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. Charmi New Member

    I agree with several posts here. Multi guild = Way too much Drama Lama. You want social groups.. make a "Ratonga Crafters" channel. Plus multi guild options have not worked well before in other games.
    • Up x 2
  2. MaxPower New Member

    I never thought of it this way. I completely agree!
    • Up x 4
  3. Clamothy New Member

    One guild, customisable persistent chat channels.
    • Up x 1
  4. Syllogy Well-Known Member

    In my opinion:

    One Character can be a member of:
    • 1 "Family" - Defined as a small group with a limited number of people.
    • 1 Guild - Defined as a large group of people operated by a small cadre of leadership that sets the Vision/Goal of the Guild.
    • Many "Social Interest" groups - Defined as a loose organization of players that share a common general interest.
    Furthermore, allow guilds to be part of a small number of Alliances - Defined as a coalition of Guilds (as defined above) for the purpose of pooling resources while maintaining autonomy.
    • Up x 8
  5. Tenchigirl15 New Member

    yes, one per character, less drama and fuss. ;)
  6. VahnFox Member

    This is exactly the kind of thing I'd like to see :)
    • Up x 6
  7. Syllogy Well-Known Member

    I disagree - Guilds have proven to be a way for people to reliably find groups, set goals, and do more as a tightly knit community.
    • Up x 4
  8. Rylorn New Member

    I prefer one guild per character, but guilds can form small alliances that also share a chat. Having a family as well would be really awesome.
  9. VahnFox Member

    Well, social groups aren't really the same as your family. Do you consider your best friends just "a social group" that other people can just join, or something more important?
  10. vlawde New Member

    I like the option of being able to join more than one guild, although I'd pretty much stick to one myself. In GW2 you can join multiple guilds, it;s just a matter of which one you want to rep at any given time. The option to do so should be in EQN
    • Up x 2
  11. Aazimar Well-Known Member

    I'm a part of a close knit family roleplaying guild in EQ2 right now VahnFox, and I understand your concerns with guild structures. Right now it seems Freeport is made up of 1000 guilds, 990 of which contain 2 to 5 players. Players have stopped forming larger guilds in general for various reasons, your case being a major one. I think a different "grouping" could handle the same result. Semantics may be the hurdle we all need to overcome in this poll. Crafters could join a union (Gah, I feel dirty even saying that word, but it applies) and raiders could form a guild, with tight knit friends being part of a fellowship or something non trademark breaking. In that way one character could belong to multiple groups without having a name tag that would block out the sun.

    Not sure how the like and thumbs down system works. I just normally blacklist for all eternity the people that 'thumbs down' my opinions. JK btw :D
    • Up x 3
  12. Aandre the Giant Member

    This is a poorly worded question. One should be able to join more than one guild. For example, a father and son might want to create a small family guild for running together... but the son might also join an under 14 guild and the father join a more mature guild. Give the player the choice.

    Now in Tyrs Paladium, we tend to have guildies move all their toons here because we are so big camaraderie. Its a fun place. Still some guildies choose to create a small guild for themselves for all types of reasons, family, class/racial theme, coworkers, etc.
    • Up x 1
  13. Zarriya Member

    Most people will agree that there has been a decline in the quality of social interactions in the gaming community. I feel that having people spread too thin across multiple social circles contributes to that. Getting to really know your guildmates enhances the gaming experience for me. Having people that you talk to daily, share personal experiences, that know your gaming style and quirks and will be there when you need help or an item or person to group with makes an community stand apart from just playing with thousands of people online.. .

    That being said, I do not interact only with my guild. People who have played with me know that I am outgoing and helpful in the community. I am proud of my guild tag - it shows that I run with a group of caring and upstanding people. If I see someone with <Superseriousonewordguildname> guild tag I like knowing I can depend on them too because I know that their guild keeps quality members. Having a guild tag should mean something again.

    I feel that having one character, one guild will help strengthen a sense of good community in this game.
    • Up x 2
  14. Vakr New Member

    Guilds play an important part of the MMO community. Let's take a step back and get a definition of a guild: an association of persons of the same trade or pursuits, formed to protect mutual interests and maintain standards.

    Most guild now of days are based off playing style. I have been apart of Roleplaying, PVP, Raiding, Hardcore and Casual guilds. I am by all means not a "guild hopper." Most of the guilds I belong had a great run, but with the flood of new MMO games, real life (RL always takes precedent) the average lifespan of a guild is short. In order to combat this, why not have the guild system split into two?

    Player Based Mercenary Groups- Let's be honest, guilds are nothing more than mercenary groups. You join a guild because you expect to be rewarded. Whether that is by loot, companionship, role-playing etc. You don't just join a guild to have a cool name and design on your character. It is rare to find a guild that includes ALL players (I have come across 1 in my 15 years of MMOing). So why not open it up a bit? Create a new guild system, but call them mercenary groups.

    Players should be able to join multiple mercenary groups. Maybe one day they feel like roleplaying, they can reach out to their mercenary group and start roleplaying. Maybe the next day a player feels like PVPing. They can then reach out to the PVP mercenary group they belong too. This allows the player to be apart a bigger community which is what an MMO should be!

    NPC Based Guild System - Make guilds...GUILDS! Say I am a Wizard who likes to craft furniture. I should be able to join the Mages Guild and Carpenters Guild. These guilds are run by the NPCs but characters can move up in the ranks. Higher level guild members could give orders to lower guild members to increase their rank. Joining a guild will give you access to certain bonuses (maybe increase $ at the market cause it is "guild certified"). There are a ton of options available. It would also be cool if there was a storyline between guilds. For example, if someone "left" the assassins' guild, they should have a hit out for them etc.

    Everquest Next can be a new type of MMO, so these ideas are completely out of the comfort zone of some players. It is natural for people to be afraid of change, but change is not always a bad this. Don't be afraid to try something new!
    • Up x 3
  15. Aandre the Giant Member

    A better worded question would be: What game features would you like to see included in the guild system.

    Don't add restrictions/gating. Just let people form their guild and promote it. No limitations, give small and large guilds an equal place.
    • Up x 2
  16. Faustino New Member

    I'd like to see multiple options available, but with limitations. Have a guild for those who want raiding/grouping options. Expand on the fellowship that you have in EQ. I actually like the fellowship, I just wish they could be larger. I also like the idea of having an actual alliance guild. I know many servers have set up alliances with other guilds and they are always fun because they allow smaller guilds to join with other ones and take down more content while maintaining separate identities. Though it would be nice to have an alliance feature that could provide even more benefits. Anyway, hopefully this all made sense ;) I am all for options!
  17. Kelltick New Member

    I agree - depending on the extent of the PvP/"contested content" (whatever that may be) I foresee alliances being a very valuable asset to have at our disposal. To be able to have your guild, be it 5 or 500 members, join up with other guilds under the umbrella of an alliance would be beneficial to help "rally the troops" without having to sacrifice your individual dedication to your guild.
    • Up x 1
  18. Danubus Member

    Not a fan of multiple guilds for a character. One guild per character. Too many issues can result of allowing a character join multiple guilds
    • Up x 1
  19. Cynderblock Active Member

    I think the "community" that people should be looking for is already that: the community of EQ. Everquest 1 had a very strong community in general.

    I think the idea of one guild per character is good. That's the kind of thing that will help keep the general EQ community strong. By allowing multiple segments of guilds/families/etc, I can see the future of all of those being the same group of people, and it just turns into the guildfest that World of Warcraft was.

    I've always felt that MMOs were meant to be explored and you're supposed to meet strangers along your journey. Can you really focus on that, when you have 4 different conversations going on with your own groups of friends?
  20. VahnFox Member

    XD I had no idea people were that vehement on these forums about upvotes and downvotes! I'll keep in mind they're more like slaps to the face than typical Reddit "agrees" or "disagrees".
    • Up x 1
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