Hello,
As more and more guilds have lvl 8 stronghold and market lvl 4, I see some people from smaller guild asking for joining, buy stuff and leave. Some of them are even willing to pay for this, some of them try to sneak in guild.
More, if you recruit someone, how do you ensure that he will stay in the guild, not buy stuff and leave in hour ?
How to be fair with old guildies, who invested time/money/resources to reach rank 8, and new guildies ?
Can you tell me how do you manage this problem in your guild ?
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I can understand that with how much the SH building costs, all guildies should contribute for the good of everyone but at the same time this "donate a certain amount or no guild for you" policy is problematic, especially for newer, weaker and/or poorer players. Sometimes it's better to first look at the bigger picture and think in terms of "we" and "us"("we filled the coffer with 50k surplus in 24hrs!", "only took 3 days for us to get all the materials for upgrading!") rather than immediately pointing to specific people and saying they don't deserve to be in your guild.
Those are just my opinions/thoughts on the matter though, anyone can manage their guild in any way they wish. In any case, freeloaders and liars are always going to exist and it's a risk when recruiting unknown people that they might be one, but if you really want to be picky about your guildies, perhaps try to get a person off someone's friend list instead?
Decide your policies and enforce your rules.
One possible thing to do: create a mirror-guild with your alts and start a new fortress from scratch. New players who want to join your guild must spend some days (months, years, you decide...) in it, donating and doing daily quests. You can monitor their activities and if they deserve, you can upgrade them. Of course it requires more management work from the guildmasters, but this is the cost if you want to preserve your investments from leechers.
You may say that these players will not donate to the main fortress: you're right, but you can measure their reliability.
Whatever choice you make, there will be a cost.
Btw, I'm more on the generic committment side...
Oltreverso guild leader
Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
Currently we're investigating to move not to a bigger guild, but to another game. New games will be realeasd in the next few months...
Oltreverso guild leader
Maga Othelma - DC | Svalvolo - SW | Dente Avvelenato- GWF
In my guild, we are a fun guild, people are here to relieve stress after a day of work and enjoy playing with each others.
We hadn't force anybody to contribute, but everybody participated, according to their resources and we reached the rank 8 and market 4 by playing together.
We had a recruitment phase, recruiting like 20 new players. I closed the recruitment to let the time for the new player to integrate the guild, making some friends, enjoying playing.
In one month, I will reopen it, because there are always a turn over, some stay, some leave, and i try to get around 100 active players in my guild.
The problem is, that I want to preserve this fun, friendly atmosphere on the one hand, and on the other hand, i want to protect the time spent by guildies to reach lvl 8. Do you see my dilemma?
I don't want to have people come, get their stuff and leave ( even if we lost nothing ), and i don't want to charge new players BECAUSE they are new.
Neverwinter Wonderland
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It looks like mercenary system
It's a win-win deal, it may be boring switching from guild to guild, but it's a good way of making some dragons runs for smaller guilds.
- Integrate and like you says, decreases the resources amount, plays with the guild
- Get stuffed and leave
In the first case, no problem. That's what a recruitment is for.
In the second case, donations won't be devaluated, but if this case happens too much, guildies can feel spoiled like "Why this guy just came, get stuffed and left? I helped reaching this point and my efforts reward opportunists sneaker !"
Maybe I think too much, maybe not....
But I do understand that for some people, other people drinking from your well counts as a kind of "discredit", after all, they have the ability to dig their own, why should they be allowed to be lazy when others are working hard? Though I personally always see a problem in that though process in that we ourselves usually do take advantage of other peoples' work, sometimes not even intentionally ("if someone else already cleared out the enemies, why should I stay here and wait just to fight them myself?") and we often chose to ignore how much others do or have done for us when we argue that those same people shouldn't benefit from our work.
Forgive me, I've turned this into a bit of a weird discussion. I understand your (and your guildies') point and I don't mean to say it's wrong, I simply don't agree with it personally.
Wait till guilds start getting to the Artifact levels..then you will really see this start
Or you can ask them for something in collateral that you hold on too for X weeks. Then you can give it back if you think they contributed enough during these weeks or keep it and kick the player if he didn't. If he leaves within an hour you also keep it ofc.
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
How are you suposed to trust new players? I mean most of the time you have no idea who they are and how can you trust someone then? Sometimes you need to take a risk and recruit players you dont know (trust).
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
Avariel Merilwen: Burn baby, MoF/Rene
Aejun The Silver: Devoted to Healing, DevOP/Justice
Mina Rosepetal: Super Natural, Pathfinder/Melee
Frost: Benchwarmer, Soulbinder/Fury
Since you failed to do this, the correct approach is to announce your resignation as guild leader and call an election. (They may reelect you if they still have confidence in your leadership.) Whoever takes the helm should then start the process of writing a charter.
Of course, you don't have to do any of this. Cryptic considers guilds to be absolute monarchies, so you're free to do whatever you want.