In the just a few days after the introduction of the guild bonuses, I noticed that a number of veteran guilds (i.e. guilds with veteran players, or guilds that have been around for a while now) have lowered their player-level requirements for applicants from their previous level 40+'s. I'm guessing they did this to attract low-level players to boost their guild's level- to access the guild bonuses.
Is this a wise decision? In the past, level requirements were set to gauge long-run activity (and maturity). If this were true, wouldn't guilds be saturated with "inactive" low-levels if every guild lowered their level requirements. Maybe I'm just oldschool, but it just feels like some guilds are using low-level players' ignorance. But that's just me...
What other observations have you seen? Please share them, and your opinions here.
Well, now there is "currency" more than fame and recognition. Some value these bonuses so much they are willing to take them even if their other values gets a hit.
Its not "right or wrong". Its all about what you feel guilds should be. Bonusmachines or gathering of talents or similiar purposes - or to participate and be together and build something great with good effort?
I want bit of all of that, thats how and why I chose my guild.
Thank you for sharing, DeepEnd.
Well, I started this thread in hopes of shedding some light on the matter. I fear these guilds would suddenly dump the low-levels once they reach a certain guild level. I just want the low-levels to take precaution in choosing guilds. I wouldn't want them to become guildless after their guild is "done" with them.
I'm very for new players.
I feel that there are not enough guilds that offer newer players an opportunity to develop.
There is great potential in taking new players under your wing and developing them.
Not only will this inprove the guild through member numbers but also the guilds experience can be focused on developing the newer players.
Activity will automatically increase due to the constant communication from the newe players regarding developing their game, collection and strategies. Guild rooms where practical 1on1 tutoring can be done will surely develop their games to be an active and productive member through their ratings.
I have always been surprised and mildly confused why an untapped resource such as new players are not being looked after to develop for their benefit and that of a guild.
I think the guild point shouldn't be based on just how much everyone plays... Well... It should have some ratio. As in, if in a guild with 5 players, everyone wins 10 matches, they should get the same amount of point that a guild with 10 players with 10 wins each would receive. So the points gained are divided by the amount of players in the guild. Therefore, inactive players actually make it worse. However, to prevent people from making solo guilds, make some sort of minimum... As in, in a guild with less than 10 players, the points gained are still divided by 10.
I suggest we simplify the guild point system. Guild Points = Sum of all GP of members ÷ Guild Total
This way we can ensure that GP is truly an indication of how active the guild is member-per-member instead of having 3167 members doing small contributions.
With this New Guild System..
the concrete answer to that scenario will pop up, once the Guild Rankings are restored.
But for now, I guess all guilds are still on their adaptation stage with regards to this new system.
Either way. It's really exciting.
I know a lot of features about the guild has been given. But I'm deadly excited about introducing a Guild War system after this guild revamping is finished