guilds

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  • The Daily Grind: What's the ideal guild size in an MMO?

    by 
    Bree Royce
    Bree Royce
    01.29.2015

    Last week, a Massively commenter mentioned that he was in a 700-person guild in The Elder Scrolls Online. Yep, you read that number right! He inspired an impromptu discussion about the problems inherent in a guild of that size, such as the difficulties of managing it, the potential for dozens of smaller cliques, and the frequently negative impact a big mob of people can have on a server community and a game's development. Personally, I found that a 50-person guild was a real challenge to lead well; I prefer a much smaller group, 20 members or so, just enough that I feel I know everyone well and there aren't competing cliques of people creating drama. Conveniently, that's the kind of guild I'm in, too. How about you? What's the ideal guild size in an MMO? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Crowfall teases fealty system, ad/disad mechanics

    by 
    Bree Royce
    Bree Royce
    01.20.2015

    Upcoming MMO Crowfall is rolling out new teases this week, including some concept art of guild banners and a screenshot of character creation, which suggests an advantage/disadvantage system no doubt intended to tug the heartstrings of former Shadowbane players. But what has our attention is the newly unveiled fealty chart, which definitely whisks Shadowbane or Asheron's Call immediately to mind. "This isn't a guild org chart," Crowfall's J. Todd Coleman cautions. "We support guilds (and guild structures) but we've laid a different system on top of that, which ties player fealty directly to land ownership. More on that system, and how it ties to siege conquest, will be coming soon." Coleman promises "a more substantial update coming later this week." We've included all three images below.

  • EVE Evolved: Rebuilding EVE's corporation tools

    by 
    Brendan Drain
    Brendan Drain
    01.18.2015

    The MMO genre is defined by the online interactions of thousands of players, and nowhere is that more apparent than in the single-shard sandbox of EVE Online. While it's possible to play EVE solo, it's the players who make most of the game's meaningful content, and it's only in your emergent interactions with other players that I think the game truly comes to life. Some time ago, I wrote about the importance of CCP supporting EVE's power players, the corporation owners, fleet commanders, and event organisers who give the rest of us something fun to do. Now it looks like CCP is starting to deliver that support, with developers currently looking at updating EVE's archaic corp management tools. CCP Punkturis recently asked corporation owners for a list of the most annoying "little things" they'd like to see fixed with the corporation management interface and was instead flooded with requests for big features and complete overhauls. Developers later confirmed on The o7 Show that at least one highly requested big feature is definitely on its way: CEOs will soon be able to switch off friendly-fire between corp members. The threat of corporate infiltrators attacking corp members has been a massive barrier preventing corps from recruiting new players, so its removal is good news for everyone (except spies). So now that corporation management is finally back on the drawing board, what other features do corp owners need? In this edition of EVE Evolved, I look at a few ideas for corporation tools and features that would make EVE a better place for everyone.

  • The Daily Grind: Does your MMO guild use social networking tools?

    by 
    Bree Royce
    Bree Royce
    01.06.2015

    The apparent popularity of ZergID, the most recent social network and online gathering spot for MMO players and guilds, made me wonder just how many gamers actively use these types of tools. I can remember them at least as far back as the early 2000s, when ezBoard was king (remember ezBoard?!). More modern versions, like Enjin, expanded on the message board format to include profiles and calendars and even DKP. But my guild has shied away from most such tools. We've always had a custom-built website with our own tools, some purchased software and some handcrafted just for us. I wouldn't want to risk losing data on another network, and truthfully, most of my guild's communication is done through other outlets anyway, like Steam, voice chat, and text-based chat channels. What about you folks? Do you use ZergID, Enjin, or other sites to organize or track your friends and guildmates online? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • WoW, Guild Wars 2, and ArcheAge are ZergID users' top games

    by 
    Bree Royce
    Bree Royce
    12.07.2014

    Back in November, we told you about ZergID, a new social networking website aimed specifically at MMO players who are looking for guilds (or friends from games past) across the MMOverse. We spoke to one of the project's founders, Scott Katz, to get more information on how the service's beta is shaping up. Massively: How many guilds have signed up since the launch of beta? Scott Katz, co-founder, Zerg Inc.: We have more than 650 guilds currently signed up for the site, with more joining each day.

  • Working As Intended: Niche MMOs vs. the everything box

    by 
    Bree Royce
    Bree Royce
    11.14.2014

    The MMO industry has lately focused on niche titles, niche communities, niche gameplay. It's not one particular niche, mind you. It's lots of different niches, all being catered to in different titles: PvPers, sadistic gankers, raiders, dungeoners, roleplayers, crafters, explorers, achievers, soloers, storygoers, casuals, hardcores, builders, destroyers, the I'm-skipping-class-for-a-week-to-play-games kids, the I've-got-five-minutes-what-can-I-play parents. There's an MMO or two out there for pretty much every one of us -- and for almost no one else. So we dutifully buy the one that beckons directly to us, one of these small-minded "MMOs" that offer rewards for a certain playstyle or two but wilfully disregard every other imaginable playstyle. We applaud these games for having the guts to embrace being "niche" because we are convinced that having lots of little niche games is diversity. And then we wonder where all the players are.

  • The Think Tank: Keeping in touch with the friends in the magic box

    by 
    Bree Royce
    Bree Royce
    11.13.2014

    Earlier this week in the comments of the article about MMO social network ZergID, readers went off on a tear about how MMO players keep in touch and communicate with guildies and friends beyond the game -- as my mom used to say, the people in the magic box. What quickly became obvious is that there's no one accepted method. Social media, forums, chats, IMs, Steam, and this crazy invention called a telephone were all mentioned. I thought we could use a more formal discussion, so in today's Think Tank, I asked the Massively writers how they keep in touch with guildies and MMO friends when they're not playing or when they're between games... if they keep in touch at all.

  • The Daily Grind: Would you spend money in an MMO for your guild?

    by 
    Bree Royce
    Bree Royce
    10.21.2014

    A recent Gamasutra piece chronicled a monetization design consultant's journey into what he calls a "social elder game." Author Ethan Levy participated in multiple high-end, time-limited guild-vs.-guild events in an unnamed online game to see just how much guild members would need to pay out to keep their guild competitive. Hundreds of dollars later, he was able to push his guild into the top 100 to receive what he called "B tier" gear. In fact, he estimated that the top 100 guilds spent between $85,000 and $100,000 -- just on that one event. I'm willing to give my guildies a lot of things -- Steam games, a spot on my couch, my old video card, thesis proofreading -- but I wouldn't drop that kind of money just to make us competitive in a video game, especially if I felt a studio was being exploitative with its "social elder game." Would you? Would you spend money in an MMO for your guild? How much? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Hyperspace Beacon: Five tips for making SWTOR conquests work for smaller guilds

    by 
    Larry Everett
    Larry Everett
    09.09.2014

    In my last column, I explained the shortcomings of the conquest system in Star Wars: The Old Republic. Despite the issues I have with the system, I still think it's a great way to encourage players to revisit older content, and most importantly, to build guild unity. I know there are some guilds on my server in which members don't even have to participate at all in conquests for that guild to appear on the top ten. But what about those guilds who don't have hundreds of members? What about those guilds who have maybe 20 or so members? Can they even compete? My guild has about 20 people who log in on raid nights; when the raid is done, maybe five or six will stick around. Now, I'm not saying that this is a healthy state for a guild (we are looking for more members!), but the few dedicated members pulled us ahead. For the last two weeks, our guild was in the top 10, and not barely in the top 10 either. This week we hit number seven, and the week before we were six. Here are my tips for how your small guild can get ahead in conquests, too.

  • Tamriel Infinium: Five reasons to return to Elder Scrolls Online

    by 
    Jef Reahard
    Jef Reahard
    08.29.2014

    Today seems as good a time as any to mention returning to Elder Scrolls Online. I'm not talking personally, mind you, as I've been playing pretty consistently since early access. The winds of MMO change are doing their thing, though, and I'm seeing a bunch of thinking-about-returning-but-have-some-questions threads at my usual ESO forum hangouts. Maybe this is due to all the fail trolls glomping onto WildStar while eyeing the fast-approaching North American version of ArcheAge. Or maybe it's because ZeniMax has added quite a bit of post-launch tastiness to its ESO recipe.

  • Guild Wars 2 improving megaserver guilds in September

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.25.2014

    Another feature pack is rolling out for Guild Wars 2 in September, and it's bringing improvements to guild functions along with it. It's starting with the rollout of global guilds, allowing the resources earned by a given guild on all worlds to feed into the same central group, rather than creating small-scale copies of the guild on every individual world. That includes guild vaults, guild merits, and guild influence, all of which will be pooled with the feature pack update. Guild missions and finding allies on different maps will also receive improvements, making it easier to take care of objectives with your friends across the globe. The official post also discusses the language divisions found on European servers, with the team electing not to split players based upon language at this time to bolster population. Read the full update for more details on how the changes will affect guilds and players when the patch goes live in September.

  • TERA Korea is getting guild fortresses that float

    by 
    Jef Reahard
    Jef Reahard
    08.21.2014

    Let's all take a moment to lament that what I'm about to share is currently specific to the Korean version of TERA. There. Now that that's out of our system, we can appreciate the fact that Bluehole's new guild sky fortresses are pretty dang impressive, even if we won't see them in the En Masse version of the game for a while. MMO Culture reports that TERA Korea is also removing side quests from the fantasy MMO's quest log and placing them in a new interface nugget called Scouting Command, ostensibly to allow for more focus on the game's main story. But you really wanted to see the guild fortresses, right? Click past the cut for the vid.

  • SWTOR's Galactic Strongholds expansion is live

    by 
    Bree Royce
    Bree Royce
    08.19.2014

    Early access to Star Wars: The Old Republic's Galactic Strongholds expansion is now live for subscribers. BioWare Producer Jack Wood welcomed players to SWTOR's third expansion with a lengthy developer blog about the studio's goals in this housing-centric update, boasting that it offers "something for everyone," whether you want to "sit back and relax in your personal stronghold," establish a guild base, participate in conquest leaderboard content, or take on the new tactical flashpoint, Depths of Manaan. We've included a brand-new guild flagship launch trailer below.

  • Landmark: Guilds are a go!

    by 
    Justin Olivetti
    Justin Olivetti
    08.07.2014

    It's a very special day for Landmark's community, as after a brief delay yesterday and today, SOE has finally activated guilds in the game. The new system interface allows for guild creation, news, roster, and administration options. The studio says that it deliberately kept the UI simple for this first draft and that it will be refining and adding onto the guild system in the future. Today's patch wasn't just about guilds, however. The team added in glass voxels, ice materials, multi-screenshot functionality for claims, dozens of new party-themed props, and PlanetSide 2 outfit tints. The patch also increased the claim upkeep advance payment to 15 days and synced up friends lists with Steam friends.

  • Elder Scrolls 1.3.3 tweaks weapon-swapping, guild management, and more

    by 
    Jef Reahard
    Jef Reahard
    08.04.2014

    If you're looking to play Elder Scrolls Online today, you might want to plan a few minutes ahead in order to download the substantial 1.3.3 patch. ZeniMax's notes describe it as "our third major content update," and the big bullet points include the armor dye system and guild management additions. The devs have also addressed instant weapon swapping. "The previous delay when swapping has been reduced significantly, so swapping to your second ability set will be seamless and fast, making combat feel more responsive," ZeniMax says.

  • Elder Scrolls Online offers new guild heraldry

    by 
    Bree Royce
    Bree Royce
    07.16.2014

    If you're excited for August's Elder Scrolls Online upcoming update, then today's ZeniMax devblog will be a welcome one... though not one that promises sweeping changes for the game. Specifically, the new post previews some of the new symbols that guilds can adopt as their official crests. "You'll probably recognize some of them, like the symbols for the Divines and the Daedric Princes," write the developers. "Combine these with even more crests, a huge color palette, and different tabard shapes, and your guild will have its own memorable look." We've included the images below. See one you like?

  • The Elder Scrolls Online's third update lands in August

    by 
    Bree Royce
    Bree Royce
    07.09.2014

    ZeniMax says that The Elder Scrolls Online's next patch, which includes the preliminary veteran rank system changes and balance fixes previewed in yesterday's dev blog, is officially on the way next month. The patch is coming in early August and introduces armor dyes, guild tabards, public guild store locations, a new difficulty mode for Trials, and plenty of fixes and improvements. You'll be able to personalize your look more than ever before, represent your guild, and charge with them into a new level of challenge. The team has posted a preview video focusing on the many changes to guilds due in the patch. Wanna join our guild? We have tabards, yo! Enjoy the video below.

  • Warlords of Draenor: Guild leveling and guild perk changes

    by 
    Anne Stickney
    Anne Stickney
    06.30.2014

    Players on the Warlords of Draenor beta have noticed something a little different about guild perks in the new expansion -- a large portion of them have simply been removed entirely, including both the Fast Track and Cash Flow perks. While some assumed this was likely a bug, it turns out this is part of change that has been planned for guild leveling. Namely, guild leveling is being by and large removed from the game. Or, if you want to think of it in a slightly different fashion, all guilds will automatically be what level 25 once was. Why the changes? Watcher hit the forums to explain, and to point out that the perks people normally associate with guilds aren't really going away entirely. Some of them, like Ride Like the Wind or Honorable Mention will just be rolled into the game as default behavior, rather than offered as a perk of any kind. So yes, while the perk is getting removed, we won't really see a change -- flight paths will simply go 25% faster by default. The Cash Flow perk, however, is being flat out removed, and Watcher had some really good points as to why this is being changed.

  • The Daily Grind: Does your guild stay together between MMOs?

    by 
    Bree Royce
    Bree Royce
    06.26.2014

    I can't remember the exact moment that my MMO guildies collectively realized, hey, we are pretty good friends and we like each other enough to play other games together so maybe let's do that, but that's more or less what happened. After a few years of trying to figure out our place in the MMO world, we settled down into a pattern: The same core folks migrate to new and old games together and check them out as a cohesive unit. This year has been a bit different, though, as the big releases haven't enticed enough of us or have made it so difficult for our international group to play on the same server that it's not been worth the trouble. What about you folks -- does your guild stick together from MMO to MMO? Or do you join a new guild for a fresh game? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Could WoW help you get a job?

    by 
    Sarah Pine
    Sarah Pine
    06.20.2014

    Conventional wisdom will tell you that you should generally keep your online gaming hobbies off your resume, unless perhaps you're going for a job in the gaming industry. However, Symantec COO Stephen Gillett tells a different story. For him, including his accomplishments in World of Warcraft was an important facet of his ability to get an executive position at Starbucks as Chief Information Officer, back in 2008. Gillett argues that his time as a guild master in WoW indicates leadership skills, recruitment abilities, and an understanding of the way people interact with electronic media--giving him tools to better guide companies into the digital age. I feel that WoW can very much teach a person leadership skills, particularly those who take the plunge as guild masters and officers, or raid leaders. Coordinating a group of 10 or more people to complete a task is not easy to do.The ability to motivate and organize groups is something that you can take with you wherever you go, and it doesn't really matter where you learned how to do it. Perhaps most of us won't ever put "World of Warcraft Guild Master" on our job applications, but I would be very remiss if I didn't admit that my time in WoW has helped me in the professional world--it was a key factor in my landing this job, for example. For our readers, has WoW contributed to any of your professional successes, either directly or indirectly? Would you ever put your time in WoW down on a resume? Tell us about it in the comments!