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Posted (edited)

There are currently guilds in the game (the RiP/SoD family on DM) that focus on a high turnover rate, throwing out random invites and kicking anyone who underperforms in Conquest.

 

These guilds often don't encourage members to play by holding events, they simply threaten them with a kick if they don't meet their quota. They also abuse this strategy to have about 8 different sister guilds that push other guilds out of the Conquest leaderboards and access to recruits, hurting their visibility and recruitment efforts.

 

Most importantly, this ends up hurting the new player experience, as less new players get treated with respect and as a result they just leave instead of subbing.

 

To remedy this I suggest capping the number of players a guild can invite per week at around 100. The sister guilds can still recruit, but over time the individual output of each sister guild will decline should they continue to employ this strategy.

Edited by Eli_Porter
Posted
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Even if such a thing were to be implemented, I doubt the result will be the one you desire

 

Any guild that is "active" in conquest (and by active we can include any guild that is actively trying to stay in the top 10 with aims to take /compete for the #1 spot) is going to have a high turn over. That is just the nature of the beast BW has saddled us with. Many thoughts and ideas have been put forward on the state of both conquest and guild management that would be very effective in limiting such activities without requiring any such draconian restrictions - yet here BW also remains very silent and inactive.

 

In terms of management, and what players have always been able to do about it: vote with your feet!

 

To favor another long standing comment on it:

 

Guilds with bad management only continue to exist and thrive because people invent excuses to stay (ie: management sucks, but there are cool people here; etc), propping up the structure and its practices by their continued presence and activity in that guild.

 

There are many other guilds out there, and not all of them recruit via "trash chat".

 

google: swtor community Discords =

> SW:ToR Community Discord's

 

google: swtor guild finder =

> SW:ToR Fan Community Guild Finder Tool

 

While some may have "off days", bad management tends to leave a lingering impression, to which the signs are very obvious if you take the time to look for them objectively.

 

If you can recognize an unhealthy workplace environment or a personal relationship, you can use the same observations to identify bad guilds, and treat them in exactly the same manner.

Posted

I don't think anyone's going to unsub because a guild kicked them. Been kicked from many a guild, but haven't unsubbed. Been in some pretty bad guilds, with bad leadership, have left, or been kicked, never once let it get to me. Most those players are gone, I'm still here.

If you have proof that the leadership is abusing their position, or harassing people, then maybe you need to bring that to the attention of the community managers /shrug

Posted (edited)

 

To remedy this I suggest capping the number of players a guild can invite per week at around 100. The sister guilds can still recruit, but over time the individual output of each sister guild will decline should they continue to employ this strategy.

 

 

Players, meaning individual accounts, or members, which can include alts?

Either way, the idea's absurd, but let's explore this.

 

If members, nay, for that does not take into consideration alts. I have 20-something alts in my guild, and others have far more.

We have no limits for player alts. 5 people like me dragging in all our alts would hit that max.

 

If players, that means no two large guilds could ever merge or cross-pollinate.

 

No thank you.

Edited by xordevoreaux
Posted (edited)
I suggest capping the number of players a guild can invite per week at around 100.

 

That limitation would potentially do damage to new growing guilds and old big guilds. Just big NO to invitation limits!

 

But if you really want to fix this "issue" why not to change conquest point earnings to start from level 50+

 

I honestly find it ridiculous that you start earning conquest points at lvl10, I know its fair that everyone gets to join it early, but before lvl15 you might have earned easily over +200k conquest points (thats way less than 30mins of gameplay).

Edited by Mignolite
Posted
I honestly find it ridiculous that you start earning conquest points at lvl10

I like the idea that the game is conquest-friendly to brand new players just starting out. Why wait until their next planet to discover an entirely additional feature of the game? And there's zero, I repeat zero, harm, in players hitting the ground running soon after char creation to help their guild with conquest.

Posted
I like the idea that the game is conquest-friendly to brand new players just starting out. Why wait until their next planet to discover an entirely additional feature of the game? And there's zero, I repeat zero, harm, in players hitting the ground running soon after char creation to help their guild with conquest.

 

I agree, I think level ten is fine, it helps new players get in to it, quickly.

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