Q: The guild perks system makes it unnaturally hard to start a new guild, since a guild without all perks is at an obvious disadvantage in recruitment. In addition, it rewards just recruiting random people (who might only care about the perks) to get guild XP. What are your thoughts on this? Will it be addressed? – Lolisa [Europe, English], Mith [North America]
A: We knew when we decided to add guild features for Cataclysm that this was one of the risks. If the guild perks and rewards aren't interesting, then there is no motivation to join a guild or work to improve your guild. On the other hand if they are too powerful, then you feel shackled to your old guild, even if it's not a healthy relationship for you. We were careful to only choose perks that didn't contribute to player power, and we let you keep any rewards you earn if you ever have to leave your guild. The perks are nice, no doubt, but you're going to have less fun in an established guild of jerks than you would starting your own guild with fewer perks.
We don't think recruiting random people is healthy for a guild. Rewards are never going to be a substitute for strong social ties. We really encourage as many people as possible to seek out guilds (and we hope the new Guild Finder will help with that), but joining a guild at random will likely end in tears.
On the other hand, there may be some benefit to having less churn on starting guilds. Before Cataclysm, some guilds would get started halfheartedly and then crumble again after a few weeks or months. Maintaining an active guild asks a lot of the guild master and leading officers. If you join an established guild in Cataclysm, hopefully it will continue to be around for awhile. But because of reputation, even brand new guilds may seem like a more serious option than they were before Cataclysm, since the founders of the guild know that anyone interested is likely looking for a long-term home and are not just hopping from guild to guild.