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Posted: Jun 25th 2010 1:52PM (Unverified) said

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i remember in City of Heroes when superbases(guild halls) were added and the prestige currency system put into place. Players then needed to earn prestige for their Supergroups(guilds) in order to pay the rent/upkeep of their superbase and the more prestige you earned the more fancy a superbase you could have with more features. This completely changed Supergroups from being close knit relaxed and enjoyable places to hang out with friends to do things together to supergroups becoming prestige mills, now needing to go out and constantly earn prestige to keep the base going. Many supergroups would recruit just about anyone just so that player could earn prestige for them. New recruits were just viewed as prestige mules.

City of heroes in the beginning had it so that in order to earn prestige you had to be in "supergroup" mode which means you stopped earning regular game currency and only earned prestige for the supergroup.
So Group leaders expected players to be in Supergroup mode all the time and give up their regular currency earnings. It was pretty bad in the beginning. Luckily they made changes to the system.

I wonder if the same thing will happen to guilds in DDO, if guilds will start becoming renown obsessed and if guild leaders will do anything to get as much renown as possible no matter how they treat other players in their guilds.

The other negative factor is that larger guilds will now have a much easier time getting new recruits when they can advertise their airbase with all its features, while a smaller guild without an airship wont have that advantage when recruiting. people will be less likely to join a guild without an airship.

Posted: Jun 25th 2010 1:52PM Ocho said

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Nicely written. I think, though, that this structure and thinking of guilds is pretty widespread, not just in DDO. The size of the guilds themselves already offer advantages and disadvantages by themselves without needing shinies.

Large guilds have tons of peope, but usually very strict rules to keep things going (to me, the more rules, the more the game becomes like a job, the less interested I am in playing). However, everyone is more of a stranger. Grouping, even if its within your own guild, is similar to a PUG, unless its a raid which the larger guilds offer. For the more dedicated and hardcore players.

Then you have the small guilds... not as many people on at one time, but you get to know the people a lot better. You work cohesively a lot better... but you might not always get the number of opportunities to group. The rules are generally less strict so as not to force others away. Smaller groups work, but raiding isn't really an option. For the more casual and experimental player.

To each their own. I agree with you completely that when the large guilds start offering huge benefits for the casual player, the smaller guilds suffer, and the larger guilds get a benefit because that player, no matter how often they play, will still be accruing renown for them.

Posted: Jun 25th 2010 9:54PM Ocho said

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Tempus, thats how I completely choose my guilds/kinships/whatever you call them. More about fun and getting to know others than "whats in it for me". But then... its really the players who have dictated what guilds have become.

Thats why I started a low level (no capped levels yet... not even close really), casual, fun guild in LotRO (Elendilmir server, called Middle Earth Militia) thats focusing on leveling, exploring the game, helping each other out, and having fun. Of course its right now low population, but thats expected. It may have been out for a long time, but the game is new to me, and others, too, and soon with the Flex Pay, a LOT more people. But our kin is still all about the casual and fun, so I dobut we'll end up with high numbers.


(Sorry for the off-game remark :) )
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Posted: Jun 25th 2010 1:53PM (Unverified) said

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this makes me think back to when City of Heroes added superbases(guild halls) and the prestige currency system put into place. Players then needed
to earn prestige for their Supergroups(guilds) in order to pay the
rent/upkeep of their superbase and the more prestige you earned the
more fancy a superbase you could have with more features. This
completely changed Supergroups from being close knit relaxed and
enjoyable places to hang out with friends to do things together to
supergroups becoming prestige mills, now needing to go out and
constantly earn prestige to keep the base going. Many supergroups
would recruit just about anyone just so that player could earn
prestige for them. New recruits were just viewed as prestige mules.

City of heroes in the beginning had it so that in order to earn
prestige you had to be in "supergroup" mode which means you stopped
earning regular game currency and only earned prestige for the
supergroup.
So Group leaders expected players to be in Supergroup mode all the
time and give up their regular currency earnings. It was pretty bad
in the beginning.
But they have made changes to the system since then and its better.

I could see the same sort of thing happening in DDO, guilds becoming renown obsessed and guild leaders doing anything to get as much renown as possible no matter how they treat other players in their guilds.

The other negative factor is that larger guilds will now have a much
easier time getting new recruits when they can advertise their
airbase with all its features, while a smaller guild without an
airship wont have that advantage when recruiting. people will be less
likely to join a guild without an airship.

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