One of the things I wanted for Harms Way was for guild ranks to actually mean something. I want to see promotions as a joyous occasion and demotions as a hurtful and feared consequence of un-guildlike actions. They had to matter.
I'd thought about it for a long time - aside from emulating a sort of leveling system based on DKP I was stumped.
Ranks on their own seem to do very little. Sure, a lot of guilds have a Silence-is-golden rank to shut people up and there's officer chat too, but that's really all there usually is. In order for ranks to mean something I had to create privileges that people would actually want.
So far I have three:
- Guild repairs (25g/day currently, see last post about cashflow) for member rank and above.
- The first guild bank tab is available to all at member rank with almost no withdrawal limit.
- The second tab, dubbed the enchanting tab, is available to essentially give free enchants to people at member rank.
Opening up the gbank tab for members was something I've been wanting to do for ages. Again, almost every guild I've been with didn't really seem to know what to do with them and inevitably end up stockpiling hundreds/thousands of items that no-one can withdraw. Freedom to take whatever you like from a guild bank should be a little more appealing.
The enchanting tab is one of my favourite ideas thus far. Anyone can deposit, no-one can withdraw bar officers and above.
The whole point is that members can drop in any BoE greens and up they come across, I'll disenchant them later (taking notes on who does and does not contribute) and stockpile the materials gained back in the same tab. Then whenever a member needs an enchant, we can simply check the materials available and either enchant them on the spot or send them a vellum if we can't be online at the same time.
The guild repairs are fairly self-explanatory.
There are drawbacks to these sorts of privileges though. The big one is that it only takes one week with us (without being a total jerk) to go from initiate to member. It's not that big of a deal for someone to jump on, hang out for a week then take everything they can get their hands on and gquit, or at least feign ignorance.
For this I choose to put a bit of trust in my members not to abuse the system. For the most part, they can take whatever they want without question - if they take everything, there's gonna be some 'splaining to do. Anyone who betrays that trust will have their toys take from them.
The same principal goes for the enchanting tab. If any members ask for an enchant they'll get it free, whether they've contributed or not. If they keep asking for enchants and haven't contributed anything back (be it disenchantables or gold for repairs), they'll be put on a full enchanting embargo until they decide to chip in.
I know it sounds harsh, but the goal of Harms Way is, in a nutshell, to filter out the bad people (personality wise) so that the only members we have are all people worth spending your precious time with. So much more time is spent with these people outside of raids than in; it seems so ridiculous to judge a potential member's worthiness to be a part of this (or any) guild based on their skill, gear or experience.
Ugh, on the verge of ranting again. The point is that the good members/people we have are going to find their loyalty constantly rewarded and their company enjoyed. The jerks, not so much...
-Ahz
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