16:
• PC/Mac: No maintenance – December 16
• NA megaservers for patch maintenance – December 17, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
• EU megaservers for patch maintenance – December 17, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)

Guild content needed

Artanonh
Artanonh
✭✭✭
ESO is a really good game, without question. It does a lot, quite right where other MMOs fail.
Huge open world where you can do quests for hours and days. Demanding dungeons and raids the
demand teamwork, not just on vet.

But, and that's a pity, the guild system sucks.
You can do almost all by yourself. As mentioned earlier, you can spend days or even weeks
dealing with quests on your own, and not just as in the past only in your alliance but in evry alliances.
When the game was released and you had the quests done in your alliance you came to the other areas, and
they where hard, most of the quests could not handle alone and was on the help of his guild
instructed, unfortunately that was tilted.
The content for multiplayer experience went even smaller and the single game further promoted.
Why should I join a guild and be active there when I can do 80% of the game alone.

Unfortunately, it is now so even in large guilds with 200-300 + members the smallest part be
active in the guilds because the single player content is just too big.

Kargstone is overflowing with people who build randomraids because in the guilds, as I said, only a small
part of the member has interest in joint gambling.

There is little that contributes to the sense of community in guilds. Of course you can run dungeons, go to Cyrodill
(which again requires a larger amount of active members to make sense)
The same goes for raids, if you do not have 200+ members of which then maybe 10% active in the
Guilds are needed again randoms.

What would really strengthen guilds would really be guildhousing. Not a house that is a member of the guild
provision does not really count as a guild house.
In a real guild house, all guild members can participate in the design.
The banker has access to the guild bank and the dealer can not only sell but also
repair.
This would create a place in which the guild likes to meet rather than scattered in diffent of places
standing around.

Also missing is extremely common content. Raids and dungeons are good, but they can not be everything.
What is missing is for example a weekly or monthly goal which can only be achieved as a guild together.
For example, collect points that you can use to build guildhouses or special bonuses for the guild.
  • mairwen85
    mairwen85
    ✭✭✭✭✭
    ✭✭✭✭
    Interesting thoughts.
  • Wolfpaw
    Wolfpaw
    ✭✭✭✭✭
    ✭✭
    GW2 did guild halls well as we had to raid the hall we wanted to claim...I wish ESO had introduced guild halls instead of the waste of resources housing garbage we have now.
  • Vajrak
    Vajrak
    ✭✭✭
    STO did this...and then fleets fell apart because it was implemented terribly.
  • Tandor
    Tandor
    ✭✭✭✭✭
    ✭✭✭✭✭
    The biggest deterrents to guild community are the fact that players can join up to five guilds, and that they do so mainly in order to trade. Anyone looking for a guild in this game to be the same as in most other MMOs will be disappointed unless they make a real effort to find the particular guild that meets their requirements.

    Guild halls are great for guild members, but if most players spend a lot of their time in them then new players find the open world deserted, especially the cities, and move on. Again, having one guild hall is one thing, having five guild halls is something else.
  • KerinKor
    KerinKor
    ✭✭✭✭✭
    Tandor wrote: »
    The biggest deterrents to guild community are the fact that players can join up to five guilds, and that they do so mainly in order to trade..
    This!

    The decision to base the game's economy on guilds effectively perverted the whole idea of guilds in MMOs, producing a God-awful economy and a broken 'guild' system.

    GG ZOS!

  • Artanonh
    Artanonh
    ✭✭✭
    KerinKor wrote: »
    Tandor wrote: »
    The biggest deterrents to guild community are the fact that players can join up to five guilds, and that they do so mainly in order to trade..
    This!

    The decision to base the game's economy on guilds effectively perverted the whole idea of guilds in MMOs, producing a God-awful economy and a broken 'guild' system.

    GG ZOS!

    That's why they should do alot more for for guilds. First of all: give us a guildhall and some guild content
  • bmnoble
    bmnoble
    ✭✭✭✭✭
    ✭✭
    Even if you added all that you wanted, you would still be stuck with the small percentage of members that are willing or able to spend their time in group content, adding more tools to the game for guilds is not going to suddenly change the way their members choose to play the game.


    There are quite a few players in this game, that have real world commitments and play more casually than anything else.

    As it is I am in 5 trade guilds, some weeks I just log in, do my daily writs, make my weekly donations and list my items for sale.

    Other days when I have time, I help people out with:

    -Pledges
    -World bosses
    -Even some delves and story content not as common but does happen
    -Making training gear for low level members or those that never had time or desire to create a crafter

    Other than that I mostly play solo, when your in 5 guilds with anywhere up to 2500 players, your going to have a circle of friends you do stuff with, god know I am not going to remember everyone names, those I do remember are usually officers or those most vocal in guild chat.

    All of the guilds I am in despite the fact that they are trade guilds run multiple events over the week, I don't always bother to join in but plenty of members do.



    The main problem I see with the game for guilds, is the lack of fun things to actually do with a large group(as in a max sized group, that's why I am not saying trials). Aside from Dragons or zergs in Cyrodiil I can't think of any content that would still be fun in a large group. Since players are able to steamroll anything in the overland even with a small group or alone once you reach high enough level.
  • Androconium
    Androconium
    ✭✭✭✭✭
    KerinKor wrote: »
    Tandor wrote: »
    The biggest deterrents to guild community are the fact that players can join up to five guilds, and that they do so mainly in order to trade..
    This!

    The decision to base the game's economy on guilds effectively perverted the whole idea of guilds in MMOs, producing a God-awful economy and a broken 'guild' system.

    GG ZOS!

    nononono.

    Players produced what we have now. No-one forces players to trade.
  • TheShadowScout
    TheShadowScout
    ✭✭✭✭✭
    ✭✭✭✭✭
    Artanonh wrote: »
    What would really strengthen guilds would really be guildhousing...
    YES!

    I really would love to see that added someday... in a nifty way. Like... first conquer some daedric demiplane by killing off every monster and defeating the boss... then you get to build your guilds prefered design of guildhall in the place! With there being various choices in demiplanes to conquer, coming in various flavors (coldharbour or deadlands, shivering isles or colored rooms, spiral skein or evergloam...), sizes and difficulties (small, medium and large? Small easily doable for even minor guilds, dungeon difficulty at most so four players can clear it... medium for at least a trial level group of twelve... and large needing a really big warband from one guild to get through... but of course the bigger places give you more room to build more stuff into your guildhall!)...

    With every of the buildings construction being "guild projects" where -everyone- can (and has to) pitch in - taking massive amounts of plentiful crafting materials, possibly with an "no matter what quality" function (so everyone can benefit in farming for it, no matter their level... doesn't matter if they bring iron, ebony or rubedite ingots for example! And those who have a lot can get rid of some unwanted stuff, like all those ta runes you are never gonna use!)
    Artanonh wrote: »
    In a real guild house, all guild members can participate in the design.
    More like... in the work.
    If they participated in the actual design... well, I can imagine the arguments already as dozends of players each had their own ideas how the guildhall should look, one group wants a bloody warlords castle, the next a golden wizards tower, the next a pink unicorn palace...

    Of course, a good guildmaster regulates that, takes a vote, and in the ends reaches a compromise that all guildies can enjoy...

    But the work... well, it -means- something if people see their efforts count towards something. Especially if they can later walk through the halls they worked to make...
    Artanonh wrote: »
    The banker has access to the guild bank and the dealer can not only sell but also
    repair.
    ...and there could be a great many other "guildhall only" service options! So many, the guild has to pick which ones to add to their place... one might want a full range of crafting stations bound to multiple various sets, another might like several rooms full of flowerpots where each day they can harvest some ingredients, others want a huge training fields complete with dummies, others a meeting hall and ballroom for social interactions, others still many side rooms for... uhm... ERP... etc.

    And there could also be defenses! A guild could choose to set their hall as "PvP enabled" once completed and by doing so risk attack by rival guilds, while having their guard NPCs and traps (all more guild projects!) ready to repulse them for nifty PvP awayrs... while also enabling them to attack others and overcome those defenses in a raid for more nifty rewards... (only those who set themselves attackable can attack of course! Fair's fair after all!)

    ...

    I totally would love to see this happen!

    They could also shift the guild unlocks to the guildhall... like... no matter how many people you have, guild bank unlocks when you build a bankhouse in your guildhall and not before, and guild heraldry unlocks once you conquered a guildhall spot and completed the first building, guilt trading unlocks when you build a guild tradehouse, etc.
    Could be more added to that as well, like... build a "guild tailor" and give everyone access to "guild uniform" outfit system options (set up by the guildmaster, in three weights - light/mage, medium/rogue, heavy/warrior); or build a "guild stable" and get access to a horse option with guild heraldry; or build a "guild smith" and select one weapon style known by the guildmaster that every guildmember can use in their outfits regardless if they have learned it themselves or not... et cetera...
Sign In or Register to comment.