PDA

View Full Version : Guilds. Or team-orientated spirit. Yes or no?



Mitz
Oct 10, 2011, 02:09 AM
We first saw SEGA experimenting the guild-system with PSOBB. However back then it was, and actually still is nothing more but a glorified chat system. You could contribute to the guild by dumping unwanted rares for some minor rewards like a dressing room, or bigger guild sizes, but there was no real benefit to belong in one.

Nowadays though, more and more games are appreciating the value of teamplay and a strong guild-orientated system. We've seen WoW for example go from a glorified chat system to a system that massively rewards players that belong and actively contribute to their guilds. Other games have picked it up faster and have much stronger systems to begin with.
Thing is, in for example WoW or most other 'true' MMORPGs, it is generally beneficial to belong to a guild as they provide not only a social outlet, they can also provide (raid)groups, protection, tradeskills, etc. None of these things were present at PSOBB, so we have to wonder how important this system would really be for the game.

So what do you think they should do? Improve upon their previous versions and make the guilds more engaging, more interactive and above all, more useful(12 player high end content speaks to something a guild would be useful to have for)? Should they just keep it as a chat system and a way for groups of friends to keep in touch. Or should they just rid themselves from as many bad implementations as possible and ditch the guild system.

And if they're going to implement it, how should they integrate it into the game?

Discuss.

Angelo
Oct 10, 2011, 06:21 AM
I love the way the question in this OP is presented.

"Do you want a nice, huge, sparkling mountain of gold and diamonds?!

...or do you want the same old thing you're used to... or hell, maybe you'd like it if we just took it away altogether?"


...But yes, obviously I want the guild features fleshed out.

PrinceBrightstar
Oct 10, 2011, 06:37 AM
I'm hoping it expands functionality. I'm looking to expand my WoW guild into PSO2 when it releases.

That said you did need them at a few points for PSOBB. Specifically there was a quest you could unlock if enough rares had been donated. (plus member expansions, that's what brought us victory in the AOL cup.)

Fenn777
Oct 10, 2011, 09:39 AM
I don't know too much about guilds, but I'd say 12-player areas definitely encourage team play. Does PSO2 NEED a guild system, or will the chat be enough for players to form and manage guilds on their own?

NoiseHERO
Oct 10, 2011, 10:38 AM
There was already another huge topic about this that didn't really go so well.

At first I hated the idea of guilds because what they do to other MMOs...

Then I realized if everything I hated were grouped into one place, maybe it'd just make annoyances easier to avoid.

(Especially since PS online games make it easy to seclude yourself from certain people or find them specifically)

RemiusTA
Oct 10, 2011, 06:11 PM
both


/thread

Shou
Oct 10, 2011, 06:29 PM
I don't understand the title. :-?

Mitz
Oct 10, 2011, 08:35 PM
Personally, I hope they'll really spice up the endgame missions. For example 12 players, split into groups of 4 on some very hard time trial where coordinating is key(think c-mode but bigger). A well organized guild system would fit perfectly for that. I'd definitely like to see something like increased xp if you're playing with other guildies.

dooby613
Oct 10, 2011, 09:26 PM
I know lots of people on BB's team was nothing more than a flag that meant nothing at all but I have been in a few teams that have been really worth while even with just what was in BB so I;d really like to have something like that at least. I also think it would be nice to have some sort of voice chat set up automatically for your team similar to XBL party.

Lesita
Oct 10, 2011, 10:27 PM
It need a guild-system if there going to be 12 players raids on some bosses, or else it would be hard for people to meet up whit others they don't know, normally guilds help make friends and-or know each other faster, otherwise, you'll have to wait who knows how much just to make a party of 12... unless you know them all and call them all - lol

Dre_o
Oct 11, 2011, 01:22 AM
I never had problems playing PSO or PSU with my friends or with random people. Hell, I don't join Guilds or Clans in other games, simply because I don't care. If they're going to put them in PSO2, they better as hell make them optional. Sure its a good ground to meet friends and have a private chat, but there should be no such thing as "Guild Only" stuff. That's not what PSO is about and it (hopefully) never will be. I don't think that they are designing the 12 person parties to be "raids" (I hate that word. Just like "mobs"), they seem to be temporary parties were you get together with some people, kill some harder enemies, and then go your separate ways. Which is fine. One way or another, I really don't care: its friends list and occasional randoms for me.

lantis-zagato
Oct 11, 2011, 05:56 AM
Yes to guilds but don't make them absolutely pivotal to progressing in the game. I don't have all the time in the world to devote to games like PSO 2 anymore even though I still really enjoy them. No one is going to want a guild member who can only spend a few hours a week playing the game if joining a guild is a necessary part of the fabric of the game.

sugarFO
Oct 11, 2011, 06:10 AM
Don't make them like WoW where they add big bonuses, which means for those not in one are forced to to get the bonuses.

Zorafim
Oct 12, 2011, 10:46 AM
Considering how recent a change the whole "guild perk" system is in WoW, I'm surprised so many people know about it. It's kind of funny, really. Because of that system, I felt forced to join my friend's guild. But because I'm in my friend's guild, I socialize and do things with them more often. So, because of the guild perks, I socialize more.

I kind of like the idea of guilds. It doesn't need to be more than a chat program in game, just some little outlet for a group of friends to talk together. I wouldn't say PSO needs it, though. I never felt limited by the partner system, it normally worked well enough for me. Heck, the only limiting factors were how many people could be in one room or run at the same time. So, just expand the My Room to allow a decent amount of people (enough for a small party?), and allow large parties (12 people "raids" seems to be enough), and I think we have everything covered.

moorebounce
Oct 12, 2011, 11:06 AM
The team/guild system in PSOBB is fine the way it is. Teams usually only invite players who are good at teamwork. If you don't get invited to a team/guild then that should tell you something.

I just can't stand the crumb snatchers or cherry pickers who leave in the middle of a fight to pick up a rare item and teams do a pretty good job of weeding those players out.

If PSO2 ends up with the same system as in PSOBB I won't complain at all.

Jonth
Oct 13, 2011, 11:36 PM
I am a fan of the big, intricate guild systems. Such as having a perk system, some type of guild housing, etc. On Dungeons and Dragons Online, me and some friends made a guild, and when we finally saved up enough for a guild airship, it was one of the most gratifying feelings we got from that game.

Basically, in depth guild systems give people a common goal to work towards. I'm all for it. However, I understand the ideology of some not wanting it, since not everyone wants to join a guild for one reason or another, and they don't want to be handicapped because of not joining one. Can't please everyone, and each side has to hope they are the one who wins the war.

BoltFromTheBlue
Oct 14, 2011, 02:40 PM
Iam only interested if I can join MULTIPLE guilds, since I often join to many different groups(sometimes a mixture of them!). Just No to player enclosure.

RemiusTA
Oct 14, 2011, 04:42 PM
Guilds should only be for very small tasks. I don't mind having them, but everyone doesn't want to be bothered with them all the time. It should just be like a sort of "extended friend's list". Perhaps a way for you to rank on missions or something, and perhaps specific missions can be set aside for them. But with the nature of PSO, requiring to be in a guild to play a mission is just redundant since the game is party based anyway.




If I were in charge, i'd do something like make specific missions for Guilds where the whole mission is a 12-player area, but it's setup in 3 teams of 4 people within your guild -- thus, you'd be running a mission with your entire guild at once. That'd be pretty fuckin rad. 12-player challenge missions, where you not only have to coordinate with your party but the other 8 guild members with you.

Then they would be able to safely create much more difficult missions, since your technically (but not really) in a 12-person party. To add to the perks, Guild Leaders/members could also have skills that can affect the other party members if they're guild members, to increase cohesiveness and effectiveness as the guild would level.