bladetsukasa
06-29-2007, 09:23 PM
First of all, not alot of testing on guilds has been done, seeing as the majority of them have few members and are GMs. This changed in the last couple days when groups of players formed three new guilds and started player testing its features. While functional, many of its features are basic and don't function well with the game. Off the top of my head, I can think of a few including:
Guild Wars-While following promises (once it starts, you fight no matter here you are), it has a few shortfalls.
Length- The event takes an hour, while fighting can be intesnse, much of it can die out within that hour and its just senseless killing. Once players are bored of guildwars, it takes only a few halfhearted people camping at spawns and killing people to undermine the previous efforts in the war.
Recruitment-In that hour, and beyond it in the "stalemate" period lasting another hour or two, people can't be recruited. Thats a serious shortfall to a guild. While understandable that this is a precaution taken to avoid adding to a guild merely to win a guild war, it also leaves too much time without recruitment.
Acceptance- While it may be easier to not have a guild leader on for the war if the other members want to fight, having guild wars declared by one side without the agreement of the other side is just senseless. You can be sure higher level guilds will be taking advantage of this in open beta and full release as guilds have done in this version. Some sort of mutual agreement should be implemented. Also a system of labeling guilds may be implemented where a guild is either in Guild war "active" or "neutral" states to prevent unexpected wars.
Guild Positions- Guild leaders seem to get all the power. While there are multiple positions (Leader, Admin, Council, Guard), the only one with a semblance of authority seems to be the guild leader. The highest non-leading position (Admin) seems to only have the added power of setting up the guild notice. Seeing as recruitment would probably not be taken by the leader alone, it makes sense to not limit that power to the leader.
Guild Rankings-It would be a good feature to have, possibly lableling the members and displaying thier guild war record.
Guild Alliance System- A more hopeful feature, but one that would expand the guild feature. Guilds could create alliances of friendly guilds and improve gameplay and guild relations. Guild wars would also be expanded to the point where they would be literal "wars" in which allies could team up by choice and create a full-blown "war".
Guild Search Feature- At first glance, I saw that guilds are displayed in "pages" of about 15-20 each. While this may be fine in closed beta where only a handful exist, open beta and full release will see the rise of multiple guilds, far more than the existing amount. Trying to guild war or look up a certain guild in such a system ewould be a hassle, as there would be pages of guilds to go through. Either alphabetical display, a search feature or another method of locating guilds would be more efficient.
Guild Requirement- The 500 silver requirement is good idea, but it shouldn't be the only limiting factor. Possibly a level limit should be imposed as well (such as no guilds before level 40) or perhaps a system where multiple members are required to create one to prevent small guilds of 1 or 2 people and encourage longer lasting ones.
Guild Connection Bug- Not major, but the automatic ticker that displays the number of people online is backwards. While it should say "9 out of 21" members connected, it instead reads "21 out of 9 connected".
I'm kinda tired right now, but I'll add more later. If anyone was wondering, I'm from Teva (cocreator I guess, We had alot of silver and were bored~) and known ingame as Naru.
Guild Wars-While following promises (once it starts, you fight no matter here you are), it has a few shortfalls.
Length- The event takes an hour, while fighting can be intesnse, much of it can die out within that hour and its just senseless killing. Once players are bored of guildwars, it takes only a few halfhearted people camping at spawns and killing people to undermine the previous efforts in the war.
Recruitment-In that hour, and beyond it in the "stalemate" period lasting another hour or two, people can't be recruited. Thats a serious shortfall to a guild. While understandable that this is a precaution taken to avoid adding to a guild merely to win a guild war, it also leaves too much time without recruitment.
Acceptance- While it may be easier to not have a guild leader on for the war if the other members want to fight, having guild wars declared by one side without the agreement of the other side is just senseless. You can be sure higher level guilds will be taking advantage of this in open beta and full release as guilds have done in this version. Some sort of mutual agreement should be implemented. Also a system of labeling guilds may be implemented where a guild is either in Guild war "active" or "neutral" states to prevent unexpected wars.
Guild Positions- Guild leaders seem to get all the power. While there are multiple positions (Leader, Admin, Council, Guard), the only one with a semblance of authority seems to be the guild leader. The highest non-leading position (Admin) seems to only have the added power of setting up the guild notice. Seeing as recruitment would probably not be taken by the leader alone, it makes sense to not limit that power to the leader.
Guild Rankings-It would be a good feature to have, possibly lableling the members and displaying thier guild war record.
Guild Alliance System- A more hopeful feature, but one that would expand the guild feature. Guilds could create alliances of friendly guilds and improve gameplay and guild relations. Guild wars would also be expanded to the point where they would be literal "wars" in which allies could team up by choice and create a full-blown "war".
Guild Search Feature- At first glance, I saw that guilds are displayed in "pages" of about 15-20 each. While this may be fine in closed beta where only a handful exist, open beta and full release will see the rise of multiple guilds, far more than the existing amount. Trying to guild war or look up a certain guild in such a system ewould be a hassle, as there would be pages of guilds to go through. Either alphabetical display, a search feature or another method of locating guilds would be more efficient.
Guild Requirement- The 500 silver requirement is good idea, but it shouldn't be the only limiting factor. Possibly a level limit should be imposed as well (such as no guilds before level 40) or perhaps a system where multiple members are required to create one to prevent small guilds of 1 or 2 people and encourage longer lasting ones.
Guild Connection Bug- Not major, but the automatic ticker that displays the number of people online is backwards. While it should say "9 out of 21" members connected, it instead reads "21 out of 9 connected".
I'm kinda tired right now, but I'll add more later. If anyone was wondering, I'm from Teva (cocreator I guess, We had alot of silver and were bored~) and known ingame as Naru.