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Posts from the Guilds Category at Massively
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The Daily Grind: Does your guild like to party down?

Filed under: Culture, Events, real-world, Guilds, Opinion, The Daily Grind

As has become tradition for this blogger, every year on Memorial Day (aka 'the birthday') weekend, lots of people from our guild like to get together and party down. There are friendships in our guild that span many years and almost as many games. Of course, beyond just discussing whatever is going on in MMOGspace, there's lots of good food, beer, and geekery to be had for everyone!

Since this is the perfect weekend for getting together with friends and family here in the States, we thought that we'd ask you -- do you ever have guild parties in meatspace? Are there any particular times of the year that you and your guild-mates like to get together, like at a convention or fan faire? Or is your guild a strictly online-only guild?

Secret of the Solstice heeds player requests, enables guilds

Filed under: Fantasy, Game mechanics, Guilds, Grouping, News items, Secret of the Solstice

Outspark's Secret of the Solstice has gotten a new feature in the form of guilds, which has been a frequently-requested addition for a while. According to the site, guild features include emblems, storage space, a bank, and system-wide notices to all guild members, though emblem-creators are warned that only the first emblem is free to create, so be careful.

Other Solstice-related news is the addition to the game of Korean-themed items to further commemorate Asian Pacific American Heritage Month. Apparently, wearing food items on one's head is a popular thing, because players will have the option of choosing to wear dim sum as a hat. According to the site: "Two dumplings make you look yummy." We'll, uh ... we'll just leave you to it.

[Thanks, Travis!]

Source

World of Warcraft
A tour through the new Tabula Rasa arena

Filed under: Sci-fi, Galleries, Contests, Events, in-game, Guilds, PvP, Tabula Rasa, Roleplaying


The newest Tabula Rasa PvP arena, named the C.E.L.L.A.R. (Coalition of Enlistees Likely Looking for Aggressive Retaliation), has been gaining some attention since its introduction in Deployment 8 this week. This arena is set up as a boxing ring, complete with suitable equipment, colored corners and the whole nine yards.

Earlier this week, the members of the TR MOG clan held a tournament in this arena, and we were lucky enough to attend. We figured we would take this opportunity with the tournament in play to snap some screenshots and create a handy guide to the arena for those who aren't familiar with it just yet.

Building an Age of Conan guild city

Filed under: Fantasy, Age of Conan, Game mechanics, Guilds, New titles, Academic, Education


Another exciting aspect of Funcom's upcoming Age of Conan is the Guild City System. This is mostly unique to other MMOs, in that you build the guild city not as a hall, but as an actual city with multiple buildings within. Each building serves its own purpose for offense and defense against other guilds and attacking forces, and is upgradeable to different tiers, much like an RTS.

In a recent article at MMORPG.com, they run down the details of each of these guild city buildings, and their biggest advantages. Also in this article are some details on guild leadership itself. In order to create a guild city, your player will need to be a guild leader, level 40 or higher, and have a guild membership of at least 24 players. You will then have the choice of 3 environmental locations currently for your guild city. Let the land-grab begin!

Source

Warhammer's latest Grab Bag focuses on guilds

Filed under: Fantasy, Culture, Guilds, Warhammer Online

The latest edition of the Warhammer Online Grab Bag addresses a bevy of guild-related questions. The Living Guild video rolled out with the April newsletter addresses some of the issues answered by the article, but the text goes into far more detail than the video did. Bag #25 reiterates that only 6 people will be required to start a guild, but notes that the sky is the limit - there's no cap on maximum guild members.

Other newsbits include the fact that there is no mandatory guild upkeep fee, leaders can set up to ten different titles to create infrastructure, and reassurance than the minimum-size guild will still be able to participate in all guild features. Another interesting feature of the system requires the guild leader to log in at least once in a 30-day span. Leaders who don't will find themselves bumped back to member status, and the next-highest officer in the food chain promoted to GL. For more details on these and other guild aspects be sure to read the piece, and to get another look at that Living Guilds video click on through below the cut.

Continue reading Warhammer's latest Grab Bag focuses on guilds


Source

World of Warcraft
EVE's Mercenary Coalition has been disbanded

Filed under: Sci-fi, EVE Online, Guilds

A pilot deep within the lawless lands of EVE Online's 0.0 space is never truly alone. In EVE, there is always some alliance, some corporation, or some like-minded capsuleer watching and waiting to strike. Within this realm flew an alliance that was a powerful force for nearly four years. Their trademark ace of skulls, four of which represent the leading corporations of the alliance, struck fear into the hearts of anyone on the wrong end of their blasters. They were hired guns, killers, and they were good at it. They were the Mercenary Coalition. For them, the war is now over, the contract killing has ended, and the alliance is no more.

That's right, the alliance has unloaded their ammunition, shut down their offices, and is calling it quits. From a press release on the EVE forums, Seleene, alliance leader of Mercenary Coalition, made the grim announcement and thanked members for their service. She said, "Everyone who has ever worn the MC tag participated in something truly unique. I can do nothing but salute you and give my heartfelt thanks." The reasons for disbanding are numerous, but a particular focus is placed on their betrayal of Band of Brothers. For some of us, one less mercenary alliance is a great thing. For others, this is sad day for the history books to record. The alliance, which has seen the better part of three years as a force within EVE, has docked for the final time.

[Thanks Nyphur!]

Harvard looks to MMOs for online leadership styles

Filed under: Business models, Guilds, MMO industry, Raiding, Academic

While much has been said in recent weeks about raid leaders and whether the job necessitates being a jerk, nobody seems to dispute that the position engenders players with valuable leadership skills. In fact, according to a recent report by the Harvard Business Review, big companies may have a lot to learn from MMOs in terms of fostering leadership roles in a business world that is every bit as geographically decentralized as the roster from your typical raiding guild.

But before you go and put your guild leadership experience on your resume, you might want to read the report in full. While they say that there are parallels between leadership in-game and leadership in a board room, the report focuses more on how the games themselves engender these leadership qualities, by creating an environment that fosters honesty, duplicity of leadership, non-monetary incentives, and transparency. It's interesting to think that games might actually change the way business works in the future, but we guess only time will tell if that proves prescient or not.

[Via GamePolitics]

Source

Raid leaders are (not) jerks

Filed under: Guilds, Raiding, Endgame, Tips and tricks, Opinion, Academic

Recently here on Massively, Cameron Sorden entertained us with his opinion on raid leaders. Apparently, alot of them yell like dictators and aren't all that nice to get along with while you're raiding, evoking the spirit of Machiavelli. It is perhaps these attributes that lead many people to drop from raids and leave from the experience with a bad taste in their mouth.

However, Jaye from Journeys with Jaye recently gave us the other side of the coin with the post, "Me? A Jerk??" Jaye relates her raid experiences to us, and more specifically her experiences as raid leader, and how the position has evolved over the years. Also, going deeper into the issue, she gives us some of his tips and relates to the reader what she has learned from raiding for so long. (Raiding since the days of EverQuest, woo!)

Any up and coming raid leader would be wise to take a look at this article. Jaye relates many great ideas and concepts that are useful to any raid leader, regardless of game. Maybe, with her advice, you won't turn into the red-faced screaming jerk (NSFW).

Source

World of Warcraft
Celebrating Cinco de Mayo in Guild Wars

Filed under: Fantasy, Guild Wars, Events, in-game, Guilds, Roleplaying

Player-driven in-game events are a sign of not only a healthy MMO community, but also a solid game. This is always the case when it comes to Guild Wars and its largest guild and alliance community: LaZy Nation, who is throwing their very own Cinco de Mayo celebration this week.

Most appropriate for an event such as this, celebrating Mexican heritage, is the environment of the Asuran Lands which most-closely resemble those of the Incas in Mexico. For this reason, the Cinco de Mayo celebrations in-game will take place in Rata Sum, International District 1 on Saturday May 3rd, 2008 from 4pm to 6pm Eastern. Come show your support for not only this event, but also LaZy Nation for being one of the most charitable and community-driven guilds and alliances in the game.

Source

Player vs. Everything: Fixing the problem of guild-hopping

Filed under: Culture, Game mechanics, Guilds, Endgame, Player vs. Everything

There's a bit of a discussion going on in the blogosphere right now about how to handle the topic of dungeon and raid rewards in MMOGs (specifically World of Warcraft, actually, but it universally applies). Tobold started the whole conversation by suggesting that the problem of players leaving to join a better guild when their gear progression is further along than the rest of their guild could be fixed by adding deterrents to leaving, like forcing you to leave any gear acquired with the help of your guild in the guild bank. After all, he argues, you couldn't have gotten those epics on your own. Why should you get to take your gear and walk away with it when 24 other people helped you obtain it, while waiting patiently for their turn?

Other people then made the counter-argument that hopping to further-progressed guilds is only one of the many reasons that people leave guilds, and that tying loot to your guild would give too much power to guild masters and punish people for circumstances that are often outside of their control (what if your work schedule changes and you can't raid anymore? Many hardcore guilds don't allow casual players). There were some more good points made as to why this system would be a bad idea. Still, it's a good thing that Tobold brought this up, because it's a very real issue. Even if tying loot directly to the guild is a bad idea, what can you do to discourage people getting what they need and then leaving for greener pastures?

Continue reading Player vs. Everything: Fixing the problem of guild-hopping


Mythic on the WAR guild beta phase 2 contest: We're on it

Filed under: Betas, Fantasy, Contests, Forums, Guilds, New titles, Warhammer Online


Several players over on the ever-busy Warhammer Alliance forums recently raised concerns about Mythic's commitment to fulfilling the terms of the contest they held for guilds trying to get into the second round of the Warhammer Online guild beta. The contest required guilds to construct WAR-centric guild websites full of guild fan fiction, and winners were going to earn themselves slots in the beta. Problem is, the contest ended back in September of last year!

James Nichols, a WAR community coordinator, stepped in to reassure players that winners have been selected and will be notified "soon." While James explained the delay as a necessary function of the development process, we have a sneaking suspicion that everybody simply forgot about the contest after former community coordinator Richard Dufek left around that time last year. In any case, we're happy to hear the goof was cleared up, and hopefully players will be getting notifications soon.

Source

Erling Ellingsen shows off AoC PvP video

Filed under: At a glance, Fantasy, Video, Age of Conan, Game mechanics, Guilds, PvP, News items

Those of you not currently enjoying the closed beta will want to take a look at this: Age of Conan's Product Manager Erling Ellingsen gives us a look at a couple of PvP mini-games in the latest "Hyborian Insider" video. While there isn't a ton of information in this video, Ellingsen does explain the game mechanics behind two PvP game types, Capture the Flag, and Team Annihilation.

Capture the Flag is exactly as you'd expect, if you've ever played that type before. The object is to retrieve the enemy team's flag from their side and bring it back to your side; the team with the most points at the end of a predetermined set duration of time wins. The video shows off a few zones of combat that frankly appear very similar to each other, and could use a better color scheme to visually differentiate themselves.

Continue reading Erling Ellingsen shows off AoC PvP video


Source

World of Warcraft
GW 2008 RAWR Cup Tournament results

Filed under: Fantasy, Guild Wars, Events, in-game, Guilds, PvP, Academic, Education

The results are in for the 2008 RAWR Cup Title Series Spring Tournament in Guild Wars. In this second tournament of the series, we are treated to some improvements over last December's contest. The members of the guild Rebel Rising [rawr] in conjunction with GuildCafe, decided to make this edition of the cup into more of a community run event by creating a special GuildCafe Tournament Committee.

But more importantly, make sure you check out the in-depth article about this tournament written by Guild Wars Guru Senior Moderator "Billiard" over at the main Guild Wars website. He gives an extensive play-by-play report on many of the major events during the tournament, as well as some insight into effective and not-so-effective strategies that were used.

Source

Player vs. Everything: Playing with your friends

Filed under: Culture, Guilds, Grouping, Opinion, Politics, Player vs. Everything


Players often venture into the wilderness of online games alone and friendless, seeking out allies in the worlds they inhabit and making friends as they go along. Some games are better at encouraging players to work together than others, too. You're not going to last very long playing by yourself in games like EverQuest or EVE Online, so you have to go looking for people to play with. On the other hand, in games like World of Warcraft you can start at the first level and get to level 70 without ever talking to another human being (it's even easier if you're a Hunter). Regardless of whether your particular game of choice forces you to find friends, many people like to have friends to play with anyway. Even if you don't need them, it's kind of the point of online games to play with other people. Right?

That's why some people roll into these games with a ready-made posse. Maybe it's a group of real-life friends that want to play together online, or maybe it's a guild composed of players that you met in a previous game and you'd all like to try something different together. Either way, it's pretty nice to be able to work with a group of people you already know, trust, and like. You don't have to hope that the fickle hand of fate will deliver good PuGs to you (we all know how rare those are), and you don't have to worry about trying to find a new group of people who you can relate to in a sea of anonymous faces (many of whom will have value systems, expectations, and maturity levels that will be different than yours). Is it possible you're missing out on something by bringing your own people in, though? If so, do you care?

Continue reading Player vs. Everything: Playing with your friends


World of Warcraft
GoonSwarm takes on the Beatles with the "Little Bees" video

Filed under: Sci-fi, Video, EVE Online, Culture, Guilds, Grouping, Humor


Ahh, the Goons. As an entity, they are arguably the largest gaming collective in MMO history, with presences in Second Life, World of Warcraft, and EVE Online, with doubtless many other MMOs inhabited. EVE, in particular, is home to the GoonSwarm, or GoonFleet, which is infamous for its combat tactic of harassing larger ships with a rush of smaller, less-powerful vehicles. Cheap? Maybe. Effective? Definitely.

In a testament to the power of its alliance, they've created a music video that's sure to stir the hearts of Goon-loving forces everywhere. Entitled 'Little Bees', based on the Beatles song 'Let It Be', and featuring lyrics like 'And when the system's laggy/You could lay the blame on CCP', it's got our vote for Best New Artist Video of the Year.

[Thanks, Hortinstein!]

Source

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