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Guild bonuses (making guilds better/more active/more fun)

tinythinker
tinythinker
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What kinds of bonuses would you like to see guilds be able to earn and bestow on their members? What kind of rewards should players be able to earn for their guilds?

Assuming that guild halls (even if it's just a guild owning a big house) comes in with player housing, I'll start with these suggestions for such a system:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Guilds can bestow:

-buffs to members for earning regular XP
-buffs to members for earning inspiration (crafting XP)
-buffs to members for earning AP (alliance points for AvA)
-buffs with housing to reduce mount training to 10 hours
-cooler features and scenery/decorations in the guild hall
-other buffs and perhaps different types of rewards

This is accomplished with Guild Points.

Guild points are earned when members are active and complete activities such as:
-leveling up (1-50)
-completing quests
-completing group dungeons (normal or vet)
-completing Undaunted Dailies
-completing Trials
-completing Arenas
-completing AvA bounties
-earning AvA ranks
-crafting (open to ideas of what should be rewarded)
-completing major achievements (Alliance Angler, Master Angler, General Executioner, etc)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Discuss :)
Edited by tinythinker on April 16, 2016 6:04PM
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  • failkiwib16_ESO
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    Social and casual guilds would be left alone with bad players and new players, as the majority of the good players would quit them over guilds where they were more equal and able to gain buffs.
  • tinythinker
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    Social and casual guilds would be left alone with bad players and new players, as the majority of the good players would quit them over guilds where they were more equal and able to gain buffs.
    That's why basic activities would be weighted more. Just leveling and doing content would be huge, plus like I said activities like fishing would also be rewarded. The point isn't that some guild would have "all the bonuses" and other few or none, there would be many ways to get Guild Points and as long as there are active members doing *something* in the game that can be tracked it would be fine. Only dead guilds or guilds where people only over logged on to chat with each other and never do any content would be lagging behind on bestowing buffs. And even then they could be revived by members getting active in some way.

    Could you recommend activities that social guilds could get bonuses for from their player activity? I would love to add to the list in the original post. Also I wish there were in-game things to measure/reward role players as well.
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  • Lucious90
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    Warhammer Online had a system like this, where you could get traits and other passives even a guild standard that could be carried around and used to provide a bonus to Exp and renown to guild members. I like the idea of leveled guilds, the casuals wouldnt be affected at all by this and so they go business as usual and the more active guilds would benefit the most from this (you put the work, you get the reward)
    Xbox/NA
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  • Acrolas
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    Bonuses? But circle jerking with other neckbeards and creeps is its own reward.

    If I wanted more perks for being around people I hated but needed to pretend I like, I'd be in more real-life professional organizations.
    signing off
  • tinythinker
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    Lucious90 wrote: »
    Warhammer Online had a system like this, where you could get traits and other passives even a guild standard that could be carried around and used to provide a bonus to Exp and renown to guild members. I like the idea of leveled guilds, the casuals wouldnt be affected at all by this and so they go business as usual and the more active guilds would benefit the most from this (you put the work, you get the reward)
    Yeah a few games (at least) have something along the lines of what I described. It would also help with the guild tools a lot of GMs have been asking for over the past couple of years, could be part of a larger package of increased functionality.
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  • Universe
    Universe
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    No.
    Many players in ESO like to not be in any guild & enjoy their free roam in Tamriel without having to answer to anyone or anything.
    This idea will enforce everyone to a certain playstyle.
    What you suggest can be make the game even more unbalanced.
    No thanks.
    Edited by Universe on April 16, 2016 6:20PM
    Some videos I recorded for fun: Main character:
    PC EU main: Universe - AD magicka Sorcerer, Former Emperor, Grand Overlord, The Merciless, Trial Bosses Solo Champion
    Top alts: Genius(stamina/sagicka Dragonknight) The Force(stamina Nightblade) and other chars.
    PC NA main: The Magic - AD magicka Sorcerer
    Started playing ESO in beta & early access
    User_ID: Daedric_Prince
  • tinythinker
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    Lord wrote: »
    No.
    Many players in ESO like to not be in any guild & enjoy their free roam in Tamriel without having to answer to anyone or anything.
    This idea will enforce everyone to a certain playstyle.
    What you suggest can be make the game even more unbalanced.
    No thanks.
    So players who "answer to no one" will be forced to join guilds to get minor buffs and this will unbalance the game? And because you can earn points for AvA, or solo PvE, or group PVE or crafting, or fishing, or collecting, etc, they will be forced into a certain playstyle? Rewards for being minimally social in an MMO is tyranny?
    Edited by tinythinker on April 16, 2016 6:24PM
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  • Universe
    Universe
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    Lord wrote: »
    No.
    Many players in ESO like to not be in any guild & enjoy their free roam in Tamriel without having to answer to anyone or anything.
    This idea will enforce everyone to a certain playstyle.
    What you suggest can be make the game even more unbalanced.
    No thanks.
    So players who "answer to no one" will be forced to join guilds to get minor buffs and this will unbalance the game? And because you can earn points for AvA, or solo PvE, or group PVE or crafting, or fishing, or collecting, etc, they will be forced into a certain playstyle? Rewards for being minimally social in an MMO is tyranny?

    Why anyone should be forced to any playstyle ?
    I'm a member of guilds but there are players who don't like it at all.
    What of those who are not members of a guild ? Why should they be casted aside and earn less XP for example ?
    I'm quite sure that ZOS will reject this idea for the same reasons I have stated.
    Some videos I recorded for fun: Main character:
    PC EU main: Universe - AD magicka Sorcerer, Former Emperor, Grand Overlord, The Merciless, Trial Bosses Solo Champion
    Top alts: Genius(stamina/sagicka Dragonknight) The Force(stamina Nightblade) and other chars.
    PC NA main: The Magic - AD magicka Sorcerer
    Started playing ESO in beta & early access
    User_ID: Daedric_Prince
  • Rune_Relic
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    And what about those that group up on the fly rather than join any guild ?
    Some people prefer to adventure with others as and when the need arises.
    Which IMHO is far more natural from an RP view than organising groups outside of game.
    The sense of adventure, not knowing what the hell is going to happen, is what adds to the moment.
    Edited by Rune_Relic on April 16, 2016 6:54PM
    Anything that can be exploited will be exploited
  • tinythinker
    tinythinker
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    Lord wrote: »
    Lord wrote: »
    No.
    Many players in ESO like to not be in any guild & enjoy their free roam in Tamriel without having to answer to anyone or anything.
    This idea will enforce everyone to a certain playstyle.
    What you suggest can be make the game even more unbalanced.
    No thanks.
    So players who "answer to no one" will be forced to join guilds to get minor buffs and this will unbalance the game? And because you can earn points for AvA, or solo PvE, or group PVE or crafting, or fishing, or collecting, etc, they will be forced into a certain playstyle? Rewards for being minimally social in an MMO is tyranny?

    Why anyone should be forced to any playstyle ?
    I'm sorry if I was unclear, but I have tried to convey in my OP and my first reply to you that no one would be forced to play any particular way. As long as you are active in the game, you would be contributing and thus helping your guild. And no one would be forced to join a guild any more than they are forced to run random dungeons for a bonus, or kill a delve boss in Cyro for a bonus, or subscribe to ESO Plus for a bonus, and so on. Unless those are also forms of tyranny.

    Lord wrote: »
    I'm a member of guilds but there are players who don't like it at all. What of those who are not members of a guild ? Why should they be casted aside and earn less XP for example ?
    Oh, they won't just be cast aside. They will lose experience every day until they join a guild, and if they don't join one by the time the drop to level 1, their character will be deleted. Because tyranny. ;):p

    But seriously, people who don't want to join guilds will be perfectly fine.

    Lord wrote: »
    I'm quite sure that ZOS will reject this idea for the same reasons I have stated.
    Obviously. :mrgreen:
    Edited by tinythinker on April 17, 2016 3:06AM
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  • tinythinker
    tinythinker
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    Rune_Relic wrote: »
    And what about those that group up on the fly rather than join any guild ?
    What happens to them? They make do without the small bonuses that come from being in a guild, just like those who make do without the bonuses from ESO Plus because they don't sub. There is nothing wrong with little encouragements to people being more social in an MMO. People can skip all kinds of things and miss out on skill lines, xp bonuses, ap bonuses, certain BOP gear, and so on. Players always have a choice, and they know what they will be gaining or missing based on the choices they make.

    If you really *have* to have that modest buff to AP/XP/IN for a few hours a day, or training your mount a faster, or access to a fancy-lookin' guild hall, join a casual guild. But if you are firmly set against ever joining one, then you don't get the perks. It's much cheaper and easier than ESO Plus ($15/month cheaper to be exact) and encourages people to be active in the game. There are plenty of guilds who have members who rarely or never do formal guild activities or jump into /g chat, so shy people don't have to become social butterflies. There are even guilds specifically made for loners, like that one Miss Bizz runs.
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  • D0ntevenL1ft
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    Acrolas wrote: »
    Bonuses? But circle jerking with other neckbeards and creeps is its own reward.

    If I wanted more perks for being around people I hated but needed to pretend I like, I'd be in more real-life professional organizations.

    Good thing you play an MMO. Keep your hate and ridiculousness out of here.
  • tinythinker
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    Rune_Relic wrote: »
    Some people prefer to adventure with others as and when the need arises.
    Which IMHO is far more natural from an RP view than organising groups outside of game.
    The sense of adventure, not knowing what the hell is going to happen, is what adds to the moment.
    Great. So?

    Some people, especially those in MMOs, prefer to belong, even minimally, to a persistent group that can offer a fun social environment or help with crafting, completing content, etc.

    You can be in a guild and run around solo. You can be in a guild and RP spontaneously with people outside of your guild. You can be in a guild and join random groups to complete content that don't involve guild members.

    Or you can just not be in a guild and not get any guild perks (if they are offered).

    There is no reason why guilds should not be more rewarding and interesting because it hurts the roleplay experience of a solo gamer in an MMO. It won't hurt you if people who are in guilds get more out of them :)



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  • Jaeysa
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    WoW tried guild perks, and really the only ones that worked well(IMHO) were the guild achievements. Guild halls would also be really cool.

    Personally, I don't think people should feel pressured to join a guild if they don't want to. It's not good for the player or the guild. As an officer in a lvl 25 wow guild before they took away levels, 'I just want the perks' was a huge pet peeve of mine, and people who joined for that reason left for little reason and didn't add anything.
    PC/NA: Primarily Daggerfall Covenant.

    Lennie: Breton Sorceror. 9-trait crafter on everything, purveyor of useless frippery.
  • tinythinker
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    Jaeysa wrote: »
    WoW tried guild perks, and really the only ones that worked well(IMHO) were the guild achievements. Guild halls would also be really cool.

    Personally, I don't think people should feel pressured to join a guild if they don't want to. It's not good for the player or the guild. As an officer in a lvl 25 wow guild before they took away levels, 'I just want the perks' was a huge pet peeve of mine, and people who joined for that reason left for little reason and didn't add anything.
    Valid concern. That's why I was hoping for an interactive system, so that it wouldn't just be one-sided. For example, I would limit any buffs to only a few hours per day rather than have them active 24/7. No reason to run in and join a guild just for that unless you are really obsessive about bonuses :)

    Obviously guild achievements and guild halls are neutral but not unimportant, especially for role-players with all the cool renovations and additions and decor I had in mind. The mount training could be less effective, maybe only reducing the interval to fifteen hours rather than all the way down to ten so that it's still a bonus but again, nothing to make people feel like "Man, I gotta find me a guild *right now*."

    The idea isn't to pressure anyone into joining guilds, but to reward people who want to join them and who regularly play the game. I wouldn't really want to put in things so big or "must have" that people would feel like they couldn't compete without being in a guild, but, I also would like to see perks that encourage people to be social and active within a guild.

    Definitely a delicate balancing act. That's why I am looking for feedback on how such a system should work and what it should offer in order to avoid such pitfalls.
    Edited by tinythinker on April 16, 2016 9:27PM
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  • Jaeysa
    Jaeysa
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    Jaeysa wrote: »
    WoW tried guild perks, and really the only ones that worked well(IMHO) were the guild achievements. Guild halls would also be really cool.

    Personally, I don't think people should feel pressured to join a guild if they don't want to. It's not good for the player or the guild. As an officer in a lvl 25 wow guild before they took away levels, 'I just want the perks' was a huge pet peeve of mine, and people who joined for that reason left for little reason and didn't add anything.
    Valid concern. That's why I was hoping for an interactive system, so that it wouldn't just be one-sided. For example, I would limit any buffs to only a few hours per day rather than have them active 24/7. No reason to run in and join a guild just for that unless you are really obsessive about bonuses :)

    Obviously guild achievements and guild halls are neutral but not unimportant, especially for role-players with all the cool renovations and additions and decor I had in mind. The mount training could be less effective, maybe only reducing the interval to fifteen hours rather than all the way down to ten so that it's still a bonus. The idea isn't to pressure anyone into joining guilds, but to reward people who want to join them and who regularly play the game. I wouldn't really want to put in things so big or "must have" that people would feel like they couldn't compete without being in a guild, but, I also would like to see perks that encourage people to be social and active within a guild.

    Definitely a delicate balancing act. That's why I am looking for feedback on how such a system should work and what it should offer in order to avoid such pitfalls.

    Thing is, I don't see any reason to reward someone for joining a guild. And any sort of mechanical bonus, no matter how small an XP gain or whatnot will make people feel compelled to join a guild. I don't run a guild in ESO, but speaking as someone from wow? I'm not a fan. Especially if you make it based on guild points, which will make it more difficult to recruit people to new guilds. People aren't going to join saying 'yay I get to help the guild grow'. They're going to say 'damn, I want the bonus, gotta grind. Maybe I should join a different guild.'

    Achievements are fun and can be directly tied to activities that involve your guild. Completing Dolmens, group dungeons, trials, et cetera together. Tie it to vanity titles(Hero of Guild) or snazzier tabards. Or let you dye your shield with your guild crest. Things that have no mechanical difference.
    PC/NA: Primarily Daggerfall Covenant.

    Lennie: Breton Sorceror. 9-trait crafter on everything, purveyor of useless frippery.
  • failkiwib16_ESO
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    Social and casual guilds would be left alone with bad players and new players, as the majority of the good players would quit them over guilds where they were more equal and able to gain buffs.
    That's why basic activities would be weighted more. Just leveling and doing content would be huge, plus like I said activities like fishing would also be rewarded. The point isn't that some guild would have "all the bonuses" and other few or none, there would be many ways to get Guild Points and as long as there are active members doing *something* in the game that can be tracked it would be fine. Only dead guilds or guilds where people only over logged on to chat with each other and never do any content would be lagging behind on bestowing buffs. And even then they could be revived by members getting active in some way.

    Could you recommend activities that social guilds could get bonuses for from their player activity? I would love to add to the list in the original post. Also I wish there were in-game things to measure/reward role players as well.

    No I could not recomend any activities as I don't believe guild activities should be rewarded above doing anything with anyone else.
  • tinythinker
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    Jaeysa wrote: »
    Jaeysa wrote: »
    WoW tried guild perks, and really the only ones that worked well(IMHO) were the guild achievements. Guild halls would also be really cool.

    Personally, I don't think people should feel pressured to join a guild if they don't want to. It's not good for the player or the guild. As an officer in a lvl 25 wow guild before they took away levels, 'I just want the perks' was a huge pet peeve of mine, and people who joined for that reason left for little reason and didn't add anything.
    Valid concern. That's why I was hoping for an interactive system, so that it wouldn't just be one-sided. For example, I would limit any buffs to only a few hours per day rather than have them active 24/7. No reason to run in and join a guild just for that unless you are really obsessive about bonuses :)

    Obviously guild achievements and guild halls are neutral but not unimportant, especially for role-players with all the cool renovations and additions and decor I had in mind. The mount training could be less effective, maybe only reducing the interval to fifteen hours rather than all the way down to ten so that it's still a bonus. The idea isn't to pressure anyone into joining guilds, but to reward people who want to join them and who regularly play the game. I wouldn't really want to put in things so big or "must have" that people would feel like they couldn't compete without being in a guild, but, I also would like to see perks that encourage people to be social and active within a guild.

    Definitely a delicate balancing act. That's why I am looking for feedback on how such a system should work and what it should offer in order to avoid such pitfalls.

    Thing is, I don't see any reason to reward someone for joining a guild.
    It's reciprocal: you play (which helps the guild), the guild helps you. The reward is for being active and connecting to other players. Why do devs reward anyone for doing anything in games? To make it more fun for the players, to encourage players to play. They wanted people to go into delves in Cyrodiil so they have bonuses for killing delve bosses. And players tend to like little perks and to feel like what they are doing has an effect. Some people will even like the idea that just by playing they are helping other people in their guild.

    Jaeysa wrote: »
    And any sort of mechanical bonus, no matter how small an XP gain or whatnot will make people feel compelled to join a guild. I don't run a guild in ESO, but speaking as someone from wow? I'm not a fan. Especially if you make it based on guild points, which will make it more difficult to recruit people to new guilds. People aren't going to join saying 'yay I get to help the guild grow'. They're going to say 'damn, I want the bonus, gotta grind. Maybe I should join a different guild.'
    Not sure why players would be averse to new guilds for that reason. If you have players crafting, earning achievements, leveling, or anything else, your guild would have the same small bonus available, and it would only be for a limited time each day, and all active guilds would have it. I am sure there are people who are addicted to even brief, small bonuses to XP/AP/IN who would want to join a guild just for that perk, but that is true of anything in the game that exploiters, min-maxers, and uber-grinders will go for.

    I honestly wouldn't want to join a guild *just* for some brief little buff like the one I described, it wouldn't be worth it. I rarely bother getting the AP delve buff when I visit Cyrodiil. Maybe I am an outlier in that regard. I would be tempted by a tricked out guild hall, though. One solution, which could introduce other problems, would be to tie access to the bonus to guild rank, which would probably mean fewer people joining serious guilds for their grind fix but more "fluff" guilds being created. Of course, I personally don't care about the existence of fluff guilds, so if people are that desperate for every perceived advantage, they can go ahead try it.

    Jaeysa wrote: »
    Achievements are fun and can be directly tied to activities that involve your guild. Completing Dolmens, group dungeons, trials, et cetera together. Tie it to vanity titles(Hero of Guild) or snazzier tabards. Or let you dye your shield with your guild crest. Things that have no mechanical difference.
    Which could still be tied to a Guild Point system where or not there was a mechanical buff bonus :tongue: So basically, "yes to the basic concept, no to the small brief daily buff", if I am getting what you're saying. In terms of non-mechanics things, any other ideas? Something for fishing, maybe? A way to work crafting into it? (Maybe the ability to add a crafting station to the Guild Hall?)
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  • Xjcon
    Xjcon
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    Please no guild buffs. Anything else I'm ok with, but game play buffs simply for being in a guild is just like PVP buff campaigns.
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  • tinythinker
    tinythinker
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    Xjcon wrote: »
    Please no guild buffs. Anything else I'm ok with, but game play buffs simply for being in a guild is just like PVP buff campaigns.
    That seems to be the major point of concern thus far, so, if people have ideas for how to make such buffs work in way that is reasonable and not a "must have", I'm all ears.

    But as I said in my OP, there are different types of perks on the table as well, some of which I've elaborated on, and there may be others that people would like to see/would be comfortable with that don't involve buffs. So, even if folks are averse to buffs, please feel free to share you ideas for non-buff perks as well. :smiley:
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  • Jaeysa
    Jaeysa
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    Jaeysa wrote: »
    Jaeysa wrote: »
    WoW tried guild perks, and really the only ones that worked well(IMHO) were the guild achievements. Guild halls would also be really cool.

    Personally, I don't think people should feel pressured to join a guild if they don't want to. It's not good for the player or the guild. As an officer in a lvl 25 wow guild before they took away levels, 'I just want the perks' was a huge pet peeve of mine, and people who joined for that reason left for little reason and didn't add anything.
    Valid concern. That's why I was hoping for an interactive system, so that it wouldn't just be one-sided. For example, I would limit any buffs to only a few hours per day rather than have them active 24/7. No reason to run in and join a guild just for that unless you are really obsessive about bonuses :)

    Obviously guild achievements and guild halls are neutral but not unimportant, especially for role-players with all the cool renovations and additions and decor I had in mind. The mount training could be less effective, maybe only reducing the interval to fifteen hours rather than all the way down to ten so that it's still a bonus. The idea isn't to pressure anyone into joining guilds, but to reward people who want to join them and who regularly play the game. I wouldn't really want to put in things so big or "must have" that people would feel like they couldn't compete without being in a guild, but, I also would like to see perks that encourage people to be social and active within a guild.

    Definitely a delicate balancing act. That's why I am looking for feedback on how such a system should work and what it should offer in order to avoid such pitfalls.

    Thing is, I don't see any reason to reward someone for joining a guild.
    It's reciprocal: you play (which helps the guild), the guild helps you. The reward is for being active and connecting to other players. Why do devs reward anyone for doing anything in games? To make it more fun for the players, to encourage players to play. They wanted people to go into delves in Cyrodiil so they have bonuses for killing delve bosses. And players tend to like little perks and to feel like what they are doing has an effect. Some people will even like the idea that just by playing they are helping other people in their guild.

    Jaeysa wrote: »
    And any sort of mechanical bonus, no matter how small an XP gain or whatnot will make people feel compelled to join a guild. I don't run a guild in ESO, but speaking as someone from wow? I'm not a fan. Especially if you make it based on guild points, which will make it more difficult to recruit people to new guilds. People aren't going to join saying 'yay I get to help the guild grow'. They're going to say 'damn, I want the bonus, gotta grind. Maybe I should join a different guild.'
    Not sure why players would be averse to new guilds for that reason. If you have players crafting, earning achievements, leveling, or anything else, your guild would have the same small bonus available, and it would only be for a limited time each day, and all active guilds would have it. I am sure there are people who are addicted to even brief, small bonuses to XP/AP/IN who would want to join a guild just for that perk, but that is true of anything in the game that exploiters, min-maxers, and uber-grinders will go for.

    I honestly wouldn't want to join a guild *just* for some brief little buff like the one I described, it wouldn't be worth it. I rarely bother getting the AP delve buff when I visit Cyrodiil. Maybe I am an outlier in that regard. I would be tempted by a tricked out guild hall, though. One solution, which could introduce other problems, would be to tie access to the bonus to guild rank, which would probably mean fewer people joining serious guilds for their grind fix but more "fluff" guilds being created. Of course, I personally don't care about the existence of fluff guilds, so if people are that desperate for every perceived advantage, they can go ahead try it.

    Jaeysa wrote: »
    Achievements are fun and can be directly tied to activities that involve your guild. Completing Dolmens, group dungeons, trials, et cetera together. Tie it to vanity titles(Hero of Guild) or snazzier tabards. Or let you dye your shield with your guild crest. Things that have no mechanical difference.
    Which could still be tied to a Guild Point system where or not there was a mechanical buff bonus :tongue: So basically, "yes to the basic concept, no to the small brief daily buff", if I am getting what you're saying. In terms of non-mechanics things, any other ideas? Something for fishing, maybe? A way to work crafting into it? (Maybe the ability to add a crafting station to the Guild Hall?)
    Regarding the first point: It's already reciprocal. You join a guild, they help you get groups/trade/craft. In return you are a part of the group, your guild gets a small tax off of your store sales, you can craft. If players need more encouragement to play, maybe guilds should push themselves to be better.

    The second point: Many will. And have, in the case of wow. You might not join for a mechanic perk, but many will - and I just don't like dealing with them during recruitment.

    You want there to be guild points, as a sort of ranking system? People earn guild points and the guild gets better perks? If not, and if you're in a guild you just get perks, why even bother? I've got no problems with fluff guilds, but at that point why bother?

    I'll reiterate: I don't like mechanical bonuses. At all. If you're going to make them hard to get for guilds you risk making smaller guilds harder to make, and if you don't there's no point in them. Guild halls? Hell yes. Give them crafting areas, maybe a bank like thieves dens have. Cosmetics? Sure. Maybe even guild achievements for completing dungeons in a guild group. But leave the perks at that.
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  • tinythinker
    tinythinker
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    Jaeysa wrote: »
    Jaeysa wrote: »
    Jaeysa wrote: »
    WoW tried guild perks, and really the only ones that worked well(IMHO) were the guild achievements. Guild halls would also be really cool.

    Personally, I don't think people should feel pressured to join a guild if they don't want to. It's not good for the player or the guild. As an officer in a lvl 25 wow guild before they took away levels, 'I just want the perks' was a huge pet peeve of mine, and people who joined for that reason left for little reason and didn't add anything.
    Valid concern. That's why I was hoping for an interactive system, so that it wouldn't just be one-sided. For example, I would limit any buffs to only a few hours per day rather than have them active 24/7. No reason to run in and join a guild just for that unless you are really obsessive about bonuses :)

    Obviously guild achievements and guild halls are neutral but not unimportant, especially for role-players with all the cool renovations and additions and decor I had in mind. The mount training could be less effective, maybe only reducing the interval to fifteen hours rather than all the way down to ten so that it's still a bonus. The idea isn't to pressure anyone into joining guilds, but to reward people who want to join them and who regularly play the game. I wouldn't really want to put in things so big or "must have" that people would feel like they couldn't compete without being in a guild, but, I also would like to see perks that encourage people to be social and active within a guild.

    Definitely a delicate balancing act. That's why I am looking for feedback on how such a system should work and what it should offer in order to avoid such pitfalls.

    Thing is, I don't see any reason to reward someone for joining a guild.
    It's reciprocal: you play (which helps the guild), the guild helps you. The reward is for being active and connecting to other players. Why do devs reward anyone for doing anything in games? To make it more fun for the players, to encourage players to play. They wanted people to go into delves in Cyrodiil so they have bonuses for killing delve bosses. And players tend to like little perks and to feel like what they are doing has an effect. Some people will even like the idea that just by playing they are helping other people in their guild.

    Jaeysa wrote: »
    And any sort of mechanical bonus, no matter how small an XP gain or whatnot will make people feel compelled to join a guild. I don't run a guild in ESO, but speaking as someone from wow? I'm not a fan. Especially if you make it based on guild points, which will make it more difficult to recruit people to new guilds. People aren't going to join saying 'yay I get to help the guild grow'. They're going to say 'damn, I want the bonus, gotta grind. Maybe I should join a different guild.'
    Not sure why players would be averse to new guilds for that reason. If you have players crafting, earning achievements, leveling, or anything else, your guild would have the same small bonus available, and it would only be for a limited time each day, and all active guilds would have it. I am sure there are people who are addicted to even brief, small bonuses to XP/AP/IN who would want to join a guild just for that perk, but that is true of anything in the game that exploiters, min-maxers, and uber-grinders will go for.

    I honestly wouldn't want to join a guild *just* for some brief little buff like the one I described, it wouldn't be worth it. I rarely bother getting the AP delve buff when I visit Cyrodiil. Maybe I am an outlier in that regard. I would be tempted by a tricked out guild hall, though. One solution, which could introduce other problems, would be to tie access to the bonus to guild rank, which would probably mean fewer people joining serious guilds for their grind fix but more "fluff" guilds being created. Of course, I personally don't care about the existence of fluff guilds, so if people are that desperate for every perceived advantage, they can go ahead try it.

    Jaeysa wrote: »
    Achievements are fun and can be directly tied to activities that involve your guild. Completing Dolmens, group dungeons, trials, et cetera together. Tie it to vanity titles(Hero of Guild) or snazzier tabards. Or let you dye your shield with your guild crest. Things that have no mechanical difference.
    Which could still be tied to a Guild Point system where or not there was a mechanical buff bonus :tongue: So basically, "yes to the basic concept, no to the small brief daily buff", if I am getting what you're saying. In terms of non-mechanics things, any other ideas? Something for fishing, maybe? A way to work crafting into it? (Maybe the ability to add a crafting station to the Guild Hall?)
    Regarding the first point: It's already reciprocal. You join a guild, they help you get groups/trade/craft. In return you are a part of the group, your guild gets a small tax off of your store sales, you can craft. If players need more encouragement to play, maybe guilds should push themselves to be better.
    It's a game, not a self-improvement project :tongue: . I'm just looking for ways to have more fun with guilds, to reward people for trying them, etc. Some ideas will be better than others.

    Jaeysa wrote: »
    The second point: Many will. And have, in the case of wow. You might not join for a mechanic perk, but many will - and I just don't like dealing with them during recruitment.
    Yup, as I said before, valid concern. Glad you raised it.

    Jaeysa wrote: »
    You want there to be guild points, as a sort of ranking system? People earn guild points and the guild gets better perks? If not, and if you're in a guild you just get perks, why even bother? I've got no problems with fluff guilds, but at that point why bother? I'll reiterate: I don't like mechanical bonuses. At all. If you're going to make them hard to get for guilds you risk making smaller guilds harder to make, and if you don't there's no point in them.
    Naw, nothing that elaborate. I just meant that serious guilds could have no buff perk at the lowest rank, so that people who wanted to join for some small buff would have to be involved or have a trial period. That already happens in many guilds even without perks.

    As for fluff guilds/why bother, it's the same for most things in these kinds of games. Take grinding. People will do it no matter what, even if you nerf all of the good grinding spots. Same with exploiting. Same with min-maxining. Same with FoTM builds. And on and on. There are always things people will do with game mechanics that the devs didn't intend and that other players find annoying or distasteful. If they/their behavior can be boxed off in some way so that it has little or no impact on anyone else, then why not offer something other players with fewer "compulsive/win at all costs" tendencies might appreciate?

    This isn't about arguing for or against mechanical buffs, I get why people don't like them and I showed in my last reply I get that you really, really don't like them. It's just my view in general on such issues -- I hate seeing the behavior of a subset of players or customers take away something that other people could enjoy or benefit from. It's like those parents at an Easter event last month who swarmed a field, knocking over small children to fill their own kids baskets with tons of eggs, causing the event to be canceled. So, if those "gotta get it all/take any buff" types can be boxed in fluff guilds to leave the rest of us in peace, then *awesome*.

    Jaeysa wrote: »
    Guild halls? Hell yes. Give them crafting areas, maybe a bank like thieves dens have. Cosmetics? Sure. Maybe even guild achievements for completing dungeons in a guild group. But leave the perks at that.
    Yup, that's what I was getting at. You mentioned you had experience with what was a headache, what was fun, what worked, what didn't, so I am just asking for any insights you have into the "fun/it worked" category. :blush:
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