Player Associations Archive
Thread: How the CU affected guilds?
I feel the CU has brough my guild closer together than before. We are having guild hunts every night of the week, only xp hunts at the moment (double xp week) but they have expressed interest in going on hunts most of the time to places they would never have bothered to go before. And my guild is full of solo players who only really grouped to hunt Nightsisters (this includes me) but we are always active on guild chat no matter what we are doing. But as i said we are now hunting together all the time. (albeit only a few days)
However looking at the infinity overall it does not look good for guild, i have seen a few leaders quit/saying they are going to quit and a lot of other ppl quiting, ro they say there are weather they will remians to be seen.
Well I think that the CU has had both negative and positive effects on our guild.
Negative: We've had 4 people (5 characters) quit already, with several more still deciding. The 4 who've quit include 2 of our guild elders. (Our guild is set up with a leader and 5 elders.) They also include my in-game husband. ![]()
Positive: Our guild had been doing less and less things together. I've already seen more joining together to do things, and I hope this continues.
I was also thinking about something else recently: I beleive the way the CU affects a guild depends also on the way the leaders handle the thing.
In our guild, since many of our members had never tested the CU on TCE3, there was a lot of bitching, frustration, misunderstanding etc... when CU hit live.
Instead of letting this grow, we immediatly tried to put an end to it, cause complains were feeding more complains etc ... and we were afraid things could go out of control. We tried to have everyone focus on helping each other and get the new weapons/ressources needed under the new system, while copy pasting constructive and helpful posts from the official forums on our own forums to help members understand how the new system works.
So basically I beleive that if as a leader you try to circumvent the flood of frustrated comments and try to organize things in order to have people focus on what is fun and learning the new system you can save a guild that might have fallen appart otherwise.
The idea is that loging in a given system (the CU) that might frustrate you but in a guild that is active and where you hear positive comments in guildchat, is much better than loging in the same system but only to hear negative comments and complains. In the second case, people will leave while in the first case they might stay. This is why I beleive, the difference of guilds' state after CU is so unbalanced. Some barely suffered from CU, while some totally vanished.
canova wrote:I was also thinking about something else recently: I beleive the way the CU affects a guild depends also on the way the leaders handle the thing.
In our guild, since many of our members had never tested the CU on TCE3, there was a lot of bitching, frustration, misunderstanding etc... when CU hit live.
Instead of letting this grow, we immediatly tried to put an end to it, cause complains were feeding more complains etc ... and we were afraid things could go out of control. We tried to have everyone focus on helping each other and get the new weapons/ressources needed under the new system, while copy pasting constructive and helpful posts from the official forums on our own forums to help members understand how the new system works.
So basically I beleive that if as a leader you try to circumvent the flood of frustrated comments and try to organize things in order to have people focus on what is fun and learning the new system you can save a guild that might have fallen appart otherwise.
The idea is that loging in a given system (the CU) that might frustrate you but in a guild that is active and where you hear positive comments in guildchat, is much better than loging in the same system but only to hear negative comments and complains. In the second case, people will leave while in the first case they might stay. This is why I beleive, the difference of guilds' state after CU is so unbalanced. Some barely suffered from CU, while some totally vanished.
Very well said.
paintingfreak wrote:
Iam high council in a guild with about 30-40 players. We also lost 50% of our guild due to cu.The eclipse server is also almost completly empty from midnight to shut down makin it impossiable to find a group to do missons with.Iam still trying to give cu a chance but it is pretty hard when there is no one else to play withbecause they all got angry and left the game.Double xp week was great until i figured out that it was worthless, due to the fact that i couldnt get double xp if there was no one to group with.I hope there will eventually be a way for us to do solo missons for xp because it really sucks logging on and finding out you cant play cus no onelse is.
I totally understand the problem of empty servers that was aggravated on short term by CU. But sincerely you can level up quite fast solo within the CU. You have tones of useful posts on those forums where people explain you how they manage to get decent xp solo. I am not sure I could give you the right answer for your exact profession and your exact level, but that is possible really. I suggest you visit your profession's boards.I wish this legend of the impossibility to get more than 1xp per kill in CU would finally be forgotten. That is in itself a misrepresentation that harms the community a lot.
The CU has brought our PA even closer together. We go on way more group outings now and that's great!
The CU gives us a challenge in PvE now,many of us weregetting so bored of being able to take down everything without much trouble.
Our guild has been around since before Player Cities and it's always been a very strong guild. Our membership is going up since the CU, but mostly from player who have come back after being gone a long time and their guild no longer exists. They are all mature and it's been a lot of fun so far.
Our process has *always* been selective, so it's not a big deal for us to continue to screen people. We've always been very chatty in GC and we have a lot of people who did the Testing for the CU. In that respect, we're lucky, as we were not blindsided by all the changes of the CU. We were able to have a huge discussion pre-CU and also post-cu. Not only that, we've got a forum on our guild website, so we can communicate constantly.
The biggest change has been on our guildies who have been grinding jedi. Now, they're all asking for help, when they used to be a lot more solo. We've always been big on grouping, both on ground and space.
Basically....we haven't seen a lot of changes. That's what all my blathering is about.
Gothywench wrote:
Honestly, it hasn't affected our Guild hardly at all. We lost a couple of players (as in two). They both had been gone for a long time. Gave the CU *one day* and then quit. I say, good riddance.
Our guild has been around since before Player Cities and it's always been a very strong guild. Our membership is going up since the CU, but mostly from player who have come back after being gone a long time and their guild no longer exists. They are all mature and it's been a lot of fun so far.
Our process has *always* been selective, so it's not a big deal for us to continue to screen people. We've always been very chatty in GC and we have a lot of people who did the Testing for the CU. In that respect, we're lucky, as we were not blindsided by all the changes of the CU. We were able to have a huge discussion pre-CU and also post-cu. Not only that, we've got a forum on our guild website, so we can communicate constantly.
The biggest change has been on our guildies who have been grinding jedi. Now, they're all asking for help, when they used to be a lot more solo. We've always been big on grouping, both on ground and space.
Basically....we haven't seen a lot of changes. That's what all my blathering is about.