User:HH LEADER/Guild Wars 2 suggestions/Guild Hierarchy
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Guild Wars 2 Suggestions |
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(Discussion)[edit]
Because in GW2 Universe will be persistent and “Guild Wars PvP … could take place over a long period with people coming and going” and “Each battle will have a number of different objectives” as per Guild_Wars_2 the following organization of Guild hierarchy can help to achieve said objectives more efficiently, while working towards solidifying structure of particular Guild:
- Establish Unit structure within the Guild, which may or may not be similar to military one where Guild Leader should be able to create or disband a Unit
- Unit commanders (ranks are optional) and Guild Leader should be able to attract new players to apply for a position in Specific or Pool Unit by publishing open positions in a Guild Registry accordingly the objective of the particular Unit or release them to Apprentice/Pool Unit (see below)
- An Apprentice/Pool Unit should not be allowed to have a Commander or an Objective but give all its members all other Guild privileges. Implementation of this special Unit that could not be either created or disbanded by Guild leader will also serve the purpose of prevention from Guild_bombing. Only Guild Leader should be able to set the time of expiration membership for this unit. An expiration time will be applied to each member of this Unit separately
- Unit commanders should be able to operate only within their own Unit
- Members of the Unit should be able to resign from a Unit placing themselves to an Apprentice/Pool unit first while still remaining a Gild member. If they are not accepted to another Unit position their Guild membership should expire in time set up by Guild Leader for this Pool Unit
- Guild members should be able to resign from any Unit including an Apprentice/Pool instantly
- Guild Leader should be able to form a list of objectives for a Guild
- Every Unit except Apprentice/Pool Unit should be able to be assigned (or select itself) an objective from the list of available objectives whether PvE or PvP and receive XP for completion that will roll up to the Guild experience as proposed here ArenaNet:Guild_Wars_2_suggestions/Guild_Experience
- Guild leader should not have the power to release a member of a Unit without Commander Consent, but could disband a particular Unit
- If Unit is disbanded the members of the Unit can be assigned by Guild Leader to other existing or new Units or placed into Apprentice/Pool Unit
- There could be 3 scenarios how Unit commanders can be assigned or demoted: democratic by voting within the Unit, autocratic by Guild Leader or automatic by the Highest Guild XP member of a particular Unit has. If voting or Automatic selection is implemented, this could be applicable to a position of a Guild Leader (please leave your comments on what do you think is best and why)
- The term ‘Kick’ should be officially replaced by ‘Release’
- Why this is a good idea
- Introduction of Units in the Guild Hierarchy makes commanders of the Units feel as important as Guild Leader in terms of their Unit operations and if there will be ranks within a Unit even more so
- Guild can have many objectives at the same time where Unit commanders are solely responsible for their competition and role of the Guild Leader is mostly in creating Units, setting objectives and controlling the progress
- The whole Guild hierarchy is more flexible, yet helps its solidification and players’ retention
- This is a fantastic idea because it is another thing for players to look forward to accomplishing. Having a ladder to climb that is theoretically rated by your peers is a concept most people would find interesting and, for those who rise in the ranks, rewarding. If Anet hasn't already created the guild system or hasn't already decided to retain the old system from GW1, I urge them to look this over very seriously.
- Why it may not work out
- Only if ArenaNet is already created a Guild structure that is completely incompatible with the proposed one, otherwise there should be no reason why it may not work (post a comment if you think otherwise, so idea can be refined)
- I don't know, mayb I'm the 1 who's stupid, but I think all this unit thing is just way too complicated. Why do we need all this unit n objective crap when we have our GOOD system, a GOOD n NORMAL guild system! Why should some1 "expire" after not getting in a unit? We don't even need units, it's a guild, not the army! Leave units 2 CoD!
- This only works if the Guild involve have a 100% attendance 100% of the time. Either that or you can control 2-3 shift of players to be where they are all the time. which in my opinion is quite impossible, its hard enough to form a group of 8 players for GvG as it is. You are talking a small army here. But good idea non the less, will it work is another matter.