I disagree completely with many of the premises of the people posting here. Here is a short list of what I disagree with:
- PlaneShift is *only* for RPers.
- You can engender creativity through regulation.
- Increased eavesdropping and monitoring of "private" player interactions would be a good thing.
- Increased eavesdropping and monitoring by GMs is possible.
- There is such a thing as "too many guilds".
- Newbies and clueless people should not be allowed to have guilds.
- Guilds without a valid AND unique purpose, and perhaps a website, should not be allowed to exist.
I could go on.
As I read this thread, my initial thought was "omg if these people take over I quit!" :-) But then cooler heads seemed to prevail and better ideas started to come forth.
We will get much better results with less effort and less restrictions on freedom if we simply reward the behaviors we like. The color coding of guild names, or even having named levels of guilds like the forum rankings, would go a long way toward achieving the real goals the posters in this thread have, in my opinion, and I would not only support the idea of doing them, but I would be happy to code such features myself. There are only a few options for how to implement such a feature:
1. Manual - GMs must monitor everything and award points or similar for what they want to reward. We would have to create rules for GM awards and cases and dispute resolution processes for times when the guilds disagree with the awarding GM about how many points they should get, etc. Also GMs could find this very onerous. So I don't think this is going to happen.
2. Automated - Any automated system can be gamed. The design issue is how to make a system that is hard enough to game or that is gamed in ways that we want (or at least don't care about). The two ways I can think of for this are:
a. Guild Points awarded for behaviors we like. This is almost like Exp for players, but for guild-level things. Examples might be selling X amount in Y time, or giving away X value of stuff to less fortunate people, completing certain quests, or just gathering X number of guild members into a single group online at one time. Awarding for "good RP" would be impossible without hand monitoring, but GMs could award points manually in addition to the automated ones.
b. Guild Points awarded for amount of time online by its players. Thus guild levels become a measure of the seniority and longevity of its members more than the levels or riches of those members. More or less impossible to game this system, but also rewards might not be as meaningful. An endurance award.
In EQ2 they have this concept of guild points and it works amazingly well. Their added twist is that the guild points are tracked per member, and if a member leaves the guild loses his/her points, which can knock them down levels. I like this aspect too because we all know loyal guild members who had a fight and got kicked out with nothing even when they were longstanding members. Losing that member's points makes there be a cost to losing people, and more cost to losing more loyal people. I think we want to reward that loyalty in PS also.
Thanks,
Vengeance