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Dofus Wiki

Up to date as of January 31, 2010

From Dofus

Guilds are permanent character groups. Guild features include guild chat with all logged in members, using your own experience to level the guild, and gaining items and resources with Perceptors.

Note: We do not allow the listing of individual guilds or characters on this wikia. Please visit one of the forums given in External links for forums that allow recruitment listing. Please use the Guildopedia to list Dofus Guilds.

Contents

Guild Creation

To create a guild, you must possess a Guildalogem. You must also be P2P when you create the Guild, though you can then let your subscription lapse and become F2P while remaining Leader.

Guilds are created at the temple at (1,-9). To reach the temple, you must either go through the cave at (-2,-7) and cross the bridges or, head to (2,-9) in the Tofu Corner, then go left.

Inside the Guild Temple
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Guild Logos

When a Guild is created, a logo or "tag" must be selected, along with the Guild's colors.

All possible Guild logos
Background Shields


Guild Experience

In some cases the guild Officers will require or encourage that members donate a percentage of fight experience to the guild. This experience goes into the guild's XP, and after time will level the guild. Any amount from 0% to 90% is allowed, although most guilds will request a donation from 2% to 5% from standing members, while up to 10% may be required of new or potential members.

Guild Experience Note

The experience you earn at the end of a fight is shared between the player and his guild according to the XP percentage he decided to give his guild. The share of XP given to the guild will then be calculated again according to the level gap between the player and his guild. The bigger the gap between the level of the player and that of his guild is, the smaller the share of the guild will be. The XP percentage earned by the guild according to the level gap between the player and his guild is determined as follows:

  • Less than a 10 level-gap: 10% of the XP share given to the guild.
  • If it’s a 10 to 20 level-gap: 8% of its XP share
  • If it’s a 20 to 30 level-gap: 6% of its XP share
  • If it’s a 30 to 40 level-gap: 4% of its XP share
  • If it’s a 40 to 50 level-gap: 3% of its XP share
  • If it’s a 50 to 60 level-gap: 2% of its XP share
  • If it’s a 60 to 70 level-gap: 1.5% of its XP share
  • More than a 70 level-gap: 1% of its XP share

Let’s make it clear with an example! If you win a fight giving you 10,000 XP points with 50% of the XP for the guild, the player will only earn 5,000 XP. Your character is level 50 and the guild is level 20. There’s a 30 level-gap. Therefore, the guild will actually earn 4% of the 5,000 XP points that is 200 XP points.

Guild Level

Like Characters, Guilds need increasing amounts of experience points to level up. Each level allows a guild to have more members and Perceptors. The following chart shows the amount of experience required at each guild level to reach the next level, which is 10 times the amount of experience for a character. It also lists the member and paddock limits at each level.

Guild
Level
Experience
for next level
Maximum
Members
Maximum
Paddocks
1 1,100 41 0
2 6,500 42 0
3 15,000 43 0
4 28,000 44 0
5 48,000 45 0
6 73,000 46 0
7 105,000 47 0
8 145,000 48 0
9 192,000 49 0
10 252,000 50 1
11 326,000 51 1
12 410,000 52 1
13 505,000 53 1
14 610,000 54 1
15 750,000 55 1
16 910,000 56 1
17 1,150,000 57 1
18 1,420,000 58 1
19 1,710,000 59 1
20 2,020,000 60 2
Guild
Level
Experience
for next level
Maximum
Members
Maximum
Paddocks
21 2,350,000 61 2
22 2,700,000 62 2
23 3,100,000 63 2
24 3,530,000 64 2
25 3,985,000 65 2
26 4,480,000 66 2
27 5,030,000 67 2
28 5,610,000 68 2
29 6,216,000 69 2
30 6,870,000 70 3
31 7,550,000 71 3
32 8,290,000 72 3
33 9,100,000 73 3
34 10,000,000 74 3
35 11,000,000 75 3
36 12,400,000 76 3
37 14,000,000 77 3
38 15,800,000 78 3
39 17,800,000 79 3
40 20,000,000 80 4
Guild
Level
Experience
for next level
Maximum
Members
Maximum
Paddocks
41 22,500,000 81 4
42 25,300,000 82 4
43 28,500,000 83 4
44 32,000,000 84 4
45 35,700,000 85 4
46 39,600,000 86 4
47 44,000,000 87 4
48 48,600,000 88 4
49 53,500,000 89 4
50 58,600,000 90 5
51 63,900,000 91 5
52 69,500,000 92 5
53 75,300,000 93 5
54  ? 94 5
55  ? 95 5
56 87,651,000 96 5
57 94,200,000 97 5
58 101,500,000 98 5
59 108,940,000 99 5
60 116,550,000 100 6
Guild
Level
Experience
for next level
Maximum
Members
Maximum
Paddocks
61 124,500,000 101 6
62  ? 102 6
63 141,380,000 103 6
64 151,710,000 104 6
65 162,510,000 105 6
66 173,770,000 106 6
67 185,530,000 107 6
68  ? 108 6
69  ? 109 6
70 237,690,000 110 7
71  ? 111 7
72  ? 112 7
73 282,640,000 113 7
74  ? 114 7
75  ? 115 7
76  ? 116 7
77  ? 117 7
78  ? 118 7
79  ? 119 7
80  ? 120 8
Guild
Level
Experience
for next level
Maximum
Members
Maximum
Paddocks
81  ? 121 8
82  ? 122 8
83 452,290,000 123 8
84  ? 124 8
85  ? 125 8
86  ? 126 8
87  ? 127 8
88  ? 128 8
89 599,520,000 129 8
90  ? 130 9
91  ? 131 9
92  ? 132 9
93  ? 133 9
94 747,100,000 134 9
95  ? 135 9
96  ? 136 9
97  ? 137 9
98  ? 138 9
99  ? 139 9
100  ? 140 10
Guild
Level
Experience
for next level
Maximum
Members
Maximum
Paddocks
101 1,038,855,000 141 10
102  ? 142 10
103  ? 143 10
104  ? 144 10
105  ? 145 10
106  ? 146 10
107  ? 147 10
108  ? 148 10
109  ? 149 10
110  ? 150 11
111  ? 151 11
112  ? 152 11
113  ? 153 11
114  ? 154 11
115  ? 155 11
116  ? 156 11
117  ? 157 11
118  ? 158 11
119 1.955.500.000 159 11
120  ? 160 12
Guild
Level
Experience
for next level
Maximum
Members
Maximum
Paddocks
121  ? 161 12
122  ? 162 12
123  ? 163 12
124  ? 164 12
125  ? 165 12
126  ? 166 12
127  ? 167 12
128  ? 168 12
129  ? 169 12
130  ? 170 13
131  ? 171 13
132  ? 172 13
133  ? 173 13
134  ? 174 13
135  ? 175 13
136  ? 176 13
137  ? 177 13
138  ? 178 13
139  ? 179 13
140  ? 180 14
Guild
Level
Experience
for next level
Maximum
Members
Maximum
Paddocks
141  ? 181 14
142  ? 182 14
143  ? 183 14
144  ? 184 14
145  ? 185 14
146  ? 186 14
147  ? 187 14
148  ? 188 14
149  ? 189 14
150  ? 190 15
151  ? 191 15
152  ? 192 15
153  ? 193 15
154  ? 194 15
155  ? 195 15
156  ? 196 15
157  ? 197 15
158  ? 198 15
159  ? 199 15
160  ? 200 16
Guild
Level
Experience
for next level
Maximum
Members
Maximum
Paddocks
161  ? 201 16
162  ? 202 16
163  ? 203 16
164  ? 204 16
165  ? 205 16
166  ? 206 16
167  ? 207 16
168  ? 208 16
169  ? 209 16
170  ? 210 17
171  ? 211 17
172  ? 212 17
173  ? 213 17
174  ? 214 17
175  ? 215 17
176  ? 216 17
177  ? 217 17
178  ? 218 17
179  ? 219 17
180  ? 220 18
Guild
Level
Experience
for next level
Maximum
Members
Maximum
Paddocks
181  ? 221 18
182  ? 222 18
183  ? 223 18
184  ? 224 18
185  ? 225 18
186  ? 226 18
187  ? 227 18
188  ? 228 18
189  ? 229 18
190  ? 230 19
191  ? 231 19
192  ? 232 19
193  ? 233 19
194  ? 234 19
195  ? 235 19
196  ? 236 19
197  ? 237 19
198  ? 238 19
199  ? 239 19
200 - 240 20

Guild Membership

The maximum number of members a guild can hold based on the guild's current level. A guild can hold 40 members plus one for each guild level.

For example, if your guild is level 8, then you can have a maximum of 40 + 8 members in the guild.

Guild Membership Minimum

A Guild must have at least 10 members to activate the following functions:

A guild must be at least level 10 to activate the following functions:

  • Purchase a Paddock (1 Paddock each 10 levels)
  • Turn a member's House into a Guild House (1 Guild House each 10 levels)

Joining a Guild

To join a guild, you may not be part of an existing guild, and must be invited by a member of the guild you're trying to join. The member must have the rights to invite others to their guild.

Guild Members Rights

Members of a guild can be given a variety of rights:

  • Manage boosts
  • Manage rights
  • Invite new members
  • Ban
  • Manage guildmates' XP contribution
  • Manage your own XP contribution
  • Manage ranks
  • Place a perceptor
  • Collect from the perceptor
  • Use the Paddocks
  • Fit the Paddocks
  • Manage the mounts of the other members.

Commonly, some guild privileges may be withheld from the low-ranking members.

Guild Member Ranks

There are a number of Ranks which are assigned to guild members on the basis of character level or merit. These ranks are typically used to determine a member's rights within the guild. Not all Guilds use all of the Ranks, and not all Guilds use the same Ranks the same way.

The ranks, in hierarchical order, are as follows:

  1. Leader
  2. Second in Command: (Formerly Officer, then Right-Hand Man)
  3. Treasurer
  4. Protector (Formerly Keeper)
  5. Craftsman (Formerly Manufacturer)
  6. Reservist (Formerly Defender)
  7. Dogsbody (Formerly Servant)
  8. Guard
  9. Scout
  10. Spy
  11. Diplomat
  12. Secretary
  13. Pet Killer
  14. Traitor
  15. Poacher
  16. Treasure Hunter
  17. Thief
  18. Initiate
  19. Murderer
  20. Governer
  21. Muse
  22. Counselor
  23. Chosen one
  24. Guide
  25. Mentor
  26. Recruiting Officer
  27. Breeder
  28. Merchant
  29. Apprentice
  30. On Trial (Formerly on Approval)
  31. Torturer
  32. Deserter
  33. Nuisance
  34. Penitent
  35. Mascot
  36. Perceptor Killer

Guild Leader

Guild Leader is a special, unique Rank. There is only one Guild Leader, and he cannot be Banished. The Guild Leader always has all of the Rights, and these rights cannot be taken away or disabled by another Member. They are also the only member of a Guild who can use Forgetfulness Potion for Collectors.

Changing Guild Leader

Only the current Guild Leader can change a new Guild Leader. To change the Leader, the current Leader simply selects a Member and changes their Rank to "Leader". Once this is confirmed, the role of Leader will change and the new Leader will gain all of the appropriate Rights. The previous Leader will be set to "On Trial" and lose all of their Rights, so it is very important that the correct Member is selected.

Inactive Guild Leader - If leader deleted or is inactive for 3 months, then a new leader is appointed in the following priority:

1) Second in command
2) Member with the highest guild exp contribution.

Leaving a Guild

To leave a Guild, simply press the "X" button by your name in the Guild Member listing.

Once in a guild it is considered bad etiquette to just quit without giving notice or reasons. In the event you do wish to leave a guild, it is common courtesy to tell them your honest reasons in advance and say goodbye to your fellow guildmates.

Leaving a guild on bad terms and trying to convince others to leave with you (often called pulling a "sofa") is considered very childish and rude. Other guild members can make their own decisions whether to stay or leave.

It is also in Guildees interests, if you are selling your guild, to inform everyone first or there could be a bit of trouble.

Guild Paddocks

A guild can purchase 1 paddock for each 10 levels (for example, a maximum of 3 Paddocks for guilds between level 30 and 39). See the Paddock page for more details. The guild must be 2 months old minimum in order to buy a paddock.

Guild Houses

A guild member can turn his/her own House into a Guild House. A guild can have 1 Guild House for each 10 levels (for example, a maximum of 2 Guild Houses for guilds between level 20 and 29). The guild must also be over 2 months old to be able to change normal houses into guild houses. See the House page for more details.


This article uses material from the "Guild" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

EQ2

Up to date as of February 01, 2010

From EQ2i, the EverQuest II wiki

In EverQuest 2, a guild is a player-founded and player-run organization within the game. Guilds, like the people who form them, have many different modes of operation and goals. Some guilds exist purely as a social network of players who enjoy gaming together, while others work long and hard to reach end-game content and to become rich and powerful.

Guilds are given various perks by the game, depending upon their level. Some of these include discount housing and mounts for a guild's members, various prefix titles dependent upon the member's city allegiance, guild raids, the ability to purchase and display cloak heraldry.

See Also

Guild utilities


This article uses material from the "Guild" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

Guilds are the primary community connection of Guild Wars. They're used in the Guild versus Guild GvG battles.

You don't need any members to create a guild, and being part of a guild isn't at all necessary to fully enjoy the world of Guild Wars. However, being a part of an active guild can add another element of teamwork to the game, and climbing the ladder to being the top guild in Guild Wars will bring you a measure of acclaim inside the world. Belonging to a guild will also help with gaining friendship in the Guild Wars community - friends who play together stick together.

Contents

Creating A Guild

The Guild Registration window

To create a guild, one must speak to a Guild Registrar who can create one for a fee of 100 Gold. The registrar will ask you for a guild name, and a 2–4 character abbreviation that will appear next to all guild members' names. For example, a character named "Rojhaz Gravewit", in a guild whose abbreviation is "AbCd" will appear as "Rojhaz Gravewit [AbCd]." The character length limit for a guild name is 31 characters including spaces and the minimum is 3 characters. The name has to be made of two words minimum.

Once your guild is created, you can start inviting members.

Note that once one of your characters is a member of a guild, all of your characters on that account will belong to the same guild. Also note that a leader is not able to leave the guild while he or she still has members in it. The guild leader has to designate someone else as leader (the old leader will be demoted to officer), then he or she can leave the guild.

It is important to note that you cannot change the name of a guild after creation under any circumstances.

Guild Roster

See Guild Roster for details.
The Guild Menu screen of a guild

The Guild Roster is used to see and manage guild members and guests. There are four ranks of membership, being (from highest) Leader, Officer, Member, and Guest. Each rank carries specific privileges. In general, only the leader can make major changes to the guild, officers can make smaller changes and manage some of the guild's roster, members can only play and enjoy guild membership benefits, and guests can only participate in guild battles for limited periods of time.

The Guild Roster window shows the names of people currently in the guild, their ranks, and when they last logged in. Hovering your mouse over a guild member will also show their join date, who they were invited by, and promotion/demotion history.

Guild membership is limited to 100 people at any given time.

See the Guild Roster article for details on ranks and management options.

Designing the Cape

To start designing your cape, the leader must talk to a Guild Emblemer.
Designing a cape is free, but each time the cape is changed/created, it will cost 2 Platinum.
See Cape for further details about customizing the cape.

Guild Halls

Celestial Sigil

To purchase a guild hall, your guild must already have purchased a guild cape. A hall costs one Celestial Sigil. If your guild has a cape, you can speak to the Canthan Ambassador in Lion's Arch, Kaineng Center, Kamadan, Jewel of Istan, or the Great Temple of Balthazar to visit any guild hall. While visiting, you can purchase the hall from the ambassador or speak to him to visit a different hall or leave the hall. While visiting a hall, each has a Sigil Trader.

Any non-pre-Searing member of a guild is able to travel directly to their Guild Hall using the "guild hall" button in the Guild window (reached by pressing G).

Once you have purchased a Guild Hall you can purchase services for it and host guild battles.

If you wish to change your guild hall again, buy another Celestial Sigil, talk to the Canthan Ambassador and choose your new guild hall. All purchased NPC's for your guild hall will be transferred to the new one, so you will not have to buy them all again.

Alliances

Alliances are one of the hardest parts of a guild to maintain. Without some strong guilds, an alliance will just be a chat room. As guilds are the backbone of any alliance, all participating guilds must be active in order to prevent their alliance from dying due to inactivity or non participation.

In order to start or join an alliance, a guild must first decide if it wishes to side with the Kurzicks or the Luxons, as all guilds in an alliance must be aligned with the same faction in order to obtain faction points. Also, a guild can change sides as many times as they want- if you talk to the appropriate Luxon or Kurzick ambassadors in House Zu Heltzer or Cavalon you will be given the option to change for 500 Gold. Your guild will start off with the basic 5000 faction points. This can be done as many times as needed, but every time the faction will reset.

To invite a Guild into an Alliance, the Guild's leader must pay 1 Platinum. A strong alliance participating in Alliance Battles regularly may begin to gain enough faction to be granted an outpost or town. An Alliance may have a maximum of ten guilds in it.

Leaving or Disbanding a Guild

A member can leave his/her guild by clicking the icon next to your name on the guild roster and choosing "Leave Guild." Only the guild leader can disband a guild, and must kick out all guild members beforehand to do so.

Related articles

Facts about GuildRDF feed

This article uses material from the "Guild" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010
(Redirected to Guilds article)

From the RuneScape Wiki, the wiki for all things RuneScape

A portal leading to the Runecrafting Guild.

Guilds are special institutions often containing resources or stores selling armour or weapons which cannot be bought in any other store. Entry to different guilds requires either a certain amount of quest points, a certain skill level, or completion of a specific quest. Note that guilds with a skill requirement may be accessed if the skill is temporarily boosted to meet the requirement. In some cases, if a guild does not exist, players will attempt to create their own.

Contents

Free-to-play Guilds

Listed below are the guilds which may be accessed in the free-to-play version of RuneScape.

Guild Name Requirement(s) Guildmaster
Champions' Guild 33 Quest points File:Championsguildtalkytalky.png
Cooks' Guild Level 32 Cooking and Chef's hat, Cooking skillcape, or Varrock armour 3 equipped. File:Chef_head.png
Crafting Guild Level 40 Crafting, Brown apron or Crafting skillcape equipped.
Mining Guild Level 60 Mining File:Dwarf.png
Monastery (Prayer Guild) Level 31 Prayer File:Monastreytalkytalky.png
Runecrafting Guild Level 50 Runecrafting File:Rcentrance.PNG

Pay-to-play Guilds

Listed below are the guilds which can only be accessed in the members' version of RuneScape.

Guild Name Requirement(s)
Fishing Guild Level 68 Fishing
Heroes' Guild Completion of the Heroes' Quest File:Achiettes.gif‎
Legends' Guild Completion of the Legends' Quest File:Legends_Guild.png
Wizards' Guild

(Magic Guild) (Magicians' Guild)

Level 66 Magic File:Magic_Guild.gif
Ranging Guild 40 Ranged File:RangingGuild.png
Warriors' Guild Attack and Strength levels must add up to at least 130 or have an Attack or Strength level of 99. File:Warrior_Guild.gif
Servant's Guild A Construction level of at least 20 to use its features. Note that it cannot be joined, only used. File:Servants_Guild.gif

Informal Guilds

While these guilds don't necessarily exist in the sense that they are "officially" a part of the game, there are some areas and locations that tend to have a large number of players training certain skills, due to the close proximity of banks, resources, and tools necessary to train in that skill.

These activities often happen on specific "worlds" or game servers in an attempt to concentrate activity of the players, which often also brings in secondary activities such as merchanting and suppliers for these training areas.

Skill Location Primary world Notes/Description
Fletching Yanille Bank 132 Note: this is not used often anymore due to alchers moving to castle wars.
Smithing Keldagrim Blast Furnace 58 Level 60 Smithing is required to freely use the blast furnace.
Runecrafting (for those under level 50) Varrock west bank and air altar 16 Air running primarily takes place here.
Fishing

Shilo Village/
Baxtorian Falls

22 Lots of fly fishing takes place here.
Thieving, Agility, Firemaking, Cooking Rogue's Den 77 Safe cracking, maze running, burning fires, cooking food.
Crafting (High Ranking Craft Level 1+, all others Level 20+) Al Kharid 81 Makes things out of Cowhide and Dragonhide.
Agility Ape Atoll Agility Course 46 Players can train Agility here to have fun and race other players, which often leads to quicker lap times.
Fishing and Cooking (free-to-play) Barbarian Village 30 Where you can get lots of free fish, cooked and raw, as well as it being the best place to train Fishing until about level 68.

Non-combat Magic (alching)

Castle Wars viewing area Any Castle Wars themed world You will often see huge crowds on the wall of Castle Wars watching the battles as they alchemise.

Note that many other unofficial player made guilds can be found by searching the official RuneScape Forums.

Non-existent Guilds

  • Agility guild (however, some people consider the Rogue's Den to be an "Agility guild")
  • Construction guild
  • Farming guild
  • Firemaking guild
  • Fletching guild(however, some people consider the bank in Yanille to be a "Fletching Guild")
  • Herblore guild (however, some people consider Catherby to be a "Herblore guild")
  • Hunter guild
  • Slayer guild (however, some people consider the Slayer Tower and ancient caverns to be a "Slayer guild")
  • Smithing guild (however, many people consider the Blast Furnace to be a "Smithing Guild")
  • Summoning guild (however, some people consider Catherby to be a "Summoning guild")
  • Thieving guild (however, some people consider the Rogue's Den to be a "Thieving guild")
  • Woodcutting guild (however, some people consider the Lumber Yard to be a "woodcutting guild")

Catherby


This article uses material from the "Guilds" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010

From Wookieepedia, the Star Wars wiki.

Guild was a Lambda-class shuttle in service to the Rebel Alliance during the Galactic Civil War. It was destroyed by the Galactic Empire.

Appearances

Sources


This article uses material from the "Guild" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

SWG Wiki

Up to date as of February 04, 2010
(Redirected to Player association article)

From SWG Wiki

Table of contents

Guild Overview

On most servers, the new player will be greeted by a gaggle of veteran recruiters in the Eisley area inviting you to join their guild. In SWG guild membership is usually part of the development of player designed cities, mayorship of these cities, and the ability to wage war with other guilds. Joining a guild is not a decision to make lightly, although if you find yourself in a guild you don't like, it's easy to cut your losses and join another one. Just enter the command: /guildremove self

Player Associations (also known as Guilds) are formal, permanent group of players. A Player Association (PA) has at least 5 members, one of which is the PA Leader. A Guild Hall was once needed to create and manage the PA, but upgrades have since been installed that have removed this need.


To create a guild you just need a "Player Association Galactic Registry" (for now a nickname of PAGR) from a level 82 Structures Trader and you simply radial the PAGR and select the option Create a Guild. You specify the name and the abbreviation and then you are done.

Reasons for forming a Player Association

What exactly is the reason for forming player associations (or guilds as they are often called)? There is no single explanation. It could include a combination of any of the following:

1.) One may wish to start an organization that consists of a closely knited group of real life friends and/or family. Such guilds are small in membership but are possibly very effective... as everyone knows one another and wont be willing to betray another. A closely knitted group of friends or family can take part in run of the mill hunts or events, but cannot match to the larger scale activities a major guild can live up to. Similar to the latter, one may wish to form a closely knitted group of in-game friends. The only difference is they are not real life friends or family. This rarely may result in some internal conflicts as no one knows one another as they would in real life.

2.) For some, a closely knitted group of friends or family is not the primary reason for forming an organization. One may wish to form an organization to achieve a goal that cannot be executed alone. For example, a difficult quest or large scale battle in the Galactic Civil War. To achieve a specific goal, specific standards need to be put in place for recruits. If the guild leader wishes to form a crafting company, it would not make sense to recruit a commando. He would need to ensure that highly experienced crafters join. At the same time, a leader that would like to participate in the Galactic Civil War would need to decide which faction his guild should be (Imperial or Rebel).

3.) Leaders may want to form an organization in hopes of founding a city. While cities can be formed without guilds, an organized group of members would make founding a city more easy and efficient. Cities gives a guild a sense of acomplishment and a place to call home. Guild meetings and events can be held in player cities. The only con is this may result in isolationism, where a guild is only concerned about their own existance and not that of other organizations or cities.

4.) Perhaps another reason for one to start an organization is the urge to simply lead a group of people. This doesn't neccesarily mean the leader is power hungry. Leading a guild can bring a sense of acomplishment. Being respected, and helping other players is what leading an organization may be about. Leaders may also enjoy setting up a council or a certain "government" structure to their organization.

5.) A less profound reason for forming a guild is to be known. Many organizations want to be "famous" so to speak, being mentioned often on game forums or the like. Guilds may enjoy holding a private "empire" status. While strong pride in ones guild is positive, this can lead to increasing the ego of both the leader and its members, and result in "outsiders" in growing weary of the organization.

6.) Another reason for the creation of many guilds is to form a crafting company. Some guild-companies specialize in one area of trader specialization (Domestics, Structure, Engineering, Munitions), while other guild-companies may recruit all specializations of traders. Guild-companies usually have a mall where the guild puts its vendors. Guild-companies may also be founded because crafters want to share a highly concetrated resource area with some other players. Some guild companies recruit combat classes to harvest resources from animals, destroy monster lairs that spawn near the company's town, or to wage war with rival guild-companies.

Pros and Cons of Guilds

The type and quality of guilds vary greatly. Some guilds are made of real life friends, other guilds are international in membership. Some guilds do just one thing, for example, are made up of just pilots. Other guilds have members that craft, fight, fly, pvp, etc. Many of the larger guilds on many servers use teamspeak or ventrilo to communicate effectively; this is certainly a huge advantage in pvp groups where battlefield communication is often the difference between an organized assault and an impotent attack.

Guilds offer many advantages, but the same problems that mark human organizations also creep up in guilds. The advantages usually include; discounted crafted goods (armor, weapons, etc) for guild members, easier access to larger groups needed for high end ground and space, the development of friendships between guild members, the opportunity to become a mayor of a city (voted on by city members, who are usually guild members), a convenient place to locate your personal home, the chance at participating in the larger Galactic Civil War through alliances with other guilds, and of course, the possibility of infiltrating an enemy guild and gaining access to information and possibly an internal insurrection (more on this later). Disadvantages in a good guild with good leadership are few. However, often in guilds players share storage and vendor space; these infrequently leads to theft or conflict. Also, some guilds contain members who consistently attempt to use other guild members for their own uses, do not have a developed sense of teamwork, and can not organize around a guild leader. Fortunately, these guilds usually don't last and are usually not effective; the better members of the guild will leave to find better groups.

The ill fated guilds could fall for a number of reasons. This could include mutiny so to speak, where a large number of members dissaproves of the leader; either because of his decisions or lack of online activity. Most likely there would be other members defending the leader, causing a serious internal conflict.

Guilds may fall due to lack of morale. If an opposing guild constantly harrasses or kills them in conflict, the member may grow ashamed of being in his/her guild. Likewise, if an opposing guild constantly attacks and defeats their guild in a war for example, the member of the defeated guild may wish to join the enemy organization in hopes of becoming the stronger one. This could also result in a chain reaction, in which members leave because another one is. Speaking of chain reactions, if a well liked member leaves an organization, a large number of other members will follow him/her. Some members hold more respect towards other members than the leader himself.

Favoritism is a major issue which plagues almost every organization. A leader especially, may favor a member who assists greatly in guild events and leadership. When the said favored member does something at fault withen the organization... for example, insulting another member, he or she is pardoned. When a non-favored member commits the said "crime," he or she is immediately punished. While this is a major problem, it doesn't often result in a failure of an organization. Members of a guild often favor the same members the leader does... resulting in special treatment for some, but punishment for others.

Guild Types

  • Role Playing

Common since the beginning of SWG, some guilds are go into the Star Wars universe through role playing. For some guilds, RP'ing is strict and you'll not get a response if you try an out of role communication. Other guilds encourage RP'ing but are not as strict about it. I once asked another player wearing stormtrooper armor "What's up with the funny mask?" and his immediate reply was "Carbon fiber layers shielded by a lightweight duralloy shell..this design was extensively tested by the empire to withstand heat, radiation, energy, and kinetic impacts." I said, "oh."

  • Imperial

Membership in an aligned guild requires that you earn the faction points to become either imperial or rebel. Usually if you are a new player and express interest in either the recruiter will help you acquire the points so you can join, although it's easy enough to locate a faction terminal and get them yourself.

  • Rebel

As above. There are also Rebel-Neutral and Imperial- Neutral guilds...basically you can join these if you are not of the opposing faction.

  • Non-Factioned

Some take all comers.

  • Crafting

A few crafting guilds have been established. These guilds work together to harvest resources, develop malls, and supply each other with subcomponents that can be your own schematics (for example, armorsmiths need tailors to make synth cloth).

  • Pilot

The advantages of a pilot guild include; it facilitates the exchange of raw space loot for Re-Engineering purposes, members can gain skill by dueling each other, difficult missions are easier tasked by organized groups.

  • Entertainer

Entertainer guilds seem to be popular, and seem to be great ways to socialize and meet people.

  • Language

Some guild are created for users who speak a specific language other than English. The reaon for forming such guilds is often to provide a framework for players who don't feel comfortable using English. These guilds are often non-factioned.

  • Nationality

National guilds are very similar to language-based guilds except membership of national guilds is restricted to players of a certain nationality. National guilds are typically also non-factioned.

  • PvP

PvP or Player vs. Player guilds are typically faction-aligned guilds that are particularly organized in PvP combat.


This article uses material from the "Player association" article on the SWG Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Tibia

Up to date as of February 05, 2010

From TibiaWiki

Tibia is strongly based on the community and one's relations with others. Guilds strengthens one's relations with others in the world.
The guilds could be organized guilds made to bring wealth to their members (eg. Mercenarys), to help other players (eg. Alliance of Justice, Loremasters, Rising Dragons (Secura/Amera/Antica)), or just as a family or group of very good friends (eg. Castlings, Henceforth Family, Crimson Chaos).

To join a guild, first go to the guilds page and select your world. Then, scroll down to and select the world in which the invited character resides. Afterwards, find the guild and select the view button on the right and enter the guilds page; once in the guild page, select the 'Join Guild' button. As a sidenote, you must be logged into your account to join the guild.

To create a guild you need a premium account and also 4 vice-leaders with premium account too. Go to the guilds page, choose your world and scroll down to the bottom and click the Found Guild button.

Note that only one character per premium account can be a guild leader or vice-leader.
Sidenote: The guilds leader can decide to rent a guildhall. This is a great opportunity to rent a room, even if you are a free account player.

This article uses material from the "Guild" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010
(Redirected to Supergroup article)

From City of Heroes Wiki

Overview

A Supergroup is an organization within City of Heroes that is comprised of a group of either heroes or villains, uniting to work together to achieve various goals. A supergroup may consist of a group of people who frequently team together to play the game, or may be more loosely associated. Supergroup members will typically wish to collect prestige and salvage in order to allow the construction of a supergroup base which can provide many benefits to the supergroup members.

Those who wish to start a supergroup should contact the supergroup registrars appropriate for their characters and must be at least level 10.

When a supergroup is created, the supergroup owner picks a group name which must be unique. They can then configure a variety of supergroup settings, all of which can be changed at any time - only the supergroup name is fixed.

The other settings are:

  • Motto (displayed in the supergroup window)
  • Rank names
  • Rank permissions
  • Message of the day (displayed to all members on login)
  • Emblem
  • Colors

Supergroup members can be assigned any of the five available ranks, the names and abilities of which are customisable by the group leader, or any members whose rank has the necessary permissions granted. New members always join at the lowest rank, and different supergroups use these ranks in different ways to indicate membership roles.

To earn prestige for their supergroup, members must play in supergroup mode. Until level 25, this has no effect on earning influence/infamy or experience; after level 25, influence/infamy earned in supergroup mode progressively decreases. As a result, many supergroups request that lower-level characters remain in supergroup mode continually to earn prestige, but higher level characters are expected to use it less often, so that they can keep themselves supplied with influence/infamy as well.

Whilst in supergroup mode, the player can choose for their costume's colors to be altered to their supergroup's color scheme. The exact color alterations can be assigned on the second page of the supergroup settings screen, and allow colors for existing costume elements to be replaced by one of the two supergroup colors as chosen by the player.

At the time of writing, supergroup colors cannot be applied to wings.

Supergroups are also given a chat channel which allows all members of the supergroup who are currently online to communicate with each other, no matter what zone or mission they are in.

A supergroup may also form a coalition with one or more other supergroups, which can allow members to enter each others' bases, and to allow easier organisation of base raids or other large events. Coalition members have a coalition chat channel, which sends to all online members of all supergroups in coalition with the player's. Because each supergroup can set their coalition state separately, asymmetric relationships are possible so that a member of supergroup A might see coalition chat from a member of supergroup B but not a member of supergroup C who the member of B is having a conversation with - in this case, because supergroup C is not in coalition with supergroup A as well as B.

/supergroup message


Sent to all members of the character's supergroup.

See Also


This article uses material from the "Supergroup" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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