114022-guild-system-overhaul-no-not

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Hi There,
 
  My Guild and any supporting guilds posting in this thread would like the following improvements made to the Guild System as a whole.
 
  You have created a game which requires a tight knit community, yet you shaft the guilds with archaic functionality. You require unparalleled cooperation to conquer your content, Make everything else easy. Make everything else FUN. Instead I find myself in the same experience of every other MMO, Guild Functionality, Representation, and Communication are utterly weak. I will address these issues and provide solutions. Please provide constructive feedback.
 
Guild Functionality
 Banking, Raiding, Questing, Battlegrounds, Roleplay, Farming, World Events, and responding to filthy gankers. Guilds do all  these things. Being in a guild does (almost) nothing for most of them.
 
Banking
  Let's start with Banking, which is really "Distribution of resources". It's woefully simple for the spacefuture. Basically a collective hole you all throw your loot into and slap a board over, with a fancier board for certain tabs. Every day I fear to invite new members and promote them because someone will be able to steal all the <Insert High level McGuffin> in the guild bank if I allow a single withdrawal on that tab, or maybe all the officers will permalog and all the stuff I farmed and put in the super special last tab is gone forever. This is wrong.
 
 For resources to be distributed properly a guild needs to be able to communicate it's needs effectively. Allow Items in the guild bank to be assigned prices. Create and sell Slots for all commodity type items. If your guild wants to store say Eldan Signs Of Water, they need to buy the eldan sign of water slot. After that officers can remove the item if necessary. Otherwise a price is set to buy the item from Guildies and to sell it to them. this allows access, and prevents theft, allowing the guild to choose to make profit, make nothing, or take a loss on any item to any member without requiring an officer to oversee it, while organizing all materials the guild has chosen to farm. It also forms the rudiments of the JOB system described later.
 
Raiding
 Ha Raiding. Well Damn, Gotta hand it to Carbine, they did great on Raiding functionality and bonuses for guilds. If you're raiding you're getting every bonus too, because the Guild Influence flows like mana from heaven. Well except for the Communication.
 
Questing
 Questing is how we train our members, and gain intelligence about the world we explore, but it's very hard to get to a questing ally in time to be of actual help, and too much time out of another player's limited playtime getting there. The experience boost is excellent, but low level players can't afford the flask, and travel times can slow to a crawl with mount speed differences and lack of taxi points.
 
  I propose we allow Guild members to Summon a limited number of Guildmates to themselves a day a'la adventures, once the Guild unlocks that function, and then return to what they were doing, so helping isn't such a terrible inconvenience, you can get in, party up, mentor down, kill kill kill, and pop back to blighthaven. This can be ranked up to allow each member from 1-3 summons a day, and allow the guild leader/officers to summon the entire guild to themselves once per day. The summoner will be granted a large highly visible crown and be flagged for pvp. If they are killed, everyone they summoned is returned to where they were when summoned, to prevent abuse in a fun way. 
  If a player mentors down, increase the movespeed of the lower movespeed player to keep up with his faster ally, and share a cab with his friend. Also let us buy flasks and store them/give them to our lowbies. 
 
Battlegrounds
  Your average bonus in a battleground for all showing up with the same Guild tag is usually the enemy team giving up. Oh and almost no Guild advancement whatsoever. Crush match after match and watch the Guild Influence trickle in while you struggle to save up for a bank tab, never mind flasks or buffs. Even with a dedicated team constantly PVPing in battlegrounds, you just can't get much Influence. Apparently there is no honor to be had, nor notoriety to be gained in fighting the other faction. You are basically telling PVP guilds that they are not legitimate and do not deserve rewards.
 
 Increase Influence gain when you run with guildmates. Give more for a win, less for a loss, and a bit for kills. PvP Guilds deserve unlocks to help them level too.
 
Roleplay
  I know Guild owned housing is on the horizon, That is completely a boon for the Roleplay community as far as guild features go. Guilds have never had features designed JUST for roleplayers before though. A few things that would benefit this community nicely could also benefit us all. Also they need a way to build Influence at home that's Fun for them.
 
Starting with a Guild Calendar for events with automatic notifications, and a Guild log/mapmaking function/overlay so that useful notes and important story bits/locations can be easily tracked by everyone. Really any tool or mechanic you give an Rper can be worked into a story or scene by them. If a guild can make and distribute a map overlay they may even be able to arrange scavenger hunts for screenshots. The ability to share your screenshots across nexus or right to social media would be excellent. In all seriousness, passive Influence should be granted for just being grouped with a Guildmate and in close proximity for a long time, so when they sit together and RP, they can afford buffs, bank tabs, and bonuses like everyone else. To be fair to people who grind content over playtime for their Influence, it would have to be slower, or everyone would just afk in groups till it capped.
 
Farming
  Every good Guild does some farming. You included lots of Influence based bonuses to ease this process, which is excellent. The issue becomes one of communicating what the guild NEEDS to it's members though. Sure the Guild lead and officers may know a Lack of Eldan signs of Fusion is holding our main weaponsmith back, but does the level 50 sitting in our capital bored waiting for a guildie to get online know that? Or where to farm them?
 
  Enter the JOB Board. Once you join a Guild it shows up in your house, opposite the buff board. Click it to see an officer posted list of "quests", everything ranging from enemy faction kill targets, to farming BoE drops, to crafting mats and what drops them where. Let us communicate need. Let us reward our players with Promotion automatically by completing enough of these. Guild Dailies. Mmm.
 
World Events
 Setting up, getting enough members online and specifically available for a world boss kill or specific world event can be annoying, but stumbling onto one in progress by your own faction, or even the enemy? Boy howdy that's what guilds live for. 
 
 A special exemption to the limit on guild member summons if you are participating in a world event, you can summon enough people to fill out the event from your guild (They don't have to answer) and they can go back to wherever they came in from upon completion. Fighting other guilds for attunement. Literally. (Hardcore.)
 
Responding to Filthy Gankers
 Guilds do this often, and some do it better than others. I'm looking at you pvp guilds. But if you're way out on the farside of the moon, help may not get there for a while. Also going out and fighting the antagonist is often costly. What if your whole guild doesn't contain a single person who can pvp and your antagonist is in 1800 arena gear? Or worse, a whole Gank Squad of them?
 
 With the JOB board system, and the Teleport to guildmate system, an interesting possibility arises. Players and specifically PVP Guilds could Queue to be on "Faction watch" (A board near the graveyard or in town, or available through the queue interface) where you can set a price per guild member to be hired, summoned, and dispatched to deal with enemy presence. The summoner pays the price (Guild members pay half price or burn a Guild Summon to hire members queued for faction watch) set, and gets the players on site to handle the problem for a certain amount of time. Summoned members are paid every five minutes or until dismissed by the summoner. Maybe an additional fee for responding could be added.
 
Guild Representation
  Cosmetics, Recruitment, and Ranking are each an area that could be stronger for our guilds in wildstar, to bring us pride, set us apart, and help people find the place they truly belong.
 
Cosmetics
 Be it your holomark, or your tag, people identify you as much by your guild as your character name and title, if not more so. The creation of a very successful guild is very much the creation of a brand, and tools to further that brand are always helpful and fun. 
 
  Create a Guild unlock to provide a uniform, dyed and a set a certain way that will appear on people's costume list once unlocked. Allow several uniforms for the different classes, or do it by path. Add a Larger Holomark Option. Sell me Guild banners for my house, Or a Guild trophy or badge. Sell me mount flair that will display my Holomark behind me. Sell a hoverboard that dsplays your current guild mark or let Guilds design their own hoverboard look entirely. Sell me a Coffee cup for my house with my guild emblem on it.
 
Recruitment
  Guild recruitment these days is basically "Spam macro, hope someone sees it" or "Post to the forums hope someone sees it."  When you join a guild you know nothing about the playstyle, availability, capability, attitude, resources, or progression of that guild but what you're told. This leads to players not fitting. That is undesirable.
 
  I propose you let guilds Link their name in chat, and that link goes to a page full of guild information, again, mostly filled out by the guild, but with some hard statistics. List progression by dungeon/adventure/raid(by boss). List player schedules (approximate) hard numbers on how many players were active in the last 24 hours and the last week. List a personal bit by the officers about the guild. List Guild leader or Recruitment Officer. Show a bank tab. List what kind of guild it is. List what they're looking for in case you see it and realize "Hey, I wanted to roll a medic, maybe I'll go with these guys and do pvp for once." List guild member satisfaction rating (poll the whole guild randomly and anonymously.) (P.s. Make a Guild invite item I can trade to someone, or even place in a lower level member's inventory similar to the leather balls in WoW. Or I can mail it to an alt.)
 
Ranking
  Currently there is no ranking system for guilds, As such progression has become the metric we judge by. This is all well and good, but it leaves anyone who isn't going for progression feeling like they're not doing the best thing with their time ingame as a Guild, fomenting dissent among the regulars.
 
  Create a content drop centered around warring guilds, I don't know what you would call that ;) and release a bunch of statistics to track. Do not track anything other than raid progression retroactively. Publicly display the top 10 in each statistic for BOTH factions in different related places in the capital cities.
 
Hubs and Leaderboard areas:
Crafting Hub: Total items crafted by members
Player Commerce Hub: Total Plat in Guild Bank
PVP Hub: Total Kills
CREDD Hub: Total CREDD
Eldar Game Hub: Raid Progression
Warplots: Plots Destroyed
Housing Hub: Most Neighbors, Alternately let players rate houses (+1 or -1), and then it's by highest rated houses.
Transport hub: Time Played
Scientist/Explorer/Soldier/Settler Path Structures: Highest combined path level of all members of that path.
Secret ops: Most players under 50 and Most players at Level 50
Guild Hub: All Other Boards as well as "Most members" "Most Gold Medals" "Least Deaths" (Must have one level 50 in guild to be eligible) "Most Loved" (Highest Combined reputation) and "Highest total gearscore"(Only level 50 counts)
Guild Communication
  Here I will address Informative, Active, and Passive communication, and In a game that requires SO much keyboard control a chatbox alone does not suffice for "communicating". Voice has it's flaws and constraints. Mail is clunky. 3rd party message boards are a pain to keep track of and archaic these days. You want us so coordinated for some of the hardest content in all of gaming, but we're left fairly out in the rain on simply talking to one another, nevermind communicating need easily within a guild or across the faction.
 
Informative
  Informative communication, where you convey information to guildmates is severely lacking in helpful tools. It pretty much consists of people frantically trying to explain a fight in teamspeak before you dive in for the first time outside the really professional guilds, and that's because those guilds all take experienced people. Or someone mentions they need a certain material and everyone forgets. Or someone thinks raid night is Thursday.
 
 Give us guild map markers, a guild job request board, and a Dungeon Journal. I covered the first two earlier, a dungeon journal will fill up as your guild buys it first for Influence, then clears content. It will show the boss model, telegraphs, phases, loot table, location, and damage. Only once your guild has cleared that encounter. This way new players going in can learn about the fight beforehand.
 
Active
 This is so important, the active communication in a party, moment to moment. In Battlegrounds, Dungeons, Raids, and even hanging around, people love voice chat. But voice chat costs money to host, and has been notoriously poor in many games to date. But that moment you spend typing means losing a gold run, or dying in pvp, or wiping.
 
  Talk to Curse, Ventrilo, Teamspeak, Mumble, etc. Work with them to design an overlay for your game and their software, and link guilds to places they can use for free (Curse) or to setup payservers Vent and Teamspeak and let players list any server they want to allow people of that faction to join. That or actually build a good voice architecture into the datachron system.
 
Passive
  This is the communication that sometimes needs to take place to make sure bigger events happen. Warplot and Raid dates, Group Daily times, Role and Profession requirements, guild news, and recruitment numbers. Currently this consists of the guild message and guild info screen.
 
 Give us a calendar system to mark dates and plan events, and allow us to compose mail to send to the whole guild with one button, or implement a small message board system within the guild screen. Give us somewhere to post guild news without disturbing the info page. Give us a JOB system or some way to convey which items the guild needs to our members without having to tell them, in person every time.
 
 
     Just a few of these changes could really set Wildstar apart in the way it handles Guild interactions, and strengthen our communities tremendously, and a game with a healthy community, no matter the size is a strong game that will keep making money. 
 
Thank you for your time. 
 
Supporters Post 2
Suggestions Post 3	
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			Supporters (Please say "supporting" to be named here.)	
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Suggestions
 
Meya: Guild owned ships. Customizable interior.	
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Firstly, I found this post really interesting so thank you for compiling your ideas. A lot of the ideas are only that though, interesting. A lot are not overly practical, or are very specific and would not work for a lot of guilds. They are obviously things you would enjoy but I am not sure they would suit the wider community.
 
Secondly a lot of the time you mention renown, can you confirm if you mean renown or guild influence? These are different currencies with different uses so it is good to get this right.
 
Banking
I think the idea of using the bank as a place to sell items is interesting, but a little confused. Banks and shops are different and the idea of unlocking a slot for every single item you may want to put in a bank it utterly tedious and frustrating. I cannot see that being welcomed at all. Having a guild shop as a separate future feature sounds interesting but should not impact on banking.
 
Summons
You have suggested an awful lot of group summons. Do you think this will devalue the Scientist path ability that allows this? I like the idea of an ability for guild members to recall to where they were afterwards so some summoning functionality is a nice idea but I think you have to be careful not to add so much that Scientists loose their purpose. For instance the mass summon could be left to a scientist guild member.
 
Travel While Mentoring
If you mentor down you should choose to go slower rather than speeding people up. Taxis should be unlocked normally by players. This is just a basic part of progression and should not be ignored simply because you have a higher level friend.
 
Job Board
Another really interesting idea. I think this really could work in the game. Though I think this should be added with Guild housing and not added to everyone’s individual plots. That buff board is already enough clutter without adding more!
 
Responding to Gankers
This goes beyond an internal guild system and into, well a money driven mess in my opinion. Guilds and circles already organise themselves without an automatic system. (Let alone another board, you like boards don’t you!) There are already many circles etc. set up for people on PvP servers who act as defense contractors and this is just this just that same system with added greed. It does not promote guilds and working with the community, it promotes excessive money grabbing. You are of course free to ask a fee but I think this should be seen as an exception rather than building a system around that idea.
 
Cosmetics
Guild identity can be improved but I think some of this is just unneeded as an addition. If you want a guild uniform make one! Tell people what it is tell them the colours provide them the items. It does not need to be an automated system for it to happen! I like the idea of décor items, representing on your plot seems a great idea. But, I think mounts might be going a little far.
 
Recruitment
You have suggested an armoury system essentially. While this would be good in the future, to contain both character and guild information, it is a long way down the line and a far bigger project than simply something for guild recruitment.
 
Your P.S. idea of an item that works as a guild invite (or perhaps a mail with a join button) is, I think, actually the best idea in the bunch. I do like the idea of a guild invitation item/mail though that would be incredibly useful for getting members into guilds quickly and easily. Especially with the currently awful /who system that makes it difficult to find members of a guild.
 
Ranking/Leader Boards
The suggested ranking/leader boards are simply a count of guild size more than a real achievement. Of course a larger guild will have more cumulative reputation than a small guild. Of course a large guild will have more everything really! But does that make them better? I am not sure this will really drive a good community.
 
Informative Communication
Sorry but the game should not be doing this for you. It is up to you to share information with your guild. That is what builds a community. You communicate with each other. You write guilds for your guild or direct members to guides you have found useful. You talk, you communicate with that new player and learn together.
 
Active Communication
Voice chat is provided by many other companies that do the job just fine there is no need to reinvent the wheel. People will simply stay with the provider they prefer.	
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Hi there, 
 
I would like to address your comments one by one. Guild influence and Renown are interchangable wherever mentioned at the discretion of the devs.
 
Banking
We already pay for rune slots. not every guild is going to farm every trade good, but they can buy slots for the trade goods they need. This is to keep the gold sink aspect of buying a bank tab in place, as the economy needs gold sinks. It's not EVERY single item, but a safe place to keep your eldan runes for example, with an easy mechanic (buy it for whatever the guild set it at) for withdrawals.
 
Summons
Group summons are incredibly important, the scientist path would have one more than everyone else, as well as other path abilities intact. The problem is how every player needs the ability to join their friends, not JUST scientists. Many of these group summons are guildmate specific. As I mentioned earlier, the issue I am trying to solve is difficulties in joining up with friends within your chosen guild/community. Being a scientist should not be a requirement to having your friends able to help you at a moment's notice without disrupting their playtime significantly if we want to see people actually doing it.
 
Travel while mentoring
Players have shown time and again that they hate things that slow them down. Matching speed down will simply frustrate and punish the higher level player for stopping to help. Also how important is it that I go get every taxi on alt #5 again. wow what an enchanting core gameplay experience. No. It's fun the first time. After that it's tedium.
 
Job board
It would be great when guild housing comes. If I choose to refer to specific features like boards over and over it's due in part to my knowledge of coding. Knowing what interfaces and LUA hooks they already have in place, it's more about making things easier for the people coding it.
 
Responding to gankers
It's not greed driven. you can set whatever rate you want for five minutes of your time, it could be as low as a Copper, guilds could compete to be not only the best, but to provide the most affordable mercenary access. There needs t be some resource gating though to prevent people from spamming summons over No one being there. Players could bill more based on pvp rating/gearscore and other factors. It's main purpose when I designed it was as an alert system, and an Open World Pvp Queue System.
 
Guild uniform
After I decide on a uniform, set all the pieces... What if someone in my guild can't get the shoes we need? What if all instances of a particular helmet are BoP only? No, It really should be it's own costume set and slot. Many players I know at level cap use all their costumes, and stealing a costume slot from the Rpers would be reprehensible.  Keep in mind lots of players spend most of daggerstone pass mounted, and a mount flair to simply show your holomark on your mount is all I ask.
 
Recruitment
Carbine tracks most of the data already. Players in the guild could fill in the rest of the info, and architecture for displaying info in a new window when an item is linked in chat already exists.
 
Ranking
Many of the categories I chose were specifically chosen because they did not favor larger guilds. Some categories were chosen to favor larger guilds. No benefits are gained or lost entering the top 10. It's purely bragging rights.
 
Informative Communication
Not everyone has unlimited playtime. Not everyone can take the time to familiarize themselves with all the bosses in a dungeon. They get on and they play. I believe the players who are actually pushing that content keep notes. /why should the basics not be tracked for them? Why should they spend time searching for guides and NOT playing the game. I don't see why you're opposed to a job board for planning farming, or a Dungeon journal/Beastiary to track things your guild has successfully slain. Guilds should automatically do as much of the organizing as possible, so it's players can play, and so it's officers don't get bogged down and worn out.
 
Active Communication
Reinvent the wheel no. Include support architecture so a Wheel can actually be part of our experience instead of duct taped to the side.
 
Thank you. You helped me clarify a few important things.	
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			I'd love to even have Guild owned Ships!  Where a guild can decorate the inside,  kinda like Ark ship? or something slightly smaller but bigger then that piglet ship we get.     But  Guild house is cool too  :(	
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I do agree that guilds do require some work. I also agree with a lot of your suggestions such as the calendar, the invite item (love this one), guild summons that allow the players to summoned to recall to their previous location, etc. I do not want you to think I am focusing on the negitives because you really have raised some good points here. However, some are just a bit too specific to how you play and others are just making complicated solutions to problems that do not really exist.
 
Iinfluence and renown really are very different currencies and I never heard developers swapping them about.
 
Banking
You are suggesting a dramatic change to the way all guilds use banks to suit your own individual desires rather than fitting in with the community as a whole. You would clearly really enjoy a shop rather than bank system and I agree it is an interesting concept. However it would really affect a lot of other guilds that just want the freedom to share whatever they want as they do now and I think that means it either cannot be implemented or would have to be implemented as a separate system outside the normal bank.
 
Summons
As I said above I like the idea of being able to summon guilds members to you and have them recall back. I am not suggesting there should be no summons apart from Scientists. I simply felt there where Scientists could still make their mark was for you mass summon suggestion so rather than an ability for the Guild Leader to summon everyone on mass a guild Scientist would use their path ability to perform that action. That way you still have the ability to get help and encourage grouping but Scientists still have a role.
 
Travel while mentoring
Players are not being punished. I think it a very odd mentality that considered running at the same speed as your friend so you can play together to be a punishment. Perhaps taxi unlocks being something availble to alts is something that should be disscussed but not in relations to guilds or being mentored by other players. Afterall solo players have alts too!
 
Responding to Gankers
Why set a price at all though? Why not use the existing infrastructure? People are already doing what you are talking about without a convoluted UI or payment structure. Just join a world defence circle and you are done. I feel your suggest is just a very complicated solution to a problem that does not exist with the only change to the existing system being a way to get paid for it.
 
Guild uniform
Why can you not get the shoes you need, did you not unlock the tab for them in the guild bank? (Sorry bad joke!) Why on earth did you choose a BoP helmet that was a bit of a daft choice don’t you think? As a myself roleplayer in many guilds previously when we have had a guild uniform there was no specially costume slot we just embraced that as part of character. It is not reprehensible it is a perfectly sensible use of the system we already have in place. Again an overly complicated solution to a problem that does not exist.
 
Ranking
While purely for bragging rights I am not sure how it is bragging about anything other than guild size.
Crafting Hub: Total items crafted by members > More members more items.
Player Commerce Hub: Total Plat in Guild Bank > More members more platinum.
PVP Hub: Total Kills >  More members more kills.
CREDD Hub: Total CREDD >  More members more CREDD.
Eldar Game Hub: Raid Progression > The metric you state we already track.
Warplots: Plots Destroyed > This would be nice to see. Though I would assume this would be done by wargroup which is separate to a guild.
Housing Hub: Most Neighbors, Alternately let players rate houses (+1 or -1), and then it's by highest rated houses. > Ratings would be nice, however again not by guild. I see this an individual pursuit rather than a guild one otherwise you cut off a solo section of the player base from an area of the game they can really thrive in. Until guild housing comes in of course then go for it!
Transport hub: Time Played >  More members more time.
Scientist/Explorer/Soldier/Settler Path Structures: Highest combined path level of all members of that path. >  More members more path levels.
Secret ops: Most players under 50 and Most players at Level 50 > More members more well members!
Guild Hub: All Other Boards as well as "Most members" "Most Gold Medals" "Least Deaths" (Must have one level 50 in guild to be eligible) "Most Loved" (Highest Combined reputation) and "Highest total gearscore"(Only level 50 counts) > Again all most members apart from that deaths one which is dominated by solo guilds so that is a change I suppose!
The leader boards really are not really that balanced. That is the issue with rankings they are very difficult to make in anyway meaningful the majority of the player base. If you can not make them meaningful is it worth adding them at all?
 
Informative Communication
A dungeon journal as you suggested it was just overkill and was not used to simply track kills. (That is done already by guild achievements.) Your suggestion and arguments for it just do not tie up. Players do not have time to read a guide but do have time to read a guide in game in the form of this journal? It just does not makes sense. All I am suggesting is you communicate with your players rather than asking the game to do it for you. If they do not have time to read a guide tell them about it, a journal won’t help.
 
Also as for being opposed to a jobs board you will note I said I think it could work in the game, not sure how that is being opposed!
 
Active Communication
I think you need to be a bit clearer about what sort of ‘support architecture’ you are after as your original post made it sound like you wanted them to pay for Vent and Teamspeak servers which is just not a sensible approach or failing that build their own voice comes which would indeed be reinventing the wheel.	
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Hi there, 
 
I asked for constructive criticisms, So I'm glad to have you here helping me work on these. Have you considered that some may fill a need that doesn't match your style of play? Some of these are designed to help pvp guilds. I meant that like in the case of flasks of experience, where you pay influence to unlock, and then renown to activate. A cost could be assigned to all of these suggestions, being either guild influence, renown or both.
 
Guild Bank
Not truly. Imagine if you will that your guild sets the price for every kind of sign except eldan for 1 copper, and Eldan signs cost a plat. if an officer wants to pull one and give it to anyone he could. it's just a way to prevent someone going "Screw this guild. I'm using my withdrawal for today, looting that whole stack of 100 rune fragments or primal patterns and POOF. I'm gone. I also thought it would be a nice way to generate money for repairs and charge your guildies way way way less for items. If you have a better idea to secure valuable items while making sure that the people who need them can access them and the people who want to abuse the guild cannot do so easily, please share. (By the way I never wanted the shop to be open to the public, more like an actual quartermaster than a "shop")
 
Summons
Scientists remain the only ones that can summon outside guilds, and should you really limit the capacity of a guild leader or it's officers based on path choice? The ability to call your guild together should not require a scientist online. The scientist experience is not "I can summon!" The scientist is the lorehound path. The fact that they got what should be a core mechanic for grouping together as a path ability does not turn them into just that one trick pony.
 
Travel while mentoring
Consider the dazed effect. Effectively a punishment for being hit, or a reward for hitting someone. It's function is decreased movement speed. If a player sunk 70 plat to get around faster taking that away is a punishment. Yes on the persistent taxis across alts period. Have you ever had to take a player somewhere in a zone they had never visited even at levelcap? had to do the long long walk just for that one quest? Wildstar is full of fast travel, and people hate being slowed down.
 
Gank response
I wanted to prevent people trolling and summoning people to empty spots, I wanted to incorporate a queueing/teleport system to world defense. I wanted it worth players time. I wanted a gold sink (game designers love gold sinks.) Some people would do it for free sure. Other people do not do things unless they see profit. I wanted to motivate the people NOT in world PVP defense circles to get in on the action.
 
Guild uniform
Actually equipment goes into regular old bank slots. Those unlockable slots I described are only for stacking, commodity type items, so you don't need to waste a ton of space. You can just hold nigh infinite eldan signs of life or whatever. A guild uniform for a small guild is easily farmed and distributed. As a costume slot, set by the guild master, players could even possibly drag another head slot item, or what have you over it in the costumes tab, and have their own Personalized guild uniform. Join the guild, get a uniform, no farming said uniform pieces up, and complete freedom with all the items the guild ever finds to choose item models that fit your guild, and then update the design easily.
 
Rankings
Naturally larger guilds will have more players and thus an advantage in being the best. But what you don't understand is that everything the players did before joining a guild does NOT count towards those leaderboards. No one guild should be able to hold all the top places, and yeah, small guilds, sorry but if you wanna compete to be the best at something, you need people doing that thing. Nor can a player jump ship. his achievements while within a guild stay with that guild.
 
Dungeon Journal
http://wowpedia.org/Dungeon_Journal
It's a very popular feature. With the reasoning for it being making preparation for a raid less stressful, and made sure that all players had a chance at being properly informed up to a certain standard about the mechanics going on. I'm simply arguing that the soloers who pug raids have an easy way to learn the mechanics, and are thus less disruptive when brought along on guild runs, to help foment a sense of openess to new raiders, by bringing them in informed, even if they chose to solo grind to attunement.
P.S. Meant Bank shop, brain went derp.
 
Active communication
LoL! I want Carbine to make an overlay for the programs that works with its raid interface. and possibly the ability to switch servers and see others on the voice server while ingame. I also want Carbine to collect a Commission for driving sales of servers for teamspeak and ventrilo. I was a bit tired by the end there. but basically I want them to advertise the different voice services. Curse is free, you could use curse! With a link to install. Then Teamspeak servers X.99 a month! Etc etc. Then if someone buys a server through Carbine's link they see some sweet sweet profits. If they don't want to they don't have to, but making users aware of the choices available, and/or offering a convenient UI would address the "can't let go of keyboard" syndrome.
 
 
Thank you so much for all the feedback. Do you have any cool ideas for addressing some of the guild issues I laid out in the first post before the solutions?	
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