Blacktharne wrote:
I've just got this image though of these huge guilds, with hundreds of members, pre-set macros to shoot at potential members, you're encouraged to recruit new members, etc. etc...I suppose I'll eventually come accross a small guild like this, but it seems most of the members that I've grouped with are in these huge guilds, they have no clue who the top members are, don't even know but a fraction of the members, and their only purpose is basically to have the guild tag and to tag along to guild events and maybe have a higher level guy feed them some uber, but ultimately useless gear...
Feen and Gbaji have covered it pretty well, but it is interesting to see things from a newer players perspective. (Sorry to use that term, I'm begining to really dislike this new/old player thing.)
As Gbaji suggested, guilds exist basically becuase the game is designed around the concept that anything worthwhile needs to be achieved by a group, which has translated more or less to mean that the bigger the reward you are chasing the bigger the group of people you need to get it.
In in the early days of the game many people banded together and formed guilds or joined guilds primarily in order to complete their epics.
Even now, as was mentioned in a recent post about weapons, once you get to the stage of wanting/needing a sub 1.4 ratio sword, you will have to be able to take down "raid target" mobs, because these mobs are rarely conveniently sitting alone out in the middle of a nice clear zone, you need to capability of conducting what amounts to a major battle, dealing with multiple defenders and even waves of defenders.
To succeed with these types of battle takes a high degree of coordination of your forces and skilled "battle field commanders".
Blacktharne is quite right in his observation that there will be plenty of people around who are members of guilds capable of the sort of encounters I mentioned and who are literaly on the fringes, and may well have turned up and participated in this sort of raid, but never been anywhere the "real action", and probably would not know who the various group leaders were or what they were doing. This is the unfortunate aspect of the "FoH" syndrome.
But this is not what a really good raiding guild is about. There are others who post on this board who know much more about it than me, but the essence of a good guild and especially a good raiding guild is its leadership. And the same qualities that are needed in real life leadership are those needed in game.
Sadly, this is a skill set that is in rather short supply.