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Offline YawnChainHow

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Re: Guilds https://elementscommunity.org/forum/index.php?topic=43538.msg1000802#msg1000802
« Reply #12 on: September 18, 2012, 11:19:36 pm »
We could start with the three guild groups of how Zanz originally had the elements paired in groups of 4, if anyone still remembers that or has his chart around somewhere.

Spoiler for the said image:

:fire :fire :fire :fire :fire :fire :fire
I think you meant

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Offline plastiqe

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Re: Guilds https://elementscommunity.org/forum/index.php?topic=43538.msg1000805#msg1000805
« Reply #13 on: September 18, 2012, 11:31:27 pm »
YCH, I think you meant:

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Re: Guilds https://elementscommunity.org/forum/index.php?topic=43538.msg1000812#msg1000812
« Reply #14 on: September 18, 2012, 11:59:40 pm »
I like the general idea, but I don't think there's much use for this, aside from newer player appeal. But let's try to elaborate.
12 guild might be enough, we have many players here.
One player, one guild, obviously. For guild acceptance or transfer, refer to respective Masters. (in case the Master is rarely actuve, guild can appoint second-in-charge.)
What do we do in Guild? War player picking might be easier. Trials are easier. What else? Tutoring, we do it free-for-all as of now. It might improve, but not much.
PvP event might also improved in competitiveness, if only because "You must win Draft because you're Team Time", for example. What else?

That being said, it's good, but will probably be more of a gimmick than a practical guild.
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Re: Guilds https://elementscommunity.org/forum/index.php?topic=43538.msg1000814#msg1000814
« Reply #15 on: September 19, 2012, 12:06:51 am »
So what will be in each guild? The only reason I see for separated sections like this would be for a pvp event like war. Otherwise, I see no reason for unforced segregation.

Offline AnonymousRevival

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Re: Guilds https://elementscommunity.org/forum/index.php?topic=43538.msg1000852#msg1000852
« Reply #16 on: September 19, 2012, 01:51:33 am »
I'm personally fine with guilds, but there are many things to think about.

For example, who's going to make it? Creating and administrating a guild can be very troublesome and if it does not go well, it will just be a waste of effort like Elements the World in its current state.

Also, what exactly will we do in the guild? Sure, there is war and other major events but is that it? Many small things like meetings and stuff can be really beneficial, but again hard to setup. Even making ranks, if implemented can be hard to inaugurate.

Lastly, who's going to be the guild master? The people in charge of the guild. You said the 'masters' would be but have you even asked them if they can take such a huge responsibility? None of them even posted in here as far as I can see.

Creating a guild is fun, but is there the time and the skills to create a successful inauguration?
« Last Edit: September 19, 2012, 01:54:44 am by AnonymousRevival »
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Re: Guilds https://elementscommunity.org/forum/index.php?topic=43538.msg1000861#msg1000861
« Reply #17 on: September 19, 2012, 02:22:55 am »
Some things for Guilds. IF we do the 4 guilds thing

War
Guilds should have nothing to do with war if there is not 1 per element.

Tags
If we have 4 guilds, each can have a tag (if tags are impossible, then a picture to indicate the guild would work as well) This creates name recognition to other guild members and will make people curious about it.

Guild Dominance
Any time a guild member wins a pvp event, they give thier guild +1 win. This can define the dominance of the guilds. More pvp wins = higher ranked guild.

Guild PvP events
These would be nothing like war. They would be a pvp event that is around a certain element. For example, use only fire cards. If you win this, you would get a partial control of dominance of the fire realm. If theres 10 pvp events based around fire, and you control 4, then your guild has a 40% dominance over fire.  They will be simple. 4 guilds, 2 people from each. 8 person tourny. These could be held as often as we have the membership.willingness. If 1 guild is able to participate a lot less, then it will just be considered an auto loss if they miss one.

Guild Influence
Guilds will think of specific things dealing with the community. This could be a card that they come up with, a way to improve a specific part of the forum, or to attract new visitors. The community would vote on which one of these they like the most and the guild that wins would recieve an influence point.

Note these are all rough ideas. Im acting like they are well thoguht out, but Im just lieing to myself lol.
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Offline Kamietsu

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Re: Guilds https://elementscommunity.org/forum/index.php?topic=43538.msg1000885#msg1000885
« Reply #18 on: September 19, 2012, 03:13:45 am »


Guild Dominance
Any time a guild member wins a pvp event, they give thier guild +1 win. This can define the dominance of the guilds. More pvp wins = higher ranked guild.

Guild PvP events
These would be nothing like war. They would be a pvp event that is around a certain element. For example, use only fire cards. If you win this, you would get a partial control of dominance of the fire realm. If theres 10 pvp events based around fire, and you control 4, then your guild has a 40% dominance over fire.  They will be simple. 4 guilds, 2 people from each. 8 person tourny. These could be held as often as we have the membership.willingness. If 1 guild is able to participate a lot less, then it will just be considered an auto loss if they miss one.

Guild Influence
Guilds will think of specific things dealing with the community. This could be a card that they come up with, a way to improve a specific part of the forum, or to attract new visitors. The community would vote on which one of these they like the most and the guild that wins would recieve an influence point.

Note these are all rough ideas. Im acting like they are well thoguht out, but Im just lieing to myself lol.

I like some of those ideas and it makes me think of Harry Potter and the House Cup. Thta would be a pretty good idea that will give people a bigger feeling for their guild if they can win and gather enough points at the end of a certain time frame and, like war, could get a special forum banner to annouce it in some way. Like during the off season of war, or maybe winning war could give your guild a bunch of points. Something like that woudl be great I think.
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Offline Acsabi44

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Re: Guilds https://elementscommunity.org/forum/index.php?topic=43538.msg1000964#msg1000964
« Reply #19 on: September 19, 2012, 08:13:51 am »
Some thoughts that come to mind:

- What to base the guilds upon? Whatever it is, make sure that the idea can be expanded. Aka. we could make a  :aether :air :darkness :death, a  :earth :entropy :fire :gravity and a  :life :light :time :water guild, but what do we do if we decide we need a 4th? 5th, 6th? For that reason, I am against an elements-based guild system unless it is 1 for each element.

- 1 for each element feels too rigid to be a real guild and there is not much to do in a monoelement-based guild IMHO. Guilds need flavour.

- OTOH some other classification would feel too arbitrary if we decide to make official guilds. ("good guys", "underworld" etc etc.) Unless somebody can come up with an idea that is not too arbitrary and shallow.

- How many players do we want to be in the guilds? in the current state of the forum, I doubt it will be more than ~20 players/ guild (~50 if there are only a few ones)

- What to do in a guild? The current state of the game has no possibilities for cooperative play. We can create a guild-based teamPVP event, but we have war for that and it is complex enough. I think that if instead of 12 teams with 8 players, we go with 5 guilds with ~20 players, that will only add to the mayhem.
Besides guild-based PVP and some trashtalk, there is no real motive to join a guild as the current forum gives room for everything else possible (art, off-topic discussions etc

- Based on the two points above, I think that making the guilds only makes sense if Zanz implements some multiplayer PVP and PVE (see brawls in CoTD)into Elements (based on the current pace of developement, sometime around 2025).

- OTOH the guilds will make a comeback in a certain CCG in just a few weeks, so we can certainly exploit the upcoming "guild hype", especially if we crank up the forum as a relevant find for the keywords "CCG + guild" in Google  ;D
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Offline ARTHANASIOS

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Re: Guilds https://elementscommunity.org/forum/index.php?topic=43538.msg1000970#msg1000970
« Reply #20 on: September 19, 2012, 08:55:19 am »
Since everyone has different oppinions, why don't we have three Guild types; Major Guilds, Medium Guilds and Lesser Guilds?

Major Guilds:

1) Material Guild ( :air :earth :fire :water)
 "The Elementals following this Guild have an opinion about the world similar to Empedocles' one. They believe that the core elements of the universe are Air ( :air), Earth ( :earth), Fire ( :fire) and Water ( :water); the rest elements are just variations and mixtures of these."

2) Spiritual Guild ( :darkness :death :life :light)
 "These Elementals admire spirit above body, since they believe that matter can't really move or act without a spirit to command it. They are usually very religious and they either worship the Light Gods ( :light) and Mother Nature ( :life) or the Dark Gods ( :darkness) and Thanatos himself ( :death)."

3) Cosmic Guild ( :aether :entropy :gravity :time)
 "The most scientific of the Elementals belong in this Guild. They are the least religious of the Guilds, since they either believe in scientific progress instead of a god ( :entropy, :gravity) or view themselves as gods, like Immortals or Pharaohs often do ( :aether, :time)."

4) Outlanders Guild {optional} ( :underworld :rainbow)
 "No one knows from where these Elementals came and no one really cares. The thing which really intrigues the other 3 Major Guilds is not the origins of these Elementals, but their point of view; these Elementals think that all the twelve elements are equal and just a tool to do your job. In other words, they don't admire any of the elements, but they use every one of them at their advantage..."


Medium Guilds:

"These Guilds worship one element as the only true element above all the others."

01) Aether Guild :aether
02) Air Guild :air
03) Darkness Guild :darkness
04) Death Guild :death
05) Earth Guild :earth
06) Entropy Guild :entropy
07) Fire Guild :fire
08) Gravity Guild :gravity
09) Life Guild :life
10) Light Guild :light
11) Time Guild :time
12) Water Guild :water

Lesser Guilds:


"These Guilds worship a duo (or even a trio) of elements."

Examples:  :water :life:air :light:darkness :earth:fire :gravity:aether :gravity etc.

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Offline AnonymousRevival

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Re: Guilds https://elementscommunity.org/forum/index.php?topic=43538.msg1000988#msg1000988
« Reply #21 on: September 19, 2012, 10:03:52 am »
If these guilds ever get implemented and there are 'lesser guilds', I suggest the devotees would join a sub-element. In other words, a guild which only covers partially of the entire element. Exempli gratia people may like water for its spells and so they have a guild for that, some may like its creatures, and there's another guild for that.

If you make a guild 'worship' two or more elements, it can be confusing as it can be a 'greater guild' because it 'worships' more than one element at the same time.
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Offline Cheesy111

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Re: Guilds https://elementscommunity.org/forum/index.php?topic=43538.msg1000990#msg1000990
« Reply #22 on: September 19, 2012, 10:14:32 am »
I don't see any point in having Guilds, but if people want them I see no reason they shouldn't have them.

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Re: Guilds https://elementscommunity.org/forum/index.php?topic=43538.msg1000993#msg1000993
« Reply #23 on: September 19, 2012, 10:22:05 am »
If you make a guild 'worship' two or more elements, it can be confusing as it can be a 'greater guild' because it 'worships' more than one element at the same time.

I don't see any problem with pantheism in Elements. :P
Furthermore, Lesser Guilds could be a part of a Medium Guild matching one of their elements, and Medium Guilds could be part of the Major Guild which includes their element. ;)
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