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f13.net  |  f13.net General Forums  |  The Gaming Graveyard  |  MMOG Discussion  |  Topic: Discussions on Preventing Guild Hopping 0 Members and 1 Guest are viewing this topic.
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Author Topic: Discussions on Preventing Guild Hopping  (Read 21389 times)
pxib
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Posts: 4701


Reply #70 on: May 21, 2008, 06:57:50 PM

My father, still enjoying the game, started a guild for players between level 13 and 39. It's all about running the instances and getting help and quest information for those specific levels. Some place for folks who've never played these games before, or who are new to this game in particular, can get on their feet. The gang keeps the guild bank stuffed with crafted items they would otherwise vendor because they can't be sold to normal players, and when people hit 40... they are asked to leave.

Ideally they find another guild before that.

"Why 13 and 39?" I asked.

Thirteen is the level at which you are allowed to use the meeting stone at Ragefire Chasm. At 40 every guild my father has ever been part of has turned into a bunch of people whining for money for their mounts... and he didn't want that to happen.

if at last you do succeed, never try again
Merusk
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Posts: 27449

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Reply #71 on: May 22, 2008, 08:49:57 AM

Once again, your Father rocks.

The past cannot be changed. The future is yet within your power.
Valmorian
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Posts: 1163


Reply #72 on: May 22, 2008, 09:34:05 AM

My father, still enjoying the game, started a guild for players between level 13 and 39.

That's the most awesome thing I've ever heard about for a guild in an MMO.. Very very cool.
Xanthippe
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Posts: 4779


Reply #73 on: May 22, 2008, 10:24:47 AM

My father, still enjoying the game, started a guild for players between level 13 and 39. It's all about running the instances and getting help and quest information for those specific levels. Some place for folks who've never played these games before, or who are new to this game in particular, can get on their feet. The gang keeps the guild bank stuffed with crafted items they would otherwise vendor because they can't be sold to normal players, and when people hit 40... they are asked to leave.

Ideally they find another guild before that.

"Why 13 and 39?" I asked.

Thirteen is the level at which you are allowed to use the meeting stone at Ragefire Chasm. At 40 every guild my father has ever been part of has turned into a bunch of people whining for money for their mounts... and he didn't want that to happen.

Is your dad the guy who walked everywhere for a long, long time because he didn't know about the "run" toggle?

I like how your dad plays.
pxib
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Posts: 4701


Reply #74 on: May 22, 2008, 11:08:57 AM

He knew about the run toggle, but he couldn't target things and keep track of where he was at full speed. He'd -never played a modern video game before-. That gives him a unique perspective on how confusing this game can be to the total newbie, and has helped him provide assistance and understanding to his guild members. It's weird watching him interact with them, though. He can't touch-type, so he's adopted the sort of speech patterns familiar to 13-year-old AIMfiends. "
NE1 ready 2 wear [Sanguine Sandles]?"   "RU making SFK group?"

Honestly this is the sort of guild DIKUs should encourage. If level is going to be critical to one's ability to experience content, and the goal is to have people actually EXPERIENCE said content rather than be run through it by higher level folks, guilds are well served to limit themselves to particular level brackets. It may not necessarily assist the social bonds, but it absolutely improves gameplay experience.

Plus having an upper limit on guild goals makes for fewer disappointed players. They KNOW anybody who wants more will be leaving the guild, and so does the guild. That can even be arranged as a right-of-passage... which parting gifts and whatnot.

if at last you do succeed, never try again
Tebonas
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Posts: 6365


Reply #75 on: May 22, 2008, 12:54:29 PM

My first guild in Everquest was that way. It was Barbarian only and everybody knew once they wanted to raid they would have to leave (Can't do anything with just Warriors, Shaman and Rogues). So it was a low level thing, but the friendships forged there lasted to even keep us on friendly talking terms with each other while our respective guilds flamed each other for raid targets and such.

It was an almost roleplaylike "We were Barbarians first and Raidguild members second" feeling.
lamaros
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Posts: 8021


Reply #76 on: May 25, 2008, 08:20:39 AM

Balatedly:

You can beat the WarcraftRealms guild history when you change character names on server swapping.

But I don't think these things are really needed. Most MMOs have a community of sorts where people become known to others once they've been around for a while. In the Australian WoW community there tends to be communication not only between the various guilds on a faction, but on the server generally, and even across server. If someone has been playing for a while and been in various guilds people get to know of them. The same goes for the PvP community.

I also don't think there's anything inherently in people changing guilds, makes the game an interesting place with the rise, fall, change, or stability of these guilds. It's the where the sense of 'world' is built.
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