Officers' Quarters: Cataclysm's guild revamp -- leveling and talents
Last week I talked about the massive guild overhaul unveiled at BlizzCon, and the impact these changes would have on guilds, for better or worse. This week I'd like to delve into the leveling system and guild talents. (I'll cover achievements and guild currency in a separate column later.)Currently we know that guilds will level up as players participate in the following:
- Boss kills
- Rated battlegrounds and arenas
- Leveling professions
- Increasing faction reputations
One other factor I'd like see contribute to guild leveling is player achievements. Many of them, particularly for Heroic dungeons and raiding, are very difficult to get without a solid guild. Aside from a few vanity items along the way, there's no great reward for racking up a ton of achievement points. Yet, well-designed achievements (i.e., not the exploring or holiday achievements) demonstrate mastery of various aspects of the game. Shouldn't your guild be rewarded for having such players? Besides, it never hurts to give players more incentive to go out and /love some squirrels.
Currently, we have no idea how long it will take the average guild to level. I'd like to see a very slow leveling curve for guilds. It would be a disappointment if a guild could ding max level in just a few months. A level-20 guild should really stand out as a long-lived and accomplished guild. I'd be ecstatic if it took as long as a year or more to hit max guild level.
Once you reach that point, a guild should stand out visually from other guilds, either with new tabards that look very different from regular tabards, or some other type of heraldry. It should be immediately apparent that you belong to a highly successful, max-level guild.
Of course, the talents should be a big reward for your time investment as well. Let's look at the possible talents mentioned at BlizzCon:
- Remove reagent requirements for raid-wide buffs (Apply this to pally buffs, too, please!)
- Gold from experience- or honor-earning targets increased by 10%
- Repair bills reduced by 10%
- Summon your entire raid
- Mass resurrection
These talents all make sense. They're simple and expected, and many guild will take them.
Here are more talents that I'd like to see.
- A small speed boost for mounted players: Riding Crops for everyone!
- Increased reputation gains: It's always been the most grindy aspect of the game. Why not cut down on some of the tedium?
- Increased daily quest cap: Five more quests wouldn't be a huge deal.
- More items per node from gathering professions and fishing or increased chances of rare items from gathering professions and fishing: I think it's a good idea to support the people who spend time farming mats.
- Guild bulletin board: I'm not asking for a guild hall. Any type of housing has been firmly nixed by Blizzard, so I won't ask for it. But as part of the bank, a bulletin board to post guild news and screenshots would be very helpful. The board could also advertise items people need or can make. The board could have interactive functionality so that if someone makes a request, you can click on that request with the necessary items in your inventory, and your items will be mailed to them. Doing so will earn guild experience.
- New perks for each class: One talent could give new buffs, abilities, or other perks to all 10 classes. These perks wouldn't be something to increase your raid performance, but rather something for convenience or vanity. For example, there could be a Totem of Underwater Breathing that would apply this normally single-target buff to your group. Mages could get a group buff for Amplify Magic. Hunters could tame a unique type of pet or get a new visual effect for their shots. Druids could get new hair color options that match the guild tabard. Speaking of tabards . . .
- Add gem sockets to your tabard that hold a new type of guild gem, purchasable with guild currency. These gems wouldn't add raw stats, but would instead increase the guild experience that you earn for specific activities. For example, one type of gem would add 10% more guild experience for profession gains. Or they could enhance a perk obtained from other talents, like 12% more gold from enemies rather than 10%. Either way, it would be great to provide a reason to wear the guild tabard. Between reputation-gain tabards and now teleport tabards, guild tabards are looking pretty lackluster these days.
- Increased player experience/honor gain: I could see people joining guilds for faster leveling and then leaving as soon as they ding 85. Or joining till they can grind out their max-level PvP trinket. Reputation gains aren't as critical as these two methods of player advancement, so I don't see people abusing the system for that, but they can and will abuse it for leveling or honor farming.
- Extra loot or extra badges from bosses: Again, this type of player advancement is too critical to allow it to be modified by guild talents. A talent like this would torpedo new or struggling guilds.
- Access to unique content: I'm torn on this one, but ultimately I feel like it would be bad for the game. Blizzard has tended toward making the vast majority of content available to most players in the last expansion, and I believe that's a good thing. For bosses like Algalon, guilds should have to earn it through hard modes, not by leveling.
How do you think guild leveling should work? What talents would you like to see? What talents don't you want to see? Tell us below!
/salute
Filed under: Officers' Quarters (Guild Leadership)
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Reader Comments (Page 4 of 4)
Taladan Aug 31st 2009 7:05PM
The problem with the suggested talents is that they apply to things outside guild runs.
* Faster mounts? Sure, it's nice, but what instance/raid you run mounted (not vehicles)?
* Perks per class? Then what would stop guild leaders applying everything in their class?
* Increased rep? But you need to get rep to get points! It looks like a serious loophole there.
Click3r Aug 31st 2009 7:35PM
Overall, good article. But, one thing I had a problem with"
" The board could have interactive functionality so that if someone makes a request, you can click on that request with the necessary items in your inventory, and your items will be mailed to them. Doing so will earn guild experience."
Anyone else see a loophole the size of California?
jeanericuser Aug 31st 2009 8:53PM
I have a couple ideas for guild benefits.
Summonable Guild Fridge
Info: Like a guild bank only it holds nothing but Cooked food, drinks, elixers, potions, and flasks. While in a raid, the guild leader would use a spell to summon the fridge which would open for everyone to partake of whatever has been put into the fridge. When not in use, the guild may add to the fridge though a guild bank tab that accepts only food, drinks, potions, elixers, and flasks.
Raid Boss Costumes
Info: During a raid, a guild may have a small chance for a raid boss to drop a unique raid boss costume. This costume will be in the form of a trinket which when activated will transform a person to look exactly like a raid boss. This trinket will last a hour then return to the guild bank automaticly.
Guild Zepplin
Info: Forget guild halls, hold a mile high club meeting on a private zepplin. This handy mega vehicle may only be summoned once per week and requires 1 driver to maintain the vehicle's movement while in flight. While in flight, players are given a parachute so that should they leave the zepplin they will not fall to their deaths. Mounts will also be allowed albiet you do not want to crowd up the zepplin too much. To signify the guild zepplin's ownership, the tabard logo of your guild will be displayed on the side of the zepplin.
I have more ideas but I have said enough for now.
Anaughtybear Aug 31st 2009 9:18PM
I'm not thrilled with this system, as I am in a very small guild with only people I know in real life (no drama that way). It seems like they might push the system into the land of the unfair if they cater to the big guilds that get everything the want anyway. It's just more drama, from every angle I can see from. I have learned not to gripe excessively until I see the final product from Bliz, but I must admit I'm a little concerned on this.
Braveheart Sep 1st 2009 4:51AM
What about making some kind of personal record attached to a char, where you can see the guilds he have been into and for how long? That could be indeed useful imo
Missanthropy Sep 1st 2009 10:37AM
http://www.warcraftrealms.com/charhistory.php nicely accomplishes what you are suggesting.
Sarabande Sep 1st 2009 6:53AM
I don't know how the talent system will work but I hope they will fit various guild "types" (though I guess technically, that's infinite).
I'm not sure what categories I'd like to see, but it would be nice if they covered the different aspect.
For example, I'd put the mass rez or reduced repair costs under "raiding" or "combat" based. Maybe others could focus on non-combat (such as professions) or Social.
I like the idea of something positive coming from wearing the Guild tabard. I wear mine with pride and when we get new members, I send them a new tabard if they don't have one. Maybe some reward could come out of the cumulative time that the top 20 (though we've never had that many members on at once, or even close) are logged on and outside of an instance / raid, with the guild tabard equipped. Over time, even small guilds could accomplish this. (I'd love to see squires of people in our guild have the option to show the tabard design).
I would also like to see the points accumulate through percentage, rather than a flat number. (Though that could unfairly favor the SMALLER guilds over larger). For example, let's take the tabard example. If your guild has 100 members on and only 30 are wearing their tabards, they could gain less (of whatever it is that they gain) than, say, a guild with 20 people on, but have 15 people outside of instances / raids wearing their guild tabard.
Or at least use that kind of statistic for certain things to balance out things betw. larger and smaller guilds.
Anyway, I can't really say much more before I know more about how it will work.
I just hope that smaller guilds like mine won't be left out.
Birdfall Sep 1st 2009 8:30AM
I'd love a rep increase. That's one of the worst parts of the game for me, because I grind rep infrequently. It would also definitely help with the battleground rep grind for those of us who would like Battlemaster some day.
Sæ Sep 1st 2009 11:43AM
I for one hope to see some world PVP and/or ganking guild achievements! When it comes to ganking, even some form of negative achievement would be cool. I'd like the world to know that I'm a big bastard and enjoy ganking! God praise!
But if not... some way that guilds can profile themselves within this guild level system as outside-BG PVPers, that would be cool, too :)
Shanks Sep 1st 2009 1:01PM
"Yet, well-designed achievements (i.e., not the exploring or holiday achievements) demonstrate mastery of various aspects of the game. Shouldn't your guild be rewarded for having such players? Besides, it never hurts to give players more incentive to go out and /love some squirrels."
Let me get this straight, Scott. You wouldn't reward a guild if one of their members had seen every inch of the world, but you would reward them if a member visited certain zones and emoted at critters. What aspect of the game does that demonstrate mastery of?
Firestyle Sep 3rd 2009 8:43AM
Actually, it got to the point where I had better gear than the neck piece that comes from that quest and our guild progressed through maly 25 adn we're running it weekly. Also, we use an epgp system and it made better sense for me to pass on the item to newer guildies than "Need" on it and pay GP for a neck piece I wouldn't be using.
Mamapeace Sep 12th 2009 3:04AM
Our guild is 3 and we have survived the guild-hoppers and more and by word-of-mouth we have evolved to a mature, quiet, peaceful guild. The teeny-boppers left because we were too "slow" and had "no action", but their parents joined for the same reasons, lol. Although we do not advertise ourselves as such, the majority of our ~100 members are over 60 and/or physically or mentally challenged in some way. We do not ask for special treatment or recognition, but it would be nice if there were some way in Cataclysm for a guild such as ours to level to max without having to raid or other intense activity ...
Griezz Sep 14th 2009 9:11PM
In this column, you wondered about ways for having the guilds that have done certain acheivements to stand out. I would like to offer one (rather obvious) suggestion.
In the Argent Tourney, participants have the option to purchase a banner of the city that they represent as Champion. I suggest that it would be fairly easy for Blizzard to institute a similar option for succesful guilds. Imagine a guildie organizing a meeting of the guild by unfurling a banner at their meeting. That way, everyone would be able to see that a guild is meeting there.
As an alternative, what about a special "Guildie summon" tool, similar to Warlock portals or meeting stones, where someone could invoke an object and summon guildmates to where they are.
dugshults Nov 16th 2009 11:13AM
I hate guilds. I've been playing WoW since the original release and most guilds are filled with snotty children or power hungry losers.