Author Topic: Changes to the Guild Structure  (Read 1786 times)

Valbrandr

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Changes to the Guild Structure
« on: April 21, 2006, 12:51:21 am »
This may belong in the wish list section, however I think it is best here where people who are in guilds or are guild leaders will be more likely to check the threads.  I have not seen a thread on this subject if not lately then never.  But I believe we need to be able to structure guilds exactly how we want them.  Not with just the 9 levels.  But sub levels and sub groups.  For those of you who have looked at the six sects of the Mercenary Guild... thats what I want to be able to do in game.  Not just one leader... but as many as you want.. maybe with just one being able to disband the guild however.  

But better guild structure customization would help so much.  And it would be unique in alot of ways because most games just have the basic guild set up.  I wish I could choose how many levels there would be.. and set up sub levels for each one like:

Guild Level 4: Merchants
A Shopkeeper
B Innkeeper
C Barkeep

This would also allow us to create larger guilds.  Like we could actually create \"The Merchants Guild\"... CoV would be one member, one sub group, as other guilds could be.. each of us could specialize in one thing (not that we couldnt do everything else too, but for the guild as a whole one speciality). And each subgroup would still have its own hierarchy within.  And furthermore, if the \"Guild\" was disband.. the groups themselves would not be.  If we wanted to have larger guilds I believe this is the way to do it.

Thoronador

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« Reply #1 on: April 21, 2006, 10:15:38 am »
That\'s a good idea.

Many guilds I know have different groups/ divisions/ sects/ branches within their hierarchy, but it\'s impossible to represent all these different divisions and ranks in-game, because there are only nine ranks.

For example, if a guild has two branches, let\'s say one for mages (marked as A) and one for scouts/rangers (marked with B), then the structure could look like this:

Level 9:
-Guildmaster

Level 8:
-Council of Elders

Level 7:
A - High Mage
B - Master Ranger

Level 6:
A - Master Wizard
B - Beast Master

Level 5:
A - Wizard
B - Beast Trainer

Level 4:
A - Spellwright
B - Archer

Level 3:
A - Journeyman
B - Scout

Level 2:
A - Aspirant
B - Herb seeker

Level 1:
-Apprentice


Of course, this is only one example; many guilds have more than just two branches. As another example, a pure mages guild could have six different branches, that is one for every magic way.
There would be a lot more possibilities, if the system of guild ranks in-game would be more flexible.

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minetus

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« Reply #2 on: April 21, 2006, 10:35:12 am »
the problem in this is that for each rank lvl, there would have to be a name tag for each profession world, in the end when PS achieves a high number of professions this would become caotic, there for the generalization be the best way ;)

currently theres the possibality of being \"miner, fighter, mage, crafter, smith, vendor, politician, etc\"

now for each of this professions you would have to have a rank name in the guild list... so with 7 profession, and say rank lvl 1 is a generalization for new members, and rank lvl 9 is reserved for guild leader you got 7 ranks that will multiply by the total number of professions.

ex:
rank: new member
rank: Guild Leader

Miner:  Rank 2, 3, 4, 5, 6, 7, 8
Fighter: rank 2, 3, 4, 5, 6, 7, 8
mage: rank 2, 3, 4, 5, 6, 7, 8
Crafter: rank 2, 3, 4, 5, 6, 7, 8
Smith: rank 2, 3, 4, 5, 6, 7, 8
Vendor: rank 2, 3, 4, 5, 6, 7, 8
Politician: rank 2, 3, 4, 5, 6, 7, 8

giving a total of 51 ranks just with 7 diferent jobs, now imagine when theres dozens of diferent job titles...

Xordan

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« Reply #3 on: April 21, 2006, 10:42:10 am »
Planned. Just not implimented.

Sangwa

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« Reply #4 on: April 21, 2006, 01:16:01 pm »
Great, that will surely come in handy.
Disclaimer: This is my opinion and I can be reasoned with. I'm probably right, though.

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Valbrandr

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« Reply #5 on: April 21, 2006, 01:44:10 pm »
Quote
Originally posted by Xordan
Planned. Just not implimented.


If something like that is on its way.. or planned it will change everything.  Every guild will have to go back to their original plan before they were limited to just 9 :).  To me its essential as crafting is.

Pestilence

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« Reply #6 on: April 21, 2006, 02:49:00 pm »
hmm would definately love to have more ranks ingame. Not to many more ofcourse. Think more then three times more would only make things less clear.

But to be able to have different names for the same rank to represent different styles of \"play\" would only benefit that people will go a different way as it obviously seems to be more encouraged then.

Valbrandr

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« Reply #7 on: April 22, 2006, 04:50:15 pm »
It would benefit everyone I think.. you wouldnt have to make your guild extremely complicated... but if you wanted to you could :).  And I am one of those people who want to  8) .

Archon

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Re:
« Reply #8 on: May 08, 2006, 08:05:02 pm »
It would benefit everyone I think.. you wouldnt have to make your guild extremely complicated... but if you wanted to you could :).  And I am one of those people who want to  8) .

I second Val's complexity. I wish to organize guild's in such a way, not even the founder would know how to fix anything ^.^.

On a serious note, an improvement on guild's structures is just what we need. :)
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Valbrandr

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Re: Changes to the Guild Structure
« Reply #9 on: May 08, 2006, 08:58:08 pm »
Because of the current guild structure, the Community of Vaalnor has seperated... into 4 Divisions :P... In game each is its own guild, The Vaalguard, the UoV, The Eyes of Vaalnor and the Council.... this was not done until yesterday so sorry for all the guild threads now :P... Vaalguard was apart of us while the UoV was not until yesterdays meeting.  We will see how things go with the new structure and hopefully get some new recruits :).

ThomPhoenix

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Re: Changes to the Guild Structure
« Reply #10 on: May 08, 2006, 11:05:09 pm »
It would be great if this were to be implemented! I wanted to make specific devision in my own guild, like crafter/miner/guardian/politician/trader, etc But I wasn't able to do that because of the max of 8 ranks. If I wanted to organize my guild with a hierarchic structure for each division like commander/leader/normal/follower etc I got some serious space issues. The same like CoV's issues, the difference is that my guild isn't large enough to be split up into seperate guilds :P
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Valbrandr

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Re: Changes to the Guild Structure
« Reply #11 on: May 08, 2006, 11:22:55 pm »
Well we have less than 30 people in CoV.. we are doing what we need to do now and allowing each branch to grow over time (meaning more than one day :P) So there is some alts in the divisions.. mostly because we could not get a hold of some people and we needed it done.  Now its time to see how things will go.