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The making of a guild.Follow

#1 Nov 12 2004 at 3:43 AM Rating: Decent


What considerations should you make, when you start a new guild?
1) Server
2) Good or Evil
3) Prestige or relaxed family stuff (aka number of members)

Are there other considerations to be made?
#2 Jan 08 2005 at 9:08 AM Rating: Decent
23 posts
Consister server population at the time of day that you intent to play.

Invite people to join your guild: within the first hour of login who share same time zone. guarutees your guildmates better chance to communitate with another reliable and trusted guildmate.

Leave guild if:
(1)Your prime time of playing is alone. Example:You are a Westcoast player; in a Eastcoast guild.(2)Guildmates don't share same faction Good/Evil.
#3 Jan 08 2005 at 9:34 AM Rating: Decent
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2,453 posts
You may want to establish raiding and looting policies as well.
#4 Jan 08 2005 at 10:36 AM Rating: Decent
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259 posts
also, surf for guild sites. that'll help you to maybe find something else you've not thought of. look at their policies and recruiting pages. sometimes you find really nifty info, too :).
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#5 Jan 08 2005 at 6:55 PM Rating: Decent
Playing time, level range, and size of the guild are the biggest factors in making a guild i can think of.

Playing time - crucial, no one wants to log in and be the only one on in the whole guild.

Level Range - also very important, if you start the guild off with most people being around the same lvl range (within 6 lvls or so) helps the guild become close knit and people more likely to help each other out for quests, writs, and just plain exp grouping. Although the lvl range will eventually increase as certain people play more often than others and some lvl faster than others.

Guild Size - most important, in my experience the larger guilds are never as close knit as say the ones with smaller amounts of people, seems that when you have a smaller amount of people you can keep track of progress easier and you get used to grouping with the same people and such, sort of like a static party but bigger. IMHO a guild with abot 30 members is a lot more fun than a guild with say 100+ people. There are some huge guilds out there which I was in one for the first month or so i played, really didnt get to far because there was so many variations of the lvl range and playing time.

Oh and another very important one i just remembered was a guild leader that is very active in organizing and getting things done, not to the point where you are barking orders but more along the lines of keeping everything organized and making sure the guild advances at a steady pace.
Myself, i am in a smaller guild with about 30 members, not incuding alts, we use a Chat software called Team Speak 2, it has helped the guild advance in so many ways and gives you a more personal feeling when you are talking to your guild mates rather than sending text to each other. Oh and having an all guild exp group that can talk directly to eachother is amazing. You would be impressed to see what my guild can do when we are out to get writs and exp done, absolutely amazing.

Anyways, just some things too consider when making, or even joining a guild. Good Luck!
#6 Jan 10 2005 at 7:02 AM Rating: Decent
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138 posts
Some of my RL friends and I started a guild that was a cary over from EQ1. We weren't a large guild there and really have no intentions of being a large guild here. However, we are already up to 41 members with only about 5 alts. There was some things we did correctly in starting and some we kinda screwed the pooch on.

First off, we started with people we know and trust. Good players that are fun, helpful, and involved. Second, we absolutely positively never ever will /shout to a zone for recruitment. That is about the dumbest thing I can think of and I have no respect for a guild that does that. We recruit by grouping with people, observing their play style and personality, then finally offering an invite to them. We've gotten a few boneheads this way but out of the 45 people or so we have recruited only a few have left and only 1 has been kicked out.

Where we went wrong. Patron status. We didn't know that writ xp is divided by the number of patrons in the guild so we had 40 patrons up until last night and the guild xp was crawling. We are down to around 15 now and it is moving much faster.

Guild status progression is where we made some mistakes as well. Initially everyone was granted member status and, as I said, patron status. Now, new members must wait at least a week before they can be given patron status. Then, they must earn at least 400 status points before being promoted to member. Then, they have to get over 1000 status points before having the opportunity to be made an officer. Available officer slots are figured as 1 officer per every 10 members after the 30 member mark. Also, to become an officer a member must be voted on by all current officers.

Things like this ensure that those that contribute can be rewarded with increased guild ranking. It also provides the opportunity for new recruits to understand what it takes to be an active member of the guild. None of the goals are to complicated but there is at least enough challenge in there to ensure that someone will be involved before they are promoted.

The hardest thing is recruitment IMO. Making sure first of all that you find quality people that fit in with the guild concept. Second, as you get a decent number of people together you will find yourself in a lot less pickup groups. If you don't group with non-guild people you quickly find yourself out of people to recruit.
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