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Reader Comments (Page 1 of 1)
1-09-2012 @ 10:51AM
DarkWalker said...
I really think quality of life improvements, usable while solo, should never have been granted as guild perks. Also, the guild leveling should have been made progressively faster with time - to the point a new guild with 10-20 active players could actually get to max level in a month or two, in order to balance out the fact they are starting late.
Another idea would been to track guild XP, and guild achievement progression for the grindy achievements, on individual players instead of the guild itself; the total guild XP, then, would be found by adding the XP from the 10-20 most progressed players, and the achievements from adding the progression of every player. This way, players would actually be important to guilds - if the GL entered into a conflict with the rest of the guild, those players could just leave the guild and found another, taking their guild XP and achievement progression with them, and potentially leaving the GL with an empty, low level guild.
Reply
1-09-2012 @ 11:17AM
omedon666 said...
"I really think quality of life improvements, usable while solo, should never have been granted as guild perks."
Guilds (indeed, the game) are built one person at a time. Less co-dependency and more individual benefit is a good thing. Form your guilds for the community, not as a marriage to live together. That's how I see it anyway.
1-09-2012 @ 1:14PM
DarkWalker said...
Perks that are mainly solo bonuses are one of the reasons I'm not that interested in WoW anymore. All those guild perks makes me feel like characters without a guild - and a high level guild, at that - are second class characters.
Given that I take my sweet time choosing a guild, and won't ever get in a guild just for a few perks and a shot at game content - I will only join a guild if I can legitimately think about most of it's members as actual friends - all this makes me feel like Blizzard simply does not care about players like me, for whom guilds should never be just a convenience thing, but instead a group of like minded players that are care about each other and want to face the game together.
Not to mention that the current guild leveling system puts too much power into the big guilds, and more specifically in the hands of guild masters. As said before in the article, starting a new guild, something that was already hard before Cataclysm, became even harder. Worse yet, what is to prevent an unscrupulous guild master that is leaving the game from just kicking everyone else from the guild and selling control of it? I believe a lv25 guild would fetch a pretty penny.