[DISCUSSION] What makes a good guild, good?

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    • GOOD GUILD


      Having run a number of guilds (into the ground if you ask some)

      the best moment is when everyone is just having fun

      Fun tho an annoying cliché is key

      why else play?

      GOOD AT GAME GUILD

      a goldseller/communist guild

      then money is key...

      per hour per day and don't you dare leave you effing computer too pee or ill send big tony over there to break a toe

      not a finger - we need that ;)

      CLS Discord

      discord.gg/KBRtYpD

      CL FREEDOM!!!

      tinyurl.com/yam796xd
    • Stormlord schrieb:

      GOOD GUILD


      Having run a number of guilds (into the ground if you ask some)

      the best moment is when everyone is just having fun

      Fun tho an annoying cliché is key

      why else play?

      GOOD AT GAME GUILD

      a goldseller/communist guild

      then money is key...

      per hour per day and don't you dare leave you effing computer too pee or ill send big tony over there to break a toe

      not a finger - we need that ;)
      :thumbsup:
    • Pretty much all of the above.

      For a group to become a unit you need proper leadership, for a bigger group a full chain of command.
      For example we put our members in 5-man squads where we select a promising leader as squad-leader giving him the rank of Knight-Lieutenant.
      Then comes the Knight-Commander which is an all-round officer and representative of the guild and then the Knight-Grandmaster, which is the guild-master that makes the final decisions in things. Besides these ranks we have 'add-on' ranks being the Treasurer and the Strategist, these are respectively Master of Coin and Warmaster.
      We don't take these ranks lightly, they all have their own duties and privileges to keep the guild running.


      Organisation and management of even the smallest things and clear policies to deal with unfortunate events is what keeps that unit standing tall.
      We use multiple little management systems and have a clear rule-book to avoid any drama. We use the Dragon-Kill Point system to distribute loot, which requires us to keep these points per member and keep an attendance checklist. These small things make our guild unique and efficient.

      Communication and careful selection, no mass-recruiting anyone without a guild but having people apply to see if you're a good fit then continue to communicate in more ways than just hop on discord during an event. But discuss about the future of your guild as a whole as well as your individual members.
      We use a separate discord from our main discord as our recruitment center, this keeps our main discord clear of recruitment stress for which our regular members need not be bothered. Instead it gives us clear channel where we can fully dedicate to managing applicants and carefully listen to their story to assess if they would really fit in with us.

      Now I don't care much for the Leaderboards, to me it's nothing but an (not so) easy way to find a guild's profile and as for PvP-prowess that would only apply to a dedicated PvP guilld. In the end I find that PvP-prowess comes with the territory of having the other points working like a well-oiled machine.

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Fallon () aus folgendem Grund: Added some shameless advertisement as to explain my point of view.

    • Fallon schrieb:

      Pretty much all of the above.

      For a group to become a unit you need proper leadership, for a bigger group a full chain of command.
      For example we put our members in 5-man squads where we select a promising leader as squad-leader giving him the rank of Knight-Lieutenant.
      Then comes the Knight-Commander which is an all-round officer and representative of the guild and then the Knight-Grandmaster, which is the guild-master that makes the final decisions in things. Besides these ranks we have 'add-on' ranks being the Treasurer and the Strategist, these are respectively Master of Coin and Warmaster.
      We don't take these ranks lightly, they all have their own duties and privileges to keep the guild running.

      Organisation and management of even the smallest things and clear policies to deal with unfortunate events is what keeps that unit standing tall.
      We use multiple little management systems and have a clear rule-book to avoid any drama. We use the Dragon-Kill Point system to distribute loot, which requires us to keep these points per member and keep an attendance checklist. These small things make our guild unique and efficient.

      Communication and careful selection, no mass-recruiting anyone without a guild but having people apply to see if you're a good fit then continue to communicate in more ways than just hop on discord during an event. But discuss about the future of your guild as a whole as well as your individual members.
      We use a separate discord from our main discord as our recruitment center, this keeps our main discord clear of recruitment stress for which our regular members need not be bothered. Instead it gives us clear channel where we can fully dedicate to managing applicants and carefully listen to their story to assess if they would really fit in with us.

      Now I don't care much for the Leaderboards, to me it's nothing but an (not so) easy way to find a guild's profile and as for PvP-prowess that would only apply to a dedicated PvP guilld. In the end I find that PvP-prowess comes with the territory of having the other points working like a well-oiled machine.


      Interesting system you use to distribute the rare loot.

      What do you consider to be "Rare" loot? What do you do with the not so "Rare" loot? How do you know what is considered enough for what item?

      Don't you think that selling all the items u get from guild events/pvp and splitting the profit between the participants would make everyone happier? Although it would probably increase the workload a lot but it would alos make things fairer for people who died and lost money etc
    • SteelHard schrieb:

      Interesting system you use to distribute the rare loot.

      What do you consider to be "Rare" loot? What do you do with the not so "Rare" loot? How do you know what is considered enough for what item?

      Don't you think that selling all the items u get from guild events/pvp and splitting the profit between the participants would make everyone happier? Although it would probably increase the workload a lot but it would alos make things fairer for people who died and lost money etc
      Those rare capes and mount cubs for example.
      Otherwise other items we can't mass-produce or otherwise easily obtain yet, like T7+ gear.
      The DKP price-tag we put on it usually depends on the Caerleon Market price.

      I don't honestly think selling everything would be beneficial for the guild.
      Say we get something worth 1mil with 10 people, 500k goes directly into the guild bank and the other 500k gets split between those 10.
      That initial 1mil now becomes 50k in your pocket, quite disappointing. That's why that is only really used in smaller groups, our 5-man squads for example.
      The system also makes it more motivating for players to attend events, as it allows them to save up these DKP points to buy that item they want so badly. And if they miss an event another that wants that item as well may catch up and snatch it before they can.

      In the end the guild supplies everyone with (most of) the gear they need for our events.
      So if we die in the blackzone and lose it all, it's no hard hit to our members individually.
      And the guild will keep resupplying these items through our gathering runs, which are quite boring but due to our DKP system we do get high attendance scores.
    • Guild is not formed and recruited. Guilds are survivors of hundreds of tribulations that went through challenges and disasters together, experienced drama and pressure, being the dominating force and being crushed where people whine and quit. Only then, when of hundreds and thousands players that may have been with you in your path, the ones that left are your true comrades and you know the Guild is now their Destiny - a curse, a mark that cant be removed, a memory of 5-10 years of life spent.

      A guild is a Flag. It does not need a Leader or organization, or ambition. All it needs is stubborn people who carry it through the times and lands. Everyone who is branded with a mark of the Guild on his soul, is the Leader, for he carries the legacy of thousands that perished and the Name of the Legend. He, and everyone of the Guild shall burn with the fire of passion - attracting others, most of whom would either burn down or get scared away scarred by challenges the guild goes through: but few will discover, that in their past lives they must have been in this Guild as well and awaken their heritage becoming those who`ll carry the flag in the future. And those people will infect the others around them with the deadly virus of the Guild - merciless, perilous, leaving most dead, disappointed or burned out: leaving but just naturally blessed to survive it to become Guild members themselves.

      A guild is an Ambition. Everywhere guild member goes, being stranged on the uninhabbiten isle even - he`ll pierce into the ground the flagpole of the Guild: bringing its glory and legacy everywhere, himself being the center and the unit that together with others forms a mountain to outsiders known as "Guild", while in reality - Guild, is he, she, every single person on themselves.

      Guild is a destiny. Guild is when your mortal enemy, that you fought thousands of battles of swords and words is, wants to become part of it. Guild is when you make your wife play the game and complaint the kids preffer carebear games. Guild is when you buy the game you dont care about, because your friends in guild play it. Guild a monster, that swallows people and spits out the monsters that ravage the lands bringing fame or infamity, does not matter which - to the Guild.

      Good guild is like landing in Normandy, out of thousand people that go with you, one tenth will survive, and a tenth of that will become your band of brothers. But each one of them will become immortal, and eventually you`ll fame the legion of those who survived tribulations and know not of death.

      Good guild needs no words, no policies, no rules and dictates: all of people should read each others thoughs and know what to do by soul, by many years doing the same thing together. Or should know that this one guy will scew up same thing over and over and its worthless trying to teach him or complaint and easier to adjust.

      You do not "Join" good guild. You become part of it as part of your destiny: it is not a matter of choice. You either belong there, or not: and can be part of the guild in soul without knowing it, just waiting for years for chance to let you actually discover that identity and play with the guild - or you are just a casualty and temporary passanger, guild tag not making you a true member of the Guild.

      But i bet you still want summary if you read this far? Well, i will give it to thou.


      What makes a good guild, good?



      Sense of belonging.
    • Good thread.... I'd say the following:

      1. Leadership -- if you have inactive or poor leadership, the guild will never be successful as someone needs to herd cats ;)
      2. Culture -- if your culture is one of chill vibes and no egos, then win or lose -- you will still have fun.
      3. Success -- measured differently by everyone but if youre achieving success or at least working towards it, everything seems a lot smother
      4. Chicks -- everyone likes to hear a girls voice... it improves morale
      5. Old dudes -- theyve seen it all and will make you feel like your grandfather is there watching over you even though he died in 2003
    • GluttonySDS schrieb:

      Good thread.... I'd say the following:

      1. Leadership -- if you have inactive or poor leadership, the guild will never be successful as someone needs to herd cats ;)
      2. Culture -- if your culture is one of chill vibes and no egos, then win or lose -- you will still have fun.
      3. Success -- measured differently by everyone but if youre achieving success or at least working towards it, everything seems a lot smother
      4. Chicks -- everyone likes to hear a girls voice... it improves morale
      5. Old dudes -- theyve seen it all and will make you feel like your grandfather is there watching over you even though he died in 2003
      LOL I love every single point here... can't argue. :D
    • I wrote a long time ago on the elements that small guilds might focus on for success (quote below), in a less savory thread overall. Achieving success in these elements should lead toward a good guild, but I would be remiss to not acknowledge that achieving and maintaining synergies between guild members is an important factor in its own right, which might be factored as culture, guild interaction, or a feeling of belonging by others. Otherwise, as I wrote in 2014:

      Zetecua schrieb:

      Organization, Logistics, Intelligence, Technology, and Communication: by these 5 elements a guild will rise or fall. Being able to scale these elements with changes in your guild allows a guild the best possible chance for success.
      • Organization - The structure of your guild. Traditional organizations are centralized hierarchical organizational structures and are likely, but decentralized flat organizational structures may also be practical in Albion Online. The risk to growth is that your guild's organization does not expand and contract to adequately meet the needs of the guild.
      • Logistics - Supply Train and Transport Capacity. Adequately meeting the resource demands of the guild , either directly or through third-party support, is critical to continued stability and growth as an organization. Transport capacity is simply the ability to disperse materials (resources, items, equipment) to guild members, third-parties, or the marketplace. Logistical inefficiencies will be a risk to growth.
      • Intelligence - Knowing your position in Albion and the position of others (at least your neighbors). Your position includes (but not limited to: your knowledge of the world of Albion, your knowledge of resource availability, knowing your current demands, and the discovery of opportunities. The position of others includes: their intent/objectives, their strengths / weaknesses, and possibly their intelligence. Discerning opportunities and correctly converting those into advantages should avert a risk to growth.
      • Technology - Represents Tier availability on the Destiny board and Strategies. Having access to higher tier crafting before opponents is an obvious advantage, but for a small guild, gaining access to higher tiers reduces your disadvantage. Strategy development will give those guild an edge in combat, being able to counter the strategies of others, both at the Unit Tactics means and methods level, and at the more macro level of regional strategy.
      • Communication - Plain and simple it is a MMO and social interaction is critical. This covers internal communications and external communications. Managing your guild's message will help to protect logistical and technological secrets, as well as go along way toward countering intelligence attempts by your opponents.
      The nice thing about a smaller guild is that mistakes in these areas carry less severe ramifications. By being able to find problems and address them, you should find success and growth