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Posts with tag large-guilds

Officers' Quarters: A runaway success

A guild and fireworks
Every Monday, Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership. He is the author of The Guild Leader's Handbook.

Many guilds struggle to find recruits. The guild in the email below is not one of them. In fact, if you're looking for someone to blame about your recruiting difficulties, you might want to look at these guys. With seven raid teams and chapters across multiple games, this guild leader's problem isn't too few players, but too many.

Dear Scott!

I am longtime WoW-player (since patch 2.4) and reader of WoW Insider. This site is my favorite place to read news and articles about a game. Most important is that audience of readers is quite nice and constructive. It is always nice to read. This is one of the reason, why I ask for advice here.

Currently I am leader of WoW-wing in middle size MMO-community, there are 250+ members. Half of our members play Guild Wars 2, another half plays WoW. Now we experience some growth problem...

Initially it was planned to create PvE-oriented guild with at two raid teams at the best. We were recruiting mostly via our blogs. First raid team managed to clear MSV in three weeks in February and started to progress further. More progress, more people came to us. We were not hardcore or even semi hardcore raiders. We raid two nights a week, six hours in total. It is quite casual from my point of view, but seemed like we attracted an attention. Number of members started to increase pretty fast. Before the end of the April we had four raid teams and plenty of socials, who did want to raid, but anyway had a good time in game.

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Filed under: Officers' Quarters (Guild Leadership)

Cataclysm: Guild cap revised, now 1,000 members

After a very vocal community outpouring and harsh response to Blizzard's announcement that guilds would be hard-capped at 600 members, the policy has been re-evaluated and the cap has been raised to 1,000 members per guild in patch 4.0.1.

While there are not a huge amount of guilds that go over the 1,000-player limit, those multitudes of players came out in anger over Blizzard's decision to set a hard cap. Now, with that cap raised, these guilds may potentially fall under the new rules, keeping their organizations intact. Hit the jump for the full announcement.

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Filed under: Guilds, Cataclysm

Cataclysm: New 600-member hard cap imposed on guilds

Large guilds face a certain number of unique challenges. Beyond the usual demands of leading large numbers of players, guilds with memberships greater than 500 have an unfortunate tendency to break the guild interface. Up until now, this has been more of a nuisance than anything else -- Blizzard has never imposed a hard cap on guild membership. (WoW Insider's very own guild, <It Came from the Blog>, stands at 1,100 members, for example.)

Blizzard was keenly aware of the problems that these large guilds suffered, promising earlier in the summer to address them for Cataclysm. Well, not-so-great news, members of giant mega guilds: Blizzard is effectively throwing in the towel on large guilds and imposing a hard cap of 600 members effective the moment patch 4.0.1 goes live.

While the official blue post by Mumper says this will have no effect on 99.9 percent of guilds, this move could effectively devastate the remaining 0.1 percent. The full text is available after the break.

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Filed under: Guilds, Cataclysm

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