Entries in guild progression (3)
BlizzCon 2009: Important Guild Changes
Note: The below information was covered as part of our Live Blogging & Tweeting during the show. But the information is simply too important to be glossed over. Here are the major class changes in one convenient, to the point package. Guild progression was, without a shadow of a doubt, my favorite WoW announcement during BlizzCon 2009. The crowd erupted when the snippet was splashed across the screen. The bees nest was stirred further as the developers began detailing the progression tracks, rewards, and reward schemes. The panelists had to stop speaking numerous times during the presentation as the crowd drowned them out with hoots, hollers and hoorays. It seems that I wasn't the only player desperately seeking a reason to grow with a guild. Prophetic vision placing that in the The Next Expansion column, rather than Wishful Thinking methinks. Cataclysm's Guild Progression basics:
- You're guild will earn experience by way of its most active members (top 20 guildmates contribute). The "gate" is to limit the "grindiness", a reoccurring theme at this year's BlizzCon. Limiting the amount of players who can contribute helps maintain a balance between massive guilds, and those with only a few dozen players.
- Guild contribution won't change your daily activity much. You can contribute by doing the stuff you already do, be it dailies, professions, farming reputation, raiding, PvP (rated Arenas and BGs) or bum rushing Hogger. Different acts will be weighed differently.
- The guild level cap currently discussed is level 20. Guilds will receive talent points, much like the class talent points. More on this below.
- Looking For Guild system being implemented. The idea is to make it easy for a Raid Leader, Officer or GM to find exactly what a guild needs, or to post a casting call.
- Guild Achievement system is also incoming. It'll act like today's system, but require that a certain percentage (75% discussed) of the attendees be a part of the guild. Some current achievements will be recycled, but most challenges are to be new.
- A new paid service, guild transfer, was mentioned as a possibility.
- No, it's not going to happen. There is still no guild housing plans.
The Next Expansion: Guild Progression
Keeping A Guild Together
- With over 200 members, let whoever wants to leave go.
- Although we are casual, trim the roster down to at least active players who login. Personally, I believe it looks bad to have that many members, even if they are alts, and not be able to fill a 10-man.
- Get rid of members the higher-ups dislike. Sorry, but if you dislike them, their very presence will add to burnout.
- Have members fill in the open spots in the roster with friends, alts, or other players that they know well. Even if other players aren't willing to join the guild, drop them a line so they know that WoF is in need of some PUGs.
- Re-roll your main. I am hard at work on leveling my priest so I can fill in the healing hole left by two members. Although I love and enjoy my rogue, I enjoy raiding much more than not raiding.
- Go back to 10-man raiding, two nights a week. Cutting back to 10-man should ensure that the raid is filled. Slashing to two nights a week, say one night progression, one night farming, will give members a concrete schedule and reduce burnout. If they want to do more, see point one.