CDI- Guilds- Logistics and QOL

#1 - Sept. 10, 2014, 5:39 p.m.
Blizzard Post

Welcome fellow collaborators to the latest round of CDI topics.

Phase 1 Topic Title: How would you like to see Guild Logistics and Quality of Life Improved

Below are some suggested formatting tools that will make the CDI more accessible if followed.

Suggested Idea Format

Proposal Overview
<A short description of the proposal that is being put forward>

Goal of Proposal
<What problem are you trying to solve with your proposal>

Proposal Functionality
<How does your proposal work in regard in relation to the current design of GW2>

Associated Risks
<What risks or problems can you foresee with this proposal which you would like to have assistance on from other members of the CDI>

Please try to be as concise as feasible with your proposal.

Discussion Posts

Suggested Discussion Approach

No suggested format.
Suggested Post Word Count: 200

CDI Rules:

1: This initiative is all about discussion.

2: We will not be disclosing information pertaining to what is currently in development.

3: Anger and emotion will have less impact than intelligent discussion.

4: Together we will share and evolve design philosophies which will impact how we develop the game moving forward.

5: Aggression and disrespect to a fellow community member or developer will not be tolerated, and in the extreme could lead to the shutting down of the initiative.

6: The teams primary focus is work toward the development of GW2 and therefore posting of discussion and commentary may not be as frequent as you like. Please do understand that the initiative is taken very seriously by us all and that we will be reading the discussions and joining in as often as it is possible to do so.

7: Off topic posts will be deleted.

Please note this is not a competition, either between yourselves or the developers in regard to one up man ship. The point of this Initiative is to work together to make the game better.

Note: We will disclose the ideas we do or don’t like as a group but we will not discuss schedules or timing around implementation.

P.S: I may wait a day before starting to post to allow the discussion to evolve naturally. I will try to do summaries (CDI members feel free to help out to if you like that kind of thing) and will be constantly keeping up to date with the discussion. Just because I don’t post all the time doesn’t mean I am not reading it.

Chris

#13 - Sept. 10, 2014, 5:55 p.m.
Blizzard Post

Might I ask exactly what you mean by “Logistics and Quality of Life”? I assume this isn’t encompassing possible guild related content we’d like to see, but would like to have full clarity on exactly what’s on the table for discussion

hi,

No problem. Logistics includes communication, member management, tools etc.

QOL are ideas for improving existing systems in the functionality.

Hope that helps.

Chris

#15 - Sept. 10, 2014, 5:56 p.m.
Blizzard Post

Might I ask exactly what you mean by “Logistics and Quality of Life”? I assume this isn’t encompassing possible guild related content we’d like to see, but would like to have full clarity on exactly what’s on the table for discussion

I’m assuming as I think on it we’re not really talking about content so much as we’re talking about working on the system for guilds itself. Like how a guild leader can kick themselves out of the guild . . .

We will be talking about content though as one of the phases.

Chris

#25 - Sept. 10, 2014, 6:01 p.m.
Blizzard Post

Might I ask exactly what you mean by “Logistics and Quality of Life”? I assume this isn’t encompassing possible guild related content we’d like to see, but would like to have full clarity on exactly what’s on the table for discussion

I’m assuming as I think on it we’re not really talking about content so much as we’re talking about working on the system for guilds itself. Like how a guild leader can kick themselves out of the guild . . .

We will be talking about content though as one of the phases.

Chris

Excellent, excuse me while I round up the people who want GvG

GvG will be a phase to (-:

Chris

#26 - Sept. 10, 2014, 6:02 p.m.
Blizzard Post

Might I ask exactly what you mean by “Logistics and Quality of Life”? I assume this isn’t encompassing possible guild related content we’d like to see, but would like to have full clarity on exactly what’s on the table for discussion

hi,

No problem. Logistics includes communication, member management, tools etc.

QOL are ideas for improving existing systems in the functionality.

Hope that helps.

Chris

Oh… so Guild Halls are not up for discussion?

Yes absolutely they will be.

Chris

#36 - Sept. 10, 2014, 6:14 p.m.
Blizzard Post

I personally think these are shallow changes, you guys know what people want GvG/guild halls (which don’t fit in these categories). I think enhanced statistics through the API would be a good start, but that is so outside the game it’s not even funny. I hate to beat a dead horse, but you should know by now what guilds want, I mean there are a million posts on what can be done to improve the guild experience. I have sadface why we are focusing on these 2 things… This is feedback on our community BTW.

I love your enthusiasm Chris, i just hate that it’s so “hands tied”. Thought of or idealized features are so far removed from the game at this point… It’s an uphill battle.

It isn’t hands tied at all. We are doing this in multiple phases discussing multiple areas of guild functionality and content.

might be worth reading the thread.

Chris

#41 - Sept. 10, 2014, 6:37 p.m.
Blizzard Post

For all those saying thanks for the CDI: Right back at you. Thanks for contributing.

Chris

#51 - Sept. 10, 2014, 7:15 p.m.
Blizzard Post

beyond this subject, and maybe GvG, is there really any chance anything discussed has a hope on a prayer of being implemented?

guild halls….lol.

i’ll definitely stay tuned to this CDI, at least. good stuff so far.

Yes

Not enough characters blah…

Chris

#64 - Sept. 10, 2014, 8:51 p.m.
Blizzard Post

Yup, my bad. Gonna delete mine now.

But totally need to remember to come to the Guild Content CDI to suggest Guild Raids again…

We will be discussing ideas around Guild Raids.

Chris

#67 - Sept. 10, 2014, 8:53 p.m.
Blizzard Post

Yup, my bad. Gonna delete mine now.

But totally need to remember to come to the Guild Content CDI to suggest Guild Raids again…

We will be discussing ideas around Guild Raids.

Chris

Have I told you lately that I love you?

Hehe <3 to you to!

Chris

#152 - Sept. 11, 2014, 12:26 p.m.
Blizzard Post

I see a variety of comments on feeling more attachment to a specific guild and a lot of talk of the # of guilds people are a part of and the fear that is causing a lack of attachment. This lack of attachment keeps players players from being compelled to belong to any of their guilds instead of being compelled to belong to all of them (which was the original intention of this design of guilds as more social groups rather than as exclusive cliques).

I’d love to see some discussion on how we could create greater attachment to a single guild without taking away the current value of membership in multiple guilds.

I think that involves some discussion of the following.

1) What is currently a part of being in a guild that can’t be taken away, and why would it be bad to take it away?
2) Is there anything that is currently part of being in a guild that could be taken away and given to a more focused guild association? What could we do to mitigate some of the negativity of taking away current functionality? For example replace it on all guilds or enhance it for the one guild that it is tied to?
3) What kind of features are there that don’t even exist yet that would really only make sense with a more fixed association with a single guild?

A lot of good design discussions come from answering these questions anyway which I would summarize as what can/can’t we take away? What can/can’t we change? What can/can’t we add? I ask them in that order because it’s generally the order that they are easiest to implement in.

Jon

#161 - Sept. 11, 2014, 1:07 p.m.
Blizzard Post

Morning All,

I am catching up with your posts now. Thanks so much for sharing your ideas and discussing those of others. Note other dev’s will be coming in to ask questions and of course feel free to discuss with them but also don’t forget the main topic of this section is Logistics and QoL.

Chris

#162 - Sept. 11, 2014, 1:08 p.m.
Blizzard Post

I’m a little confused about the acceptable topics for this phase of the CDI. This phase is about logistics and QoL features, so does this mean guild management and communication features only? Are ideas for new guild missions acceptable at this point, or should they be saved for a later phase like ideas for guild halls, GvG, raids, etc.

Guild missions and content will be in a separate phrase.

Chris

#175 - Sept. 11, 2014, 1:54 p.m.
Blizzard Post

1) What is currently a part of being in a guild that can’t be taken away, and why would it be bad to take it away?
2) Is there anything that is currently part of being in a guild that could be taken away and given to a more focused guild association? What could we do to mitigate some of the negativity of taking away current functionality? For example replace it on all guilds or enhance it for the one guild that it is tied to?
3) What kind of features are there that don’t even exist yet that would really only make sense with a more fixed association with a single guild?

A lot of good design discussions come from answering these questions anyway which I would summarize as what can/can’t we take away? What can/can’t we change? What can/can’t we add? I ask them in that order because it’s generally the order that they are easiest to implement in.

Jon

1) You really can’t remove anything. If you’re talking about limiting guilds to one, you’d be removing an extremely highly used feature (TTS, personal guild banks, specific guilds for specific modes, etc.). Everything about functionality, guilds are pretty limited in features already.
2) Changing things like MotD to show in guild chat would be a welcome feature as would showing last earned achievement in the roster. Also, not erasing chat history on character switch would be nice as well.
3) Guild loyalty is a pretty vapid thing. It pretty much comes down to how you run your guild, as even if it was limited to single guild system, people would end up guild hopping anyway.

Unfortunately that leaves us with what we can add to improve the need to be in a single guild. There are a lot of good ideas kind of centered around that already here in this thread.

What I mean is what functionality of being in a guild do you really only use on a more primary guild? If the answer is “none, I use it all on all of my guilds” that is a fine answer as I am only posing the question.

#177 - Sept. 11, 2014, 1:57 p.m.
Blizzard Post

Also wanted to say a good way to think about a feature and losing or changing it i s to think of it in these terms.

Is this a feature I MUST have, SHOULD have, COULD have, or DON’T have to have. It’s easy to want everything but difficult to recognize which category something actually falls into for the good of the game in general.

#185 - Sept. 11, 2014, 2:16 p.m.
Blizzard Post

I see a variety of comments on feeling more attachment to a specific guild and a lot of talk of the # of guilds people are a part of and the fear that is causing a lack of attachment. This lack of attachment keeps players players from being compelled to belong to any of their guilds instead of being compelled to belong to all of them

With all due respect Mr. Peters,

I believe the ability to join multiple guilds on this game is should not have existed at all. Very simply, it discourages guild loyalty and defeats the entire purpose of joining a guild in the first place.

Guilds are supposed to be a dedicated, close knit group of people. An ideal scenario would be a flourishing, active community in-game AND outside of the game, supported by communication programs such as IRC/forums/voice. The system now? Guilds having half the people not representing. Highly inactive/non-existent offsite interaction. Guilds are typically a hi-bye affair in the game.

People who say “I represent this guild today for WvW, then that guild tomorrow for PvE”this isn’t how guilds are supposed to work. In my opinion anyway. Guilds are groups where people do different things together – not a “I come as I like” place. People who represent different guilds on different days as and when they like are akin to clan-hoppers.

But obviously, this isn’t just the fault of guild hoppers alone. The guild system design in this game is absolutely sub par – you want people to know as many different groups of people as possible, but do not allow players to participate in the chat of guilds they are not representing. This, to me is the biggest problem about the guild system, because it renders useless the participation of a player, simply because he/she does not know what is happening in other guilds.

I respect your decision to give people the ability to join multiple guilds, but I still believe it was a wrong one.

I can understand where this is coming from. I have played many MMORPGs which adapt the one guild per character system. So, basically, players will put their main characters in the main guild. Not only that, guilds in some MMORPGs have very limited slots. So, their alts might not even be allowed in the guild.

The players belonging to those guilds are much closer to each other in comparison to the players in Guild Wars 2. Perhaps, players are forced to interact with each other and these forceful interactions breed meaningful interactions.

Sadly, in guild wars 2, I have observed that many guilds are being treated like a service or running like a service provider while players are just numbers to perform certain activities. This type of guild is pretty meaningless, dull, uninteresting and pointless.

Some people might think that this is just a game and doesn’t have to get that serious into it; attachment, sense of belonging, loyalty, pride, etc. However, I think that a game can only be truly fun and interesting if people get that serious into it.

Great points here and I think what I am hinting at is that if there was a way to maintain the current guild functionality of multiple guilds but also add a way to really commit to a singular guild what are the features old and new that you think are important for your basic guilds vs your, for lack of a better term, “home” guild.

Jon

#216 - Sept. 11, 2014, 3:29 p.m.
Blizzard Post

After some initial discussions with my officers, these are some of the things we’ve come up with. I may post later as more offer up their opinions and I speak to my co-leader.

Proposal Overview #1
A log-in splash screen that would display the Guild Message of the Day, a list displaying ONLY the members in the guild who are currently online, and perhaps simple notifications that you have mail or perhaps things waiting at the Trading Post.

Goal of Proposal
We are a very active guild, running missions multiple nights a week to accommodate US and EU members, as well as multiple guild events throughout the year that require significant planning. As it stands, despite the guild message being updated with all relevant information, we seem to still struggle communicating to the guild at large because the GMOTD just isn’t visible enough. It’s completely easy to skip right past it. Remember how the guild list would always pop up on login in Guild Wars 1? Think something similar, but with a little more relevant information than just the guild listing.

Proposal Functionality

Each time a character logs in for the first time that day, a splash screen would appear with all the info I mentioned above. If the player switches characters and that character is representing the same guild, the screen does not display, but would for a character repping a different guild. The bottom line is I believe it brings communication to the forefront between Leaders and Officers and General Members.

Associated Risks

Simply from my perspective, which lacks knowledge in what it would take to make this happen, there are no risks, only upside. Consider it a flash look at what’s going on with your game at that current moment.
__________________________________________________________________

Proposal Overview #2

Goal of Proposal
Guild-Wide mail system

Proposal Functionality
Officers and Leaders would have the capability to send out a guild bulletin of sorts. As I said, our guild often does events which require mass mails being sent, and being suppressed every 2 mails when you have as many as 100+ mails to send is quite the PITA.

Associated Risks
Perhaps someone angry in one of these positions could send out some harmful stuff or a guild could abuse the system to spam members, which would cause some unrest.
__________________________________________________________________

Proposal Overview #3

Join Date and Last Repped options available on hover information

Goal of Proposal

People most definitely take advantage of the ability to be in multiple guilds within the game. However, it often makes your roster look quite bad when half of them aren’t repping your guild seemingly ever yet stick around on the roster. We run a 50% rep rule, which we don’t hold to an exact number, just that you rep occasionally. Currently it’s beyond annoying to keep track of, with officers and leaders maintaining lists of people they do not see repping often to see which overlap and for how long that may have occurred. A Last Rep notification would save my guild a ton of work. As far as join date, that’s merely to keep in mind for promotions to higher ranks as well as loyalty when it comes to removing people from the roster.

Proposal Functionality

I believe it’s been said that it’s very difficult to track representing, but I’d like to hope you could find a way. As for join date, I think that’s as simple as making that data available when you simply hover over a player’s name in the roster.

Associated Risks
None that I’m aware of.

Thank you for your time.

Awesome. It is great to see compiled lists from guilds.

Chris

#217 - Sept. 11, 2014, 3:30 p.m.
Blizzard Post

Custom chat channels might help with communication issues. Let players create and name channels, then invite others to them. There are a host of problems with moderation issues and such, but had we had the possibility since launch, allied guilds would have been able to have a place to chat. RPers not guilded together could find a way to have ooc discussion along with the ic action. Interest groups could form.

That’s not a guild function, though, it’s a work around for a missing one that also has other uses.

Personally i like the idea of custom chat channels even though this isn’t guild specific.

Chris

#218 - Sept. 11, 2014, 3:31 p.m.
Blizzard Post

Ok so I am up to date but am busy for much of the afternoon.

I am going to start giving my thoughts and joining the discussion. To be honest however the largest amount of time I will have for this is the weekend. I will do my best between now and then.

Chris

#227 - Sept. 11, 2014, 3:43 p.m.
Blizzard Post

Jon/Chris,

Is there a technical problem preventing the addition of a simple /server chat channel? Though not directly related to Guilds, it would certainly go a long way to alleviate some Guild-related QoL issues introduced by Megaserver. It would also help as QoL for WvW, an added bonus.

As a programmer and SysAdmin, I don’t see this taking much of your resources to implement and test.

This is definitely doable. it is just a matter of priority. i would really like this functionality to.

Chris

#258 - Sept. 11, 2014, 5:33 p.m.
Blizzard Post

I am going to look into the cost of a guild calendar.

Chris

#260 - Sept. 11, 2014, 5:36 p.m.
Blizzard Post

Proposal Overview
Guild Material Storage and Crafting

Goal of Proposal
Allow players with crafting skills to craft items for the guild via a centralized system.

Proposal Functionality
In the Guild in game menu, on the left side there would be a “workshop” tab which would lead to a guild version of the crafting menu found at the crafting stations. This crafting station would support all crafting options and employ the level and knowledge (i.e. recipes) of the character doing the crafting (no separate exp system needed).

This in turn would be tied to a guild materials storage the same as each player has but with a stack limit of 5000 for each material stack. This would be a guild storage similar to the stash/trove/cave system, separated based on current material groupings, with rights to it assignable in the guild.

Any items crafted would be deposited in the highest level of guild storage unless full, then in descending order till an open slot is found. To access the finished item, or to deposit materials would require being at a guild bank location in game. The actual crafting of the object can be done anywhere in game just like building guild bonuses are able to currently.

Associated Risks
Security would be tricky but other than that I can’t think of any.

This is an interesting idea. What would you do about players who constantly take from thee stock pile, for example hitting limit everyday and not re-stocking. Would this be handled by just cautioning the player or would you design levels of restriction?

Chris

#261 - Sept. 11, 2014, 5:37 p.m.
Blizzard Post

Proposal Overview
Guild Advertising / Bulletin Board

Goal of Proposal
A formatted and real time way to announce your guild is looking for members without having to spam local and map chat channels. Allows players to find guilds they might want to join easier.

Proposal Functionality
In the Guild in game menu, on the left side there would be a “town crier” tab which would lead to two topside icons.

First icon would access the current listings of all guilds actively recruiting in the game along with what info they have put up describing their guild. There would be a “join request” option that would alert the Guildmaster (or recruitment designate) of the application. Filters would include Guild type (PvP,PvE,etc.), keywords, and server (if relevant).

Second icon would access a menu with the guild’s current “ad” displayed (or blank if none) and with an edit button. If given the right an ad could be placed for n days based on either a) influence spent and/or b) gold spent for the ad. As noted this would be locked down based on rights assignment.

Associated Risks
Would create a bit of negativity for those that still spam in chat but otherwise I can’t think of any.

I just want to comment on this, since i REALLY feel the community can come up with some of these (like a calendar or BB) on their own, IF only we had the tools (API) to do it. It was actually one of the HUGE selling points for me, back before the game released, where we saw a very robust API that included chat, seeing where players are in the world and managing guilds. Of which, all of that got backburnered, till a spark of hope came along when the OAuth2 was announced as a thing (almost complete, yadda, yadda). I think the community could really do a lot with it, but for whatever reason, ANet almost entirely, stopped either working on it or decided to focus their attention elsewhere.

I TRULY think if ANet development focused on this, at least in the sense that we can have the kind of input/output from the game, anytime, anywhere it would improve player experience a million fold and get our own development ideas (which are extremely vast) working at full speed.

I really think they are missing the boat here, it could be a stellar improvement to these QoL things along with features at a much lower (IMHO) development cost. It would also be HUGE to be able to post clickable URLS for “approved interfaces” with the game. I’ve implemented these kinds of things in smaller projects, and they were extremely popular.

It’s funny how many people don’t even know you can /wiki “something” in chat, a really powerful feature almost no one knows about…

This would also be very cool, particularly in regard to my post on the calendar. I will investigate.

Chris

#262 - Sept. 11, 2014, 5:39 p.m.
Blizzard Post

Is this a feature I MUST have, SHOULD have, COULD have, or DON’T have to have. It’s easy to want everything but difficult to recognize which category something actually falls into for the good of the game in general.

Quality of Life features are never a MUST have. They wouldn’t be QOL features otherwise.
QOL features are by definition nice things to have, but not absolutely necessary.

Not a must have but important nevertheless. Especially in the Guild functionality of GW2 that could do with more focus in this area.

Chris

#264 - Sept. 11, 2014, 5:44 p.m.
Blizzard Post

Proposal Overview
Introduce instanced raid content (pve)

goal of proposal
Permanent always available repeatable endgame content for my guild or large collection of friends. The goal of this proposal is to create lasting permanent content which is actually challenging. This is because I seek a challenge out of a game, especially at endgame. With challenging content becomes the need to control who is in it with me. Things like Tequatl don’t have this kind of control even though they could be considered raid content.

Proposal Functionality
With parts of the living story release come new raid instances. These expand on parts of the story you would want to have flow but want to make challenging. Say for instance the last part of the living story where you killed Scarlet was a 10 man instance where you have to fight through her top lieutenants/generals to finally get to her.

There can be other raids that are just part of the lore. I don’t know, be creative.

An additional guild mission can be added to assault a location within a raid instance.

Rewards for raid bosses should almost always be rare/exotic gear or higher with ascended mats other than dragonite/fragements/dust. They should have a strong chance to drop ascended gear too.
associated risks
Instanced raid content comes with the risk of having players kicked out for not being good enough for the challenge. This happens in other games with large raids (especially world of warcraft). Such players should be encouraged not to just pick-up-group the raids but run them with their guild. I know I personally didn’t do many raids in WoW because the players running them had them achievement gated or some other requirement. The ones I did participate in were fun though.

Personally I would really like this and we can discuss it more when we get to the Raid phase of the discussion. i specifically like the idea of making them part of the Living World with complimentary story, strategic group challenge and rewards that really show of that you have beaten the content.

Chris

#265 - Sept. 11, 2014, 5:46 p.m.
Blizzard Post

Note i am responding in between meetings and am about to go and look at some work so I will either be back on tonight or tomorrow morning. I am currently at page 4 looking at proposals and working backwards.

Chris

#271 - Sept. 11, 2014, 6:03 p.m.
Blizzard Post

Same with Chris, I am responding between stuff so it will get more sporadic as the evening moves on. Lot’s of great stuff here that I want to actually discuss but that takes longer so for now keep it coming.

Jon

#290 - Sept. 11, 2014, 9:46 p.m.
Blizzard Post

Hey All,

Just wanted to let you know I am reading the proposals and discussions and playing the game. So I am semi afk.

Chris

#292 - Sept. 11, 2014, 10:07 p.m.
Blizzard Post

I see a variety of comments on feeling more attachment to a specific guild and a lot of talk of the # of guilds people are a part of and the fear that is causing a lack of attachment. This lack of attachment keeps players players from being compelled to belong to any of their guilds instead of being compelled to belong to all of them (which was the original intention of this design of guilds as more social groups rather than as exclusive cliques).

I’d love to see some discussion on how we could create greater attachment to a single guild without taking away the current value of membership in multiple guilds.

I think that involves some discussion of the following.

1) What is currently a part of being in a guild that can’t be taken away, and why would it be bad to take it away?
2) Is there anything that is currently part of being in a guild that could be taken away and given to a more focused guild association? What could we do to mitigate some of the negativity of taking away current functionality? For example replace it on all guilds or enhance it for the one guild that it is tied to?
3) What kind of features are there that don’t even exist yet that would really only make sense with a more fixed association with a single guild?

A lot of good design discussions come from answering these questions anyway which I would summarize as what can/can’t we take away? What can/can’t we change? What can/can’t we add? I ask them in that order because it’s generally the order that they are easiest to implement in.

Jon

Honestly, I feel that if you were to reduce the number of guilds a person can belong to (say 2 for instance) and introduce an alliance system where guilds can ally themselves with other guilds, then This would make the guilds more close knit and still allow people to interact with friends in other guilds. I feel this would be the best way to resolve the issue.

Each guild could have x max number of allies. This system would help smaller guilds to have more people to support their activities/missions. The alliance system should also allow a guild to earn guild merits/influence by interacting with the ally guilds missions and events.

I do like the idea of alliances. There are a lot of associated gameplay and meta social opportunities.

Chris

#294 - Sept. 11, 2014, 10:17 p.m.
Blizzard Post

I would be personally very unhappy if the amount of Guilds a player could belong to was reduced to only two.

Ideas that add to the game are great…ideas that remove what we already enjoy? Not so great. As evidenced by the player-base reaction to the latest Feature Patch.

Yep that seems to be the resounding feedback about reduction in guild occupancy. Alliances can exist outside of that though.

Chris

#296 - Sept. 11, 2014, 10:35 p.m.
Blizzard Post

I would be personally very unhappy if the amount of Guilds a player could belong to was reduced to only two.

Ideas that add to the game are great…ideas that remove what we already enjoy? Not so great. As evidenced by the player-base reaction to the latest Feature Patch.

Yep that seems to be the resounding feedback about reduction in guild occupancy. Alliances can exist outside of that though.

Chris

Indeed. Alliances would be adding something to the game, and I’m sure they would make many players pleased. Especially, Alliance chat. =)

Not sure about the logistics of Influence, Bonuses, Buffs, or anything else. What I mean is would people be asking for such things? Would several smaller Guilds want to pool their resources in such a way as to be able to, then, participate in content only the larger Guilds are able to now?

It might require some thought.

I think small guilds would Ally . WvW guilds would. And potentially for PVE content to with larger guilds. And WvW alliances with pve guilds. I have been adopted by a WvW Zerg Smashing guild called Helioz on TC and they wanted to ally with a PVE guild to do the content.

Depends on how progression is distributed and the communication channels etc.

Chris

#298 - Sept. 11, 2014, 10:41 p.m.
Blizzard Post

Alliances may have some merit – I’m sure there’s a few things they could open up in terms of large-scale activities. Reducing guilds per account would only pressure guilds into supporting every one of their players’ interests, however, if they want to retain them. Guilds of friends would be ripped apart while people flocked to larger guilds in order to continue earning commendations and so on.

Make no mistake, GW2’s acknowledgement that players mix with different circles of other players was a huge step in the right direction for MMOs.

What it needs going forward is some mechanism to make that easier, and the suggestion above for a different-coloured ‘channel’ per guild in the chat would be very helpful toward that end – I’m representing one particular guild 95% of the time because my friends are there and I don’t want to miss the conversation, even though server resource guilds I’m in could really use the influence.

Yep you have all made some good points about guild occupancy. It requires more discussion.

Chris

#301 - Sept. 11, 2014, 11:02 p.m.
Blizzard Post

I’m not into guilds too much personally, never really see the fun in being on teamspeak with 20+ people… so keep my perspective in mind.

A lot of the former/current ’’raid’’ formats have been very challenging organisation wise. This is something that really turned me off from getting involved in these events.
The Queen’s Gauntlet to me is the perfect example of how not to let people organise.
Especially before the rewards got increased people just didn’t care. If I wanted to get a decent attempt going I would have to spend hours to get people to do it nicely.
It was a royal pain if I wanted to do this on a daily basis. At that point people did not catch on, and I feel therefor the rewards were upped to give better incentive.
All the fights were fairly easy, some tiny tricks to get around them.
But more often than not I killed my boss before half the timer was over (or got him ready to die)… and then you ask others where they are and all of a sudden everyone at the centaur boss vanished. This to me is the perfect example of what isn’t fun.

I would love for the game to organise it for you, rather than you having to go out of your way to make people listen to you. Hence why so many guilds go out of their way to not play with others. Having content for guilds only is fine. It’s not my preference and I believe you’d lock people out.
But if you do make open-world content, please add some more ways to structure fights. Marionette was a nice attempt but I feel you could improve on that.
Tequatl right now is simply a zergfest.
Three headed wurm is really easy, but difficulty lies in having everyone do it.

Imagine having a group of 100 people, and you want them to all raise their hand at the same time. That should be easy, but in practise it’s not.
Solution: music ‘’put your hands up in the air’‘… and it’s done.

I personally would love more difficult content, but not in the way that the current world bosses are. I hope you catch my metaphore.
And personally I don’t think that super difficult encounters belong in the open world.
I’m quite surprised we haven’t had a ‘’mega-dungeon’’ of sorts yet, as I think that would be a better solution.

Hey Eekzie,

I can’t wait to talk about raids with you. It will be a phase soon!

We can go to town brainstorming!

Chris

P.S: And yes it would be very cool to have minimal barriers to entry in the feature.

P.P.S: I love the Marionette fight!

#303 - Sept. 11, 2014, 11:06 p.m.
Blizzard Post

Many have suggested the different colored guild channels. I’m all for that (it’s made a similar idea in TESO super easy to use). I’d go one step further and ask that these colors be customizable by the player — that, in fact, all channels be color customizable. Even if we don’t get a huge gradient bar to choose from but only a set of, say, 10 colors, then we could set things to catch our eye in intuitive fashion.

With that, I’d ask for something TESO seems to lack: The ability to sort out your guilds in the order you want. In that game my first guild is one of my GW2 buddies and my second is my old WoW guild people. But my GW2 folks are back in GW2, not in TESO, so nothing ever happens in chat or the bank there — and still it insists on being my default opened guild panel. If only I could make the WoW folks my “G1” chat.

Being able to sort one’s guilds in the order one prefers for selecting a channel would rule. Or instead of /G1, /G2, you could type the guild tag? Though tags aren’t always unique. Thinky thinky thinky.

This idea would require getting estimates (-:

I will go and get some info about implementation and then we can discuss priority vs other proposals.

Chris

#308 - Sept. 11, 2014, 11:19 p.m.
Blizzard Post

If these issues were resolved by opening up a seperate channel for all guilds you are a member of, dividing all influence earned between each guild you are a member of and displaying the MOD and online members of each guild you are a member of, then it would not be a problem. In essance you would need full access to each guild you are in at all times to truly be in multiple guilds.

Quick comment – if you could switch between repping guilds without losing guild chat, dividing influence wouldn’t matter so much. If you wanted to go 50/50 you could switch over at will. I’m not sure how complex divvying up the influence would be to implement, but until then there’d be a workaround if we could have all /g channels displayed.

How would you handle the UI design. Specifically clutter?

Chris

#312 - Sept. 11, 2014, 11:34 p.m.
Blizzard Post

Proposal Overview
Guild Material Storage and Crafting

Goal of Proposal
Allow players with crafting skills to craft items for the guild via a centralized system.

Proposal Functionality
In the Guild in game menu, on the left side there would be a “workshop” tab which would lead to a guild version of the crafting menu found at the crafting stations. This crafting station would support all crafting options and employ the level and knowledge (i.e. recipes) of the character doing the crafting (no separate exp system needed).

This in turn would be tied to a guild materials storage the same as each player has but with a stack limit of 5000 for each material stack. This would be a guild storage similar to the stash/trove/cave system, separated based on current material groupings, with rights to it assignable in the guild.

Any items crafted would be deposited in the highest level of guild storage unless full, then in descending order till an open slot is found. To access the finished item, or to deposit materials would require being at a guild bank location in game. The actual crafting of the object can be done anywhere in game just like building guild bonuses are able to currently.

Associated Risks
Security would be tricky but other than that I can’t think of any.

This is an interesting idea. What would you do about players who constantly take from thee stock pile, for example hitting limit everyday and not re-stocking. Would this be handled by just cautioning the player or would you design levels of restriction?

Chris

The way I see it and understood it was that any player should be able to craft for the guild by using the “workshops” materials which are deposited by the guild members that are willing to share resources for the guild.

The player crafting would never really acquire the materials but use them directly from the workshop.
The crafted item would go in workshop (if a component) or in highest possible level of bank if completed (and the access to those is determined by ranks for checking out those items).

Yep the need for some kind of control of output of materials is an interesting topic (-:

Chris

#313 - Sept. 11, 2014, 11:35 p.m.
Blizzard Post

I would be personally very unhappy if the amount of Guilds a player could belong to was reduced to only two.

Ideas that add to the game are great…ideas that remove what we already enjoy? Not so great. As evidenced by the player-base reaction to the latest Feature Patch.

Yep that seems to be the resounding feedback about reduction in guild occupancy. Alliances can exist outside of that though.

Chris

Indeed. Alliances would be adding something to the game, and I’m sure they would make many players pleased. Especially, Alliance chat. =)

Not sure about the logistics of Influence, Bonuses, Buffs, or anything else. What I mean is would people be asking for such things? Would several smaller Guilds want to pool their resources in such a way as to be able to, then, participate in content only the larger Guilds are able to now?

It might require some thought.

I think small guilds would Ally . WvW guilds would. And potentially for PVE content to with larger guilds. And WvW alliances with pve guilds. I have been adopted by a WvW Zerg Smashing guild called Helioz on TC and they wanted to ally with a PVE guild to do the content.

Depends on how progression is distributed and the communication channels etc.

Chris

I might be a little late to this part of the conversation but I’d be all for this. I’m in a tiny guild (2.5 people!) and very hesitant to join a large one, though I have a slot reserved for just in case. Anything that would allow family guilds and small groups of mates to get together and get things done would be wonderful.

This is one of the main reasons i like the idea.

Chris

#316 - Sept. 11, 2014, 11:38 p.m.
Blizzard Post

If these issues were resolved by opening up a seperate channel for all guilds you are a member of, dividing all influence earned between each guild you are a member of and displaying the MOD and online members of each guild you are a member of, then it would not be a problem. In essance you would need full access to each guild you are in at all times to truly be in multiple guilds.

Quick comment – if you could switch between repping guilds without losing guild chat, dividing influence wouldn’t matter so much. If you wanted to go 50/50 you could switch over at will. I’m not sure how complex divvying up the influence would be to implement, but until then there’d be a workaround if we could have all /g channels displayed.

How would you handle the UI design. Specifically clutter?

Chris

As far as clutter for general features, it could be just a matter of clicking on the guild in the guild menu and displaying all the information avail to a repping member to every member. you would select the guild and it would display mod, online members, influence, upgrades etc as it does now to repping members. If you wanted to change to another guild then just clicking on the guild would give you access to that guilds info without clicking rep each time.

As far as clutter in the chat, each guild would have their own color to signify each channel like map/say now. Players would have the option of turning off specific channels as they do now. It does present the porblem of channels with alot of discussion hiding comments of other channels. This is already an issue though when say/map chat gets really going in some areas. We would alwasys have the same option of hiding specific channels like we do now though.

Hey Steve,

Interesting points. If you had each guilds chat on your main chat panel you would likely get a huge amount of traffic and not be able to keep up with the volume. I get that people can hide channels but it needs to be designed in such a way that at its max functionality it doesn’t break immersion.

Chris

#317 - Sept. 11, 2014, 11:41 p.m.
Blizzard Post

On the topic of guild alliances – I have a different idea for potential discussion that could help get around some the logistics and confusion. Most of what Ive seen proposed amounts to alliances being little more than shared chat channels. I think they could be alot more.

Instead of having alliances be permanent connections between guilds, I would like to see an alliance system that is based around events.

The idea, which is just that (an idea that could be good or complete trash), would work like this:

1. Create an option in the guild permissions tab (ranks) called “propose/accept alliances.” This option would allow guild officers to propose temporary alliances with other guilds for particular events (wvw sessions, guild missions, etc) – as well as accept invites from other guilds offering alliances. The ability to invite other guilds to a temporary alliance would have to first be built – for a minimal guild influence cost – and activated (like any guild booster); and would last a set amount of time (six hours sounds about right to me).

2. While the event is active, the alliance would mean all guild perks and triggers are shared between the two guilds. Most importantly, these perks could include WvW boosters (+5 to supply, etc) and guild mission activations. Additionally, all members would be able to participate in an “alliance chat” channel.

3. The primary advantages of a system like this would be to encourage guilds to work together (rather than simply serving as a shared chat channel) – and it would give large PVE guilds a way to, if they were feeling benevolent, help smaller guilds or WvW focused guilds participate in guild missions without having to ask members of either guild to un rep for the duration (likewise, it would allow large WvW to do the same and share WvW perks with PVE focused or small guilds).

Again, it’s just a thought to throw into the pile. Feel free to shovel and discard if it has no merit (late night musings and all that).

Hey Blaeys,

But what about the awesomeness of rocking an alliance over a period of time that is famous for killing it in WvW or Legendary Bosses or PvP that you would lose if i am understanding you correctly?

Chris

#319 - Sept. 11, 2014, 11:44 p.m.
Blizzard Post

Proposal Overview
Guild Material Storage and Crafting

Goal of Proposal
Allow players with crafting skills to craft items for the guild via a centralized system.

Proposal Functionality
In the Guild in game menu, on the left side there would be a “workshop” tab which would lead to a guild version of the crafting menu found at the crafting stations. This crafting station would support all crafting options and employ the level and knowledge (i.e. recipes) of the character doing the crafting (no separate exp system needed).

This in turn would be tied to a guild materials storage the same as each player has but with a stack limit of 5000 for each material stack. This would be a guild storage similar to the stash/trove/cave system, separated based on current material groupings, with rights to it assignable in the guild.

Any items crafted would be deposited in the highest level of guild storage unless full, then in descending order till an open slot is found. To access the finished item, or to deposit materials would require being at a guild bank location in game. The actual crafting of the object can be done anywhere in game just like building guild bonuses are able to currently.

Associated Risks
Security would be tricky but other than that I can’t think of any.

This is an interesting idea. What would you do about players who constantly take from thee stock pile, for example hitting limit everyday and not re-stocking. Would this be handled by just cautioning the player or would you design levels of restriction?

Chris

The way I see it and understood it was that any player should be able to craft for the guild by using the “workshops” materials which are deposited by the guild members that are willing to share resources for the guild.

The player crafting would never really acquire the materials but use them directly from the workshop.
The crafted item would go in workshop (if a component) or in highest possible level of bank if completed (and the access to those is determined by ranks for checking out those items).

Yep the need for some kind of control of output of materials is an interesting topic (-:

Chris

Or maybe having a system in place where officers (just like how we queue upgrades) place “orders” for what we need as a guild (ex: 100 sup. rams, 20 feasts of Y food, etc) And players can either donate materials towards those orders or fulfill by crafting them.

That’s a super cool idea.

Chris

#322 - Sept. 11, 2014, 11:48 p.m.
Blizzard Post

If these issues were resolved by opening up a seperate channel for all guilds you are a member of, dividing all influence earned between each guild you are a member of and displaying the MOD and online members of each guild you are a member of, then it would not be a problem. In essance you would need full access to each guild you are in at all times to truly be in multiple guilds.

Quick comment – if you could switch between repping guilds without losing guild chat, dividing influence wouldn’t matter so much. If you wanted to go 50/50 you could switch over at will. I’m not sure how complex divvying up the influence would be to implement, but until then there’d be a workaround if we could have all /g channels displayed.

How would you handle the UI design. Specifically clutter?

Chris

As far as clutter for general features, it could be just a matter of clicking on the guild in the guild menu and displaying all the information avail to a repping member to every member. you would select the guild and it would display mod, online members, influence, upgrades etc as it does now to repping members. If you wanted to change to another guild then just clicking on the guild would give you access to that guilds info without clicking rep each time.

As far as clutter in the chat, each guild would have their own color to signify each channel like map/say now. Players would have the option of turning off specific channels as they do now. It does present the porblem of channels with alot of discussion hiding comments of other channels. This is already an issue though when say/map chat gets really going in some areas. We would alwasys have the same option of hiding specific channels like we do now though.

Hey Steve,

Interesting points. If you had each guilds chat on your main chat panel you would likely get a huge amount of traffic and not be able to keep up with the volume. I get that people can hide channels but it needs to be designed in such a way that at its max functionality it doesn’t break immersion.

Chris

I definately see your point. Its currently an issue in some areas now too. There are days when map/say chat in Divinities Reach can get going and I miss comments from my guild chat. Adding more channels could make things worse, definately. Maybe a chat revamp is neccessary? I don’t know.

Something for us to keep discussing.

Chris

#323 - Sept. 11, 2014, 11:49 p.m.
Blizzard Post

I don’t follow why the log has to be readable with absolutely everything turned on under the most extreme conditions. I already have problems through the combat log alone, or game messages when I’m crafting materials.

While I can’t say I’ve been in 5 guilds full of motormouths myself, the very first thing I do when I’m getting too much clutter from some channel – whether it’s LA chat or system messages – is just turn the channel off.

Well this would be the goal:

‘I don’t follow why the log has to be readable with absolutely everything turned on under the most extreme conditions.’

Let’s see if we can solve the problem.

Chris

#326 - Sept. 11, 2014, 11:53 p.m.
Blizzard Post

That’s leading into a general UI topic, but there’s one thought. Is it possible to separate channels into different windows, so game messages and combat log for example are not competing with chat?

That would take up screen space (-:

Chris

#329 - Sept. 12, 2014, 12:13 a.m.
Blizzard Post

Only other thing that comes to mind is hiding old lines from the same channel after 3-5 lines, depending on the number of channels they’re mixing with. Might be possible to toss in an integer field next to the display setting to set the number as well.

What about colored tabs you could switch between that would merge into the chat channel?

Chris

#331 - Sept. 12, 2014, 12:16 a.m.
Blizzard Post

So rather than showing every guildchat at once, the active tab selects which one? If there’s a highlight on the tab showing when new lines have arrived for each one that could work.

Exactly.

+ this is very clever:

‘If there’s a highlight on the tab showing when new lines have arrived for each one that could work’

Chris

#335 - Sept. 12, 2014, 12:26 a.m.
Blizzard Post

I like this idea. I don’t think the experiences the allied guilds share should be lost though. If guild x joins guild y for a dungeon, then joins guild z for some WvW, then re-allies with guild x for another dungeon the next day-all 3 guilds gain merit and achievement points. Perhaps there can be tiers to the alliance, and the more times guilds ally with other specific guilds, and the more diversity in events they share- the higher the shared guild buffs and bonuses become.

Yep shared progression is a cool idea.

Chris

#337 - Sept. 12, 2014, 12:30 a.m.
Blizzard Post

2) Sell additional guild slots as account upgrades

Have to admit I’d actually pay for that.

It makes everything more complex though!

Chris

#340 - Sept. 12, 2014, 12:34 a.m.
Blizzard Post

Hey Blaeys,

But what about the awesomeness of rocking an alliance over a period of time that is famous for killing it in WvW or Legendary Bosses or PvP that you would lose if i am understanding you correctly?

Chris

here is where the idea is coming from, to (hopefully) make things clearer.

I lead a decent sized PvX of about 350 members (with daily activity being around 50-70 members logging on). We have what I think of as informal alliances with three other other guilds on our server – one that is dedicated to WvW, one that is made up primarily of APAC players and one that is a small guild of real life family/friends that want to remain small because they have young children playing in their guild.

While I would love shared chat channels with these three guilds, I could easily see how it would get out of hand, so I wanted to think about it from a “what do we do together as guilds” point of view.

We work with these other three guilds in five different ways:

1. When the WvW guild needs support and we arent doing anything as a guild, we have a large number of members hop into their Teamspeak and follow their lead.

2. When members of the primarily APAC guild have to miss their guild mission night, we have a standing arrangement that they can come to ours (and vice versa). Additionally, officers from each guild agree to help out if the other guild is short of people in a given week.

3. The APAC guild and the faimly guild both have permission to use our custom guild pvp arena (which is technically mine, but it is kept running by donations from the guild) – and we set aside one night every other week for fun 3v3 deathmatch tournaments in the courtyard.

4. The family guild leads a “themed” wvw night (all minion master, all asura, etc) one night each week that we like to participate in.

5. Officers of all guilds often whisper back and forth whenever their guild is doing anything that takes larger numbers, so alot of adhoc groups form.

The point of spelling all this out is to illustrate what I think alliances should be trying to support. The trick is drawing the line between guild and cross-guild activities. For that reason, rather than seeing a shared chat channel that is active 100 percent of the time, Im more interested in tools that could make events like the ones I list above easier to coordinate and support between the guilds involved more fluid.

My first instinct was to look at making alliances event focused rather than chat focused. That may not be the best solution – and maybe shared chat is the answer (if the logistics can be worked out). Personally, though, if alliances are introduced, I would like to see them implemented around a toolbox of functions (such as shared resources and event triggers) that offer something more than just another chat option.

The idea of inviting other guilds to participate in my guild’s activities, most notably guild missions, really appeals to me (as does the idea of them inviting my guild to theirs ). That large scale organization between guilds is how I would define an “alliance.” The more tools we have to do that, the better the experience for all involved.

I agree with everything you are saying. I am simply stating that persistence is fun (-:

Chris

#343 - Sept. 12, 2014, 12:41 a.m.
Blizzard Post

Hi Chris,

I agree the proposal does add to complexity, I’m sorry I should have added that as a separate risk.

I’ll go and edit the post.

No need Ailse it is all part of the brainstorming process. Kudos to you for getting involved in the CDI.

Chris

#344 - Sept. 12, 2014, 12:42 a.m.
Blizzard Post

Separate tabs for chat that show a number in a bracket for how many comments there have been in that tab since you last looked at it.

So the chat tab would look like:

  • | Combat | All | Random Guild Name[RNDM](4) | Other Random Guild [RnDm](15)

It is still a drop down window though, as apposed to a click.

Specifically: | Random Guild Name[RNDM](4) |

Unless i am not understanding your design.

Chris

#347 - Sept. 12, 2014, 12:50 a.m.
Blizzard Post

Separate tabs for chat that show a number in a bracket for how many comments there have been in that tab since you last looked at it.

So the chat tab would look like:

  • | Combat | All | Random Guild Name[RNDM](4) | Other Random Guild [RnDm](15)

It is still a drop down window though, as apposed to a click.

Specifically: | Random Guild Name[RNDM](4) |

Unless i am not understanding your design.

Chris

Think of that garbage diagram I threw out there as the top of the chat window and each of those is a tab. the number in brackets (4) is the number of messages that has been typed since you last looked at it. You click the tab to view those. Kinda like how Twitter works when you have it in a browser window you arent looking at. It would say Twitter(24) meaning there were 24 tweets you havent seen yet since you last looked at that particular page.

Yep so an extra click. We can do better than that (-:

Chris

#348 - Sept. 12, 2014, 12:50 a.m.
Blizzard Post

I agree with everything you are saying. I am simply stating that persistence is fun (-:

Chris

That sounds great to me, as long as the individual guilds can retain their original identity – for example, the small family guild I mention would be against an overly formal alliance because it would potentially expose the children in that guild to a large number of strangers (which is understandable).

With all of what’s been said in mind, Yaya’s suggestion regarding shared or saved progression – that advances a larger alliance (with unique perks and unlockables) – seems like a really great idea.

The tricks would be implementing that progression without using a system that puts one guild above the other – and implementing a system that allows for multiple alliances between divergent guilds (basically, my guild would possibly want to be in three unique alliances with the three guilds I mention above – based on the activities we share with each).

Of course, to make things even harder, the system would need to be simple to understand and implement.

Of course it would (-:

Problems are the fuel of evolution though, so I am all in!

Chris

#350 - Sept. 12, 2014, 12:55 a.m.
Blizzard Post

Separate tabs for chat that show a number in a bracket for how many comments there have been in that tab since you last looked at it.

So the chat tab would look like:

  • | Combat | All | Random Guild Name[RNDM](4) | Other Random Guild [RnDm](15)

It is still a drop down window though, as apposed to a click.

Specifically: | Random Guild Name[RNDM](4) |

Unless i am not understanding your design.

Chris

Think of that garbage diagram I threw out there as the top of the chat window and each of those is a tab. the number in brackets (4) is the number of messages that has been typed since you last looked at it. You click the tab to view those. Kinda like how Twitter works when you have it in a browser window you arent looking at. It would say Twitter(24) meaning there were 24 tweets you havent seen yet since you last looked at that particular page.

Yep so an extra click. We can do better than that (-:

Chris

Fair enough. As long as I get my guild Message of the Day in the chat window, I am ok with whatever

Sold!!

#352 - Sept. 12, 2014, 12:58 a.m.
Blizzard Post

Separate tabs for chat that show a number in a bracket for how many comments there have been in that tab since you last looked at it.

So the chat tab would look like:

  • | Combat | All | Random Guild Name[RNDM](4) | Other Random Guild [RnDm](15)

It is still a drop down window though, as apposed to a click.

Specifically: | Random Guild Name[RNDM](4) |

Unless i am not understanding your design.

Chris

Think of that garbage diagram I threw out there as the top of the chat window and each of those is a tab. the number in brackets (4) is the number of messages that has been typed since you last looked at it. You click the tab to view those. Kinda like how Twitter works when you have it in a browser window you arent looking at. It would say Twitter(24) meaning there were 24 tweets you havent seen yet since you last looked at that particular page.

Yep so an extra click. We can do better than that (-:

Chris

Fair enough. As long as I get my guild Message of the Day in the chat window, I am ok with whatever

Sold to, Mr or Mrs Iason Eva (-:

Chris

P.S: Have a good night to, I think I will do the same. Thanks for a fun chat tonight folks.

Chris

#417 - Sept. 12, 2014, 10:15 a.m.
Blizzard Post

Great points here and I think what I am hinting at is that if there was a way to maintain the current guild functionality of multiple guilds but also add a way to really commit to a singular guild what are the features old and new that you think are important for your basic guilds vs your, for lack of a better term, “home” guild.

Jon

That statement really fills me with dread. Please do not take anything currently available away from what I’ll call a non-primary guild, and if you are going to be adding functionality, please make sure that if it is something that grants any kind of in game advantage (access to raids, buffs, areas, gear, skins, whatever) that it is available to smaller guilds.

My primary guild is about a dozen active people and another dozen or two that we see occasionally. I’ve known most of these people for years before GW2, and gaming in the same MMO is mostly what keeps us together.

However, most of my primary guild is also member of another larger guild of maybe about 30 or so people that we do missions and other random things with frequently – it started because missions are (and remain) such an enormous pain to try to do as a small guild (seriously, try even a tier 1 bounty with 5 or 8 people online). Yet I’ve gotten to know some of this other guild and I want to keep playing with them.

Please don’t make me choose between the people I’ve known for years and some kind of game mechanics that penalizes me for not wanting to spend most of my time in a huge guild where you’re just another face in the crowd.

Point taken. I was simply asking as an exercise what are the things you really use on all your guilds vs the things you use on your primary guild and what QOL things that we talk about would be important to all guilds vs primary, because I think in order to make primary a meaningful choice it has to provide benefit beyond secondary guilds.

#423 - Sept. 12, 2014, 10:42 a.m.
Blizzard Post

Great points here and I think what I am hinting at is that if there was a way to maintain the current guild functionality of multiple guilds but also add a way to really commit to a singular guild what are the features old and new that you think are important for your basic guilds vs your, for lack of a better term, “home” guild.

Jon

That statement really fills me with dread. Please do not take anything currently available away from what I’ll call a non-primary guild, and if you are going to be adding functionality, please make sure that if it is something that grants any kind of in game advantage (access to raids, buffs, areas, gear, skins, whatever) that it is available to smaller guilds.

My primary guild is about a dozen active people and another dozen or two that we see occasionally. I’ve known most of these people for years before GW2, and gaming in the same MMO is mostly what keeps us together.

However, most of my primary guild is also member of another larger guild of maybe about 30 or so people that we do missions and other random things with frequently – it started because missions are (and remain) such an enormous pain to try to do as a small guild (seriously, try even a tier 1 bounty with 5 or 8 people online). Yet I’ve gotten to know some of this other guild and I want to keep playing with them.

Please don’t make me choose between the people I’ve known for years and some kind of game mechanics that penalizes me for not wanting to spend most of my time in a huge guild where you’re just another face in the crowd.

Point taken. I was simply asking as an exercise what are the things you really use on all your guilds vs the things you use on your primary guild and what QOL things that we talk about would be important to all guilds vs primary, because I think in order to make primary a meaningful choice it has to provide benefit beyond secondary guilds.

But the secondary guild of one person is the primary guild of another. The primary guild will be the one that fits the player the best. And that fit would be the benefit. That fits all guilds of all sizes and purposes.

Right, in now way would certain guilds be called primary and others secondary as a guild, it would be a rating you give that guild personally. For example:

  • I have a guild with my college friends that is my primary guild.
  • I am also in the ArenaNet guild.
  • For me I get extra functionality for my primary guild
  • Someone else might assign their primary guild to be the ArenaNet guild.
  • For them that additional functionality that helps attach them to that guild is tied to the ANet guild.

Here is a bad example of something I would be ok with as only being tied to primary guild:

  • When a guild completes a Guild mission it gains some rewards and when it has enough of these special rewards they are shared among all of the members of that guild who flagged it as their primary guild.

This example obviously has problems but that is sortof what I am talking about. Anyway I think I’ve talked enough about that issue. I’ll look for some other hot QOL issues to respond to now.

#427 - Sept. 12, 2014, 10:58 a.m.
Blizzard Post

I see a lot of talk about alliances. Two questions on that front:

1) What functionality would you like to get out of an alliance?
2) What makes you want alliances?

I’ll try to answer them myself.
1) Ability to play content that is made for larger guilds. Ability to connect some of my guilds and have them be able to chat together without the commitment of being in the same guild.
2) My guild is small and there is not enough content for small guilds. I think we could make more small guild content too which would help alleviate the need for alliances.

#428 - Sept. 12, 2014, 10:59 a.m.
Blizzard Post

Great points here and I think what I am hinting at is that if there was a way to maintain the current guild functionality of multiple guilds but also add a way to really commit to a singular guild what are the features old and new that you think are important for your basic guilds vs your, for lack of a better term, “home” guild.

Jon

That statement really fills me with dread. Please do not take anything currently available away from what I’ll call a non-primary guild, and if you are going to be adding functionality, please make sure that if it is something that grants any kind of in game advantage (access to raids, buffs, areas, gear, skins, whatever) that it is available to smaller guilds.

My primary guild is about a dozen active people and another dozen or two that we see occasionally. I’ve known most of these people for years before GW2, and gaming in the same MMO is mostly what keeps us together.

However, most of my primary guild is also member of another larger guild of maybe about 30 or so people that we do missions and other random things with frequently – it started because missions are (and remain) such an enormous pain to try to do as a small guild (seriously, try even a tier 1 bounty with 5 or 8 people online). Yet I’ve gotten to know some of this other guild and I want to keep playing with them.

Please don’t make me choose between the people I’ve known for years and some kind of game mechanics that penalizes me for not wanting to spend most of my time in a huge guild where you’re just another face in the crowd.

Point taken. I was simply asking as an exercise what are the things you really use on all your guilds vs the things you use on your primary guild and what QOL things that we talk about would be important to all guilds vs primary, because I think in order to make primary a meaningful choice it has to provide benefit beyond secondary guilds.

But the secondary guild of one person is the primary guild of another. The primary guild will be the one that fits the player the best. And that fit would be the benefit. That fits all guilds of all sizes and purposes.

Right, in now way would certain guilds be called primary and others secondary as a guild, it would be a rating you give that guild personally. For example:

  • I have a guild with my college friends that is my primary guild.
  • I am also in the ArenaNet guild.
  • For me I get extra functionality for my primary guild
  • Someone else might assign their primary guild to be the ArenaNet guild.
  • For them that additional functionality that helps attach them to that guild is tied to the ANet guild.

Here is a bad example of something I would be ok with as only being tied to primary guild:

  • When a guild completes a Guild mission it gains some rewards and when it has enough of these special rewards they are shared among all of the members of that guild who flagged it as their primary guild.

This example obviously has problems but that is sortof what I am talking about. Anyway I think I’ve talked enough about that issue. I’ll look for some other hot QOL issues to respond to now.

But what would that functionality be?

I could see it as part of the megaserver map assignment. If I’m in three guilds, A, B, and C and A is my primary and I go to a map and they are each on different shards, the assignment would prioritize a map with more members from guild A as that is my primary.

But anything tied to influence, merits, rewards etc is a bad idea.

As I said the rough proposal was intended to have some problems with it. However this problem is not as bad as you make it out to be as large guild must also share those rewards with more players.

#443 - Sept. 12, 2014, 11:32 a.m.
Blizzard Post

Great points here and I think what I am hinting at is that if there was a way to maintain the current guild functionality of multiple guilds but also add a way to really commit to a singular guild what are the features old and new that you think are important for your basic guilds vs your, for lack of a better term, “home” guild.

Jon

That statement really fills me with dread. Please do not take anything currently available away from what I’ll call a non-primary guild, and if you are going to be adding functionality, please make sure that if it is something that grants any kind of in game advantage (access to raids, buffs, areas, gear, skins, whatever) that it is available to smaller guilds.

My primary guild is about a dozen active people and another dozen or two that we see occasionally. I’ve known most of these people for years before GW2, and gaming in the same MMO is mostly what keeps us together.

However, most of my primary guild is also member of another larger guild of maybe about 30 or so people that we do missions and other random things with frequently – it started because missions are (and remain) such an enormous pain to try to do as a small guild (seriously, try even a tier 1 bounty with 5 or 8 people online). Yet I’ve gotten to know some of this other guild and I want to keep playing with them.

Please don’t make me choose between the people I’ve known for years and some kind of game mechanics that penalizes me for not wanting to spend most of my time in a huge guild where you’re just another face in the crowd.

Point taken. I was simply asking as an exercise what are the things you really use on all your guilds vs the things you use on your primary guild and what QOL things that we talk about would be important to all guilds vs primary, because I think in order to make primary a meaningful choice it has to provide benefit beyond secondary guilds.

but what of people that don’t really have a “primary” guild? personal example:

  • my guild from launch, which i lead, is probably the one i rep most of the time, even though nowadays it’s more as a memento than a guild that does guild things. sometimes we get our “core group” all repping it to chat and/or do stuff, but never in a capacity that uses any guild features, because we’re too small for that and we all have other, bigger guilds.
  • TTS, which i only spend time with during their events.
  • a PvE guild that i only show up for their weekly guild missions, since a friend from the first guild is an officer there. i don’t really interact with the guild, it’s more “play with my friend and his friends and get some good out of it”.
  • a WvW guild that i (and everyone else in it) only rep for their late night rallies.

there are really no guilds there that would be “primary”. i mean, it would probably be my own guild, but i wouldn’t reap any benefits from that, forcing me to choose some guild i don’t care about nearly as much to be put on top of others.

personally, i think tracking down a way to make people more engaged within a single guild through some priority/carrot-on-stick system is the wrong path. instead, we should be discussing how to make all guilds equally valid for a player, without having the guild’s higher ups look at all those non-repping members and think “what a waste of slot”. in fact, i’d argue that even if you added something silly like “get extra guild mission rewards only from your primary guild”, it would only serve to discourage multi-guilding, as increasing the value of a single guild, by proxy, decreases the value of others, as well as encourage the “rep our guild or get kicked” mentality.

This is precisely why I asked the question, “what would you want to gain from your primary guild?” It is an exercise in collaborative creativity to see if someone can come up with something that is actually compelling but at the same time doesn’t make you feel like you made the wrong choice. If the answer was easy, everyone would be doing it already, but most things worth doing are hard.

#467 - Sept. 12, 2014, 12:42 p.m.
Blizzard Post

Morning All,

Great conversation last night. Just letting you know I am catching up but I am in meetings all day and will be playing WvW tonight so i don’t know how long i will have to post today. I will do my best.

chris

#468 - Sept. 12, 2014, 12:45 p.m.
Blizzard Post

At this point, I think we really really would benefit from somebody that can sort of compile and consolidate the points being made. I am currently on lunch break from work or else I’d do this myself.

I will try and do a summary this weekend.

chris

#487 - Sept. 12, 2014, 2:17 p.m.
Blizzard Post

I think small guilds would Ally . WvW guilds would. And potentially for PVE content to with larger guilds. And WvW alliances with pve guilds. I have been adopted by a WvW Zerg Smashing guild called Helioz on TC and they wanted to ally with a PVE guild to do the content.

Depends on how progression is distributed and the communication channels etc.

Chris

Hey, I know Helioz. Back when I was on SOR (and they were, too) my old, now-dormant guild used to team up with them and another guild to take out some of the tougher guild challenges together- each week we’d all help each other with the challenges, puzzles, etc.

On that note, one feature which would really help a guild alliance system would be the ability to share a guild mission- this would be really beneficial for guilds which are smaller or have lower guild mission attendance.

Really looking forward to the reset tonight and playing with them.

Chris

#523 - Sept. 12, 2014, 6:28 p.m.
Blizzard Post

Excuse my utter ignorance, but what does CDI stand for?

Collaborative development I- I don’t remember but think its initiative

Correct (-:

Hey folks just a reminder that i will be playing WvW this evening so I will likely not be on the forums.

chris

#549 - Sept. 13, 2014, 9:39 a.m.
Blizzard Post

Ok time for a third topic.

Guild Halls.

I see this subject come up a lot in this thread and while we can talk about other aspects of Guild Halls at some point, let’s try another exercise.

What are the 3 top QOL features you think Guild Halls could provide that maybe couldn’t exist otherwise? Try not to list features that are beyond QOL, but I won’t hold it against you because its hard to do.

I’m out for the day hiking at Mt. Rainier but will try and return with my own top three later this weekend.

#602 - Sept. 13, 2014, 5:16 p.m.
Blizzard Post

Hi Folks,

I have been out with the family and am just catching up now and then doing some WvW.

FYI several designers are also reading this thread currently as well.

Chris

#605 - Sept. 13, 2014, 7:12 p.m.
Blizzard Post

FYI folks the next phase will be all about Guild Halls and we will start early next week.

So feel free to continue to discuss QOL and Logistics of guilds with Guild Halls being an excellent segue into the next phase.

Chris

#607 - Sept. 13, 2014, 7:26 p.m.
Blizzard Post

Chris, I may have missed it — did you do that list of CDI game impacts yet? (no pressure, just don’t want to miss it due to distraction once it’s up).

Hi Donari,

I haven’t done it yet. Part being very busy and part not wanting it to distract focus on the CDI.

Should have time next week. Just depends if folks are happy to wait until after this CDI or during.

Chris

#608 - Sept. 13, 2014, 7:28 p.m.
Blizzard Post

Do we feel like we have much more to discuss on current QOL and Logistics in regard to existing guild features etc?

If we do that’s cool. Just thinking about when to do a summary and closing discussion on this phase before moving onto Guild Halls.

Chris

#612 - Sept. 13, 2014, 10:08 p.m.
Blizzard Post

That said, without going into all the foundation details of what makes it worth having a guild hall I’d guess QoL might include:

I think what Jon Peters is asking is, what QoL changes would a guild hall offer to GW2 as a whole, and not what QoL changes are needed for itself (which, as you said, it’s impossible to determine without thinking of how it would work in the first place).

Halls would enhance the guild community and social experience, expand content and rewards, and improve world immersion/ roleplaying, I think.

Thanks for clarifying. This is exactly what I meant.

#615 - Sept. 13, 2014, 11:42 p.m.
Blizzard Post

If you guys released an expansion… that would bring a bunch of my guildies back to the game and really improve the quality of my life… you know, in game.

o.O

Hey Pixels,

Your post made me smile. Very clever and a fun way to get your feedback across. This said let’s try to stay on topic please (-: which as you know is QOL and the logistics of guilds based on the game.

Chris

P.S: Cool Name!

#648 - Sept. 14, 2014, 12:20 p.m.
Blizzard Post

Do we feel like we have much more to discuss on current QOL and Logistics in regard to existing guild features etc?

If we do that’s cool. Just thinking about when to do a summary and closing discussion on this phase before moving onto Guild Halls.

Chris

Well so far is has been more about listing suggestions then really discussing them.

Is there also a summary of all suggestions coming?

Agreed Devata. I am planning to do a summary as I currently have a 2 hour block of free time tomorrow afternoon. After that we should discuss the poitns and then i will put a proposal forward for this area and we can move on. Sound good?

Chris

P.S: If anyone loves doing summaries please feel free to go ahead as this would save some time and I will send you some goodies!!!. Jut bullet points with a description of the key ideas put forward for QOL and Logistics.
P.P.S: If no one has time then I am happy to do it tomorrow.

#649 - Sept. 14, 2014, 12:20 p.m.
Blizzard Post

Go Hawks!

#651 - Sept. 14, 2014, 12:29 p.m.
Blizzard Post
4411kittenris Whiteside.6102:

Go Hawks!

Seahawks? They will be almost unstoppable this season.

Yep the Seahawks (-:

Chris

#654 - Sept. 14, 2014, 12:36 p.m.
Blizzard Post
4411kittenris Whiteside.6102:

Go Hawks!

Seahawks? They will be almost unstoppable this season.

Yep the Seahawks (-:

Chris

Sorry, still going to quietly root for the Browns to the Super Bowl.

I know it won’t ever happen but that’s what I said about a lot of other things which since happened.

On topic: did we have an idea whether the guild halls would be open world, instanced areas . . . ?

We can discuss that in the next phase (-:

Chris

#665 - Sept. 14, 2014, 3:55 p.m.
Blizzard Post

Since I started it let me list my top QOL improvements from guild halls.

1) Some way for the entire guild to physically gather in a location.
2) A more physical representation of guild upgrades allowing the upgrades themselves to take on forms that are more physical as well.
3) A place where you can do in game activities in a space controlled by your guild (technically custom arenas offer this for PvP already but the only activity you can do in them is conquest PvP.)

Jon

#667 - Sept. 14, 2014, 4:04 p.m.
Blizzard Post

Proposal Overview
Being able to send a recruit message in map chat but only show it to people on the same server however possible over multiple map instances.

Goal of Proposal
Better recruiting members for your guild.

Guilds are still very much server based because of WvW. Thats fine but because the PvE would is not so much server based anymore recruiting members for your guild has become extremely hard after the mega-server patch. (only option would be recruiting in WvW but for a PvX guild thats no option because they also want PvE players)

Proposal Functionality
An option to chat with your server basically. So map-server chat. That lets you chat with your server but over multiple instances of the same map.

Associated Risks
Not sure there are any risk.

I’d love to discuss this. How would you all expect a better recruiting system to work? This is a pretty rudimentary version. What other options are there? A guild recruiting board? I think one of the largest issues facing any guild or player looking for a guild is finding a guild that you want to join or finding members that you want to retain.

How do other social groups match people together? How do you meet like-minded people in real life. Some examples include:

  • Clubs with special interests.
  • Hangout areas that are themed

There are many steps here
1) Interacting with those people in a social setting
2) Remembering the contact info of the people you interact with.
3) Reasons to continue to interact
4) Eventually forming a formal social group.

There are probably steps in between as well but it would be good to brainstorm ways that GW2 can bridge these steps and what other steps there might be.

Jon

#668 - Sept. 14, 2014, 4:08 p.m.
Blizzard Post

The biggest QoL feature that I can think of, that ‘only’ a Guild Hall could provide is as a Megaserver Transportation system.

If only guild members (or invitees perhaps) can access the hall, then it would be an easy place to gather a large group together and be sure to all be on the same map. There could be an NPC that each player speaks to, and by speaking to them, megaserver system is able to get an exact count of the number of players wanting to travel together to a particular zone, BEFORE they try to travel.

Rather than each player loading a zone independently, and the system using predictive logic to try and group people together, it would know exactly how many spaces it needs to have on whichever map the collective attempts to load.

While obviously cool there are some details that would be required to start talking about this.

  • How big of a group would be required to create one of these zones?
  • Could you join half empty zones or would you always want them guild exclusive?
  • Would zones created for your guild stay exclusive to your guild?
  • etc.

I’d love to see your thoughts on the details of this proposal to talk through some of the issues and see if it is in fact realistic, knowing that obviously you don’t know how the server infrastructure for megaservers works but I’ll try and be here to guide you.

#673 - Sept. 14, 2014, 5:16 p.m.
Blizzard Post

I’d love to discuss this. How would you all expect a better recruiting system to work? This is a pretty rudimentary version. What other options are there? A guild recruiting board? I think one of the largest issues facing any guild or player looking for a guild is finding a guild that you want to join or finding members that you want to retain.

How do other social groups match people together? How do you meet like-minded people in real life. Some examples include:

  • Clubs with special interests.
  • Hangout areas that are themed

There are many steps here
1) Interacting with those people in a social setting
2) Remembering the contact info of the people you interact with.
3) Reasons to continue to interact
4) Eventually forming a formal social group.

There are probably steps in between as well but it would be good to brainstorm ways that GW2 can bridge these steps and what other steps there might be.

Jon

I do think a basic recruitment board with the sorting functions and description of your guild would be a good start even without any prior social interaction. My playgroup usually recruits new people through dungeons/fractals. If they’re interesting or prove to be really skilled in dungeon runs we invite them, however that’s a very time consuming method of acquiring new members.

If you’re the likes of a WvW guild or a PvE event guild (Teq, TT) you just need bodies and awareness which is where a guild board would really shine. For more niche groups like say a role-player guild or the 70 year old + guild which I know exist but don’t know how to contact. The guild board provides the means to locate them without having to hope you randomly run into them or search outside of the game.

When I was in college I went to the Clubs and Societies day, browsed all the clubs and then joined the ones I had already planned on doing so along with two that were on impulse from seeing they existed. I did’nt have any real social interaction with them prior to joining. Based on that, an impractical but fun twist could be a weekly guild fair held in the cities where guilds can set up little stands to recruit, it would provide an opportunity for social interaction, allow guilds to show off their active members and create a social event in itself.

In your college examples do you remember which groups were successful in recruiting you and why? Do you remember which groups you had the most fun with and why? Which ones did you attend more often? What did they do to keep your attention? Was it the content of the group? The people in the group?

#697 - Sept. 15, 2014, 10 a.m.
Blizzard Post

Morning All,

I have just woken up and and am feeling decidedly unwell.

I am heading back to bed and will be back online tomorrow.

Chris

#698 - Sept. 15, 2014, 10:02 a.m.
Blizzard Post

This is just a short summary of the most mentioned things in this Thread. I hope it helps a little

Guild mail
-ability for the guild leader so send mail to the whole guild at once

Guild halls

Guild capes
-visible representation of own guild

GvG
-8v8 match between two guilds

Guild recruitement boards
-possibility to post facts of own guild for guildless ppl to read at one place

Guild event calendar
-ingame event calendar to post guild mission dates and other events

Auto upgrades
-set specific upgrade times for guild buffs e.g. every friday

Alliances
-ability for guilds to group up for guild missions and other events

Guild tags
-commander tag only visible for guild members, for organizing guild missions and other events

Guild bank changes
-separate material slot
-donations possibility
-finer tunement for member rights e.g. view only, moving only of items

Divisions in guild roster
-ability to group members by activity

API
-access to ad ability to edit guild info and rooster outside the game

MotD
-make MotD more visible for members

rename Guilds
-allow renaming of guilds

Guild chat
-allow guild chat for all guilds, not only the one who gets represented

Guild missions changes
- mission in instances
- missions can only be started with given permission

Account guild
-new toons rep one choosen guild automatically

Guild UI changes
-make it harder to leave guilds by accident
-show player join/ last representing date
-more ranks

Awesome. You will be getting some goodies! Please PM me.

Everyone else can you please look through the list and add anything that is missing.

Chris

#737 - Sept. 16, 2014, 11:01 a.m.
Blizzard Post

2/2

- Improve the LFG system so that it sends a alert to guild members that a guild member is looking for a group.

- Changing the guild roster UI to better reflect guild leaders/officers.

- An option for people to show the server-time and the local time together.

- In guild-chat also show the account-name. [account-name] | [Character-name]

- Mailing to multiple people (in the guild) at once. Rank based or just multiple names at ones or multiple ranks at once. And not being suppressed.

- Setting notes per member and also having the option for multiple notes with view premission based on ranks.

- In the guild-roster being able to select / filter multiple people, manually or with criteria (like how much influence earned or rank or online-time or last online and so on and so on).
And then being able to do something with that selection. Like mail all of them or change rank or set a note for those members and so on.

- Seeing guild-members on the mini-map with (orange) dots.

- Chat-channel based on ranks.
There where many suggestions about the chat.

- Having a MotD that pops up in the chat when a member log in but also a second message that has more information (and the MotD possible links to) and being able to set times to the MotD.

- In the chat showing if a member joins or logs out or reach level 80 and maybe some other information.

- On calendars Having the ability also for members to create events where other members can sign up to. When setting up an event you can set requirements like profession, race, level and maybe a max number of participators for an event.

- Exporting a list of all members including character names and information to a file.

- In the Api have the option to export real-time information to see what guild has claimed what WvW camps / towers / keeps / castle. But maybe also other information in the future.

- Members should be able to stack in the guild-bank without having to first take it to there inventory.

- Transfer influence from one guild to another guild.

- Exporting mails to a file.

- Being able to set a welcome mail for new members and the option to add items from a stack saved somewhere.

- Build queue management: (automation or timers)

- Guild commander tag (like showing the guild emblem but rank based)

- Build mission activation Better permission and logging for this. / Detailed guild mission interaction history.

- Guild Name changes and associated costs

- Guild World Transfers

- Being able to view what your Guild has claimed in WvW.

- Guild alerts, or guild mass communication.

- Social section inside the guild panel.

- Improve the upgrade interface.

- Add a “build queue queue.”

- Create better metrics to evaluate guild participation

- Make it easier to tell who has joined or left the guild when reviewing roster history.

- Claiming PvE Zones – similar to JQ and FA in GW1

- Calendar in guild-hall

- Being able to send a recruit message in map chat but only show it to people on the same server however possible over multiple map instances.

- Guild Wars introduction

- Guild Store – An extra tab in the Guild Bank where members can buy things donated to the guild for prices set by the guild leadership.

- Guild Zones.

- A competition system in which Guilds, and associations of Guilds, compete each other for certain goals, missions and objectives both in WvWvW and PvE maps.

- Recruiting in the world with billboards that link you to a UI. http://tinyurl.com/q6xwavh

- W:ET like Guild battles

- Allow gw1 style guild guesting

- Guild Recruitement through banners

- Change to Influence, instead of only adding for the guild you are currently representing have it add for all the guilds that you are a part of.

I did not start at page 1 (started at the permission discussion) so I might be missing a few but this should be most suggestions having double filtered out as much as possible. Missing any? Add them

Hi Dev,

Thanks a lot for the additionals. When i get back in tomorrow or later today I will format the list. You to will be getting some goodies. We really appreciate it.

To Everyone,

I am still under the weather and will not be back in until later today or tomorrow. It looks like there are still a lot of proposals (I am reading the thread when i am not sleeping). So this is the plan: tomorrow evening I will reformat the summaries and then post it and then we can have a day of discussion. I will then put forward a CDI team proposal and then we can move onto Phase 2: Guild Halls.

Many thanks for some awesome proposals and discussion and sorry for not being more active over the past day.

Chris

#745 - Sept. 16, 2014, 3:16 p.m.
Blizzard Post

Awesome Work in Progress Summary by Orpheal

https://forum-en.guildwars2.com/forum/game/gw2/Guild-CDI-The-Complete-Summary-Edition/first#post4419141

Chris

#750 - Sept. 16, 2014, 4:06 p.m.
Blizzard Post

:Go play a different game

I don’t think Chris made this thread with the purpose of driving away paying customers…

That wasn’t one of the goals no (-:

Chris

#758 - Sept. 17, 2014, 12:07 a.m.
Blizzard Post

Hi All,

FYI i will be back in work tomorrow hurrah!

I will bump the summaries and we can then discuss the main points for one more day before moving onto the proposal and then Guild Halls!!!!!

Chris

P.S: Thanks for all the well wishes!!

#776 - Sept. 17, 2014, 12:49 p.m.
Blizzard Post

Hi All,

Please find below Orpheal’s summary for the CDI below:

https://forum-en.guildwars2.com/forum/game/gw2/Guild-CDI-The-Complete-Summary-Edition/first#post4419141

What are the top 3 improvements you would like to see to Guilds in regard QOL and Logistics.

Once we have a good idea of folks favorites we can have a final discussion.

Chris

#787 - Sept. 17, 2014, 1:59 p.m.
Blizzard Post

1: Alliances
2: More Chat Channels inc Multi Guild Chat Pane
3: More guild customization in WvW such a Tag on Keeps, Guild Siege Skins, Guild Flares etc

Chris

4: The ability to fire Asuran Special Forces into Enemy Keeps with a special Guild Trebuchet!!!!

#807 - Sept. 17, 2014, 4:36 p.m.
Blizzard Post

Chris

4: The ability to fire Asuran Special Forces into Enemy Keeps with a special Guild Trebuchet!!!!

as per attachment

.. (-:

Chris

#808 - Sept. 17, 2014, 4:38 p.m.
Blizzard Post

Hi All,

Please find below Orpheal’s summary for the CDI below:

https://forum-en.guildwars2.com/forum/game/gw2/Guild-CDI-The-Complete-Summary-Edition/first#post4419141

What are the top 3 improvements you would like to see to Guilds in regard QOL and Logistics.

Once we have a good idea of folks favorites we can have a final discussion.

Chris

Le Bump

Chris

#810 - Sept. 17, 2014, 4:47 p.m.
Blizzard Post

PROPOSAL OVERVIEW

Guild halls? no. Guild Airships!!!!!!

I agree! This is the best guild hall suggestion yet!

We need to have our own upgradable Guild Airships and GvG battles over these ships!

We should also be able to wp to any major city in Tyria from the Guild Airship.

Guild Halls are the next phase of the CDI (-:

Chris

#811 - Sept. 17, 2014, 4:48 p.m.
Blizzard Post

All joking aside.. we are going to need those Asuran launchers.

Am I right….Am I Right!!!!

Chris

P.S: The idea of firing them into walls is also cool! I jest…..

#816 - Sept. 17, 2014, 4:59 p.m.
Blizzard Post

All joking aside.. we are going to need those Asuran launchers.

Am I right….Am I Right!!!!

Chris

P.S: The idea of firing them into walls is also cool! I jest…..

But the life of a single Asura is such a small price to pay to be able to get down that darn wall!

I mean, y’know, they can respawn after…

The Asura missing-neck bug, when it looks like the head would be directly tied to the body, should be a feature for respawning asura who were fired against a wall.

…..(-: i have clearly derailed the thread and all your comments are awesome (seriously we should do this) but for now lets stay on target. I feel like i have been the disruptive child in the classroom.

Chris

#822 - Sept. 17, 2014, 5:52 p.m.
Blizzard Post

All joking aside.. we are going to need those Asuran launchers.

Am I right….Am I Right!!!!

Chris

P.S: The idea of firing them into walls is also cool! I jest…..

But the life of a single Asura is such a small price to pay to be able to get down that darn wall!

I mean, y’know, they can respawn after…

The Asura missing-neck bug, when it looks like the head would be directly tied to the body, should be a feature for respawning asura who were fired against a wall.

…..(-: i have clearly derailed the thread and all your comments are awesome (seriously we should do this) but for now lets stay on target. I feel like i have been the disruptive child in the classroom.

Chris

Fair point. But just to be clear, we could end this now and say that the guild cdi thread led directly to the best living story update ever, Rockets in Rata Sum : Taimi’s Revenge.

. (-:

Chris

#823 - Sept. 17, 2014, 5:53 p.m.
Blizzard Post

Hi All,

Please find below Orpheal’s summary for the CDI below:

https://forum-en.guildwars2.com/forum/game/gw2/Guild-CDI-The-Complete-Summary-Edition/first#post4419141

What are the top 3 improvements you would like to see to Guilds in regard QOL and Logistics.

Once we have a good idea of folks favorites we can have a final discussion.

Chris

Bump

Chris

#828 - Sept. 17, 2014, 7:28 p.m.
Blizzard Post

4: The ability to fire Asuran Special Forces into Enemy Keeps with a special Guild Trebuchet!!!!

Isn’t that more WvW? Anyway somebody beat you about 1,5 year with a similar suggestion

https://forum-en.guildwars2.com/forum/wuv/wuv/WvW-needs-more-resourcefulness-and-less-zergs/first#post1183822

I still preferred my suggestion in that thread of taking over a camp and using the enemy flag and then being able to hide in the Dolyak.

Lol (-:

#842 - Sept. 18, 2014, 2:10 p.m.
Blizzard Post

Hi All,

Please find below Orpheal’s summary for the CDI below:

https://forum-en.guildwars2.com/forum/game/gw2/Guild-CDI-The-Complete-Summary-Edition/first#post4419141

What are the top 3 improvements you would like to see to Guilds in regard QOL and Logistics.

Once we have a good idea of folks favorites we can have a final discussion.

Chris

Bump

Chris

Le Bump. one more day for folks to add their top three Go Go Go!

Chris

#901 - Sept. 19, 2014, 12:21 p.m.
Blizzard Post

So do you plan for Phase 2 Guild Halls to start on Monday then?

Correct (-:

We should finish of anymore discussion and the top 3’s today and over the weekend.

Chris

#915 - Sept. 20, 2014, 1:51 p.m.
Blizzard Post

Will the phase concerning Guild Halls be in this thread? Or in another thread? And also, has that discussion started yet? :P

Hi Qualamala,

You can indeed carry on discussing. I will try to update the thread on Monday with the CDI proposal. We will then park this thread in the CDI section of the forums and begin Phase 2 of this CDI and start brainstorming Guild Halls.

I hope you are all having a lovely weekend.

Chris

#923 - Sept. 22, 2014, 11:03 a.m.
Blizzard Post

Chris can I steal the big moment from you?

And now! Guild Halls!

Disscuss~~~

Hehe Makube once i have done the proposal for the top QOL wishes from the CDI group I will PM you and you can make the announcement that I am about to open a new thread (-:

Chris

#924 - Sept. 22, 2014, 12:28 p.m.
Blizzard Post

Update. Still dealing with the same issue from Friday. Guild Missions and proposal will be tomorrow, Tuesday.

Meanwhile if anyone hasn’t don’t their top three then get to it(-:

Chris

#925 - Sept. 22, 2014, 12:30 p.m.
Blizzard Post

Hi All,

Please find below Orpheal’s summary for the CDI below:

https://forum-en.guildwars2.com/forum/game/gw2/Guild-CDI-The-Complete-Summary-Edition/first#post4419141

What are the top 3 improvements you would like to see to Guilds in regard QOL and Logistics.

Once we have a good idea of folks favorites we can have a final discussion.

Chris

Bump

Chris

Final Bump.

Chris

#931 - Sept. 22, 2014, 1:22 p.m.
Blizzard Post

Update. Still dealing with the same issue from Friday. Guild Missions and proposal will be tomorrow, Tuesday.

Meanwhile if anyone hasn’t don’t their top three then get to it(-:

Chris

Enough time for me to trim down the 100 page guild hall proposal in that case :P.

Don’t know whether to say ‘haha’ or ‘Wow’! or both!!

Chris

#939 - Sept. 22, 2014, 5:44 p.m.
Blizzard Post

Update. Still dealing with the same issue from Friday. Guild Missions and proposal will be tomorrow, Tuesday.

Meanwhile if anyone hasn’t don’t their top three then get to it(-:

Chris

Note Guild Missions should read as Guild Halls (Silly Me). Sorry.

So to be clear it should read:

Guild HALLS and proposal will be tomorrow, Tuesday.

Thanks GW2 Reddit (Coffee4CR) for pointing this mistake out.

Chris

#952 - Sept. 23, 2014, 12:26 p.m.
Blizzard Post

Hi All,

I am still dealing with some family issues and will update when things are back to normal.

Chris

#976 - Sept. 25, 2014, 5:29 p.m.
Blizzard Post

Hi All,

Thank you all for your kind words they have really meant a lot to me.

We are still in the middle of issues and whilst I am back at work now I am not 100% confident that I can give you all my undivided attention and the CDI and its members need that.

I am anxious to get our proposal written and move onto Guild Halls and am also concerned at the pause in the process.

With this in mind I am aiming to get the CDI proposal done and then move onto the next phase by Monday (maybe earlier, perhaps the weekend).

I want you to know that I have been reading your discussions and comments and would ask that if there is still discussion and proposals to be had on this phase then please continue.

Finally I want to thank you all once again for your patience and your kind words. The CDI and the Guild Wars 2 community mean the world to me and I look forward to being back in the conversation and talking about the world we love and how to make it the very best journey it can be.

Chris

#977 - Sept. 25, 2014, 5:31 p.m.
Blizzard Post

How is this not a sticky?
Guild halls. Exactly like the ones in GW1, with a guild arena that other guilds can enter so the community can GvG(Guild VS Guild for all those that don’t habla). The halls could cost the players either gold or gems, or perhaps you could sell guild hall packages on the gem store(I know you like the sound of that Anet). The halls, however, should not be temporary. If you buy one, you have one. These should not be like PvP arenas(a huge gold sink).

It will be a sticky. I need to put the CDI proposal in before we sticky it and move forward.

Chris

#982 - Sept. 25, 2014, 8:29 p.m.
Blizzard Post

don’t even mention it, family comes first! once you feel comfortable again you can dive in our spam.

We need you in perfect shape (to proceed with cloning....)

hehe <3

Chris

#995 - Sept. 29, 2014, 2:40 p.m.
Blizzard Post

Btw, i made an excel where i tried (as best as i could) to gather all top 3, until my previous post.

If you find it useful i’ll keep updating it.

https://dl.dropboxusercontent.com/u/86461625/GW2/Guilds%20CDI.xlsx

Drakth,

Thank you so much for doing this it is a huge help. I am going to put our proposal together based on the top ten for the team at Anet and then we will start the next phase of discussion which is Guild Halls!

Chris

#997 - Sept. 29, 2014, 3:12 p.m.
Blizzard Post

Hi All,

Thank you for being so patient with me, the awesome discussion and brain storming as well as doing some of the logistical work on the CDI (I appreciate this more than you can know)

There have been a huge amount of proposals and these have been compiled by Drakth to your favorites through the 1,2,3 priority system. The proposal below covers the Top 12 features, and evolutions you would like to see. I will be forwarding the link to the design team who have been keeping a watchful eye on our discussion and who will take the info and pertinent discussion and arm themselves with this knowledge as we move forward and evolve the game. The full list can be found here:

https://dl.dropboxusercontent.com/u/86461625/GW2/Guilds%20CDI.xlsx

CDI Proposal Phase 1: Guilds QOL and Logistics

This is a proposal put together by the CDI group specifically for the Anet development team to read and discuss. This is not a commitment of work.

More detail on each feature/evolution can be found (Thank you so much for doing this Orpheal):

https://forum-en.guildwars2.com/forum/game/gw2/Guild-CDI-The-Complete-Summary-Edition/first#post4419141

1: Alliances: The ability for guilds to ally and work together to progress through the main guild activities in GW2.

2: Guild Calendar: The ability for guilds to through customization of the in the calendar tool organize their events and activities.

3: Guild Halls: The ability for guilds to have halls that allow them to make a statement about their Guild and customize their halls. Guild Halls would also bring activities for guilds with the CDI groups wanting to see GvG be part of this (GvG will have it’s own phase in the broad CDI about Guilds. The CDI group also wants to see Guild Rewards that advertise their guild and make them stand out such as Guild Capes.

4: Multi-Guild Chat Window: A way for players to easily see chat in the other guilds they are part of and switch to that chat channel with out making the social UI panel to busy.

5: MOTD/Bulletin Board: A system that displays the MOTD when the player logs in and display the MOTD on a bulletin board where other player’s can post about info pertaining to their Guild Mates.

6: Guild wide messaging/mail system for leaders: A system that allows those with the appropriate permissions in their guild to mail their guild mates as we all as a separate mail system and channel for guild leaders.

7: Guild Bank, Security and Functionality: Increased functionality (Accessibility etc) for Guild Bank and Security (permissions etc)

8: Guild Chat Upgrades: Alliance chat, officer chat, profession chat and much more!

9:Roster Improvements/General Guild Improvements: Too much to summarize please see Orpheal’s CDI Summary link above.

10: Guild Recruiting tools:: Recruiting tools allowing those with permissions to better manage the logistics of Recruitment as well as functionality for better exposition of recruit status etc.

Note there are in fact 31 proposals put forward but as discussed I am only listing the top ten.

I am going to leave the thread open for a while (few hours) and then sticky it on the CDI section at which point the much anticipated deep dive into Guild Halls will begin!

Once again thanks to you all. You are great!

Chris