It didn't really seem to fit in New Recruits or Guild Recruitment, so I put it here.
Anyway, ideas?
It didn't really seem to fit in New Recruits or Guild Recruitment, so I put it here.
Anyway, ideas?
How did you build your guild in the first place? Meet players in Haven, the Clockworks, or PvP. Try to determine whether they are likable. Try to determine whether they're interested in joining or switching guilds. Post in Guild Recruitment. Organize guild events, to keep members interested. Stuff like that. Good luck.
You could just send out invite to new players, as they tend to play alot in order to complete the guild, so that'll give you active members. Or you could make new friends, run missions with them, bring up the idea of making a guild with equal contribution.
In my honest opinion, if you make a guild think about the name for a month, because I made two guilds and, well....
game atm is quite dead for creating a succesfull guild i think...
maybe when GH gets this game back on track and start pumping out new content and older players become active again (and new players find their way to the game) a decent guild can be made.
now you can't even find PvP games, PvE lobies are practicly non existant, haven is near empty, etc.
i blame sega for milking this game for all it's worth and just destroying a perfectly good MMO with greed
How to guild 101.
Invest a large amount of time and money into the guild. An unrealistic amount of time and money. At least 8-10 hours per day and enough money to afford major guild upgrades. The time is a much bigger deal than the money is here but the money matters because if your guild members feel like leaving they'll be less likely to "start anew" when starting anew costs them an amazing guild hall. Similarly, other guilds with bigger and better guild halls will have that as a plus if you don't.
Go on runs through T2 and invite those players. Pan through the entire T2 playerbase to find the new generation of to-be T3 players. This is time consuming and frustrating, but T3 players are going to be mercurial and widely desired at the same time, making them a risky business. When taking in new T3 members the important thing should be why they want in (i.e. if they'll stay + be loyal) and whether or not they're a good investment in the first place.
Get a discord and focus on the group above all else. Your guild members should be actively part of the guild when they're not online. If they aren't they'll be less likely to log on, less devoted, and most of all they won't end up talking or partaking in the sort of conversations that make other players want to stay which is particularly demeaning if they're newer. Speaking of "a good investment in the first place" that's what your guild members are- investments. They log on, they talk to people, they talk on the Discord, you talk with them, but in the end they're like cattle that you own and want to produce guild growth and reputation. If your cow isn't producing milk, you kill it. If they don't "fit the group" or if they're likely to cause problems with other guild members, you throw them out. If you don't they'll infect the other guild members with not wanting to be a part of your club and that's no bueno.
The money can be spent on whatever, and you should be cautious about making guild members pay anything. If you want to make say, a boss statue, get everyone to go on some runs and excite them and if they won't want to then don't. Regardless, expect to pay for just about everything. It makes no sense for random guild members to care enough about the group to donate anything-- and they will sometimes, but they really just need to focus on their own gear and development. You're the one that cares about building the guild and getting furniture, not them.
Expect to have a hard time. The game is going no where. Players don't even care any more. No one is here besides a few people and they're already good on the guild front. The show is over and they're telling you to go home and you're starting a guild. That's what you're doing but if you really want to succeed it's definitely possible because there are plenty of disjointed people that kind of want an encore heading for their cars.
Guild hall updates are so unnecessary..I'm managing a guild of 40 people built with friends, our guild hall was expanded just enough to have an Auction House, we've never had a single complaint. The upkeep is 7k cr a week. Meanwhile, guilds go into default and die because they cannot get their members to help with the atrociously high upkeep.
It's largely unimportant but as a member that doesn't pay any rent anyway, would you rather join a guild with a small guild hall or a large guild hall? Given the general motif of "get everything be the best" that underlies MMOs in general and is sold to us, I'd think that large would garner more votes than small. Of course not everyone cares about it, but there will always be those that do, and a large guild hall shows that you as a GM care enough + are capable.
Spam invites, I guess. Some guilds grew very large in little time like this; the only downside obviously being the guild will die as fast as it grew!