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Old Nov 10, 2005, 08:32 AM // 08:32   #1
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Question RENAMED: Merging guilds

i sent a message to the guildwars team about a idea i had and they said to try it out on the forums so people tell me what you think and show your support lets see if we can get it added to the game

Guild Merging

the idea is to let smaller guilds grow fast by merging with other guilds that share their goals/ideas/beliefs/ect

basicly for a fee 2 guilds can merge letting all members keep there ranks in the guild they where in in the newly formed guild

the leaders may select a name for the new guild or keep one of the other guilds names

the leaders may select to use one of the old guilds capes or to not have a cape untill one is designed

they keep their hall if either guild had one

both leaders are still leaders
this may mean some guilds will have from 1-10 leaders or more but when i leader steps down they will not select a person to take there place unless they where the last leader to step down

i think that there are a lot of people out there that would like to see this feature in game

and that it would help alot of people that are having a hard time starting a guild for something like christian players or skaters to get there guild bigger by finding other guilds that are based on the same ideas

so in closing show your support and help get this in game
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Old Nov 10, 2005, 08:51 AM // 08:51   #2
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Default Lovely!

<Merging guild!> A lovely idea, it is. I would love it ingame aswell; and here's why:

See all those spammers selling guild halls, "For cheapz@!" or "Dirt cheap! NEEDS TO GO" could actually benefit what remaining members can do by merging with another, more successful guild.

Why?

Simple. Guilds need to option to be merged, no reason to make a guild hall/capes/and whatnot "poof" because you simply can't handle leading a guild anymore. Merge! Merge and bring new prosperity amongst your people..instead of crumbling into nothingness, leaving the members bitter. <IE: Me, on several occasions> once i'm in a guild I stick with it til the end, and I've had too many crumble on me. By Actively merging guilds, this would allow for a "last grace" if you are losing members and want to keep face.

Even if thats not the reason..

Still, merging guilds is amongst one of the most highly debated in-game topics on guilds I have ever saw. Ever wonder what it would be like, in your little 6-person guild to merge with an active guild of 50+? It would bring new companions for your gameplay and valuable friends in the long run.

So, with that all said

///SIGNED! <--Triple Signed.

--The Shim
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Old Nov 10, 2005, 08:58 AM // 08:58   #3
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Talking thanks for the reply

thanks for the reply

any thoughts on the idea of the guilds having more then one leader i havnt had many people reply to the post ive left about this else where and would like some feedback on that subject

P.S good to know im not the only one that likes this idea

Kyran Overlock
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Old Nov 10, 2005, 09:05 AM // 09:05   #4
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I think I prefer the idea in this thread:

http://www.guildwarsguru.com/forum/s...ad.php?t=30440

Basically it suggests guild alliances. This would allow the smaller guilds to group together in an umbrella guild, but still keep their own identity.
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Old Nov 10, 2005, 09:07 AM // 09:07   #5
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Multiple leaders is an excellent idea too; for quite a few reasons. Here's a couple:

1. Activity. If one leader can't be on, put another leader who knows what he/she's doing for leader for activity reasons. In my old guild, the only leader was on in Hong Kong Time, so I never met him.

2. Guild Activities. With GVG and guild hunts, it's always crucial to know whats going where and who's doing what. With multiple leaders the burden would be shared not forcing one person to do all the work.

3. "Democracy!?" Hmm, with multiple leaders come the board for high decisions, maybe like a "high council" or something to keep a leaders authority in check. As it stands, guild wars guilds have 1 leader, or dictator should the case arise, he decided to do something against the general populace of his/her guild. No more politics; simply put, it's better to have more then 1 for executive decisions.

--The Shim
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Old Nov 10, 2005, 09:22 AM // 09:22   #6
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Thumbs down chapter guilds bugs

things i dont like about that other post

multi tag
a need for all leaders to comply "what if one leader isnt active for a month or so that would keep new guilds from joining"

the leadership in my idea would work like a counsel but it would be a % thing for some stuff and other things they would just have the power to do outright

like steping down from leader ship and few other task

stuff like mergeing with guilds would mean that the cousel would have to vote on the merge and this could be a ingame thing or something the guild does them selfs but i think that a time limt on casting your balot would be good

so guild has 4 cousel member if the guild is to merge a new guild in all cousel members would have 2-3 days to cast there vote if 50% say do it it happens at the end of the 2 days or when everyone put there vote in

other thoughts that i had on the topic of guilds

more ranks
high cousel
genral
officer
member

something like that there would need to be more then 3 ranks in this system and i think that guilds that havnt merged should gain the high cousel option so that there is one leader at first but that leader can elect 2 cousel members and from there those 3 cousel members can then vote in cousel members as they wish needing a 50% yes to elect them


although i would be happy with either of the ideas in the game i think that meging guilds or atleast something like the umbela guild is a much needed feature
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Old Nov 10, 2005, 05:58 PM // 17:58   #7
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I think a merge option is a good idea. I had proposed something to my small (but trying to grow) guild, but the logistics of actually making it happen were overly difficult (merging of personnel positions and assests, coordinating invites - at 100g a peice - and making sure everyone was onboard, etc).
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Old Nov 10, 2005, 09:52 PM // 21:52   #8
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also, instead of jsut creating more ranks, give the guild leader the ability to change the number of rank levels. if you hav ea 6 person guild there is no point in have 5 ranks or whatever. if you have a 100 person guild, 5 ranks might be nice. as your guild grows you could simply add new ranks as needed.
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Old Nov 10, 2005, 10:26 PM // 22:26   #9
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-Ability to CREATE/RENAME ranks.

I don't want officers, I want Captains.
I don't want to be leader, I want to be Founder.
(I would actually rather be 'Elder', but my guild has more than one (or will), so I am 'leader' only for management right now...)
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Old Nov 12, 2005, 11:29 AM // 11:29   #10
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sence this the merge idea will basicly mean a lot more large and active guilds running around

it would make sence to make more guild ranks i dont know about renaming them though id like to see something where you can see what rank in there guild a person is by there name or something but maybe thats just me

and i think that there will have to be a screen no dout have to be a screen to see stats on other guilds such as members list ect
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Old Nov 12, 2005, 01:11 PM // 13:11   #11
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/signed
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Old May 30, 2006, 12:12 AM // 00:12   #12
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Quote:
Originally Posted by Shimus DarkRaven
Multiple leaders is an excellent idea too; for quite a few reasons. Here's a couple:

1. Activity. If one leader can't be on, put another leader who knows what he/she's doing for leader for activity reasons. In my old guild, the only leader was on in Hong Kong Time, so I never met him.

2. Guild Activities. With GVG and guild hunts, it's always crucial to know whats going where and who's doing what. With multiple leaders the burden would be shared not forcing one person to do all the work.

3. "Democracy!?" Hmm, with multiple leaders come the board for high decisions, maybe like a "high council" or something to keep a leaders authority in check. As it stands, guild wars guilds have 1 leader, or dictator should the case arise, he decided to do something against the general populace of his/her guild. No more politics; simply put, it's better to have more then 1 for executive decisions.

--The Shim

I think that a "deomocoracy" would be optional. The founder should be-able to choose wether or not it will be a democracy or whatever, but the rank idea is pretty good. Like in World Of Warcraft leaders make their own ranks, i think they should put that into guild wars and give people more control of their guilds.

A dictatorship isnt neccessarily "bad". Just because Adolf Hitle was a dictator doesnt make them all bad :P
A good dictator could look after and provide for his guild without some weird senate or anything saying "no we're making the most inactive, horrible, least helpful, most hated and sad person in the guild leader instead beacuse you have a werid name..."

Yep, guild activities would rock, but im more pro for the custom ranking thingy. I dont think there should be more than one main leader, but erhaps secondary leaders.

I also think that you should be-able to set permissions for officers. and ANET should put some more guild admin features in.
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Old Jun 05, 2006, 01:35 PM // 13:35   #13
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/signed

There are things that have to be worked out but its a good way for small guilds to get going. I myself have merged twice with difficulty, we had to create a new guild with a new name and everyone had to leave their old guilds to join the new one.
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Old Sep 26, 2006, 03:51 AM // 03:51   #14
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/signed
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Old Jul 07, 2007, 05:57 AM // 05:57   #15
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I agree there needs to be a more streamlined means of 'merging guilds'.

Here's my take on what should happen:

A Guild Merger can happen two different ways: 1) One guild disbands and everyone from that guild joins the new Guild. The empty guild 'poofs'. Or 2) Two guilds disband and they create a new guild that members from both guilds join.

Suggested Solution:

Guild Leader Options:
If you are disbanding your guild and want it and everything with it to poof (or no one in the guild wants to take the GL spot): Transfer Guild - basically you type in the name of the Guild you are transferring yourself and everyone into, and click Transfer. The Recieving Guild would see on their guild list under Invitees the Guild Name of the Guild Transferring and how many Officers/Members. The Guild Leader of the Recieving Guild would then Accept the Transfer. (the Accept button won't function if, by accepting the new members would put the total membership of your guild above the limit).

At that point, every member of the transferring guild would then be guildless and would have in their Guild Box an invitation from the Recieving Guild - they would have to accept the invitation to complete the transfer process individually. The Recieving Guild Leader at this point would be able to Uninvite anyone, as they would all, at this point, be listed individually under Invitees. Any NPCs that the Transferring Guild had in their Hall, not present in the Recieving Hall is also Transferred. Redundant NPCs remain with the 'Orphaned Guild Hall' (detailed later).

As an idea, the Transferring Guild Leader would need to be invited as Guest into the Recievers Guild Hall Prior to the Transfer Option becoming avaiable, and should speak to the Reciever's Guild Lord and Pledge Loyalty (pay a fee). The Transferring Guild Leader becomes an Officer of the Reciever's Guild. He can be demoted by the Recieving Guild Leader to Member at that Guild Leader's descretion or by mutal choice. He would not be listed as (Designated Guild Leader by X - his join date would be the date he joined the new guild - his promoted to officer by, would be listed as if he were promoted by the Recieving Guild Leader to Officer).

Under the second scenario - both guilds disband and reform - both Guild Leaders would need to go to a Guild Registar - they would both speak to him and indicate that they would like to disband their current guilds and form a new one - a box opens up after the first GL speaks to him and displays his Guild Name - with his name under it - when the second speaks to him, a box will appear with the other Guilds Information (Guild Name and Name of Guild Leader), select a guild to disband and reform with, then the second Guild's Name appears with that Guild Leaders name under it in the box with the other Guild's Name and GL.

It will then ask you to type in the name of the Guild Leader for the new guild. It must be the name of one of the Guild Leaders whose names would already appear in the box. Both Guild Leaders have to type in the same name, if they don't, the Register will say something to the effect of, 'Do you need more time to discuss this matter? Come back to me when you have made a decision.'

The process will have to repeat if this happens.

Once one of them is Selected as the Guild Leader for the new guild, it will then open a new box that will say, 'Chose a Guild Hall' - the only choices will be the two Guild Halls they already have. For instance, if one had Imperial Isle and the other guild had Isle of Weeping Stone - that would be your only two options. The New Guild Leader will select the hall. It would also display both capes for the each guild, the New Guild Leader would pick which one they want to go with. Whichever one is not selected, it will remain with the Orphaned Hall. The Orphaned Guild whose cape you are taking with you would go without a guild cape. The Register would then go thru the normal procedures for chosing a guild name and tag and charge the regular fee.

Then the Merge option will activate for both Guild Leaders on the Guild Box. The outgoing Guild Leader's Merge button will activate first, and the seconds will only activate once the first has clicked and confirmed. The Guild Leader for the New Guild will then click his now active Merge button. Both Guild Leaders would then find themselves in the new guild, with the Guild Leader as Guild Leader, and the outgoing Guild Leader as an Officer. The members of each guild would then be listed individually as Invitees and would have to accept invitations to the new guild individually, or be guild less. Officers would have to be re-promoted. NPCs would merge, with any overlaps remaining with the now Orphaned Guilds (details below).

Add NPC Guild Merchant - want to form a guild but don't have the cash? Want a quick start on all those Guild NPCs, but don't want to spend the extra cash? Look no further! Orphaned Guilds are now for sale! Speak to the Guild Merchant (you must be guildless) - he will give a list of guilds, their names and tags, what NPCs the Halls have, and where the hall is at (Imperial Isle, etc.) For a Price you can purchase this Orphaned Hall with it's abandoned NPCs. Plus, you even get to KEEP THE CAPE (if available)! These would be at reduced prices and you would still have to pay for anything the halls didn't come with that you wanted to have. You'd also have to pay to change guild halls or capes - as you normally would. (At the very least, you could just purchase the Guild Name and Tag if keeping track of which NPCs were left over was too much of a programming nightmare.) Some people aren't very creative when it comes to Guild Names, so why not let them pick from already established names that were abandoned?

As to the other part of the suggestions made in previous posts:

Multiple Guild Leaders - no - there can only be ONE Guild Leader.

Additonally:

Allow the Alliance Guild Leader to designate a Guild Leader in another Alliance Guild as Alliance Guild Leader. Also, allow the Alliance Guild Leader see the Guild Leaders of each Alliance Guild in the Guild Box under the Alliance Tab under the name of their prospective guild (to allow the transfer of Alliance Guild Leader more easily - and since also, Guild Leaders sometimes change).

Allow all members in all Alliance Guilds to see the Alliance Guild Leaders name appear under the Leader Guild's Name under the Alliance Tab in the Build Screen.

Allow the Alliance Guild Leader to promote an Officer from their Guild as an Alliance Officer listed under the Alliance Tab under the Leader Guild's Name under the Alliance Guild Leaders name - (can invite guilds to alliance). Only the Alliance Guild Leader can kick guilds out of the alliance.

Last edited by Mortius Madius; Jul 07, 2007 at 06:04 AM // 06:04..
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