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Offline Dm

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Re: New Guilds system - Community planning https://elementscommunity.org/forum/index.php?topic=58374.msg1189634#msg1189634
« Reply #12 on: May 14, 2015, 06:38:19 pm »
If every member can choose the guild they are in, a groupie of friends can go all to the same guild.

I'd take myself for an example but I don't have friends, so let's suppose Player A really likes gravity while his friends player B, C, D, E, F, G, and H all really like Fire.

Personally, it'd be a bit weird for a gravity lover to be in a fire guild.

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Re: New Guilds system - Open Discussion https://elementscommunity.org/forum/index.php?topic=58374.msg1189705#msg1189705
« Reply #13 on: May 15, 2015, 10:38:49 am »
Then they will gain points for their respective guilds. Guilds are better looking if they are elements-based.
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Offline Dm

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Re: New Guilds system - Open Discussion https://elementscommunity.org/forum/index.php?topic=58374.msg1189707#msg1189707
« Reply #14 on: May 15, 2015, 01:14:27 pm »
Then they will gain points for their respective guilds. Guilds are better looking if they are elements-based.

Stop thinking about what looks better and start thinking about what feels better for the players. It may look hot as hell but it ain't gonna get off the ground if players don't feel good.

PS: Your answer is barely a reply at all. It doesn't tackle any of the issues of any point made in my, or any post in this thread. Please only post useful things or at least read and think before posting. Are you even reading this open discussion you asked for?
« Last Edit: May 15, 2015, 01:19:02 pm by Dm »

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Re: New Guilds system - Community planning https://elementscommunity.org/forum/index.php?topic=58374.msg1189718#msg1189718
« Reply #15 on: May 15, 2015, 05:56:54 pm »
First of all, I'm biased against guilds. Not only were they a total failure, they ruined any chance of WoE becoming a reality, something I was very passionate about.

I'd like to second that, mostly because of the last part.

But the way I see it, before anything, it's crucial to decide on a "clear purpose" for these team-ups to exist. There were many great ideas so far for guilds, but my main concern with most of them that they're almost exclusively based on sporadic events across the forum. And most probably, 'deadspots' between these events would drive a great portion of the non-forum-regular/newer guildmembers inactive. And even then, a simple guildpoint system is not something that you can keep yourself hyped about for long terms, while also leaves very small room for power struggle after a certain game time.

I think Guilds - to be successful - would need a dedicated "gameboard" or 'forum space' besides the possible links with existing events, where teams can continuously compete against others for whatever goals or prizes. And that's where WoE comes in: If the energy to create Guilds back then would've been poured into simply resuming WoE (even on it's most basic alpha/beta level); and then introducing Guilds on top of all.. would've been simply epic.

So.. why not try the other way around?

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Re: New Guilds system - Open Discussion https://elementscommunity.org/forum/index.php?topic=58374.msg1189719#msg1189719
« Reply #16 on: May 15, 2015, 06:18:39 pm »
Then they will gain points for their respective guilds. Guilds are better looking if they are elements-based.
It doesn't matter how pretty something looks if it doesn't function right. People aren't going to band together because "ALL HAIL THE GLORIOUS POWER OF AETHER!". They're going to band together because they like/respect the other members of the guild and share common interests other than "THE GLORIOUS POWER OF AETHER!".

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Re: New Guilds system - Open Discussion https://elementscommunity.org/forum/index.php?topic=58374.msg1189725#msg1189725
« Reply #17 on: May 15, 2015, 06:44:49 pm »
As I see it, and it is reinforced by other comments, the question isn't really how we could reintroduce guilds, but whether if we should or not.

What I would like to know is what the point of guilds would be. What would they do?
Team based PvP? We have War for that.
Other activities based on team? We have Brawl for that.

And since there are no Raids/Operations/whatever like in your average MMO, the need for a team that you frequently play with does not arise.
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Re: New Guilds system - Community planning https://elementscommunity.org/forum/index.php?topic=58374.msg1189727#msg1189727
« Reply #18 on: May 15, 2015, 07:03:39 pm »
First of all, I'm biased against guilds. Not only were they a total failure, they ruined any chance of WoE becoming a reality, something I was very passionate about.

I'd like to second that, mostly because of the last part.

But the way I see it, before anything, it's crucial to decide on a "clear purpose" for these team-ups to exist. There were many great ideas so far for guilds, but my main concern with most of them that they're almost exclusively based on sporadic events across the forum. And most probably, 'deadspots' between these events would drive a great portion of the non-forum-regular/newer guildmembers inactive. And even then, a simple guildpoint system is not something that you can keep yourself hyped about for long terms, while also leaves very small room for power struggle after a certain game time.

I think Guilds - to be successful - would need a dedicated "gameboard" or 'forum space' besides the possible links with existing events, where teams can continuously compete against others for whatever goals or prizes. And that's where WoE comes in: If the energy to create Guilds back then would've been poured into simply resuming WoE (even on it's most basic alpha/beta level); and then introducing Guilds on top of all.. would've been simply epic.

So.. why not try the other way around?

It's been a long time. Can someone remind me where WoE left off, why it died, what it would take to get it back going (if even possible)?

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Re: New Guilds system - Open Discussion https://elementscommunity.org/forum/index.php?topic=58374.msg1189728#msg1189728
« Reply #19 on: May 15, 2015, 07:05:57 pm »
I posted this last October: (obv pvp would only be part of guilds, although this would be element based so idk)

Quote

While working on a new PvP Event idea, I thought it might be adapted for Guilds.

When they first came out, they were really complicated and there was WAY too many things to keep track of. So, in light of that, I say we should simplify it.

Guild 'seasons' can run from Trials to Trials. For this first season, only PvP will be done.

Masters will be Guildmasters if they choose to be. If not, they could choose someone in their stead.
Members will be filled by recruiting and maybe a tourney for the last spot.

4-6 would do the pvp and the rest would be deck helpers and subs.

There would be rounds of matches and winning gives that player a better rating.
(The higher a player's rating, the stronger their deck would be.. ups, deck size, more elements.)
Teams would be ranked by their overall score.
Near the end of the season, teams would be seeded and put into groups, World Cup style.

For the 2nd season, different things could be added.

Thoughts?

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Re: New Guilds system - Open Discussion https://elementscommunity.org/forum/index.php?topic=58374.msg1189732#msg1189732
« Reply #20 on: May 15, 2015, 08:16:53 pm »
As I see it, and it is reinforced by other comments, the question isn't really how we could reintroduce guilds, but whether if we should or not.

What I would like to know is what the point of guilds would be. What would they do?
Team based PvP? We have War for that.
Other activities based on team? We have Brawl for that.

And since there are no Raids/Operations/whatever like in your average MMO, the need for a team that you frequently play with does not arise.
As I've stated before, I always wanted Guilds or Clans to be a passive thing any newbie can join at any time. I'd tie the clans in with competitions and allow them to make a list of custom forum titles that they'd be able to achieve through winning those competitions and gaining reputation within their clan. For instance, a clan devoted to the growth of Aether's fanbase could have titles starting with "Aether Fan" and ending with "Aether Connoisseur". This way there's no active homework that members need to do, but there IS an incentive to be in a clan and work together to some extent, which strengthens the ties of the clan. It also makes team competitions more interesting outside of Brawl and makes it easier to make elementally themed competitions.

It'd be easy to add PvP incentives in the future as well, and even tie it in with WoE (which I always preferred as a template that any member could pick up and start their own campaign with).
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Re: New Guilds system - Open Discussion https://elementscommunity.org/forum/index.php?topic=58374.msg1189750#msg1189750
« Reply #21 on: May 15, 2015, 10:39:38 pm »
I'm kind of surprised at how active council is getting in this discussion when we decided to get feedback from the community. I figured we'd be listening then discussing...

Anyways, as long as we're saying our thoughts, in counter to the "I want to be in my friend's guild but I don't want to stray from my favorite element", we need some compromise here. Naturally, groups of just friends would create too many secret sections, and even capping the number might make newbies feel unwanted in guilds that are just groups of friends. As such, we need some sort of affiliation (and one tied to the game makes sense) so that guilds would be as attractive to new members as to groups of friends. Though I agree, the system needs to be attractive to groups of friends as well or the system will just fail.

Second, in thred with UTAlan, I know nothing of WoE. Could someone inform us (and anyone else not in the know) about it, so that we might consider reviving that as an alternative?
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Re: New Guilds system - Open Discussion https://elementscommunity.org/forum/index.php?topic=58374.msg1189755#msg1189755
« Reply #22 on: May 15, 2015, 10:51:48 pm »
There's been no mention of private boards, and I don't think those would be used at all.

WoE is, simply put, a strategical RPG system with a map that allowed for the building of skill trees and classic RPG progression as players moved around the map, completed quests, gained levels and skills, won cards, gained rep with their elemental factions and used skills that influenced the map and other players. It was intended to run with a large staff pool as hosts and an enormous player pool, but I think it works better as a system on a smaller scale that anyone can pick up like a DnD rulebook and map.
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Re: New Guilds system - Open Discussion https://elementscommunity.org/forum/index.php?topic=58374.msg1189769#msg1189769
« Reply #23 on: May 16, 2015, 01:08:40 am »
. A secret section for each guild. Same as they had before.

I think one issue with player-made guilds is that each guild has it's own Secret Section.

There's been mention and discussion, I was responding to these.

Thanks for the explanation.
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