Player Associations Archive
Thread: The Comparison of Guild Features in past an present Online Games
MMORPG Guilds: Comparison
As requested several times, I compiled a list of features from different games in order to compare them to each other. This might give us (and the developers) some more ideas on the different roles of guilds in these games and might help to enhance the situation for us. I want to carve out their specifics and the differences to star wars galaxies.
Of course, its only my point of view right now. If you have more information or a more personal approach than I am able to provide, feel free and add your experience below.
Please discuss these features in Guild Features: Discussion Area [click]
Anarchy Online
Anarchy Onlines provides several forms of governing the organisation which is the term for guilds. There is nearly anything you can think of feudalism, department, monarchy, anarchism, republic and faction. The leader sets the governing form and with it determines the number of ranks and their names and the associated rights. For example, feudalism provides the 4 ranks lord, knight, vassal and peasant. In feudalism only the lord can recruit new members. It does not provide the flexibility of SWG but I like the approach that you have working rulesets. The list seems to be large enough that every guild will find a ruleset which fits their needs. They avoid problems with titles, as you cannot change them.
Guilds are created per command. The guild leader is able to set public guild information, like guild history, guild objective text and description. Promotion and demotion works via command. Every member is able to promote another member up to a rank below his own rank. The leader is the only person to promote someone to the same level, which makes the new person leader. Rank and the above information is visible when examining a player with /org info. Another feature is a poll/vote-system, where certain ranks can start a poll and members vote. It is accessible via command and can be stopped manually.
Anarchy Online also provides several guild account features. The leader can set taxes, add or remove credits from the account. A neat feature is the payout for members. All members get the amount specified from the org bank. This is for sure useful not only if you want to dissolve the guild. Members can use a command to see what they owe their guild, it will be auto paid after a two hours timer (information was unclear). All features are accesible via command.
An organisation can have organisation HQs. They have more functionality than SWG guild halls, they are designed for guids with gathering and conference rooms, lounge and so on. Organisations are able to create organisation cities, the content around this seems to be strong PvE based. They are able to install structures against alien invasion and stuff like that.
Anarchy Online Orga-HQ screenshots: http://www.buegesoft.net/AOWisdom.aspx?page=shots&s=6
Lineage II
Clans in lineage II have at least 10 members and can have up to 40. A clan is an achievement, each feature must be earned. There are leader skills, clan levels and thus you cannot just create a clan via command. The creation works via NPCs. While a clan can earn much features, there are penalities if you leave a clan or the clan dissolves, equal to one death. It also limits your recruitment. If a member leaves a clan, he cannot join another clan for five days. You cannot create another clan after dissolving for a number of days and so on. You see, it is very strict. On the other hand, there are very neat features.
Clan leaders are able to learn leader skills which are the management tools we know from star wars galaxies. Features like warehouses, clan crests are unlocked via clan quests (raise the clan level). Clans own castles, and the leader gathers skills to conquer enemy strongholds. Later they are able to interact with certain magical objects and they exclusivly own wyverns (sort of dragon) as their mounts. While the castle stuff is pvp gameplay, they have certain castle rights like gate opening plus clan halls and known features from other games alike.
There is also a ton of information visibl clan leader name, clan skill level, current stats, clan members with delegated authority, current members who are online and their character levels are internal. clan leader name, clan skill level, castles and clan houses in possession, and current clan status is public information.
Everquestby Lorander
The first is the EQ guild management tool. In EQ, every guild member has access to it, but only officers can make changes. It is also available globally (would probably tie it to guild terminals if it came to SWG). Some of the cool features of this tool are: it lists everyone in the Guild, the last time they were logged in, class and level and race, if they are on currently, where they are if they are on, and a notes section. In the notes, a Guild officer can place public notes (everyone in Guild can see) or private notes (only officiers can see). Class and level would have to be modified or removed. All of the other aspects would be valuable to any guild.
The next item that could be used here from EQ is the persistant chat channel. You can create a semi-permanant chat channel, by assigning a password to it. This allows for multi-guild channels, auction channels, etc. There is also a feature to automatically join a channel when logging on.
EQ also has a few different types of pregenerated chats that act like spatial, but can be shut off, like auction and OOC (out-of-character). A local auction channel would allow starport spammers to continue to hawk their wares, but allow those who do not want to hear the ability to turn it off without ignoring each individual.
Everquest II by Rothin
In Everquest 2, it's using almost all the same features of EQ except it has added onto the system as well. Guilds in EQ2 have multiple levels they can strive for and you gain guild experience by completing city writs (quests) given by NPCs in your city. As the guild moves up in levels it gains additional features. You get prestige points which you can spend on special items as well as a special 'guild raid' for each 5 levels you move up. The quests scale based on your characters level as well to make sure they stay challenging. When you move up really high, you gain access to special housing which in EQ = Status more so than storage like in SWG. The way the system is designed though, if you want to level the guild you have to dedicate nearly all your time to it, it's a little too powergamer oriented, but, that's what EQ is about.
EQ2 stil has all the features of the Guild window as well. Your level, class, current zone, last time logged on, rank in the guild, whether you're a patron or not. It also shows the Guild Message of the Day at the top which is editable by the leader. You can also have multiple leaders in the guild at the same time if you wish, each havnig equal control. You can promote others to Officers and then they can recruit people. All commands are done via command as well.
Dark Ages of Camelot
Dark Ages of Camelot has a ten rank system, you need to pay to create a guild and you are able to choose a guild crest which offers some variations of symbols. I leave it to you to add a full list of features.
World of Warcraft
The core features are guild crests and XML data to implement in your guilds site. I hope someone playing the game can add a few more details.
How to start the guild:
Final Note
Thats it for now. I hope you add your information or comments to this list, so we can get an overview of what is possible and working (and cool) at the moment
Updated!:
Message Edited by BadMisterFrosty on 02-07-2005 07:58 AM
Message Edited by BadMisterFrosty on 02-07-2005 08:00 AM
BadMisterFrosty wrote:
Everquest
I found a lone post by Lorander so I just want to quote it:
The first is the EQ guild management tool. In EQ, every guild member has access to it, but only officers can make changes. It is also available globally (would probably tie it to guild terminals if it came to SWG). Some of the cool features of this tool are: it lists everyone in the Guild, the last time they were logged in, class and level and race, if they are on currently, where they are if they are on, and a notes section. In the notes, a Guild officer can place public notes (everyone in Guild can see) or private notes (only officiers can see). Class and level would have to be modified or removed. All of the other aspects would be valuable to any guild.
The next item that could be used here from EQ is the persistant chat channel. You can create a semi-permanant chat channel, by assigning a password to it. This allows for multi-guild channels, auction channels, etc. There is also a feature to automatically join a channel when logging on.
This can already be done inSWG. Chat channels are persistant unless deleted by the creator and they can also be set to be moderated so only those invited can join them. They're also defaulted to auto join I believe, if not I know there is a command to have it to it for you. I auto join my Cities chat channel everyday I log in, though its rarely used.
EQ also has a few different types of pregenerated chats that act like spatial, but can be shut off, like auction and OOC (out-of-character). A local auction channel would allow starport spammers to continue to hawk their wares, but allow those who do not want to hear the ability to turn it off without ignoring each individual.
I think here he is referring to the ability to decide everything about your chat in EQ. You can filter things to such a degree as you only see precisely what you want to. IE, for Combat you can see just people hitting you, you hitting others, your spells, their spells hitting you, their spells hitting someone else, their critical hits, your critical hits, etc.. or any combo of the above. I wish something like this was in SWG for sure because I'd LOVE to filter my chat more like that. Too many things are limped into "System messages" or "Spatial" that shouldn't be and I can disable them. Or how your tells show in EVERY window even if you filter out instant messages.
In Everquest 2, it's using almost all the same features of EQ except it has added onto the system as well. Guilds in EQ2 have multiple levels they can strive for and you gain guild experience by completing city writs (quests) given by NPCs in your city. As the guild moves up in levels it gains additional features. You get prestige points which you can spend on special items as well as a special 'guild raid' for each 5 levels you move up. The quests scale based on your characters level as well to make sure they stay challenging. When you move up really high, you gain access to special housing which in EQ = Status more so than storage like in SWG. The way the system is designed though, if you want to level the guild you have to dedicate nearly all your time to it, it's a little too powergamer oriented, but, that's what EQ is about.
EQ2 stil has all the features of the Guild window as well. Your level, class, current zone, last time logged on, rank in the guild, whether you're a patron or not. It also shows the Guild Message of the Day at the top which is editable by the leader. You can also have multiple leaders in the guild at the same time if you wish, each havnig equal control. You can promote others to Officers and then they can recruit people. All commands are done via command as well.
Rothin wrote:
This can already be done inSWG. Chat channels are persistant unless deleted by the creator and they can also be set to be moderated so only those invited can join them. They're also defaulted to auto join I believe, if not I know there is a command to have it to it for you. I auto join my Cities chat channel everyday I log in, though its rarely used.
The persistant chat is very buggy in SWG. The owner of the chat channel changes based on the first person to login to it during that session. It doesn't require a password as was mentioned in EQ and the autologin doesn't work properly. You can leave a channel, and the next time you login, you are back in that channel.
I am currently trying out WoW and I will report back what I can soon. I don't have time right now, but I will describe how Earth and Beyond handled guilds.
Rothin, can you sticky this?
atytula wrote:
Rothin wrote:
This can already be done inSWG. Chat channels are persistant unless deleted by the creator and they can also be set to be moderated so only those invited can join them. They're also defaulted to auto join I believe, if not I know there is a command to have it to it for you. I auto join my Cities chat channel everyday I log in, though its rarely used.
The persistant chat is very buggy in SWG. The owner of the chat channel changes based on the first person to login to it during that session. It doesn't require a password as was mentioned in EQ and the autologin doesn't work properly. You can leave a channel, and the next time you login, you are back in that channel.
I will agree there, it is buggy at times but I haven't had the 'stuck even if you leave' bug for a channel in some time, but I will test it to see if it has reappeared for me. And yes, the channels don't have a password feature to them, but they can stay moderated with invite rights and once invited you can auto rejoin. (Unless this has become bugged). It has been my experience though that once created, the channel creator doesn't change. I know in a public chat, the person who made our city channel is still the creator despite that he's left the game. The Chat system has come a long way but it does still have a ways to go.
I am currently trying out WoW and I will report back what I can soon. I don't have time right now, but I will describe how Earth and Beyond handled guilds.
Rothin, can you sticky this?
Done.
Rothin wrote:
I will agree there, it is buggy at times but I haven't had the 'stuck even if you leave' bug for a channel in some time, but I will test it to see if it has reappeared for me. And yes, the channels don't have a password feature to them, but they can stay moderated with invite rights and once invited you can auto rejoin. (Unless this has become bugged). It has been my experience though that once created, the channel creator doesn't change. I know in a public chat, the person who made our city channel is still the creator despite that he's left the game. The Chat system has come a long way but it does still have a ways to go.
I know when they first made channels persistant, that when everyone logs out of a channel/game, the channel is destroyed and when the first person auto-joins, they become the new channel owner (since it is a new channel being created). I haven't used a private channel in a few months because it was too bugged. Everytime I logged in, I would have a new tab for that channel. There were times that I had 6 tabs all for the same channel. Right now, I don't consider private channels a useful system. It would be easier if I could just type /inviteChannel PlayerName and they just have to type /joinChannel ChannelName. For somepeople, the act of joining a channel is confusing.
Also, the moderated channels, I have been unsuccesful. I invite someone into the channel but they can't say anything. They can see my messages, but they don't have write priviledges. I even make the mods on the channel and they still can't use it. There may be a command to give them "voice" rights, but I have yet to figure it out. I know that if I make a public channel, everything works fine.
Message Edited by BadMisterFrosty on 12-29-2004 05:42 PM
Update: City of Heroes
Message Edited by BadMisterFrosty on 01-01-2005 08:35 PM