Many of us know that the Guilds system failed and became inactive after a little time the stuff begun, about a year ago.
This is a thread where YOU, the community, can propose new ways to design the Guilds system. After there is a general agreement and a viable system is thought and discussed, the Council will have the chance to hire one or more Guild Organizers who have a solid base to plan the polished Guilds system from.
I will start with a couple of very basic ideas to discuss:
. Less guilds. 12 was too much to handle and this isn't a 300ish active people community to fill them. 6 Guilds of opposing elements should be neat (
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. When a player from a guild wins a Community event (a weekly tournament, PvP event, War winner team, non-PvP events, etc) the guild wins Guild Points. These points make the ranking of the guilds. For example, if a player of Guild
wins a weekly Tournament, his guild gets 3 GPs. The player who got 2nd gets 1 GP for his guild. Each member of a Brawl winning team wins 7 GPs. Participating in Brawl and War gives 1 GP for your guild.
. No Guild-only events, winning points for a guild is made in a passive way through events.
. The guild of the players is totally independant of the teams the player can be in element-related events. For example, a player in Guild
can be in Team
in War.
. All the guils members have a forum title in the top of their avatars. Not staff-like, more like Brawl-like, when players have a "Team Red Stars" on the top of their avatars. Maybe an elemental symbol and/or colored letters to make it more colorful. This passive promoting can make newcomers see more activity in the forum and generate enthusiasm.
. The top players of each guild get a different title, giving them a "position". Some examples of the titles can be General, Lieuterant and Private. This is another way to motivate members to get into events and such.
. A secret section for each guild. Same as they had before.
Now it's your turn to give your ideas for the guild system planning.