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    Guild Control

    Poll

    Should guilds have a limit to members?

    [ 7 ]
    Guild Control I_vote_lcap39%Guild Control I_vote_rcap [39%] 
    [ 11 ]
    Guild Control I_vote_lcap61%Guild Control I_vote_rcap [61%] 

    Total Votes: 18
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    redheadedstepchild

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    Post by redheadedstepchild 20th May 2016, 1:51 pm

    Hi everyone! It's Mash of Sabertooth. Lately there has been a lot of talk about what to do with the guilds here on site. Some of them have a ton of members while many more have so few it's like they aren't even there. Still there are other guilds popping up left and right. So what do we do about this?

    Do we restrict how many members can be in a guild? Do we say a guild has to have X amount of active members to remain a guild? It's really not for one person to say. So lets have here a friendly talk about what to do. I'd like this to remain as civil as possible. No mud slinging or trash talking. Remember this is an issue for the entire site so we should work as a community to solve the issue.

    My suggestion is to compare the guilds ideals. Take guilds with less than ten members and see if we can get them to combine with other guilds. Like a sister guild or a secondary guild. Say a smaller guild joining Blue Pegasus. We can let them keep their name and location but the jobs they do count towards the Blue Pegasus total, thus both guilds are now helping each other. This both gets smaller guilds eliminated and adds to other guilds without taking anything away from the smaller guilds.
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    Post by Eris 20th May 2016, 2:01 pm

    It's just what happens when you have so many guilds.  Every day it feels like you hear somebody saying they could, would, should, intends to, or might make a guild.     

    I wouldn't have made Grim Heresy if it wasn't important to my character and I felt like I could make something others might enjoy as well.   I made it because waiting around while other similar guilds popped up would have just been detrimental overall and my concepts would never see the light of day.   

    I did and do still think there are more Guilds than the site population can sustain while maintaining activity among them all.  

    I don't think people should be limited from joining a guild that fits a character they wish to make,  I think we need to double check guild activity.   Lamia Scale,  Laughing Coffin and so on.   


    It might also be extreme,  but implementing Guild Wars in some form would ensure fragile guilds don't survive long if they aren't active enough to make connections to stronger guilds or ARE a stronger guild.


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    Post by Haru-senpai 20th May 2016, 2:05 pm

    Guild Wars yes.


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    Post by Hero Yamamoto 20th May 2016, 2:05 pm

    Going off of the title, I believe there should be a way of members of their respective guilds to be enabled to legally overthrow their Guildmaster if they are inactive. Part of the reason some of the site's guilds are close to dying is due to the GM never being around to build up the Guild with its members.

    Edit: The logic of members who bought their guild having 100 total sovereignty is unsound and should be revised.
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    Post by Knight of Zero 20th May 2016, 2:58 pm

    A system would be nice@hero; though instead of overthrow why not just a system similar to how positions work or just add GM's to that system. Anyway stated this before though why not post guild goals in side bar where rules and the like are?That way a new member can see that first instead of asking in chat(cause no way for them to know non-canon sites when just join+goals might change from canon).


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    Post by Hero Yamamoto 20th May 2016, 3:01 pm

    Izayuki stated in the chatbox that she would be willing to add something like that to the sidebar. And yeah, as long as it solves the matter of inactive Guildmasters, I don't really mind what kind of system is put in place.


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    Post by weretiger5411 20th May 2016, 4:18 pm

    So with the sister guild idea is it like a branch system? Like how it is with churches that carry the same idea? If so I can see that working, then if they have plot specific events or jobs then both can be in it. They would also share the same funds and guild vault, perhaps have it so that if a guild enters a sister guild relationship then the leadership is divided up by the number of GM's?(EX. ST and IH enter this relationship and then decisions are decided by the two GM's).

    As for having guild wars to reduce the number of guilds, while it sounds nice on paper and in fact sounds fun, it wouldn't work on here. This is because we don't have a system that is meant for such large PvP conflicts.

    With zero's idea I like that too, and I think it would help new members pick a guild. In fact now that I have been on the site for awhile, I realized that FT is not the best guild for my character currently.(¯\_(ツ)_/¯)

    But I did have a idea about this, I was thinking of introducing major and minor guilds. Major guilds are those with a lot of members and their names are well known throughout earthland. Minor guilds are well known in the town or small circles they are in. They are not as well known and do not have the capacity to house as many members as the major guilds do.

    So with this idea their would be 3 major guilds in each alignment(three major legal guilds, three major neutral guilds, and three major illegal guilds). I have ideas how a major guild can be considered major in the next paragraph.

    Now a minor guild does not have to be minor forever as through one way or another it can replace a major guild spot and become a major guild. Likewise, a major guild can be demoted to a minor guild through this. Now I have ideas to how this could be determined, perhaps with the job pot system we look at the top three guilds of each alignment at the end of each season and call those major guilds that way? Or have it so we look at which guild is the most active in terms of player activity and jobs accomplished over a certain amount of time(maybe a month)?

    Also to make it a difference between a minor and major guild a minor guild should be limited  to the listed below:
    -Limited to one guild ace and one guild spell
    -They are only going to be well known in the area near the station of the guild(Ex. How BP is in clover town). The farther away the guild is the less attention it will receive, and it can be assumed that nations outside of fiore will not know the minor guild.

    Anywho, just my ideas on this topic.


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    redheadedstepchild

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    Post by redheadedstepchild 20th May 2016, 6:12 pm

    weretiger5411 wrote:So with the sister guild idea is it like a branch system? Like how it is with churches that carry the same idea? If so I can see that working, then if they have plot specific events or jobs then both can be in it. They would also share the same funds and guild vault, perhaps have it so that if a guild enters a sister guild relationship then the leadership is divided up by the number of GM's?(EX. ST and IH enter this relationship and then decisions are decided by the two GM's).

    This... Mostly. Look at it like a king and his lords. The king would be the major GM say of ST. and the lord would be gm of a smaller group like say L.C.
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    Post by Hero Yamamoto 20th May 2016, 6:41 pm

    Well, the problem I see with that is, there shouldn't be a GM who leads over another GM since they are the same rank/title. They should generally be separate guilds who generally function on their own. Where it would be different is that the major guild benefits from the sister guild's activity and both guilds benefit from having enough members to host events and provide more group threads and bonding between characters.


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    Post by Guest 20th May 2016, 6:47 pm

    Something like this was done on a site I was previously on, before I was banned from that site (Oops. That's another story). This site was a Warriors site, if you know what the Warriors series is; if you don't, then Warriors was a series about feral cat clans. So, this site was solely based around people making/creating clans that other people were allowed to join, and if they wanted a front or back board for their clan, they had to get to a certain amount of total posts related to that clan and remain active. So, people often times had other active clans combine with their clan to gain more members, given that both leaders of each clan had approved of the merging. At which point, the clan would then have two leaders, which was no big deal because it meant the task of leader was split in half and if one leader went active, there was still the other. Or one of the leaders would step down, leaving just the other leader to take control of the newly merged clans. When the two or more clans were merged together, they, sometimes, not always, renamed the clan and remade the positions, etc to fit the new clan.

    I like the idea of guild wars, but not in the sense of having guilds removed because they were destroyed during the war. Rather, I see guild wars as a means of getting everyone active between the two guilds that are warring with each other. Not to mention, it'd also make for a great site event or two to help with activity as a whole because who doesn't love a bit of feuding that involves everyone?

    On the subject of overthrows, why not have takeovers? Permanent and temporary. Temporary takeovers could mean that illegal guilds would be able to have site wide events, or guild-scale events where they can take over a neutral or legal guild for a temporary amount of time. Mind you, everyone in the guild would have to be up for the temporary takeover, not just the two GMs of the respective guilds. Anyway, this would allow for the illegal guild to taint the reputation of the guild that they took over. It could lead to the switching of status for guilds and such, but again, ALL of this would have to be agreed upon by both parties GMs AND guild members.

    As for inactive GMs? This is where staff should step in whenever they see a GM being far too inactive to be the GM of the guild anymore. In this case, an ACE of the guild should be the one that is promoted from their position to that of GM. Kind of like the leaders and deputies from the clans from Warriors; once a leader from the clan stepped down, died, went inactive, or missing, staff would step in and promote the deputy to leader, given if the leader had gone inactive or was found to be unfit to be the leader anymore (i.e the player was disruptive/couldn't lead the clan properly).

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    Post by Cr1tikal 20th May 2016, 7:37 pm

    Funny enough I was discussing this was admins earlier, with no knowledge of this topic going on!

    Guild density is a very big issue currently, a few guilds having a majority of the members on site while others get tossed to the side because of it. I'm going to halt guild creation, as we have plenty of guilds currently covering a large majority or ideals and goals for people's characters. (Plus the of all the other admins I've spoken to they all agree)

    If possible, I'd also like those with a massive amount of members to close borders down for people so that other guilds have a chance to boost their numbers before we just start shutting guilds with not enough members to be considered a guild down. I know how much work goes into a guild and would hate to shut one down that is only like that because other guilds just get to the new guys first.


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    Post by Nao 21st May 2016, 8:26 am

    Warning: This could be an unpopular opinion.

    So when you say "less than 10 members" do you mean in general or active? Because when it comes to active members the numbers are actually a lot smaller and closer together. Sure there are some anomalies, but that could be for many reasons.

    Reason 1) Many of the guilds have similar goals.

    For example: This is Niyol's post in an introduction topic I stumbled upon. It's missing one or two guilds, but have a look

    Guild descriptions:

    From the looks of this, Blue Pegasus, Sabertooth and Infinity Hydra have very similar goals. Black Rose and Laughing Coffin have sort of similar goals (Bounty hunting, mercenary work), and Basilisk Fang and Savage Skull have the same end goal (cause bad things, age of anarchy). There isn't a huge amount of difference, and there can be a lot more larger goals for these guilds. But because they're so close and lumped together, the ones that have more members WILL be the ones that get the people because-

    Reason 2) Activity brings more activity.
    The guilds that have the most people are also the guilds that will get more people because they are more active. There are more people actively trying to get more people to join, and because there are more people. They also have GMs that appear in the chatbox, talk to people. A lot of the GMs aren't actively trying to get new people to join their guild, or trying to keep people by helping or offering socials. This is where we begin to see in increase of guild changes, or people just going inactive because the activity in that guild just isn't there.

    Below is a list of users I drew up from the list of people on the site in the last 99 hours. It has a list of mages that are not set to hidden that have been logged on. I took the list, put their guilds on the list and checked to see if they were an alt.

    Data From Spreadsheet:

    Of course, this doesn't count for people who are hidden. If you or you know someone who is set to hidden then you could add to the list. But for most it would only really add up to 3 max.

    A few observations:
    1. Despite FT being the largest guild, it's not as much as maybe some people assume: 8 more than Black Rose, and 10 more than Sabertooth means it's not a huge difference. And Sabertooth even has the largest active guild without any alts at all in their list.

    2. Independents are the smallest group: You'd think being free of Magic Council and getting to do all the jobs would make them tempting, but since guildless get to also do that without any repercussions (becoming a coming storm isn't going to doom your guild for all eternity). Without Black Rose being in the group then they're swamped by both Light and Dark Guilds.

    3. Smallest guilds. Dark- TT (Seems to kind of fit the goal of the guild being secret, but makes them a real target for being removed).
    Light: BP (Losing Zack brought it down to 5).
    Indie: LC.

    Of course there are people who are hidden that would change this (Kolt and Eris making GH on equal to BP in terms of numbers).


    So what needs to be done?
    Firstly the guildmasters needs to start being more active and encouraging people to join their guilds. Some just sit there at the top and it makes it difficult for anything to be done.

    Secondly if you are going to consolidate guilds then it needs to not look like a hostile take over. You may have to create an entirely new guild name out of the two guilds.

    Thirdly shutting down entry to some guilds will just make people bitter. Fairy Tail would be an obvious target but the problem with that is that they're the main guild from the show/manga. Blocking them from receiving more members is really counter-productive on gaining new members to the site. Instead the guildmasters need to be more active in getting people to join.


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    Guild Control Empty Re: Guild Control

    Post by Haru-senpai 21st May 2016, 8:29 am

    It's too late Nao, the Admins and Staff have already went ahead and closed Fairy Tail.


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    Guild Control Empty Re: Guild Control

    Post by Rosetta Crawford 21st May 2016, 10:26 am

    In truth, I don't think guild activity matters that much. There are guilds which could quite easily function with fewer members. I mean the oracion seis had six members for example. They functioned very well.

    So new guilds forming that only have five members is fine. Preventing a member from forming a guild for OOC reasons doesn't make sense for the site. IF a guild only wants to have five members then so be it. Is there any benefit to this? No not really. Is there any issue? WEll, I can see one and only one and that's guild spells. However, so few seem to use these at any point I don't see it being a big deal.

    i also don't feel we should 'close guilds' or at least not forcibly. If for example, Heero as the GM of fairy Tail wanted to stop taking in members due to lack of funds or space or something then I don't see any issue with that.

    If we do want to limit membership we should install a system on this and make it IC wise. For example, all legal guilds(at least) have to be registered with the magic council. So perhaps the magic council could limit the number of mage's allowed to be registered to a guild until certain requirements are met. Not sure how we'd do this for dark/independant guilds. Perhaps darks can't increase member base till they reach a certain infamy level which prevents the magic council interfering as much or something.

    We need to stop doing stuff for purely OOC reasons and think of it in terms of plot and what makes sense.




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    Guild Control Empty Re: Guild Control

    Post by Eris 21st May 2016, 10:39 am

    Speed Demon Zack wrote:Is there any issue? WEll, I can see one and only one and that's guild spells. However, so few seem to use these at any point I don't see it being a big deal.

    Couldn't possibly guess why that is. It might be because it takes the equivalent of a long 100 year job for an ace to be able to use them, so only Guild Masters and Aces from before the change (Except for the instance I can think of where someone was admin-granted the guild spell without training) are capable of using them.

    i also don't feel we should 'close guilds' or at least not forcibly. If for example, Heero as the GM of fairy Tail wanted to stop taking in members due to lack of funds or space or something then I don't see any issue with that.

    You know what might be fun and interesting~! TAXES. Haha, guild taxes paid per member. Who doesn't love taxes.

    legitimately though, per-month guild tax could make sure that guilds that don't remain active will eventually have valid cause to go into a probation period, before being disbanded. Taxes don't have to be taxes IC, just guild expenses. Living, maintenance, equipment, and so on. As such it would apply IC to any guild. Though with some exceptions where it doesn't apply, since Grim Heresy for example is populated by undead and is self-sufficient, however it doesn't -have- to fit IC. I would still accept such OOC taxes in this case, regardless of IC fit.

    Coupled with any changes such as that though there should be a Minor Guild section that is like Guildless, but for mages not belonging to a full fledged guild. Anyone could then make up their own guild even if they're the only member and have it exist IC.

    There would have to be limitations on that though. Otherwise you'd have half a billion guilds toting IC influence all over the place and random castles or whatever popping up on every street corner.

    One way to manage that would be to implement NPCs as purchasable options in the Guild Shop. And then since a Minor Guild wouldn't have any Extensions or NPC slots, that would naturally limit the assets of a Minor Guild, which would be unable to purchase them (Though that could be allowed, for significant increase in cost.)

    Minor Guilds would also buffer the individuals who would otherwise attempt to make a full guild, as well as create a space between nonexistence and creation for individuals to "test drive" a guild concept as though the guild were in its infancy.


    Furthermore, Staff who review character apps should recommend guilds that a character would fit into. This is where all members would see the recommendations and become aware of guilds they might not have known about or looked into. This would fix recruitment and publicity issues.


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    Guild Control Empty Re: Guild Control

    Post by Thorn 21st May 2016, 10:42 am

    to be honest i can see where people are coming from but as you all now i was in the middle of making my guild i have funds and members just not rank so where dose this leave me as mine was charictor based and where i sore my character heading at the end of the day this may only count towards me but it is restricting character growth and creativity


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    Guild Control Empty Re: Guild Control

    Post by Cam B 21st May 2016, 10:59 am

    You are said to be one of the exceptions, since you already announced it. Everyone is still expecting your guild to open up.


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    Guild Control Empty Re: Guild Control

    Post by Guest 21st May 2016, 11:23 am

    I want to state, before this discussion continues on, that there are currently no guilds that are currently under lock down. GMs have complete control over whether they want to lock the doors to their guild in order to let other guilds have a chance or not. Staff will only step in when deemed necessary, and admins are still discussing what they plan on doing with the activity of guilds. So, as of right now, Fairy Tail is still open for members to join, and there is no reason to fret over such preposterous ideals.

    As for guild creation being halted, I believe that is truly being halted for the time being, but for those who have announced the creation of their guild, have the funds, have the members, et cetera, you are grandfathered in. So, Thorn, from what Aiyana said late last night, your guild will still be created, but will be the last of the guilds for the time being. I am simply repeating what I remember of the chatbox conversation. Don't shoot the messenger.
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    Guild Control Empty Re: Guild Control

    Post by Anastasia Isayev 21st May 2016, 11:27 am

    A couple things:

    One way to ensure guilds have enough room for members is to have them start off with an X number of players able to inhabit the guild. Guild Expansions could be bought to also increase the number of active members in the guild (if they want). This can be explained as "Mage Barracks" where only an X number of members can remain in a guild due to resources, etc etc.

    Having a member listing in the guilds (and maintaining it) would ensure that the guild:
    1) Pays attention to their members
    2) Recognizes member accomplishments with things like ranking up
    3) Maintains who is active or not depending on when their last IC post was to make sure the guild is actually active.

    ---
    Personally, closing down guilds really isn't the answer to solving issues. Nao has stated that GMs need to be more active and get their guilds in action. It is mainly the GMs that do a lot of the recruiting and it is up to the GMs to ensure their guilds stay active, otherwise, you'll have members in a guild leaving for other guilds or going guildless because they don't feel engaged with the guild they are currently in. To be honest, GMs should be held to a much higher standard than most players as they are responsible for their guilds and the guild's health. If a Guild Master can't/won't make guilds better, then they ought to be replaced.


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    Guild Control Empty Re: Guild Control

    Post by Azurius Tade 21st May 2016, 5:20 pm

    Mashyuu wrote:Hi everyone! It's Mash of Sabertooth. Lately there has been a lot of talk about what to do with the guilds here on site. Some of them have a ton of members while many more have so few it's like they aren't even there. Still there are other guilds popping up left and right. So what do we do about this?

    Do we restrict how many members can be in a guild? Do we say a guild has to have X amount of active members to remain a guild? It's really not for one person to say. So lets have here a friendly talk about what to do. I'd like this to remain as civil as possible. No mud slinging or trash talking. Remember this is an issue for the entire site so we should work as a community to solve the issue.

    My suggestion is to compare the guilds ideals. Take guilds with less than ten members and see if we can get them to combine with other guilds. Like a sister guild or a secondary guild. Say a smaller guild joining Blue Pegasus. We can let them keep their name and location but the jobs they do count towards the Blue Pegasus total, thus both guilds are now helping each other. This both gets smaller guilds eliminated and adds to other guilds without taking anything away from the smaller guilds. I'm very much against this idea. Essentially, it's the larger guild taking over the smaller guild, warping that guild to be SOMEWHAT that guild, but not really. You get to keep your name, but everything you do, every GOOD THING that should go to your guild, is given to someone else. It's like that jerky supervisor who's always shadowing you, and when you FINALLY come up with an idea for a board meeting that's useful; he/she takes the credit for it.

    Eris wrote:It's just what happens when you have so many guilds.  Every day it feels like you hear somebody saying they could, would, should, intends to, or might make a guild.     

    I wouldn't have made Grim Heresy if it wasn't important to my character and I felt like I could make something others might enjoy as well.   I made it because waiting around while other similar guilds popped up would have just been detrimental overall and my concepts would never see the light of day.   

    I did and do still think there are more Guilds than the site population can sustain while maintaining activity among them all.  

    I don't think people should be limited from joining a guild that fits a character they wish to make,  I think we need to double check guild activity.   Lamia Scale,  Laughing Coffin and so on. Lamia Scale's major issue is that our GM (the only one who can edit guild stuff on our sub-forum) is recovering from surgery, and before that had little time. Even further before that; Linxwire LET THE GUILD DIE, and Kihia had to force himself to leave at risk of losing himself in the site (which I commend him for). We also suffer from low numbers, NOT BEING NAMED FAIRY TAIL, and not having a very large presence due to only I think 4 or 5 of us being active on site.

    Laughing Coffin suffers from:
    - Almost no GM activity whatsoever (just like LS)
    - That ridiculous name
    - That ridiculous guild logo (that was ripped right out of the same source as the name)
    - Very low player population 



    It might also be extreme,  but implementing Guild Wars in some form would ensure fragile guilds don't survive long if they aren't active enough to make connections to stronger guilds or ARE a stronger guild. I'm against guild wars... mostly because that's PvP, and this site's PvP system is garbage tier. You have people who will godmod till it makes others sick, and then those people will leave that thread because "Johnny Butthead over there was godmodding" AND THEN staff gets involved and has to do something because godmodding is against CoC, AND THEN it get's complicated because it's gonna be a bunch of people PO'd about someone being banned(possibly) for RP'ing that he/she grabbed a player, and threw them across a football field into a mine field that contained a nuclear mine (instead of leaving the action open ended to imply that it was possible to not get nuked.)

    I know that's a bit heavy for an example but it is possible and I have seen a player do something similar in an event thread already.... 

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    Guild Control Empty Re: Guild Control

    Post by weretiger5411 21st May 2016, 5:22 pm

    Nao wrote:Warning: This could be an unpopular opinion.

    So when you say "less than 10 members" do you mean in general or active? Because when it comes to active members the numbers are actually a lot smaller and closer together. Sure there are some anomalies, but that could be for many reasons.

    Reason 1) Many of the guilds have similar goals.

    For example: This is Niyol's post in an introduction topic I stumbled upon. It's missing one or two guilds, but have a look

    Guild descriptions:

    From the looks of this, Blue Pegasus, Sabertooth and Infinity Hydra have very similar goals. Black Rose and Laughing Coffin have sort of similar goals (Bounty hunting, mercenary work), and Basilisk Fang and Savage Skull have the same end goal (cause bad things, age of anarchy). There isn't a huge amount of difference, and there can be a lot more larger goals for these guilds. But because they're so close and lumped together, the ones that have more members WILL be the ones that get the people because-

    Reason 2) Activity brings more activity.
    The guilds that have the most people are also the guilds that will get more people because they are more active. There are more people actively trying to get more people to join, and because there are more people. They also have GMs that appear in the chatbox, talk to people. A lot of the GMs aren't actively trying to get new people to join their guild, or trying to keep people by helping or offering socials. This is where we begin to see in increase of guild changes, or people just going inactive because the activity in that guild just isn't there.

    Below is a list of users I drew up from the list of people on the site in the last 99 hours. It has a list of mages that are not set to hidden that have been logged on. I took the list, put their guilds on the list and checked to see if they were an alt.

    Data From Spreadsheet:

    Of course, this doesn't count for people who are hidden. If you or you know someone who is set to hidden then you could add to the list. But for most it would only really add up to 3 max.

    A few observations:
    1. Despite FT being the largest guild, it's not as much as maybe some people assume: 8 more than Black Rose, and 10 more than Sabertooth means it's not a huge difference. And Sabertooth even has the largest active guild without any alts at all in their list.

    2. Independents are the smallest group: You'd think being free of Magic Council and getting to do all the jobs would make them tempting, but since guildless get to also do that without any repercussions (becoming a coming storm isn't going to doom your guild for all eternity). Without Black Rose being in the group then they're swamped by both Light and Dark Guilds.

    3. Smallest guilds. Dark- TT (Seems to kind of fit the goal of the guild being secret, but makes them a real target for being removed).
    Light: BP (Losing Zack brought it down to 5).
    Indie: LC.

    Of course there are people who are hidden that would change this (Kolt and Eris making GH on equal to BP in terms of numbers).


    So what needs to be done?
    Firstly the guildmasters needs to start being more active and encouraging people to join their guilds. Some just sit there at the top and it makes it difficult for anything to be done.

    Secondly if you are going to consolidate guilds then it needs to not look like a hostile take over. You may have to create an entirely new guild name out of the two guilds.

    Thirdly shutting down entry to some guilds will just make people bitter. Fairy Tail would be an obvious target but the problem with that is that they're the main guild from the show/manga. Blocking them from receiving more members is really counter-productive on gaining new members to the site. Instead the guildmasters need to be more active in getting people to join.

    Anastasia Isayev wrote:

    Personally, closing down guilds really isn't the answer to solving issues.  Nao has stated that GMs need to be more active and get their guilds in action.  It is mainly the GMs that do a lot of the recruiting and it is up to the GMs to ensure their guilds stay active, otherwise, you'll have members in a guild leaving for other guilds or going guildless because they don't feel engaged with the guild they are currently in.  To be honest, GMs should be held to a much higher standard than most players as they are responsible for their guilds and the guild's health.  If a Guild Master can't/won't make guilds better, then they ought to be replaced.

    I am quoting these because I believe that these two responses are the best way to answer the question of "How to get more members into a guild."


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    Guild Control Empty Re: Guild Control

    Post by Azurius Tade 21st May 2016, 5:22 pm

    Anastasia Isayev wrote:A couple things:

    One way to ensure guilds have enough room for members is to have them start off with an X number of players able to inhabit the guild.  Guild Expansions could be bought to also increase the number of active members in the guild (if they want).  This can be explained as "Mage Barracks" where only an X number of members can remain in a guild due to resources, etc etc.

    Having a member listing in the guilds (and maintaining it) would ensure that the guild:
    1)  Pays attention to their members
    2)  Recognizes member accomplishments with things like ranking up
    3)  Maintains who is active or not depending on when their last IC post was to make sure the guild is actually active. This top part I'm not so sure about, my mind's not working properly so I can't really get a grasp on it.

    ---
    Personally, closing down guilds really isn't the answer to solving issues.  Nao has stated that GMs need to be more active and get their guilds in action.  It is mainly the GMs that do a lot of the recruiting and it is up to the GMs to ensure their guilds stay active, otherwise, you'll have members in a guild leaving for other guilds or going guildless because they don't feel engaged with the guild they are currently in.  To be honest, GMs should be held to a much higher standard than most players as they are responsible for their guilds and the guild's health.  If a Guild Master can't/won't make guilds better, then they ought to be replaced.

    This I agree with 100%


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