Tobold's Blog
Tuesday, March 27, 2007
 
Dream features: More guild functionality

Continueing my series of features I'd like to see in World of Warcraft, I'd like to quote a letter from one of my readers:
"Every MMORPG game I know of has guilds and tools for handling groups of players. Usually a guild is just a list of players with a common chat and little more. Probably an IRC (Internet Relay Chat) channel has more features.

I wonder why Dev's never tried to really expand the concept and capitalise on the social aspect of MMO's. Especially nowadays with social networks in so high consideration, I would tend to think that many concept could be easily ported inside a game."
World of Warcraft is pretty much rock bottom in guild features, many other games have a lot more features in this area. So what guild features would be nice to see in WoW?

One interesting thing that Everquest 2 pioneered was more guild support on the game website. You log on with your account name and password on the game's website, and you get access to the guild roster, including seeing for example your guild member's tradeskill recipes. That place could have a guild event calendar, and even a forum for your guild. Blizzard's Armory showed that it is possible to extract information from the game to a website, but instead of making it available to all, this information might be better used for guild support and limited to guild members. Of course the better organized guilds have their own websites with forums, event calendars, and rosters, but support from Blizzard here would make things a lot easier and improve usage.

Another interesting concept already present in EQ2, but also to be found in LotRO, is some sort of guild rank, based on how long a guild stays together and how many players they have. That information could again be listed on the game's website, sorted by server, showing who are the established guilds on a server, and making finding a guild easier. Ideally a player would get some sort of advantage out of his participation to that rank, so if you stayed loyal to a good guild for a long time, you'd get something like a title to display.

One thing frequently proposed is a guild bank, but I'd like to take that concept further. The problem with a "bank" is that you'll probably not want to enable everyone to take whatever he wants without limits, allowing people to join just to rob the bank and leave. So why not have some sort of guild vendors, where items are accessible for everyone in the guild, but at a cost. That would enable for example guild crafters offering their wares to other guild members at lower price and without both having to be on at the same time.

World of Warcraft isn't a good game for that, but several games have guild housing, and some way of guild members to work together to contribute to that guild headquarter. Prime example would be City of Heroes / Villains, where guilds can build a base, staff it with different rooms and features plus defence hardware, and then run PvP raids against enemy guild bases, announced on some sort of calendar, so that both attackers and defenders show up. More peaceful games, e.g. A Tale in the Desert, have other guild projects where everyone in the guild can contribute towards a greater good. That gives guilds a purpose beyond just going raiding.

I'm not sure whether offering an in-game DKP system for guilds would be a good idea. Personally I'd favor a zero-sum system, and think that would be easy enough to implement in-game. But there are many differnt DKP systems around, and not all guilds might want to use the same system, as different systems tend to favor different people.

What other guild features would you like to see in World of Warcraft?
Comments:
A 'guild drama' BIKINI state system that flashes a message up when drama levels are rising; I could log-off if BLACK SPECIAL was indicated, and get ready to /gquit when it hits RED. :D
 
I would like to see guild buffs available. It would be kind of like destiny points in LoTRO in that a guild can work toward certain goals or achievments, and then the guild leaders can trigger those temp buffs guild wide. Individual buffs could be earned as well. An example would be for a guild leader to hand out an automatic "rested" state to a new recruit when they join. You could even tie it into battlegrounds. It might seem minor, but when a guild group completes an epic 5 man, and a global buff hits everyone in the guild that adds (for example) a 75 point stamina buff to the guild for the next 30 minutes of play, everyone could benefit from the smaller successes of the group. It would be a moral building tool as well, seeing your guildie's names flash by along with the achievment message.
 
Having guild NPCs is a great idea. I would like to see a guild NPC who can craft items that the guild has obtained. Lowbies provide the mats, NPC crafts the item. Its rough when you need someone in the guild who is a high level blacksmith and they never seem to be online when you are. Trusting a stranger to make my arcanite rod isn't something that appeals to me.
 
Guild support-wise, I'd love to see easy guild alliance support. I mean, okay you can do it anyway (like creating a channel for the guild alliance and such), but there's no palpable support for it, thus making it a lot harder for smaller guilds to go further in game progression.

Player stores would be great. I have to say that is one of the few ideas I liked in Galaxies. They'd just have to take advantage of the instance system - not even a part of the world's terrain taken up by them. That was the downside of payer stores and houses in Galaxies not being instanced - Tatooine ended up being the most populated planet of the Galaxy.

Sophia the Healadin
 
What about allowing communal Guild ownership of high level items such as armour sets - allowing any Guild member to wear them and returning the items to the guild bank once that player logs off. If your main tank is on holiday - no problem just kit up another warrior with guild equipment. If your main tank leaves the guild - again no problem since the gear is left behind. A successful guild would probably have to strike a balance between communal ownership and personal ownership in order to keep players motivated. That in itself could be an interesting meta-game and we could watch the relative progress of Capitalist guilds (which allow players to keep everything) and Communist guilds (which keep everything in communal ownership).
 
oh sorry for that then! must be someone with another nick...mayeb Talamond /hmm anyway! nice blog =D many ppl comment on it o.o good work! c ya man! =D
 
Anther thing A Tale in the Desert allows is membership in multiple guilds.
 
I understand that Blizz are putting some new Guild features into a coming-soon update - apparently they were supposed to be in BC, but they missed the final build.

In particular, they are working on some kind of Guild Bank system, so it will be interesting to see what we end up with :-)
 
I'd like to have the guild housing reflect guild accomplishments. Have places for trophies on the walls from raid bosses you've defeated, maybe trophies from arena tournament championships.

Have some minigames available like chess or othello so people are encouraged to hang around before and after the guild's evening activities.

If you're going to have instanced PVP, have a link to it from the guild house so everyone can assemble and prep there.

And of course better banking and player stores are great ideas.
 
I'd like to have the guild housing reflect guild accomplishments. Have places for trophies on the walls from raid bosses you've defeated, maybe trophies from arena tournament championships.

Have some minigames available like chess or othello so people are encouraged to hang around before and after the guild's evening activities.

If you're going to have instanced PVP, have a link to it from the guild house so everyone can assemble and prep there.

And of course better banking and player stores are great ideas.
 
I'd personally like to see better guild recruitment features. It would be nice if like EQ2, you could set up recruiters for the guild and you'd have an interface with information on the different guilds and what sort of members they're looking for. I think that's definitely lacking in WoW, where there are sooo many guilds to choose from!
 
For guilds I would like to see guild vs guild competitions. This doesnt necessarily have to be pvp, im talking a set of various competitions ranging from

1.) fastest MC run
2.) most palidans inguild award (1 award for each class ^^, fully lvled of course *.*) This reward resets 1 time / month (if there is a tie for fully palidan guilds, then they both win).
3.) Most honor gained per guild in a single day.
4.) Open ended pvp outside of major towns for all factions: Alliance vs Alliance, Alliance vs Horde, Horde vs Horde (on specific servers of course).
5.) The guild function for clans is too plain, bliz really needs to add a structured path for someone who really doesnt indepth understand the raiding system and tiered gear and etc. Make raiding dungeons a manditory progression for someone looking to have a higher rank in a guild. And for people who have already done the most raiding, a teired system on retaining points on top of the raid progression . . . basically for helping lower lvl people run dungeons too (ie lvl 70's doing UBRS or MC or even AQ).

Besides that, WoW is based way to much on what satisfies kiddies and what is fun for people who do nothing but grind a single (and generally unimportant) aspect of the game (like tradeskills, honor, raid tokens). There is definatly room for improvement and improved gameplay... in a fun > grind fashion.
 
Guild banks. The ones in EQ I used to use constantly (I was the only spellcrafter on my server, and constantly sending spells all over), but it wasn't the best. Of course, since WoW is AH-centric, it's entirely possible people would simply go gold shopping in your guild bank...
 
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