All a guild is is a group of players thar have common goals. The first layer of them is basically having a list of who is in the guild. Usually you can see a version of that list that shows who is online. The second layer is a chat channel and possibly an officer channel. Often times there is a message of the day. Some games have expanded on this with guild banks or buildings or territory capture the flag style mechanics ships etc.
One can tune the features to fit what you want aND to fit them to what works with the game. Eve probably went too far in giving territory. I don't know I never played it. If it were me I would limit it to a single system tops. But that is not even needed. Layer one and two are what we are really missing. The other stuff could be interestingly if done right. But that is a separate issue where I think most don't have a clear idea of how to do it right.
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That would be you projecting on us what you think we would do. Which is rather rude.
One can tune the features to fit what you want aND to fit them to what works with the game. Eve probably went too far in giving territory. I don't know I never played it. If it were me I would limit it to a single system tops. But that is not even needed. Layer one and two are what we are really missing. The other stuff could be interestingly if done right. But that is a separate issue where I think most don't have a clear idea of how to do it right.
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You see that info as an incentive for me to accept big guild things. I see it as an argument that FD should just leave be, the problem is solved. Guilds = Groups. Done. I don't see any trouble with some improved, targeted, Comm's systems. I do see trouble with the entirety of the Guilders intentions.
That would be you projecting on us what you think we would do. Which is rather rude.
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