Let’s say I’m in another guild, a pvp guild, and I want to join a more all-around guild that has that option checked. What happens then?
If you add an option that limits which players can join your guild, then effectively you remove a huge segment of the player base from potential guild members. I don’t think that’s a very good idea, especially for smaller guilds. Someone could join a larger guild for the guild hall benefits, then join a smaller one to be with a more closed group doing dungeons, fractals, raids, pvp or rp.
Atm, there’s not a system where Guilds list or advertise themselves in the game for people to browse through, with a rating by its players and scoring.
If there was it makes it much easier for a player to go and choose what he prefers. So from a player’s perspective, that be great. (If he was completely Guildless.)
A player who only has a PvP Guild, wanting to get into an all Rounder Guild that only allows their Guild as the sole Guild, will need to choose then when he applies or gets invited to them, his icon in the roster will be yellow indicating a conflict. Then an exception could be granted to him, written in his note as to why and the system will only allow that PvP Guild of his. If he joins up with another Guild, he turns to yellow-so the officer can talk to him asking why, he can either get another exemption, a warning to drop that Guild or kicked if he so wants to be with another Guild – and not spend time helping to make his present Guild good.
So at least the Guild leader knows your situation then.
But from a Recruiter’s perspective, I’d say they need to focus on “new players” not “stealing/or soliciting other guild’s” players. Which will be both good for Guilds overall, since people do tend to go for “potential” of having greener grass if presented with it rather than sticking out helping to mow the lawn and help water it to be of equal green grass quality.
But that’s not the point, the point is for smaller Guilds to have a reason to flourish when they do not even have a Guild hall yet. To perhaps cap large Guilds at 1000 players. So that they don’t just keep on gobbling up the smaller Guild’s potential players.
Then to bring back Guild vs Guild PvP and allow 5 man PvP Guild teams and Guilds earning points. To not make it so the teams need to attend. Like the league for single players 1-2 its now 1-5 and the team can earn a badge to display.
Same with WvW – a player could earn rep with the Guild and obtain Guild armors or Badges that they can only wear if repping their main wvw Guild they earned it through, the armor will be of normal ascended stats and it’s just the skin that changes. The better quality the skin the more experience on the field the player could be recognized for just a novelty perk.
There needs to be some form of risk of losing when you leave a Guild but also reward for staying with one.
I’d say that Guild roster size should be tied to its upgrades as well. And yes, big good guilds will get full after a while and maintain quality then, but can multi guild if they want up to 5 guilds, so a max of 5000 players is possible if they’re insane enough.
Now players will be forced to either start or join smaller Guilds (if multi type guilds are full) and help them grow. They can start their own multi or allied guilds or closed guilds.
Perhaps the member’s time/contributions and other things can be tracked so that if a Guild removes them… the leader would also take a loss be it in the Guilds scoring or placement on the advertisement system.
But keep in mind, there will still be multi Guilds, so closed Guilds vs open Guilds thus creating a real “Guild War” not recruitment war lol, and if Guilds can take each other on, in 5v5s etc, and have wvw stats tracked.
And the Guild you’re presently repping – if it has a wvw base, to have a NPC scout announce to the guild(for those who track it) to notify them it’s under siege, to log in and go defend.
I also think “big” blobs of invaders should be scaled somehow vs tower or castles as it takes forever to build them up but it is so easy just to capture them. I think it should be harder to capture bases.
I think rewards should come more from killing players, but super rewards from bases(that were made harder to capture)
Just my 2cents