CDI- Guilds- Logistics and QOL

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Chris Whiteside.6102

Chris Whiteside.6102

Studio Design Director

Next

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

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Devata.6589

Devata.6589

I would like to start with giving a link to this thread.

https://forum-en.gw2archive.eu/forum/game/gw2/Guild-System-Improvements-Suggestions/first#post3467176

It’s a collection of guild-related suggestions. The original thread (on the Suggestion-page) had been running for a long time.

It has a list of almost all suggestions made on this forum related to guilds (mainly QoL). While I like many of them it’s not my personal list, there are a few I would even be against, it’s really just a collection.

I would like to suggest everybody to have a look at that list just for idea’s. (I will later come with my personal suggestions using the correct format).

(edited by Devata.6589)

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Conski Deshan.2057

Conski Deshan.2057

Proposal Overview
Guild wide bulletin, sends a mail to every player in the guild, Has its own permission under roles.

Goal of Proposal
To allow easier communication with the entire guild and their offline players for events and such.

Proposal Functionality
Option under the guild menu to send out a guild bulletin, with options to send it out to certain roles only, i.e send out a WvW bulletin to only members with the role “WvW raider”.

Associated Risks
None

[RoF] and [BL] guild leader
11x level 80’s 80+ Titles 2600+ skins , still a long way to go.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Stars.2179

Stars.2179

Proposal Overview

Implementation of Guild Hall, Guild Cape and GvG

Goal of Proposal

Guild Hall: a place for guildies to hang out and plan things including Guild Missions, WvW objectives, role play and

Guild Cape: a symbolic representation of the guild as well as aesthetic and many people have waited and asked for

GvG: tournament 8v8 between guilds in Guild Wars 1 and a ranking system

Proposal Functionality

Guild Hall: separate, instance maps for guildies only in the Mist

Cape: difficult if not impossible to implement currently but it would be neat.

GvG: easy, create another leaderboard and different form of pvp format

Associated Risks

Guild Hall: none

Cape: probably make Quaggan suffocates but they’ll survive

GvG: this is hard because there will be lots o’ rage, flame and troll between members of different guilds if it’s getting heat up.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: laokoko.7403

laokoko.7403

Proposal Overview:
The ability to create nation (a group of guilds).

Goal of Proposal:
Many people enjoy to be in small guilds, since they enjoy reserve the control of the guilds, but at the same time, small guilds were limited to what they accomplish. (for example, guild mission, and maybe in the future GvsG).

Proposal Functionality:
Allow guilds to form a nation. The nation have a population cap of 500(same as guilds). It will also serve as a simple way to merge guilds.

Associated Risks:
It might fracture the current guilds system, since more people would prefer to have their own guilds. There might be more people leaving large guilds to form small guilds since they can use the nation system.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Yalora Istairiea.6287

Yalora Istairiea.6287

Title: Qualifying numbers?
Summary: In order for us to get a better handle on the scope of our proposed undertaking, maybe ANet could provide some general metrics around the following :

  • How many guilds actually exist right now?
  • Of those, how many are active? Guilds that have had a character log in and represent in the last week.
  • And of those how many are (1&2 player), (3-30 players Small), (30-250 Medium), (250-500 Large guilds)

This will give us a better understanding of the size logistics as they are related to the vast numbers of guilds and individual souls which we will need to deal with.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: rapthorne.7345

rapthorne.7345

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

Resident smug Englishman on the NA servers, just because.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: MuteTM.6428

MuteTM.6428

I do not remember where I had seen it, but I do remember a Guild Leader requesting the ability to mass-mail his guild members.

Formatted:

Proposal Overview
Add the ability for guild members with the correct permissions to send mass-mail to other members
Goal of Proposal
The ability to contact guild members who are possibly not representing or do not check the guild MOTD (a staggering amount)
Proposal Functionality
Add a guild permission that allows the member to send mass-mail. Interface should include checkboxes for either groups (Leaders, Officers, Members) or specific members as recipients. Guild-sent mail would not count towards mailbox limit.
Associated Risks
Intentional or un-intentional abuse and mis-use.

Edit: Ninja’d by Conski Deshan

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Abe Kleine.3568

Abe Kleine.3568

Proposal Overview
Guild Halls
Goal of Proposal
Guild Halls
Proposal Functionality
A freakin Guild Hall
Associated Risks
We’ll have to wait another year to get it

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Yalora Istairiea.6287

Yalora Istairiea.6287

Title: The Guild
Summary: General Guild Overview
Definition: According to Merriam-Webster: a Guild is an organized group of people who have joined together because they share the same job or interest

Qualifier: Not sure how you can have a group, and consequently a Guild, consisting of ‘One’ player but I think it is too late to change this issue as I would think most regular players already have their own ‘Personal Guild’. Then there’s 2 person or ‘Paired Guilds’ which I also feel is too little to qualify as an actual group but again, too late to change as above. So in all my future references I will be speaking to guilds as having greater than 2 members. As for guild sizes, IMO a Small guild < 30 members, Medium guild 31 – 250 members and a Large guild >250 members.

I think it fair to say (without any metrics to reference) that there is probably more Personal & Paired Guilds than Small, more Small than Medium and more Medium than Large Guilds. So as we move forward and contemplate making changes to how guilds function we should consider that the changes have to be adventitious for All sized guilds. Even if you want to somehow differentiate between 1 & 2 person guilds, from standard guilds, they still cannot be left out of the mix.

For Example: It seems kind of odd to me to have a guild hall for 1-2 people. That is more like Personal Housing than a Guild Hall. But since Paired and Personal guilds already exist even without being allowed to have a guild hall they would still need some loving.

Topics: I plan on touching on the following topics in this CDI in no particular order.

Edited to include links

(edited by Yalora Istairiea.6287)

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Windu The Forbidden One.6045

Windu The Forbidden One.6045

I know this has already been suggested a billion times before, but this seems the right place to bring it up again.

Goal of proposal
Introducing Guild Halls.

Goal overview
This was a very usefull and much loved feature in Guild Wars 1 and I sincerely believe guilds in Guild Wars 2 could profit from this.

proposal functionality
Guild members should be able to teleport to the Guild Hall from anywhere in the game through the guild panel. Once in the Guild Hall they could have access to a number of vendors (like the guild vendor) and possibly crafting stations. All this luxuries have to be unlocked by the guild leader/officers first of course, this can be done through either gold or influence/merits.

Not only will a guild hall be usefull to guild members, it will also be a nice place for guild members to socialize and meet up before guild events (like guild missions).

Associated Risks
Less population in cities could be a result to introducing guild halls depending on exactly what kind of facilities the Guild Hall contains.

Dear A-net: Please nerf rock. Paper is fine
~Sincerely, Scissors

(edited by Windu The Forbidden One.6045)

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

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 . . .

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Next

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

CDI- Guilds- Logistics and QOL

in CDI

Posted by: TheFamster.7806

TheFamster.7806

Dont do anything. You’ll break it even more. I bet you’re gonna introduce guild maintenance fee in gems or something so don’t even bother

Tour

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Next

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

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Yalora Istairiea.6287

Yalora Istairiea.6287

Title: Guild changes in Lions’s Arch
Summary: The following post, was made right before April ‘14, and was trying to suggest some changes to Guilds as they might relate to the rebuilding of poor Lions Arch and may now be more apropos to this CDI

https://forum-en.gw2archive.eu/forum/game/gw2/Wish-List-Lion-s-Arch-A-Phoenix-Reborn/first#post3629795

So here is a great opportunity for 2 birds/one stone. Not only can you integrate players in the reconstruction of our fair city but also additionally institute the guild update in one fell swoop.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Ben K.6238

Ben K.6238

Guild Meeting Points

Essentially an area on an overworld (PvE) map that can be used as an impromptu guild hall, with associated QoL features.

Features

- A guild may set a location as a meeting point once per week. The nearest waypoint is free for representing guild members.
- Bank, guild bank, other vendors and crafting stations spawned by guild members within the area last for 7 days (limit 1 of each, inclusive of permanent stations).
- Can not be used in PvP, dungeons or WvW, and cannot overlap other guild meeting points on the same map.

Potential issues
- Megaserver map shut-down may destroy banks and stations.
- Hazardous areas of the map would be poorly suited to such a feature. May need to specify safe zones.
- Placement of stations over pre-existing interactive objects would be a problem for much longer.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Yalora Istairiea.6287

Yalora Istairiea.6287

Title: Managing Guilds
Proposal Overview: Various logistical topics pertaining to guild management
Goal of Proposal: To try to get a better handle on the ranks and permissions for guild members

Guild Security by Guild Rank

Proposal Functionality: There are currently 10 ranks available (a few more would be nice). For our guild that is 4 officer ranks (one leader and 3 officers) and 6 member/non-officer ranks (one new-member default and 5 standard member ranks). Moving up thru the Guild Ranks is done by being promoted for your dedication to the guild and receives more security/responsibility as they do so. The current generic rank structure. For Example:

Leader, Senior Officer, Officer, Junior Officer, Senior Member, Member in Good Standing, Standard Member, Junior Member, Probationary Member, and New Member

So in the current guild structure with the features available, that may be acceptable but if we are going to bring in some new features and flesh out what a guild stands for or throw Roll-playing into the mix, then more would need to be made available, for example:

Treasurer, Master at Arms/ PvP Instructor, Social Director, Guild Master Crafter, Blacksmith, Chef, WvW Master Commander, Event Coordinator, Membership Coordinator, Dungeon Organizer and so on…

The problem is there is barely any security to differentiate the middle 8 ranks excluding New Member (no access) and Leader (All Access). By that I mean, if someone is promoted up a rank, there is little rights to be granted for the new position outside a limited Guild Bank security level.

Guild Guest – this would be the lowest rank available even below New Member. The guest would not have any bank access with the possible exception of Public Storage

An example of a revamped Guild Bank will be presented in another post.

Guild Leadership
Guild Tag
I am aware that changes were just made to the Commander feature but a further change to have it reflect Guild Leadership might be in order. Having the option for another Icon to differentiate between the Guild Tag and the standard colored Taco would allow officers to lead without contributing to the current Tag blight. If Commanders could tag-up for guild events they may be less likely to make it for all to see.
Now instead of having to purchase the Guild Tag as you do with the Commander Tag, you would instead have to unlock it via Guild Upgrades like you have to do for the ability to wear the Guild Emblem on your weapons or armor.
For Example:
For x number of influence the guild would be able to unlock the Guild Tag for one rank (default the Guild Leader), for y number of influence 2 ranks, and so on. Since it is granted by rank you could even use the Guild Rank Icons as your map tags and with at least 4 colors to currently work with, that would separate between same rank tagged individuals.

Guild Leader
There should only be ONE Leader. With the possible exception of Ettins there is a reason why things only have one head.
Who ever made the guild, is the leader. She can have one or many ranking officers but only one Prime Minister/King/CEO/Guild Leader.

Now what about if it not ‘Great to be the King’ and the Leader wants to step down?
Voluntary replacement: A 3 step process. The Leader would request to step down, it would have to be accepted by the potential new Leader and finely confirmed by the old leader… done. No voting, not polling just the Abdicator out and the Assumer in.
Involuntary replacement: Now if the Leader does not log in for some predetermined period of time then the leader would temporarily swap places with the next highest ranking member who becomes Pro Tempore Leader until such time as the old leader returns, at which time both are swapped back to their original rolls. This swap would become permanent after an extended period of time.
Mistaken Replacement: If the Leader mistakenly hits the Leave Guild button, there should be a way to undo. I am not sure what happens when you hit this button but at the very least there should be an “Are you sure?” and even an “Are you REALLY Sure?” question, because making this mistake could potentially be very costly. For standard guilds it could be an issue if your ranking officer does not play for a period of time but even more of an issue if you are in a Solo guild and all the stuff in your guild bank vanishes.
Guild Officers
Unfortunately there is not much pertaining to the guild for the officers to do. I mean other than managing the Bank, maintaining membership and building upgrades it’s kind of snoozesville for the officers. Anything they need to do currently is pretty much Player generated.
The future addition of guild functionality would facilitate more of a need for officer security.

Edited for formatting

(edited by Yalora Istairiea.6287)

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

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

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Yalora Istairiea.6287

Yalora Istairiea.6287

Title: Guild Bankanother long one, sorry
Proposal Overview: Making QoL changes to the Guild Bank’s form and functionality.
Goal of Proposal: Increase the usability and security
Proposal Functionality:The Guild Bank is currently broken into 2 separate pieces, the Stash and the Trove/Cave. We need to have more separation in the Bank Structure.
Break the bank into at least 3 separate areas: Storage, Currency Exchange, Bank, maybe set up with Tabs

Guild Storage:

  • Public Storage – This would be a small number of slots area that could be accessed by any security level (including invited guests) so you would generally only put the most inexpensive, basic items here or items specifically for guests as this would be their Only access
  • Materials Closet – Guild material storage
  • Siege Storage – Guild Siege Recipe and Trap storage
  • Lost and Found – Not sure what to use this one for, maybe someone else can come up with an idea.
  • Personal Safety Deposit Box – Small space for maybe 5 items that only 1 guild member could use (not available for guests). Only the guild member who purchases the PSDB would be able to view/deposit/withdraw from here(this security can Not be overridden). An upfront fee would be charged in Gold for the box, half of which would go to ANet and half would go into the Guild Reserve (useable only for guild updates). If the owner leaves the guild any items in the PSDB would automatically be mailed to them.

    Guild Currency Exchange:
  • Reserve (officers only) – This would be a configurable gold holding area set aside for specific things (i.e Upgrade reserve, Event reserve, Siege reserve, Dye Purchase reserve, Membership Fee reserve…). Once money is put into a reserve it can Not be removed. Maybe it can be moved to a different reserve but it cannot be used by any individual player, only for the guild. If a guild is disbanded the cash is split equally amongst all remaining members at time of disband.
  • Coffer (officers only) – this would just be the total amount of gold the guild has which is not dedicated to the Reserve or Coin Fountain. Each separate guild bank separate area(see below) would have its own separate coffer (i.e. one for the Cache, one for the Chest etc.)
  • Coin fountain – Gold deposit and withdraw area Not restricted to just officers

    Guild Bank
    The following would be an expansion on the current Stash, Trove/Cave structure
  • Cache – 25 slots
  • Chest – 50 slots
  • Stash – 100 slots
  • Vault – 100 slots (officers only)
  • Treasure-trove – 200 slots (officers only)
  • Cave – 200 slots (leader only, this security cannot be overwritten) Why leader only? Because it can be reserved for the most expensive items that the guild owns and if something disappears from here then there is only one person to blame.

    Guild Bank Security
    By default, withdraw rights for Any part of the bank is limited to Guild Leader Only! (She may later grant the rights to other officers). Why you might ask? Because then only the rank/people who you as the leader trust the most can rob the guild bank. If the leader grants rights to a person who rips off your bank it is the leaders fault for bad judgment/management.

For example: I (as leader) have only 2 officers who have access to the Stash. I have been to both of their houses (one in the US and one in Australia) and I trust them implicitly. Nothing has ever vanished from our Guild bank. If a guild member wants something they ask an officer and they give it to them. Neither of my officers has access to the Trove/Cave. If they want something I move it down to the Stash for them. The reason for this is if either of my officer’s accounts get hacked, the guild’s most valuable assets are safe. This has actually happened. One of my officers was hacked, he called me and I pulled all of the stuff in the Stash up to the Cave all safe and sound.

Currently there are only 3 security options that you can grant for the bank: No access, Deposit access or Deposit/Withdraw access. I group the last 2 together as there is no sense having withdraw access without deposit access.

Additional Access
So let’s look at some additional security options depending on Rank. Along with No Access, Deposit and Withdraw let’s add:

  • View Only – Member can see what is in there but cannot deposit or withdraw (though they could request an officer for the item)
  • Hide View – Not only can the member not get into the area but they can’t even see what’s in there
  • Transfer rights (default for Officers) – Allow moving items from one area to another
  • Purchase rights (default for Officers) – Allow purchasing items with Guild funds to go directly to a guild receiving area (i.e. Stash or Vault)

Associated Risks: None as it actually removes risk to the guild assets.

So there you have it. Tight top down security for all the guild’s shinies.

(edited by Yalora Istairiea.6287)

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Conski Deshan.2057

Conski Deshan.2057

Proposal Overview
Divisions: Allows you to group members visually under different headings within the guild list, with settings that allow people to add themselves while allowing restrictions to be placed on others. Separate to the permissions each player has and you can join as many as you want.

Goal of Proposal
Allows guild leaders and other members to see how many members they have that are available for a specific activity.
i.e. you may have 20 players on but none of them may be WvW players so you would be unable to do a guild run.

Proposal Functionality
A setting under the guild list “show divisions”

Would look something like below,

e.g.
“Dungeon Runners”
Joe Blogs
Jane Doe
Jack Fake

“Fractal Runners”
Jack Fake

“Wvw team”
“PvP players”
“Newbie Helpers”
Joe Blogs
Jane Doe
“Command team”
Joe Blogs

Associated Risks
If you have a massive guild the duplicates would make the list quite long, easily overcome by a sort by division setting.

[RoF] and [BL] guild leader
11x level 80’s 80+ Titles 2600+ skins , still a long way to go.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Windu The Forbidden One.6045

Windu The Forbidden One.6045

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?

Dear A-net: Please nerf rock. Paper is fine
~Sincerely, Scissors

CDI- Guilds- Logistics and QOL

in CDI

Posted by: munkiman.3068

munkiman.3068

Proposal Overview:
Give us the API options that were proposed before release. Authentication and the like so we can manage guilds, rosters information (like guild messaging) outside ofthe game

Goal of Proposal:
Giving guild leaders and officers the ability to deal with things outside of the game, let us build the required way to handle the information. Track players and so on. All guild information should be able to be shared outside the game.

Proposal Functionality:
You cater to casual players, most of us have jobs and extremely busy schedules, we’d really like a way to manage guilds outside of the game.

Associated Risks:
The only risk involved would be what people can hack through and completely mess up a guild, but if can be minimized by only allowing “certified” participants. If twitter and facebook can do this, I’m sure Arena could too.

[TAO] Founder/Owner and Administrator for the NSP Server Website

CDI- Guilds- Logistics and QOL

in CDI

Posted by: SirJack.4760

SirJack.4760

Proposal Overview
Display the Guild Message of the Day upon Player login

Goal of Proposal
The current visibility of the Guild Message is less than optimal. Often, it includes some information for Guild Members on upcoming events, things that will be organised, general info, Forum information, etc… However, this is not very clear in the current format where it is (only partially!) shown in the Guild Menu. Changes are also not obvious (simple last updated on – by – would help.). This simple function was available in GW1 and has been greatly missed by my guild since.

Proposal Functionality
This functionality was present in GW1, I don’t know if automated messages like this are possible in the GW2 system.

Associated Risks
Eh, some players/Guilds might find it annoying. So probably a toggle for the Guild Leader.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Next

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

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Next

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

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Patrikan Habaton.2548

Patrikan Habaton.2548

Proposal Overview:

A way to rename guilds.

Goal of Proposal:

Being able to rename guilds

Proposal Functionality

There are loads of guilds that changed over last 2 years or have a Name they wanna Change with much time invested ect so it be nice if you could rename them.

BTW did I miss somthing or is the guild vault not accessible anymore?:)

first scale 81 fractals

CDI- Guilds- Logistics and QOL

in CDI

Posted by: anzenketh.3759

anzenketh.3759

Proposal Overview
Guild wide bulletin, sends a mail to every player in the guild, Has its own permission under roles.

Associated Risks
None

This actually does have some risks. A lot of players are member of 5 guilds and depending on freqency of mail being sent it could (or could not depending on implementation) hit a queue limit. In addition to that some players may think of it as “SPAM”.

How would you address possible “SPAM” issues. Would you place restrictions on how much mail could be sent.

Would the announcement of the day simular to how it is in Guild Wars 1 achieve the same goal. This likely is not implemented due to word count issues. It would be nice that it at least notifies of a new/modified announcement.

Associated Risks

Guild Hall: none

Cape: probably make Quaggan suffocates but they’ll survive

GvG: this is hard because there will be lots o’ rage, flame and troll between members of different guilds if it’s getting heat up.

There is actually a associated risk with Guild Halls. The risk is that the population would be less population hanging out in the cities. It is a small risk though. It did not effect Guild Wars 1 vary much.

For Cape the associated risk is cliping issues.

For GvG……. Ya there are quite a few risks there. Population issues in WvW/sPvP, Griefing,Trolling,etc… Perhaps a discussion can be had in regards to how those should be handled.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

Guild Meeting Points

Essentially an area on an overworld (PvE) map that can be used as an impromptu guild hall, with associated QoL features.

Features

- A guild may set a location as a meeting point once per week. The nearest waypoint is free for representing guild members.
- Bank, guild bank, other vendors and crafting stations spawned by guild members within the area last for 7 days (limit 1 of each, inclusive of permanent stations).
- Can not be used in PvP, dungeons or WvW, and cannot overlap other guild meeting points on the same map.

Potential issues
- Megaserver map shut-down may destroy banks and stations.
- Hazardous areas of the map would be poorly suited to such a feature. May need to specify safe zones.
- Placement of stations over pre-existing interactive objects would be a problem for much longer.

I like this idea somewhat as it does foster an idea of a guild leaving a lasting impression on the world and “adopting” a spot, like setting up a camp in the wilderness as something for other adventurers to wander to and thus promote the guild’s presence.

Even if we get Guild Halls, I think this might be also nice to exist. “Hey, fellow guild members, we’re going to be setting up a camp in Mount Maelstrom today near the last standing ruins of Droknar’s Forge.”

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Ben K.6238

Ben K.6238

Three additional questions/thoughts on QoL topics.

- Is there a place for a system like the GW: Factions alliances?
Member cap per guild is higher in GW2, but the alliance chat between like-minded guilds was nice to have.

- Should the number of guilds per account be increased?
I have a lot more than 5 groups I know – so for now I have to choose between the most active.

- Would it be possible, without unreasonable overhead, to show orange dots on the map / other maps to display representing guild members’ locations?

CDI- Guilds- Logistics and QOL

in CDI

Posted by: munkiman.3068

munkiman.3068

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.

[TAO] Founder/Owner and Administrator for the NSP Server Website

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Conski Deshan.2057

Conski Deshan.2057

Proposal Overview
Guild Tags/Leader Tags
Essentially commander tags that are only visible to people in the guild, has its own permission under guild roles.

Goal of Proposal
This would cut down greatly on the amount of commander tags on display during guild missions, prevent accidental splitting of a zerg when a WvW guild group runs through (also would prevent spy’s from knowing the location of said guild group if it was really an issue).

In larger group content it would also allow you to find your group easier and result in less bystanders coming to see why there is a tag up.

Proposal Functionality
A visually distinct map icon (i.e your guilds banner) that appears on the map for players with it active, can only be seen by members of your guild.

A role setting under the guild permissions, activation from the same interface as the commander tag.

Associated Risks
Potentially more tag spam if you’re in a large guild.

[RoF] and [BL] guild leader
11x level 80’s 80+ Titles 2600+ skins , still a long way to go.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: SirJack.4760

SirJack.4760

Proposal Overview
Roster Seperation by Ranks

Goal of Proposal
Provide overview for everyone in the Guild who is in what rank

Proposal Functionality
Current Roster lumps everyone together, indicating ranks only by a small symbol. Preferably, it would be easier to provide a segregation by rank, again similar to GW1’s Roster, but with the dynamics of GW2’s ranking system. This would make it easier for new members to identify the “officers” and “leaders” and make new members easier to identify for the current members.

Associated Risks
In general, maybe a full-blown Guild Menu GUI interface may be required, as other suggestions or plans at ANet may not be compatible with this. The main goal is clearer differentiation within the roster anyway.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Sharpoon.8197

Sharpoon.8197

I’m not exactly sure if my proposal is related to Guild Logistics but it is certainly related to Guild QoL.

The problem I and many others face concerning guilds is simple: recruitment. The root cause for this problem is the Megaserver system

Proposal Overview
• Guilds are having a hard time finding players from their own server to recruit.
• This is caused by the lack of a “server only” zone in the world.
• Situation is even worse for WvW guilds which used to depend on finding players in the open world and introducing them to WvW
• Suggested solution is to un-megaserver the Major Cities

Goal of Proposal
• The megaserver system means the majority of the people on a map aren’t from your server and once a map gets full, new players who zone in (and are from your server) will get put into a new map.
• Guilds identify themselves with their chosen server. They want to play together and have members who are on the same server but it’s become a real struggle to find new members to recruit because our server mates are being separated from each other by the megaserver system
• This problem is exacerbated for WvW Guilds. WvW is a server specific mode. WvW guilds find it hardest to recruit now because of the megaserver.
• In the past, WvW guilds would recruit from Lion’s Arch and general pve and then introduce their members to WvW. Recruiting inside WvW doesn’t usually work as the players that are already in WvW are usually already in a WvW guild so it becomes a wasted effort. Guilds relied on that out-of-wvw recruitment to bring new players into WvW for their server.
• I myself am an avid WvW player and I got my first taste of WvW after being recruited into a WvW guild in Cursed Shore back in the good ol’ days.

Proposal Functionality
• My proposal to solve these issues is to un-megaserver the major cities.
• This way, servers get a place to hang out with their own and guilds have an avenue where they will be able to find potential recruits from their own server.
• Players looking to join a guild will know that there is one place they can go to find guilds on their server.
• This also maintains the megaserver system on pve maps which were the maps that originally needed to be megaserver’d.

Associated Risks
• I can only think of one negative consequence and that is that it may be confusing for less informed players to know whether the map they are on is a megaserver or not.
• My solution for that would be to indicate it on the mini map in text whether the map is a megaserver or not (like how we were notified if we were on an overflow map previously).

I would love to hear your thoughts on whether this is a workable solution and if not, reasons why it cannot be done. Please help us maintain our server communities and our guilds.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

Title: Guild changes in Lions’s Arch
Summary: The following post, was made right before April ‘14, and was trying to suggest some changes to Guilds as they might relate to the rebuilding of poor Lions Arch and may now be more apropos to this CDI

https://forum-en.gw2archive.eu/forum/game/gw2/Wish-List-Lion-s-Arch-A-Phoenix-Reborn/first#post3629795

So here is a great opportunity for 2 birds/one stone. Not only can you integrate players in the reconstruction of our fair city but also additionally institute the guild update in one fell swoop.

Also would be nice if this system was not limited solely to Lion’s Arch and there were a number of places in the world where architects are preparing foundations for large-scale buildings and are looking for guilds to donate to the efforts. After donating, some choices are made in dialogue and saved over the course of two weeks (or whatever the window is) and when its over the choices are tallied and the building enters construction. Guilds who reached a minimum of donation now have the leaders/officers capable of viewing construction progress.

During construction, giving over supplies will help tailor-make some aspects of the hall interior . . . like using soft wood instead of elder wood will have a different texture to wood inside the building, for instance. All this is tracked in the progress screen, along with some potential previews.

When finished, the guilds who donated to the efforts get a key to access the guild hall – they may only have one at a time and if they want they can hand it back and receive a refund . . . and can go find another hall they want (but the furnishings will be basic and need to be customized if they wish).

While the guild completes Guild Missions, trophies of their efforts appear in the hall (and will carry over to other halls) which show their level of completion. Perhaps for bounties they get a board with bios of the targets they’ve successfully apprehended?

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Next

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

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Zesbeer.8365

Zesbeer.8365

Proposal Overview
Guild Event Calendar

Goal of Proposal
create a fast and easy way to schedule guild events without having to send out mail or whispers to your guild.

Proposal Functionality
Under the guild window there would be a calendar tab with a plan blank calendar

  • ability to add events
    • date and time info along with ingame waypoint or poi
    • ability to have the event span across more than one day
    • ability to have events repeat like when make up guild missions take place ect.
  • rank options for who can add, remove, edit and view
  • option to be able to be mailed a summary (per player so if a player wants to opt out of it they can)
  • option to turn on anet events ( things like feature patch updates or pvp/wvw tournament starts)

Associated Risks

  • spam
  • inappropriate language or events added
  • conflicting events with other guilds (note that every guild would have there own and other guilds would not be able to see them unless you were a member of that guild)

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Conski Deshan.2057

Conski Deshan.2057

Proposal Overview
A centralized guild listing/registry with a short description of the guilds role and objectives along with a recruiting y/n option.
Just the bog standard feature seen in many other MMO’s

Goal of Proposal
To ease the recruitment process for guilds and to cut down on the number of people shouting in cities to recruit, while also showing information on the many guilds that exist.

Proposal Functionality
An interface viewable in the major cities and possibly by default under guilds if you’re not in any guild which displays: guild name,logo, Member count, short description, Recruiting Y/N and a section that allows for a series of activity tags , such as Pvp, WvW, Dungeons, Guild Missions, Roleplay etc.

Associated Risks
Possible spam for the guild leader with people trying to join the guild, can be alleviated by making guilds marked as No for recruiting un-contactable.

Reveals information about guild numbers, some guilds may not want that, could be made hidable.

The plethora of one man guilds would become visible, solved by not showing guilds in the list until they have a member count of 5 or more members.

[RoF] and [BL] guild leader
11x level 80’s 80+ Titles 2600+ skins , still a long way to go.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Leery.2976

Leery.2976

Proposal Overview:
Make letters not sent to guild members count towards excessive messaging or a way to send a message to an individual guild member on guild kick.

Goal of Proposal
To enable a smoother elimination of inactive members and also give them a reason of why they are no longer part of the guild and who to contact when/if they come back.

Proposal Functionality
Make messages sent to guild members not count towards excessive message limit. The other option is when kicking a guild member, give a prompt asking if you would like to send the member a message and if yes, open a new window to send it to them, much as mail currently works.

Associated Risks
Possibility of spam through this, although the kick message would only be able to be sent once as they are then kicked.

Below is my original post that I condensed into the above format.

One thing I would like as a guild leader is for letters that are sent to my guild mates not to count towards the excessive messaging limit. I like the idea already proposed about mass bulletins but this doesn’t address a problem we’ve had before.

To put this in perspective, I’m part of a larger guild which was made when the game launched. We have a policy of after a certain period of not logging in, kicking players for inactivity. When we kick those who are inactive, we send a mail explaining the reason for the guild kick and to re contact us if they start playing again and what not.

The problem with this is that we have officers/leaders sitting there just waiting to be able to send this mail to them as the game doesn’t give a kicked player any indication of when or why they were kicked from a guild. Another possible way to do this is when you kick players from guild, leave the ability to send a message which will persist until the member dismisses it.

Thanks for the CDI and I look forward to some great additions to the current guild system!

Leery – Ehmry Bay
Grindhouse Gaming [GH]- Guild Leader

(edited by Leery.2976)

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Blaeys.3102

Blaeys.3102

In Game Guild Calendar

Proposal Overview

An interactive guild event calendar with invite, sign up and notification capabilities

Goal of Proposal

To facilitate guild activities and help event (pve, pvp and wvw) leaders better plan guild events.

Proposal Functionality

Most logical would be a new panel on the guild interface where leaders (designated in the current ranking system) can create events and autosend invitations to guild members (via email). Members would then choose yes (plan to attend), no (dont plan to attend) or maybe (might attend).

Fifteen minutes prior to the scheduled events, members would then receive a pop up notification reminding them of the event they signed up for.

Associated Risks

Not sure of the technical requirements of such a system or developer time it would take to implement.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Next

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

Chris

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Blaeys.3102

Blaeys.3102

Other guild logistics points I’m interested in seeing addressed (with potential solutions):

Issue: Concurrent guild missions where two guilds are doing either a rush or puzzle are still problematic and cause guilds to have to potentially wait around.
Potential Solution: When the second guild triggers at the flag, extend the duration of the first guild’s timer to accomodate the guild that just arrived (basically, the first guild gets free time).

Issue: Clunky guild communication
Potential Solution(s): remove spam restrictions from guild leaders sending mails to members; create new chat channels that guilds can customize based on guild ranks (eg, an officer’s channel)

Issue: Still possible for guilds to become separated on megaserver maps
Potential Solution: Allow members to right click other member and “join guild in …” map

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Ben K.6238

Ben K.6238

Issue: Still possible for guilds to become separated on megaserver maps
Potential Solution: Allow members to right click other member and “join guild in …” map

Could there be a WvW-style join queue for guild members?

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Lucius.2140

Lucius.2140

Proposal Overview
Guild Event Calendar

Goal of Proposal
create a fast and easy way to schedule guild events without having to send out mail or whispers to your guild.

Proposal Functionality
Under the guild window there would be a calendar tab with a plan blank calendar

  • ability to add events
    • date and time info along with ingame waypoint or poi
    • ability to have the event span across more than one day
    • ability to have events repeat like when make up guild missions take place ect.
  • rank options for who can add, remove, edit and view
  • option to be able to be mailed a summary (per player so if a player wants to opt out of it they can)
  • option to turn on anet events ( things like feature patch updates or pvp/wvw tournament starts)

Associated Risks

  • spam
  • inappropriate language or events added
  • conflicting events with other guilds (note that every guild would have there own and other guilds would not be able to see them unless you were a member of that guild)

Was going to post this one.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Hawk.3574

Hawk.3574

Proposal Overview
Guild Calendar and Automation of upgrades

Goal of Proposal
Calendar – Allows better organization and easier to plan events
Automation – no longer need to manually que buffs/upgrades

Proposal Functionality
Calendar – A simple scrollable calendar for the year. With symbols for guild events and custom fields for text.

Automation – Say you want the 3 day magic find to start each Friday at reset. Use for guild missions too. Have a check in place if enough influence exists it will que the upgrade the necessary time in advance and activate it without a player.

Associated Risks
Automation – spending saved influence needed for something else? To solve have a pause button.

CDI- Guilds- Logistics and QOL

in CDI

Posted by: DreamOfACure.4382

DreamOfACure.4382

Proposal Overview
Guild Commander Tag

Goal of Proposal
Allow leaders of successful PvE and WvW guilds to differentiate themselves on the map, allow members to quickly recognize and join allies in activities, and create a more visible sense of community within guilds.

Proposal Functionality
Unlocked from upper tiers of EITHER Art of War or Politics upgrades via Influence, Guild Commendations, AND Badges of Honor or Karma, respectively. Authorized members will have a mini Guild Emblem selectable as their commander tag.

Details:

  • Only be visible to guild members.
  • Cap on number of tags per members online and per zone to prevent abuse.

Associated Risks

  • Inconsistency in visibility from other commander tags – Will require time for players to adjust.
  • Improper balance of unlocking cost may undermine cost of default commander tags.
“Bleeding, Poison, Confusion, Torment, they all look delightful on you.”

Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Relshdan.6854

Relshdan.6854

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.

Chaos Organ (Ele), Pistol Opera (Thief), Modular Man (Eng)
MARA (EU) Gunnar’s Hold

CDI- Guilds- Logistics and QOL

in CDI

Posted by: morrolan.9608

morrolan.9608

Simple, take a look at what SWTOR have done recently with guilds, it has been done well and added more variety to the game, even had a mini revitalisation effect on it.

I would also add given the disastrous implementation of some previous CDI items that before you actually implement anything that you actually get feedback on what you plan to implement.

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

(edited by morrolan.9608)

CDI- Guilds- Logistics and QOL

in CDI

Posted by: Lucius.2140

Lucius.2140

Proposal Overview:

Guild chatt message of the day.

Goal of Proposal:

Communicate an important daily message, like a recordatory to guild members every time they connect to the game.

Proposal Functionality:

  • Agregate a small text window in the guild tab, so that autorizated guild members can edit one guild message.
  • It spam in the guild chat of a member who just logged in, but not in the guild chatt of the alredy connected.
  • The message is wrote like this:
    “Guild message: Dont forget to check the guild callendar for the day and time of the guild missions”.
    “Guild message: Check the guild bank for free food buffs”.
  • Limit number of characters in the message, perphaps between 80 and 120 characters, letters, etc.; im not meaning words.

Associated Risks:

  • Spam
  • Inappropriate language

CDI- Guilds- Logistics and QOL

in CDI

Posted by: CyClotroniC.4957

CyClotroniC.4957

Proposal Overview:
Guild Calendar and/or Separate tab for ‘Message of the Day’

Goal of Proposal:
To make organization easier without forcing guild to use guild websites and forums to share information with each other.

Proposal Functionality:
A separate tab would be great for the calendar or at least make a new tab for ‘Message of the Day’. The main window part of it is too tiny and cannot be resized, so I mainly read it on the history tab, but I consider it only a workaround method, because this way I think it doesn’t get that much attention.

The downside of the calendar is, that it will need probably a few extra additions in order to make it functional enough to implement it. Thinking about basic stuff like editing, deleting certain events or a little more advanced ones like allowing members to sign up for them to have an information feedback on their interests.

Necros need more love… seriously. – http://necroaming.tumblr.com/