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
Blizzard has stated that only the top 20 experience producers per day will count toward leveling. This is a smart idea. Without this limitation, I could easily see guilds recruiting every player possible just to level up quickly, and then discarding the players they don't really want once they hit level 20. Guild size should help in a small way, but it shouldn't be the determining factor of leveling progress.
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.
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Filed under: Officers' Quarters (Guild Leadership)