members would like them to have an existance in the game.
The first question I ask is why a "guild" should be the same as in other MMORPGs? (lvl, ranking...)
TMW is different and its interest lies in its differences.
It seems that devs and other contributers have different ideas of what should be a guild or a clan.
And I think that most players have no idea of what devs thought when they established parties. So
the first thing to do would be to establish what we want a guild to allow instead of fixing a too rigid frame.
The leaders of actual "clans" (with GMs of course) greatly contribute to make the game attractive and
some have a strong interaction with devs. Why not set a quite fuzzy frame where they could express
themselves and wait to see if stronger restrictions or more precise evaluations are needed.
I'm not a long time player, but from the recent past and this discussion, I noticed the following intentions about guilds:
- large member number associations
- helping low lvl members
- improved communication between members (mail system?)
- experience sharing
- improved trading, item sharing
- special event organization
- clan wars
- guild ranking
- ...
(party<clan<guild ?) or further game development (territories?)
Could a guild be a federation of clans, parties and/or individuals?