Guilds and Beacons

This would be a big problem since every player can join multiple (many) guilds. I think this would just lead to tradechat spam alá “Join my guild and get 5 coins”.
Micro-managing the member/plot fluctuation also sounds like a “pain in the :doug:” activity…

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It’s possible to join several?? :scream:
Okay, like this my model does not work.

But why should we be able to join several o.o
I don’t like the idea of joining multiple guilds…
At least it’s no my way…

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There was a discussion around it a few weeks ago haha.

I don´t like the idea either but judging from what I´ve read into the shared guild concepts I´d consder guilds in Boundless rather as something like ‘teams’ as as guilds like we are used to them from other MMORPGs.
E.g. Building a bridge? Make a guild for it. Forming group that will run titans regularly? Make a guild for it. Want to keep in touch with some RL friends ingame? Make a guild for it…

I think it would be better if @olliepurkiss would split up the social groups in B< into “real” guilds (1 per player) and teams (multiple per player) that are dedicated to certain projects e.g. bridges, tunnels, etc.
But htat´s an entirely different discussion and OT.

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Uh, I was not aware of that…
Mh, I feel like the idea of guilds is really really really messed up at the moment for me :confused:

Really don’t know if i like to handle it the way it’s currently discussed.
I was thinking so much of building nice places and taking my role there, whatever it is (at one guild at once)
But just in one guild at a time, right now the system really seems strange to me… mh

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That can still happen. Just because you can be in many guilds at once does not meet you have to.

Edit: from a guild management standpoint, I think the key to this problem is with the guild management system.

Only allow trusted members to donate plots. Get them on a contract or select people you trust and manage your guild beacons by making sure your trusted members are taken care of. That way, you don’t have a constant flux of beacons being donated/ lost to random players joining or leaving.

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Okay, I’m with you again. I read about the other posts and what’s the intention of guilds (in dev’s view).
You want people to be able to join several projects. And that’s a nice thought I have to admit!

In this case, I can understand that my concept of “Guild plots” by members in guild is not sufficient.

Maybe the concept would work in the way @Vastar described:

Like this my concept can be implemented:
A guild has an amount of plots based on it’s members. (guild plots - a guild with 1 person should not have any plots).
The amount of plots you get as a guild should start with abou 5 persons, so this concept cannot be abused by small groups to get some extra beacons cheap.
A player can join a guild by allowance of the guild. But just 1 guild at a time!
But he can leave whenever he wants.

The fluctuation of players has to be managed by the guild leaders. Consequence: high fluctuation - use up less of the maximum available guild plots, low fluctuation - use up much of the maximum available. If a player leaves and the maximum available plot amount was used, the last placed plots will disappear. Like this projects / buildings of a guild that have a long history and high usage will not be unprotected, because just the “newer projects” suffer from the fluctuation. So if you have a valuable market place area what is used (and beacon protected) since the first 30 players, it will be not be in danger if you talk about fluctuation between 60-70 players. This also challenges the guild leadership to think about the right chronology of building public things. The more valuable you think something is, the more in the beginning you should start building it! I like challenges! Keeps life interesting

I hope That makes clear, that fluctuation is not a thing that hard to handle.

I “teams” or “groups” you could implement your (@olliepurkiss) introduced system.
Player can donate their plots. But although I would not do it permantly, that’s a real big obstacle to join a group. What can be permantly is donated items. If a block / item / coin is placed within the “group inventory” or you placed it in the teams beacons, it’s gone for personally you forever. Just the leader(s) of the team can remove it or give it back to you.

With these 2 concepts “guilds” could be used to create big cities, with hundreds of members.
With the growing amount of members the city will grow in functionality and the leadership will get more and more complex by hierachy (exciting!!).
Also this would lead better to you idea of guilds competing in “server domination” (also super exciting thought!!).

I really hope you can warm your hearts for these ideas.

Of course the ideas are not final yet and details have to be defined (like amount of plots by members). Or how to handle a group inventory. @olliepurkiss what do you and the others think?

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I think the existing guild framework is robust enough to provide small groups and large organizations the tools they need to get the job done, at least on a higher level.

As for the above, I and others have suggested on one of the other beacon threads allowing 1-7 days for the guild time to acquire new plots before the one they lost becomes open to scavenging/regen. Otherwise you could get a group of 10 people to join a guild, wait for a bit, and then all leave at once and make a larger project very vulnerable.

@T4LCOMX I like this. Its elegant.

We consider the ability to join many Guilds of different sizes to be quite a key benefit of a looser Guild system, and I’m not sure if coming up with another system alongside the Guilds is a benefit. One thing that Ben is keen on is making people designate a “Primary Guild” which is the one they align themselves closest too, and the ones that appears next to their name. We could look at expanding that concept into other benefits too.

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Nice, I think this would be really beneficial for the atmosphere of the game

Yes please. :heart_eyes:


But this doesn´t solve the problem with not being able to leave a guild.

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Agreed. In fact, not being able to leave your chosen Primary Guild would be an even bigger problem.

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the point was to keep individual and guild beacons separate from eachother and the donation simple

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@olliepurkiss: I have to agree with a lot of other voices in this topic. I reject the idea that players can’t leave guilds categorically!!! This is a huge game-breaker for guilds in my opinion. I support the ideas of @Vastar with a “beacon dept” to leaving players or the ideas of @Smoothy. There are a lot of ideas in relation to this topic in a lot of other topics - i don’t like to cite them all, but nearly all are better than this.

@olliepurkiss, @james, @ben: May i made a petition for this. Before you decide the final system, please make a community survey about the complete “guild beacon” problem.

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Maybe they can even create an official petition or survey they already did with beacons. Then they can (according to all these suggestions) create the questions they want to have answered themselve.
I think the topic deserves it!

Even when I sometimes think, that these surveys give space for interpretations sometimes which lead to “unreal” results… But I am with you, something official has to be done here.

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So Wonderstuck towers have been abuzz with discussion about this (or rather James, Ben and I have had a couple of chats about it) and we’ve come to the conclusion that we’re not 100% sure what to do, but given the feedback, the answer is not what we originally proposed.

What we have decided though is that you will be able to leave any guild that you have joined when you choose to. We still need to work out the details of what that means for the beacons (and there are some good suggestions in this thread), so we’ll discuss some more and get back to you with another plan.

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Leave it to the players to break otherwise nice ideas :smile:

I mean not being able to leave a guild isn’t a nice idea tbh :stuck_out_tongue:
I’m definitely for guild beacons being based off # of residents.

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Well it really wouldn’t be a problem if people actually treated each other nicely, so again players ruining an otherwise good idea.

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Alright so i was just now pointed towards this topic which i hadn’t really looked into before. But reading over it i got to the same conclusion as the others. This would be a horrible and abusive system. luckily you were convinced of that [quote=“olliepurkiss, post:38, topic:4340”]
we’ve come to the conclusion that we’re not 100% sure what to do, but given the feedback, the answer is not what we originally proposed.
[/quote]

Awesome. Now let me make a rant on the topic where i will pull from previous experience and other games. its not going to be very neat but it should hopefully be worth reading. (Specifically hope that @olliepurkiss @james or @ben have time to read it)

Okay so guilds summed up. you can have a main guild with various branches and you can be in multiple guilds at once. great idea. Not leaving the guild? not so much. so the problem (as already discussed) is the fact that you give away a permanent limited resource (AKA Beacon). The problem wouldnt even be the price it would be the fact that you would never get it back again (with the proposed system). So lets scrap that and look for other ways.

One of the bigger problems is the fact that guilds can be used for so many things and that you can be in multiple guilds at once. So if we talk guild beacons as in getting a bigger guildhall you would not need as many constantly as if you talk a guild city where players live. (So i assume many people would like one beacon per player).

Right so lets start off with the one mentioned. Allow size to be compared to the amount of members. Now as mentioned above there are many problems with this since you can be in many guilds at once and people could just hire none active guild members to stay in the guild without ACTUALLY being part of the guild. Doesn’t seem like that should be the point of the system. This system is Members = Space

The second obvious one would be gold, materials, Oort shards. whatever. some sort of currency or resource to expand the guild. The problem with this is quite simply the fact that the rich guilds would be able to dominate massive amounts of space. Maybe even more than an active guild with more members. The question with this would be does spending MORE on space not entitle you to MORE space? This system is Money = Space

Third system are two in one and more along the lines of WoW and GW2 where when the guild can do activities, events, achievements together which will pool into a sort of “level” or “Guild currency” which could be used on guild beacons or upgrades to the guild (personally i was always fund of the idea of a level guild). This means that that it is not the richest nor the biggest guild which will get the most space (though they could help a bit) but instead the most dedicated guilds. This system is Dedication = Space

Fourth potential system would be a mix of members and money. I recently started playing WoW again after some time. And in the WoD expansion they have certain “currency” you can craft to buy recipes for things you want to make with a 24 hour cooldown. This sets a natural limit to how quickly you can progress. even if you play 24 hours a day you CAN’T achieve all recipes faster than a set limit. Now if you imagine something along the lines of that in B< for beacons. So some of the problems mentioned before, No downside to having a ton of members, Money could buy you the most space. Lets say that the average person is in 5 guilds which means he supports 5 guilds progress at once. Now imagine if there was a system where you could buy the guild a beacon for X currency. BUT there are some rules. 1) You have to have been in a guild for a week. 2) You can only give out 1 beacon every week across all of your guilds (would have to be account wide cooldown to avoid abuse). That way even if a player was fed the materials it would still be a big choice which guild to give the beacon too BUT not a permanent choice. Just a choice with a cooldown. This would mean that a guild could gain more space either by having alot of members who doesnt care for their beacon. Or have less members that are dedicated to the guild and decides to put their beacon there. And that it wasn’t just something that could be bought easily (though dont get me wrong, they could still be bought simply because people would use beacons only to sell them). This idea is alot more complicated and the downside about this idea is the fact that it might make it quite a bit harder to grow your beacons quickly which would mean that there might be times where a new guild member can’t instantly get a beacon. The good part about this would be that it would encourage both guilds and people to consider how they want to spend their beacons a lot more. This system is Dedication + Members + Money = Space

Now those were some various suggestions which could be considered all with upsides and downsides. Now i will try to explain a bit what i see as one of the bigger problems which is in general the attitude towards guilds and how much space they take up. For example. Does having X members make you ENTITLED to X amount of space? Does having only Y members mean that you shouldn’t be allowed to get more space? Would it be wrong/fair for guilds who invest a lot of money into the guild to have more space? would it be wrong/fair for people who invest a lot of time into a guild to have more space? Those are some pretty basic questions but i know that the answer will differ greatly from person to person. And i don’t think there is a universal correct answer. A guild with a lot of money is not necessarily better than a guild with less money. A guild with a lot of members is not necessarily better than a guild with few members. A guild with a few active members is not necessarily better than a big guild with less active members and so on.

PERSONALLY i would prefer for B< to favor dedication over money and members. If i were to make the choice i would pick option 3 but have an upgrade menu making people take choices with their “currency”. For example if you just want a big guild city then you can spend the currency on buying more beacon plots. But there might be other dedicated guilds who could use the bonus on something else. Forexample hunting guilds buying bonuses to hunting. Or a crafters guild who can increase chance of rare items or maybe an “architect” guild who values freedom more than space might want to unlock special looking blocks and props they could use for their builds. Allow people to tailor their rewards to their own personal needs. This should come with a 24 hour period for bonuses to kick in when you “represent” the guild so you can’t start gaining rep instantly nor get the bonuses instantly. Again this is not the perfect suggestion but rather a personal preference. After all the guild system is huge with various sub-guilds so i think it would be a shame for it to just be “join a guild so you can build more stuff together”

Hope this atleast sparks some thoughts or highlights some of the upsides/downsides to various potential systems

-Zouls

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