Player Associations Archive

Thread: PA 500-member limit

Stonelegs
Wed Feb 04, 2004 5:32 am
#14

Banned players are not removed from the guildmember list. We had a player banned in, I believe, October, and he is still on the roster. I am uncertain whether or not a permanent ban results in a cancellation of the account...



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Stonelegs
Master of Disguise
"I kick ass for The Lord!"
Joshie
Sun Feb 15, 2004 2:27 am
#15

Have you ever used the guild terminal to handle things like kicking people out? It is the clunkiest interface in the history of computer gaming. If there were more than 100 people who needed removing, then it would be infinitely easier to delete the entire guild instead of scrolling through the whole list of unsortable names to click the name, wait, click kick, wait, click confirmation button.
DingoBoi
Mon Feb 16, 2004 11:53 am
#16

/barkles


I know it's a horrid system, but it really isn't that bad. a couple hours worth of work versus days/weeks of getting members back in? I know which route I'd take.



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RobertPalpatine
Mon Feb 23, 2004 8:00 am
#17

I rerolled one of my characters who i was only using for lots and after deleting character it did not remove him from the guild roster. i was able to rejoin the guild with that same account multiple times under differant names before i booted all the characters not in existance myself a few days later.




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Drkapprntice
Thu Mar 04, 2004 8:20 am
#18

i gotta agree, the limit should actually be set lower then 500 cause of how impersonal it gets. this is just my opinion but as the PA leader one shoud know everyone in their guild. I regularly release the dead weight in the guild terminal. i have a specific out of game email address that the members can email me if they are having comp problems and such. everyone in my PA has become a good friend of mine, and i dont think its possible to be as involved as a leader should when theres 500 people. so i dont get flamed about guild size we currently have 45 active members and 7 moderately active. i can list everyones name, the profession they are currently pursueing and what their last holo said. this is information i doubt the leader of a 500 member guild could even come close to knowing.


i'm just saying that the leader should be totaly involved in the guild, and with 500 people i dont see how thats possible



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Xale

growing old is inevitable, growing up is optional
General_Kargin
Sun Mar 07, 2004 8:52 pm
#19

some PAs find a group leadership or council is more effective than lumping the responsibility of memorizing player details en masse on one person
Drkapprntice
Mon Mar 08, 2004 7:33 am
#20

i totally agree, thats why we have 2 commanding officers, 2 executive officers, 2 opperations officers and 2 squad leaders.


so i dont have to worry about planning guild hunts, or recruiting, or stuff along those lines. i get to know the members and we all help eachother out. but when it comes to the major decisions with our guild and city its on the CO's shoulders. also i get the joy of dissolving disputes


i personally think the Leader of a guild should at least be somewhat familiar with the names of everyone in the guild, and have a good rappor with them.



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Xale

growing old is inevitable, growing up is optional
Jedi-scout
Tue Mar 09, 2004 4:36 am
#21






volcomspawn wrote:
9 man guild? ok pretend you know what you are talking about but how effective and a 500+ guild be if you arent even in touch enough with the members to know who's been online lately






Quit while you are behind.



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Geevo
Mon Mar 15, 2004 5:29 pm
#22






Jedi-scout wrote:





volcomspawn wrote:
9 man guild? ok pretend you know what you are talking about but how effective and a 500+ guild be if you arent even in touch enough with the members to know who's been online lately






Quit while you are behind.






I am the #2 person in our guild ... and we have in excess of 200 members. I can honestly say the most troubling thing is when someone leaves and I think "who was that?"


There are definate benefits and drawbacks to both larger and smaller guilds but we just seem to keep growing.


We do diversify the responsibilities as much as possible, and I am always looking for new ways to improve the guild. Any suggestions on how to improve large guilds is always appreciated .




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Jascentia
Mon Mar 15, 2004 9:52 pm
#23

I am not a big fan of leading huge guilds. When you gather that many people together, they are bound to have differing goals.I imagine that it would be important to encourage mini-communities within your large guilds, and make sure each community feels that their interests are important to the Guild Leadership. So, you end up having micro-guilds with good representation in the overall structure.





Jascentia
| Retired

PsychoticChipmunk
Tue Mar 16, 2004 12:01 am
#24






Jascentia wrote:

I am not a big fan of leading huge guilds. When you gather that many people together, they are bound to have differing goals.I imagine that it would be important to encourage mini-communities within your large guilds, and make sure each community feels that their interests are important to the Guild Leadership. So, you end up having micro-guilds with good representation in the overall structure.






Heh, make sure that their opinions are heard or else. I can hear the cry now. No affiliation without representation!


That is what I would expect of the massive guilds actually. They have the leaders everyone knows but then a group of 5-10 people that they are friends with and form their own group within the group sort of thing. Possibly assign arbitrary roles such as minister of arms, minister of armor yatta yatta for the crafters and a couple for the combatants and then just let the thing splinter off at the base. If people want to be heard speak to their rep or the leader directly. Gotta love beuracraucy.



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LLJK_Griz
Tue Mar 16, 2004 12:33 am
#25

We hit 500 again last week, and one of the officers spent several hours this weekend removing 150+ inactives. The turnover rate is rather high, and the lack of auto-purge means we're going to have to do this every couple months.


We considered forming a subguild, but decided not to because things like guild-wide email and guildchat would become a lot more complicated.




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TheMandel
Tue Mar 16, 2004 6:39 pm
#26






LLJK_Griz wrote:

Our guild had been wondering for several weeks what would happen when we hit 500 members, which was the rumored cap. No one had been able to find any information on it, so we had no idea what would happen.


The 501st member joined tonight



500 members? I don't blame the devs for not planning ahead on this one.






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