Have you ever left a guild in which you would have stayed but because of guild limit you decided to drop?
Have you had to choose between guilds and left one only because you didn't have free spaces?
Social? End-content? PvP? Trader maybe?
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Ajaxandriel wrote: »Have you ever left a guild in which you would have stayed but because of guild limit you decided to drop?
Have you had to choose between guilds and left one only because you didn't have free spaces?
Social? End-content? PvP? Trader maybe?
No because I'm dedicated to my own guild, but majority of ex-members did for that exact reason
When one have to chose, the rp guilds or fun guilds are often dropped...
The 5 cap would be fine if there weren't the trade system we have.
In fact the whole guild system in this game is flawed regarding RP matters. Guilds are structures on the player-side, out-of-characters. It was even worse at launch when there weren't even a tabard
I suggested then to add a "side-guild" system that would be character-side, that i'd call "Units"
=> they would be "crystallized groups" like Rosters or RP parties
=> One per character alt - We can join as much units as we have alts - No trading option - No bank - A dedicated channel (/u ?) - A tabard system too - Same way to display its < name > like actual guilds - Option to set a member's house as the Unit Headquarters in homestead