One guild per character in EverQuest Next? Or more?

Discussion in 'News, Announcements, and Dev Discussions' started by Dexella, Sep 18, 2013.

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  1. Nomud New Member

    It's probably more efficient to only have one guild per character, but an advantage of having the opportunity to be in more than one would expand the potential pool of familiar people to play and enjoy the game with. Depends on how it's executed.

    That said, I chose the "one of each type" option; families, alliances, and guilds. It might be cool keeping a small group of friends grouped together, maybe a larger group of allied families, and an overarching guild to orchestrate a bunch of alliances. As my coworker said "I wouldn't want to be the guy to set all that up," but either way it could be cool.
    • Up x 4
  2. Kiliok New Member

    The idea of multiple guilds, especially multiple guild types just makes sense with how this game has been proposed. The whole concept of a living world and a world that directly reacts to the players actions, in combination with the amazing rallying calls, will give guilds the opportunity to make a name for themselves. We will be able to potentially see merchant guilds, bands of mercenaries, town-builders, dungeon raiders, and many more. The concept of multiple guilds, especially if each guild gives some sort of progression line to improve the aforementioned skills would be an amazing way to round out the world and make it seem that much more realistic and lively.
    • Up x 8
  3. Rainmare Member

    I would go with 1 guild per character. a guild is a commitment, a choice you make after carefully reviewing your options. if things don't fit right, you leave to find another. but the last thing we need is the 'uberguild01' complaining because they have members that are in 'uberguild02'...we all knwo that the serious guild will basically tell thier members if you join anyone else, you're getting the boot, anyway. I woudln't mind though seeing formal 'guild linking' though for Alliances or the like. but as to the toon itself, 1 toon, 1 guild.
    • Up x 7
  4. Khayotix Member

    One guild per character. We create a family over at Quixotic(not to be confused with family friendly) and you cannot harbor dedication and loyalty to a Guild if you are able to join more than one per character. It is hard enough having other characters be able to join other guilds, but that is how it should stay. 1 character 1 guild. one and done.

    [IMG]
    • Up x 8
  5. Troy616 New Member

    Dump the whole concept of guilds. It is an anachronistic concept going back to EQ1. It is time to simply take the entire idea and pitch it. Instead of guilds, create thriving cities with players actually using the space of towns and villages as a place to socialize, plan adventures, sell, craft, do business, and create revelry. Why in the world should you devise methods to continually segregate, divide, and belittle the gaming community?

    Guilds do nothing but separate people and draw them away from civilized areas such as towns. Look at EQ2 and all the hamlets and major city blocks -- devoid of players. Why? Because there are a hundred worthless guilds sucking the life out of them!!

    Why can't players find PUGs? Because guilds have shattered and destroyed communities.

    Don't continue this distasteful creation in EQNext.
    • Up x 16
  6. Cogworth New Member

    Currently. On Eq2 I am a member of 3 guilds. My main is in a hard mode raid guild. Along with a few alts to support that guilds raids. I maintain 1 character in my previous guild so as to not lose touch with the friends that I made there. Additionally, I run an alt guild to house my low alts and crafters. Along with the alts and crafter's of my wife and kids. I know dozens of others that run similar setups. I think limiting an account to on guild limits the game in general.
    • Up x 2
  7. Syllogy Well-Known Member

    So you have a problem with being a part of multiple social communities / Guild Alliances, but you don't have a problem with different types of commitment?

    I'm confused.
    • Up x 2
  8. Myrabel New Member

    I like the idea mentioned about an adventuring guild and a crafting guild since those are separate paths. If that isn't possible, for basic gaming guilds, I would prefer that characters only be allowed to join one guild. When you join a guild, you are pledging yourself to the building up of and supporting of that guild. You can't do that if you are split between guilds. Joining a guild should be about what you can offer them, not what others can give to you.
    People can certainly group with whomever they want, whenever they want, and a guild system isn't needed for that. A friends list works just fine.
    For most games, a channel seems sufficient for tradeskillers. I could see tradeskilling/crafting wanting a guild system, especially for landmark, if people want to create group projects. It would be nice to have an organized system to see who excels at what for creating and building.
    It would be cool to see formal alliances between guilds as well. I'll leave that to you all to figure out how that would work :) .
    • Up x 3
  9. Zephyrnix New Member

    Personally, I found the thoughts being part of a Family and it being different then a Guild AWESOME. That is perfect. And of course, an alliance that can consist of multiple Guilds is also cool.

    One Character = One Guild, One Family, One Alliance.... A Family should have no effect on your guild
    • Up x 6
  10. Moonspark New Member

    If you're interested in the social aspects of belonging to multiple guilds, create or join a server chat channel; loyalty is important to the structure of guilds and with multiple guilds per character loyalty will dwindle.
    • Up x 5
  11. Gossamer Well-Known Member

    One guild per toon is best, with the ability to make "chat channel" types of groups with an interface similar to the guild interface. If Aazi is in a hardcore raiding guild and I'm in a more casual guild, but we are still best buddies together with Xurt, Orion, Tiwi, Eldane, etc, we could still keep in touch together easily, despite being in different guilds, with a chat option that only those select people can see. One guild but the option to have chat groups. Options are always better. :)
    • Up x 3
  12. Stupidog New Member

    I've never seen a situation where I'm allowed to be in multiple guilds with one character, so my vote is for One Character, One guild.

    I'm open to the idea though If there has been other games that allow this and have been successful, then I'm willing to give it a shot. I just think for me, focusing on one guild is more than enough.

    What should be done is letting guilds have greater flexibility over what they can and can't do. No small limits on the number of characters per guild. If there is such a limit, then there should be an ability for guilds to form alliances which will allow unified chat between those guilds.
    • Up x 1
  13. Naghoul New Member

    I like the idea of having one guild per character, but have an Allegiance system in the game for guilds to work together. Giving small guilds of 5-10 players a way to ally with other small guilds or bigger guilds to form Empires. It would be like cities of a state. The Empire of Texas that consist of the guilds Austin, Dallas, & Houston for example. The Guilds could manage their own affairs, an as part of an Empire there would be goals to work towards and a central communication hub.
    • Up x 4
  14. VahnFox Member

    In the games we've played in the past we could NOT join multiple guilds at once, so we would have to disband our small family guild; we wouldn't want to do this! Symbolically and logistically, it would have not felt right.
    Had we had the option of joining a second guild, we definitely would have joined that one big guild we used to play with as well.

    This is why I like the family guild idea - I typically will only get close to one big group of people to do large scale content, and I feel dedicated to my guildies - but they're not the same as my best bros, who I've known my whole life. You get me?
    • Up x 4
  15. Apocalypsebunny Well-Known Member

    I say mix it up. One guild per character, and in depth alliance system, and something along the lines of (a much improved and sensible) legacy system from SWtoR. Legacy opened up an interesting idea of a family and social system, it just failed miserably. A guild is a strong commitment, like a job, so I would prefer to not have too many going at once...say like just the one. But you can have individual alliances or guild alliances (mercenaries or shared content feats) and still have a separate social/family group. If done correctly it would open up several revolutionary avenues to game play and real depth to the role play community.
    • Up x 3
  16. lilibat Member

    For many years now I end up in our tiny IRL friend guild & that's pretty much it. As much as I used to love raiding I just don't care for the baggage & drama one has to endure with large guilds. That being said, if I could be in our little group & also in a larger one, maybe I would consider it. I wouldn't think letting characters being in multiple raiding guilds would work very well. The drama would multiply exponentially.
    • Up x 3
  17. Naladini New Member

    Flexibility is key, my vote is for more than one, but I'm ok with the idea of there being multiple types of guilds that folks can join in on.

    Of course, without knowing what kinds of rewards and enhancers there may be (eg. do guilds simply exist? or do they level? if they level, i'd say its a bit tougher to belong to more than one)
    • Up x 3
  18. Xhin New Member

    I think a wide variety of choices in guild types could help define a character even more. Why not try something new. If it doesn't work out well, the masses will let you know.
    • Up x 3
  19. Ayejay76 New Member

    1 Guild per character, why spread your loyalty out.
  20. Teri New Member

    One character, one guild
    • Up x 1
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