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lordloocan
02.10.14, 22:02
We have all seen the daily ritual of new players, many in single figure levels, coming onto global-1 and asking how they can join a forum. This then involves MOD's messaging that guild recruitment is on forum, click guild shield etc, by which time they have received several guild invites anyway. The same happens even if they do not have a guild tag.

I would like to suggest is two things:

1. Players are cannot join a guild until they are level 17.

This means that they have to learn the core skills of the game properly, learn to be more self-sufficient, and not simply become a dormant account sitting in a guild so that the guild members gain free guild coins from them. It means that questions on help chat will be more openly answered making newer players more generally welcomed, rather than the often heard 'why don't you ask in the guild?' hence they would be more likely to stay in the game long term.

2. Players in guilds who are inactive at the start of a guild quest should not count towards the guild coins to be paid to guild members.

The present arrangement encourages guilds to grab players to get as many members as possible. They do not care if those players progress or not, it is merely a case of packing the members in. Why? Simple, the number of guild coins paid out at present depends on guild membership total not the number of active members. So there are guild of 80 to 100 members with large numbers of dead accounts who get a nice pay-out when the few active players complete the guild quest. They may need say 35/50 for the quest to complete but they are then paid guild coins on the basis of 100 members.

What I hope is that by making these two changes we stop the current vicious cycle of new players joining, being dragged into a non-supportive guild, quitting and thus rewarding the very players who led to them quitting.

jip1976
02.10.14, 22:05
Great idea will save newbies from making a massive mistake and quitting the game early and a certain guild from preying upon them

dahmmy
02.10.14, 22:10
know any good guilds?:)

lordloocan
02.10.14, 22:19
There are loads of good guilds out there dahmmy. But new players need time to find which they are rather than the current grab fest we have.

Alsh
02.10.14, 22:27
I think this is a great idea! We probably all know of guilds who "pounce" on newbies the moment they ask for help or friends in G1. This would allow new players to gain some experience in the game and actually know what it is they are accepting. How many times have we seen newbies ask what a guild is or how it works- when they already have a guild tag?

So many new players must leave the game due to a bad guild experience, thinking that they are all like that. There are so many good guilds out there but a few not so good ones are ruining the TSO experience for a good number of players (BB, read that as "gem buyers"). So BB lose money, we lose the potential for good players and the server loses out, generally- all because of the greed of a few who will spam unguilded players just to get their membership up.

I would even go so far as to suggest the possibility of removing the ability to invite/apply to a guild from the game altogether, and only having it possible from the forum. Maybe with an auto mail to the leader of a guild every time they get an application from the forum. This would mean that players would be more likely t obe properly informed of what guilds offer and demand from their members.

Either way, not being able to join (and also not being able to build a guild house) until the tutorial is finished is a great idea that can only benefit players. I fully support it!

Tiamatini
02.10.14, 22:39
Really good idea.

People should finish the tutorial before they join a guild, find out what sort of player they are and which guild would suit them best. Guilds shouldn't be able to pounce on new players who have no real idea what they're doing yet, and all too often those players get abandoned or ignored by their new guild, and, as Alsh said, probably get disillusioned thinking that all guilds are the same. I can't see a downside to preventing entry til L17...

Bluesavanah
02.10.14, 22:47
point 1 I'll agree with the same guilds on the 2 servers I play on (Sandycove and Northisle) are repeatedly guilty of rounding up every new player they see and to a large extent ignore them once they are in. This I feel has a detrimental effect on player retention.

As for point 2 sounds somewhat like sour grapes and doesn't effect anyone's game play in the slightest. I suppose in theory once a player has been offline for a long period there might be a case for deleting the account but variables such as real life money invested in the game come into play.

Mortallicus
02.10.14, 23:09
I agree unsolicited friend and guild invites should not be allowed and I have bought this up on other threads. But I would say that I have found only two Guilds ever sent my members invites and they were both connected. What they do in G1 and help I am not sure.

1. Joining a Guild at level 17

I think this is a bit high maybe. I think it should be when they can build a Trade Office. But a cap would be good. I have taken on players in the last couple of weeks from level 12 that have levelled up nicely and are thoroughly enjoying the game.

I think there are many very very good guilds who spend a lot of time helping low levels and actually encourage them to keep playing the game. I have seen players in help to my astonishment say to others "go and ask your guild" and this is appalling and reflects very badly on those that say it The Help tab is just that a place where anyone can ask for Help. Bear in mind that you can start a guild at a low level it is entirely feasible that they may need information.

I think what stops a lot of people continuing to play the game are the few very rude people in G1 and Help. Also the negative comments about the game. This is the front of House.

2. Inactive Members in Guilds

The present arrangement encourages guilds to grab up to 10 members only. It is then possible for that guild to earn more guild coins than a larger guild with adventures to do. As the quests can easily completed in one day. Many larger guilds take 3 or more days to complete. (There are always exceptions).

Where you get the idea that guilds dont care if their members progress or not I really do not know , there are excellent guilds who care very much.

I also think that dead wood actually harms a guild and when that happens active members are annoyed that they are doing the quests for the 'dead wood' to then get guild coins. All guilds surely want active, chatty members.

I also think you are vastly overstating the problems , very few guilds do as you suggest. But what I have seen are members of guilds falsely naming and shaming other guilds in G1 and help and to what end just to be nasty or to make themselves look better than they are who knows. Any guild this happens to I suggest take screen shots as I do.

SeaBee1964
02.10.14, 23:12
I definitely approve of the minimum level rule, though personally I would set it at 20, that way the player has progressed past the tutorial stage and has shown a degree of self sufficiency and staying power.

With regards to inactive players all four guilds I have been in had weekly roll calls and you got booted if you didn't reply but I do see the problem where a coin hungry guild could harvest new members purely for the hike in payout. The other option would be to make the completion requirement reflect the total number of guild members not the total of active members. In this way a guild with 100 members would need at least 80 to complete the GQ to get any payout at all. This would encourage those with high levels of inactive members to boot them out. This would then force the payouts down.

corona88
02.10.14, 23:30
no, low level not means bad player
http://i.imgur.com/xmBf1M6.png

only rule for guild invite must be friend list.
if you want invite someone, that player must be on your friend list

Mortallicus
02.10.14, 23:33
When i ran a large guild and the apply button appeared suddenly most applicants were level 2 - 15 and we were advertising for 25 plus. This is why I would welcome a cap. But I think a guild can give valuable help to a level 12 say and upwards. I think staying power is more likely to be achieved when there is a good social atmosphere and fun in a game.

I do think the Guild Quests need to be assigned in a different manner so that guilds are encouraged not to hold onto members who are clearly not playing.

Alsh
02.10.14, 23:42
I agree with Mortallicus in principal- some newbies just spam the apply button of several guilds without looking at what the needs/requirements are. They don't know what they are getting into which leads to more poor guild experiences. If player retention is important ( and to BB it must be), then new players must become aware of what they are getting into. The only way to do this is to introduce a level cap to join or form a guild.

Astraldimension
02.10.14, 23:44
I believe its a really good idea to have a restriction to not be able to join a guild before completing the Tutorial ingame..
Restriction for other purposes or reasons with etc i really dont understand though...

Ceran
03.10.14, 05:51
Have one massive Tutorial guild where mods can be officers and keep an eye on proceedings. This guild wouldn't have a player limit but players would leave automatically at say level 20. Real hardcore players can hit level 20 on day one of playing anyway (or used to in my day).

asterisc
03.10.14, 06:01
I first entered a guild when I was level 30+ if I remember correctly, so see no problem with a cap for membership.
But I would wish for a less drastic change in the manner of distributing guild coins. Some very active members of a guild might be inactive for a day or two at the start of the guild quest and they would not benefit from the coins, nor its guildies won't get a higher amount, in loocan's version. However, the accounts that are inactive for, let's say a month, should not count in the number of the coins its fellows get when completing a guild quest.

Mortallicus
03.10.14, 07:04
I do worry about trading for the low levels. This is the area where help is most required which is why I said the cap should be at the same level as the Trade Office. Maybe that should go back up to level 17.

We do not just give lots of resources for 1 fish. We are generous but teach gently as they level up. We have guild prices that are cheaper than the lowest Trade Office prices. However we do not expect them to trade, at as much as Guild Price, until they are ready and this varies with each member.

SmurfAsH
03.10.14, 10:55
I think this is a great idea! We probably all know of guilds who "pounce" on newbies the moment they ask for help or friends in G1. This would allow new players to gain some experience in the game and actually know what it is they are accepting. How many times have we seen newbies ask what a guild is or how it works- when they already have a guild tag?
Some of those asking has formed their own guild.

So many new players must leave the game due to a bad guild experience, thinking that they are all like that. There are so many good guilds out there but a few not so good ones are ruining the TSO experience for a good number of players (BB, read that as "gem buyers"). So BB lose money, we lose the potential for good players and the server loses out, generally- all because of the greed of a few who will spam unguilded players just to get their membership up.

I would even go so far as to suggest the possibility of removing the ability to invite/apply to a guild from the game altogether, and only having it possible from the forum. Maybe with an auto mail to the leader of a guild every time they get an application from the forum. This would mean that players would be more likely t obe properly informed of what guilds offer and demand from their members.

Either way, not being able to join (and also not being able to build a guild house) until the tutorial is finished is a great idea that can only benefit players. I fully support it!
I do agree there are some problems about invite/apply to a guild and a "tutorial" would be great.

Also, a filtered search option in guilds list is needed.
At moment, guilds on the first page gets several ninja-applies every day, while guilds on 2nd page (and further) seldom gets any applies at all.

Jim_B
03.10.14, 11:29
Yesterday I was talking in G1 to a new player - level 12. Since she was asking for help on some very basic beginner quests - add a friend, buff a friend etc… I queried why she wasn't asking her guild for help. She had no idea that she was in a guild or what a guild was for! We deduced that she had received a random guild invite and had clicked it without realising what it was. This kind of "drive-by" recruiting is really damaging for players and guilds alike.

As a guild leader myself, my focus is quality not quantity. I want to make sure people 'get' the ethos of my guild which is made very clear in our recruitment. I think it's sad that the player I was chatting to hadn't been welcomed by her guild; hadn't been offered any help.

I remember the good old days - before stupid quests and guild coins. Back when guilds were about mutual support and friendship. Now it seems for so many guilds it's about getting the guild quest done and booting out the leechers. Sad.

Arobanyone
03.10.14, 12:03
Good idea... has my vote if that counts for anything....

brumpunk
03.10.14, 13:36
Sounds like a good idea to me, I have seen loads of low level players come and go, not only will it stop guilds grabbing players but in guilds like mine where we send each other building mats etc. it saves wasting res on players who are not in it for the long haul.

Mortallicus
03.10.14, 18:37
The other thought as well as setting a cap is to have a separate tab chat tab for all players under say level 20 and let the moderators help them and leave them to make friends with others of same level. Any that ask for a Guild the Moderators would then suggest the correct place the Recruitment threads.

G1 is full of people with access to their own Guild Chat yet spend lots of time in there so when a new player comes in they are surrounded by people with Tags and just possibly wrong motives. I think new players young in age and those who cannot speak much english need a bit of extra attention.

I also think the Guilds' members lists should be uncovered again. This was extremely useful to check someone really could have a FT lootspot for sale and could have some benefit in highlighting guilds that are just taking in low levels and them not levelling up.

Olegarkin
03.10.14, 18:38
Both suggestions are fine. When it comes to lowbies looking for guilds may be connected to the way the quest system is set up. "trade x ammount of resource with a friend". To progress you have to get a friend, okay, but what if you have the mindset like I had, a guild would mean more than one person to trade with to do the quest. So far so good, then you figure out the game is not for you, you stop playing never to return and you dont leave or tell anyone.

In my mind the solution is 1: Tell the new member once he joins to tell management if they game wasnt to his or her taste and then leaves. 2: Tell the new member that if he or she does not log on in x days she or he will be kicked out. Boredom can come and level 1 to 50 so I can't see the effect the suggestion will have other than keeping people "out in the cold" until they can get in somewhere and be part of the community.

The social aspect of the guild did not come first in the beginning but is one of the reasons now why I keep playing.

All in all it comes down to communication and only that as I see it but again you got my vote on the two things.

Griflet
04.10.14, 19:45
Great ideas. Hope BB actually read this thread and understand how much sense it makes.

lordloocan
04.10.14, 20:00
Thanks for all the input folks, clearly there are issues here and it is great to see folks contributing. As griflet said, let's hope BB read it and have think.

C__C
04.10.14, 20:10
Guild coins are about worthless so that argument doesn't wash with me.

It's up to the guild leader about how s/he wants to be with in-actives (or non GQ doers I suppose), that's why they are the leaders. We happen to have a very good one who tries to strike the right balance. A lot of progress and quests would be extremely hard without guild members to help out. Prohibiting them from early guild membership would be inhibiting to them. There is nothing stopping a player from changing guilds if they find themselves in an unhelpful one.

The only improvement I would suggest is a more 'in your face' tutorial come explanation of guilds from the developers.

hibetti
05.10.14, 19:28
Agree with you, lord

lordloocan
06.10.14, 15:13
Guild coins are about worthless so that argument doesn't wash with me.

Strange to describe guild coins as worthless when: (a) they sell for more than 1 gold coin each. (b) players make ridiculous offers for others guild coin items. (c) for some they are the only way to get items which sell for gems normally

C__C
07.10.14, 16:05
Strange to describe guild coins as worthless when: (a) they sell for more than 1 gold coin each. (b) players make ridiculous offers for others guild coin items. (c) for some they are the only way to get items which sell for gems normally

As if a politician you misquote me, I said ABOUT worthless. And they are to a higher level player, considering a guild member would receive around the hundred mark per quest (obv varies a lot). Currently 170 of them will get you a 500 marble refill, about 20 gold coins worth of already mined marble. Math not your strong point loocan ?

Yes, maybe for lower levels guild coins can get you rarer items and help you grow, but then, aren't those low levels the very ones you wish to prevent joining a guild and collecting these coins ??

Ozzymandeus
07.10.14, 16:48
As if a politician you misquote me, I said ABOUT worthless. And they are to a higher level player, considering a guild member would receive around the hundred mark per quest (obv varies a lot). Currently 170 of them will get you a 500 marble refill, about 20 gold coins worth of already mined marble.
...or 380 guild coins will buy a buff that can only be bought otherwise for 99 gems. I would hardly describe that as anywhere near 'worthless'. Yes, many of the prices in the guild market beggar belief (both past and present), but just because most of the items are "about worthless" doesn't mean they all are.

And even if you don't want any of the items in the Merchant, guild coins can always be used for trading in the TO. They are worth more than gold coins to many people.

C__C
07.10.14, 17:34
...or 380 guild coins will buy a buff that can only be bought otherwise for 99 gems. {snip}

Or similar can be made in the mayors house for free...

I find it amusing that people will always argue against a statement that they know to be right, maybe because they can't accept another view might overpower theirs.
Re-read what I initially said, I wont entertain you any further with my keen wit and superior intelligence.

Ozzymandeus
07.10.14, 20:03
I find it amusing that people will always argue against a statement that they know to be right, maybe because they can't accept another view might overpower theirs.
Re-read what I initially said, I wont entertain you any further with my keen wit and superior intelligence.
Re-read the final statement in my last post then explain to me how your viewpoint is overpowering in any way, shape or form.

Dorotheus
08.10.14, 18:26
A thing is only worth the value that you put on it.

lordloocan
09.10.14, 10:22
Pleased to see this has at least caused some discussion. Just watched 2 new players come on global. 1st said one line on there with no tag, next time he wrote he was in a guild. 2nd player came on and said he was new etc, then asked if there was a guild system. The usual 3 guilds immediately said to come to whisper, he even said 'wow, 5 invites, thanks....' Sorry but this needs sorting. Players need some game experience before they have any idea what a guild is, which ones are supportive etc.

Alsh
09.10.14, 10:43
So very true! So unfair on new players as they just don't know what they are getting into. If certain lurker guilds were more responsible and actually helped their new members, it wouldn't be so bad, but all too often they are invited then left to fend for themselves in Help then risk being mocked for their poor choice of guild. Not really much of a welcome- no wonder they tend not to stay. The advantage of having a full but inactive guild needs addressing or new players will continue to leave. There have already been so many comments along the lines of "game/server is dying", this certainly doesn't help!

Gracus
09.10.14, 11:22
Completely agree Loocan and its about time there were some changes regarding Guild Recruitment. Most Good Guilds want active players who they can help progress and in turn they can then pay it forward to other low level members. Most Good Guilds are not interested in numbers and in quality rather than quantity. Unfortunately not al Guilds think like that. Im sick of seeing new players snapped in forum, even though you always tell them to take time finding a Good Guild. I think having a limit on when a player can join a Guild is a good idea. Gives them a chance to learn the basics, level 17 I think is very low, I got to level 17 in a day and so I would think about increasing that to atleast level 25. This way the player logs in few times gets to know how things work can also assess Guilds which are good which are not so good. Hopefully this idea can be implemented and save all those new players from being pounced on by these pilfering profiteering Guilds that care nothing for their members.:-) Ok thats my 2 cents worth

cashewchew
09.10.14, 11:24
cant some sort of counter be added in the guild list that states the number leavers from each guild? If the list just covers three months it will show potential members that something is amiss in their potential new guild

KevDee
09.10.14, 11:38
I would like an opt in system for the Guild Quests. Our guild has a many infrequent players which we consider as friends. Dont want them booted but they do hold us back on the guild quests. Not sure there is an answer that would please everyone

Mortallicus
09.10.14, 12:04
My views are changing somewhat from when i first posted on here so just to make them clear

1. Unsolicited guild invites and friend requests are a definite NO - this needs to be stopped whether to a new player or a guild invite to another Guilds' Member
2. A cap on what level a new player can be to join a guild is a very good idea.
3. The taking on of members to purely allow a guild to get guild quests and therefore coins needs to be addressed too. There should be no advantage in a guild having 'inactive' members.

However

Mod's have a good part to play in G1 regarding this and I notice more effort is being made to point new players to the forum etc. BUT they are ignoring certain behaviour by other players (in guilds) and yet swooping on others!!!!. Its against the rules for players to bait other players , name and shame etc but some people are getting away with it.

A new player with poor English does not get answered but their wording or typing jeered at or seems deliberately misunderstood. Often it is assumed they are begging. They are just though stuck on the tutorial. Then there is a moan an hour later when they re-appear just saying hi with a guild tag. Im sorry but if someone did take the time and trouble to pass them a guide chat to them for maybe up to an hour and offer the help of their guild I see no problem with that.

Though the new players may be Age 7 and over in the main they are much older and seasoned game players and do know the score so the heavy sarcasm and policing of G1 by normal players is getting out of hand. I do agree with C_C that they can just leave if they do not like a guild and most are free these days.

As Guilds get larger their chat and needs grow too and its difficult to find the time to go into G1 for more than a few minutes let alone spend sometimes hours on the trot. Its certainly some of those that spend a huge amount of time there that are 'turning' new players as they arrive. This leads me to wonder how active their guild really is and this could be a huge case of miss-selling.

Lastly, some players are acting as if G1 and Help are their territory to roam and rule. Often completely ignoring someone who steps in and tagged saying 'hi' then its like a buzzing market place of players when a brand new player arrives who sounds far more chatty than usual.

So ease off guys you have started a good discussion here that can be worked on and hopefully improve things stop the self policing. It should be down to the Mods.

SmurfAsH
09.10.14, 12:20
I would like an opt in system for the Guild Quests. Our guild has a many infrequent players which we consider as friends. Dont want them booted but they do hold us back on the guild quests. Not sure there is an answer that would please everyone
http://forum.thesettlersonline.com/threads/26295-Guild-Quest-needs-an-overhaul?p=266547&viewfull=1#post266547

Gracus
09.10.14, 15:49
MODS have always pointed new members to the Guild recruitment forum, the problem is that the forums just dont work. I have been posting on the forum for roughly 2 years and we have had 1 player that requested Guild invite in all that time. Most members are recruited through the other channels and through making friends etc.Im sure im not the only one who has this experience. I also agree that if somebody takes the time to help a new player out and comes back with a Guild tag then thats fine, I actually do that all the time but in the process I also give information and tell people what Guilds are all about. The problem is that Some Guilds just send a new player an invite they accept without knowing anything about what they are clicking on. It actually should not be encouraged for players to join Guilds until a certain level and a certain level of knowledge of game is obtained. Agree also that there has been alot of bad mouthing the game lately in G1, we all have been complaining about lag etc and maybe as players we should be mindful that this might be off putting to a new player. To be honest tried lots of free online games and Settlers is one of the best.I think on the whole there are some good players who genuinely want to help newbies. Ive played on the Zeus server and youre on youre own there, got no help whatsoever and really experienced playing settlers as a single player. At the end of the day it all comes day to leadership and who is running these Guilds and who they appoint as officers. Is there a code or are they given carte blanche and told "Just invite anyone" We hardly kick anyone in Guild its actually not a nice thing to do, we want to hold onto Good players but to do that you must ensure you know who you are inviting and get to know them first, you cannot do that with a random invite.

Mortallicus
09.10.14, 17:02
I 100% agree that the Guild Recruitment forum does not work. I think the Mods are trying to redirect people there more than they used to or it seems that way to me. I admit though until a few weeks ago I had not had the time to look at G1. Some new ideas for Guild Recruitment are needed. But first and foremost make the chat channels and the forum a friendlier place to be and things may improve.

I think the forum generally has become very very quiet.

When I set up my new guild and stepped into G1 yes there were players asking for friends etc and yes after a chat and some time they joined us. But many more are still friends in my friends list who have not joined. No one was sent an invite unless they asked. No one in my friends list is asked more than once and none auto sent a guild invite .

When my guild tag appeared in G1 we got labelled as a guild that sends unsolicited invites. Okay normally I would not care so much but not only were we named but we were named together with a guild that i had had problems with. My members (my old guild) were receiving unsolicited guild invites not once but twice from them. Thus adding insult to injury. Now my understanding is that this is against the rules. Not only was it untrue, but i was annoyed and upset by it and how many lurkers would believe what was being said. TBH this sort of behaviour has nearly stopped me playing a game I enjoy. The original points made in this thread are good ones and I hope that BB listen but the territorial posing by certain players is making the chat channel an unfriendly place for some and I saw this happen with this forum.

Remember people that ask for things or make unclear statements are usually either young or English is not their first language. I saw a new player literally scorned because he said he needed gold. I freely admit my first instinct was the same as the others but i said nothing. He was treated very badly and only ended when a player told the other's not to be so mean (sadly it was not me). What he needed was normal advice how to achieve gold in the game. New players know gold is going to be important its a logical thought. They just want to know the quickest way to achieve it to make their game easier. Yes 4 days later that player joined my guild and I am so happy they did a nice chatty person keen to learn the game.

I am editing this post as i realise the next post made by Gracus could be taken as referring to my last comment here :D I do know what he was referring to but it was nothing to do with my guild. Just want to make that clear.
Mort

Gracus
10.10.14, 15:08
2 minutes in Help section and then he has Guild tag!! Must be a record.

MCLueppers
10.10.14, 18:28
My experience so far as a guild member and guild mod lately shows that the level of the guild applicant doesn't really matter if the person is able to undestand how to contact other players in the chat. Someone else pointed it out already I just want to give a nice example of what happened in my guild recently. We recruited a member that is speaking only native laguage (our guild is non-English as a side note). He was level 3-4 at the time but what he benefited the most is the fact that higher levels were able to guide him straight away in efficient build placement and other things that one else has to learn the hard way. We all know how expensive it might get to move your buildings around once upgraded.
So in my oppinion the suggestion to cap guild membership to a level is not going to help the newcomers but eventually just protect the guilds from dormant members but there is another option that is already implemented in the game and needs a small extension.

We all remember (I hope at least the early players of the game) when getting a membership in a guild required a certificate (for gold coins of gems) that had to be applied to the guild house in order to extend it. This was in a way preventing new players from becoming guild members straight away. Now more than 2-3 years later most of the old guilds already have their member limit capped and inviting new members becomes way easier. The solution of the problem I think is to "attach" the guild certificate to a member so that when s/he leaves the guild's seats are deducted. In that case guilds will have interest in keeping players active else by kicking a dormat account finding a newbie replacement becomes a bit harder.

Kind regards,
MCLueppers

BB_Ravel
15.10.14, 10:12
While this might seem a global problem, I did notice that most people supporting this idea come from the NorthIsle server (out of the total number of users supporting this idea, 20 are from Northisle and less than 5 play on other servers).

I do agree that guilds need to be explained better to new players (maybe through a pop-up when they receive their first guild invite or when they open the guild tab for the first time).
However, a level cap for joining guilds is not something in the benefit of new players. Guilds are welcome to set a level cap for their members if they so decide and more often than not guilds will be helpful to new users.

I will pass on this feedback together with your suggestion for guild coins received to only depend on the number of total active users.

Alsh
15.10.14, 11:57
Thanks Ravel for replying!

Whilst this situation has been quite the problem in Northisle, it is noteworthy to see contributions from players from other servers. The crediting of guild coins based only on active members may well solve the numerous dead accounts that some guilds desperately hold on to, it still won't solve the dubious and unfair recruiting methods that some employ. The pop-up idea might be the solution to that though there will undoubtedly be a good number of players who simply close it. Their own fault, certainly but the result will still be that they might choose their guild poorly and stop playing.

New players have a very early quest to ask for friends and it is often the same group of older players who are willing to befriend them. The Help tab is available to all and especially useful to new players. As Level 17 is achievable in a few hours, putting that level as a cap to joining a guild isn't unreasonable. It is very unlikely that such a cap would negatively impact a new player and the benefits could well be significant for both players and BB as they would be less likely to leave due to poor guild experiences.

Thanks again!

matie2506
15.10.14, 12:01
hi there,

i've found out there are a lot of guld who have set a level when u're allowed to join... like lvl 17,18,20,21, 50... etc
But there are a lot of ppl level 2-7 who just apply to the guild but in the application you cant see what level he/she is...
so mostly you accept those apply's but find out he/she is level 3 or so... and you need to kick them because of your Rule that everyone needs to be level like level 20+

I would suggest that you can set a Level (Within the guild) that players can apply, or atleast put the level of the Member in the application

your sincerely,
matie2506
Captain [GIW] Sandycove

p.s. as this would be better than making 1 standard level to join as there are ppl playing on multiple servers who do have a lot of experience

Kit_
15.10.14, 12:29
I would like to add that this problem of very new players being sent guild invites without asking for them, they just chat in global 'hi, i'm new', and the invites arrive and they end up in a guild they know nothing about, is not just a problem on northisle but is a big problem on newfoundland too. I see it happen every day. I have had to explain to so many players who ARE IN a guild what a guild is for, they say their guild is dead, no-one talking or helping. Those that realise there are better options leave and find another guild, but i suspect the number who do not come into global or help tabs and do not realise what they are missing, is very high. I have written in another forum suggestion thread, that a good way to stop random guild invites would be to remove the ability to invite entirely. Players can only get in a guild if they actually apply, via the shield. This way they can see the guild descriptions, and realise they have a choice, rather than accepting the first one that comes their way. The forum would also still work as a way to promote your guild. I like the idea of inactive accounts being not counted. This would certainly encourage a guild to keep their players playing and happy.

Vopicus
16.10.14, 09:44
I don't particulary like the idea of the game preventing someone from joining a guild which is willing to accept those players regardless of their level.

It seems uncalled for, it's up to any guild that wants to, to make arbitrary rules for when you can join them, be it level, age, nationality, or the ability to build a house out of a collection of discworld novels.

I for one is perfectly fine to let a newbie to the game join my guild if said newbie have a good reason to want to join it, and at any rate what would a level 17 requierment even achieve, I mean you get to that in 1 or 2 days playing time in so far I recall. At that point you're still very much a newbie and confused about the game, so if the purpose is to prevent that (because you hate newbies and don't want to help them?) it doesn't really do much.

I think the best way to regulate who enters your guild is having responsible guild recruiters who take the time to actually talk to the people who applies, rather than having some sort of game mechanism in place.

FishSmell
16.10.14, 12:36
It would also help if guild leaders had a way of telling who has been inactive for a longer time and who only for a day or two, how frequently players log in, and most importantly: who completes or fails completing the guild quest.

It would be also nice if only currently active players received guild quests, and not those who were active when the waiting quest appeared.

As for a level restriction: how about giving the guilds the ability to set one if they so wish?

Dorotheus
16.10.14, 21:54
It seems obvious to me that what we need is for the guild leader to have a mechanic so that he can set what level players have to be to be able to apply. it should have a default of 1. Once set it also prevents that guild from sending invites to players below that level.

MCLueppers
17.10.14, 12:28
It seems obvious to me that what we need is for the guild leader to have a mechanic so that he can set what level players have to be to be able to apply. it should have a default of 1. Once set it also prevents that guild from sending invites to players below that level.

Makes no sense for me - the one that sets the limit can temporary lower it in order to get someone on board. Guild invites are possible only by players that have the corresponding permissions. Guild applications have no limits - hence anyone can apply for a guild.