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October 18th, 2009
#1
Ya, I mean Krillin wasn't like "Goku, you better help me get this level 50 gear this month or I'm joining Sammy Saltshaker's Guild!"

Friends are supposed to treat each other like friends, not guild members! :)



I think since we are waiting for DBO, it might be a good idea to share philosophies of MMORPG group structure and goal management! People perfect their levels and loot, but not really the bonds that make their accomplishments more meaningful. as well as the group rules that makes things fun and fair for everyone.

Well there is some key points about things:

1. Guilds are loose alliances. This results in more possible occurences where
people just exploit the guild for personal reasons. This can also happen among friends, but that depends on shared goals.

2. Goals are a source of one's desire to progress. Different goals lead
to conflicts of interest, this is what often splits a Guild apart, even though the members are a part of the same Guild, 99% of the time they are off doing their own thing unless they need help. But if others think the same way, then people won't help each other unless they get help first, and even then if they are short on time, there is possibly no contribution on their part aside from using others. This is also an issue when newcomers that are not as advanced as the older guild members need help, but naturally can't help others because they are behind, and some that get impatient end up quitting.

3. Bonds are the measurement of how much connection people have towards each other. Greater bonds lead to people doing stuff together more,
lesser bonds is less a desire to party with others. Nothing can be done about this, this just comes naturally depending on what people wanna do and if there are people they would wanna do those things with. So some sync up really well in doing stuff, while others my disagree in how they should spend the time.


So here are some problems that need solutions:

*Group/clan/guild presentation: treat each other as friends, allies or tools?

*Group/clan/guild goals: the spectrum of different levels and needs lead to different goals. How can members of all levels work things out so no one is left alone fending for themselves?

*Too close or to far? If a group does things together, sometimes people might want some breathing room to do other things, but if people always are off on their own thing, then it doesn't feel like they are part of the same organization.

*Organization. Do ranks lower the morality of a guild/group? Or do they
serve as a means of guidance so other members can look up to the leaders as guidance?

*Round Table. would a round table approach make things more fair? Should a guild/group allow each member take turns deciding what the group should do next? In some ways, it would give everyone something to achieve, instead of just leaving it to leaders to decide. And if a member can't come up with something, or they are absent, they can pass their turn to the next person.

*Friends or mercenaries? Should members treat each other like friends? or distant comrades? It's another moral dilemma. But perhaps there is a universal group structure that is fun, fair and effective we can come up with.
October 18th, 2009
#2
Dude, I swear, you have the most obnoxious suggestions/speculations for this game possible. I hope theres a roleplaying server to keep you people in a cage.
October 18th, 2009
#3
Ya, I mean Krillin wasn't like "Goku, you better help me get this level 50 gear this month or I'm joining Sammy Saltshaker's Guild!"

Friends are supposed to treat each other like friends, not guild members! :)



I think since we are waiting for DBO, it might be a good idea to share philosophies of MMORPG group structure and goal management! People perfect their levels and loot, but not really the bonds that make their accomplishments more meaningful. as well as the group rules that makes things fun and fair for everyone.

Well there is some key points about things:

1. Guilds are loose alliances. This results in more possible occurences where
people just exploit the guild for personal reasons. This can also happen among friends, but that depends on shared goals.

2. Goals are a source of one's desire to progress. Different goals lead
to conflicts of interest, this is what often splits a Guild apart, even though the members are a part of the same Guild, 99% of the time they are off doing their own thing unless they need help. But if others think the same way, then people won't help each other unless they get help first, and even then if they are short on time, there is possibly no contribution on their part aside from using others. This is also an issue when newcomers that are not as advanced as the older guild members need help, but naturally can't help others because they are behind, and some that get impatient end up quitting.

3. Bonds are the measurement of how much connection people have towards each other. Greater bonds lead to people doing stuff together more,
lesser bonds is less a desire to party with others. Nothing can be done about this, this just comes naturally depending on what people wanna do and if there are people they would wanna do those things with. So some sync up really well in doing stuff, while others my disagree in how they should spend the time.


So here are some problems that need solutions:

*Group/clan/guild presentation: treat each other as friends, allies or tools?

*Group/clan/guild goals: the spectrum of different levels and needs lead to different goals. How can members of all levels work things out so no one is left alone fending for themselves?

*Too close or to far? If a group does things together, sometimes people might want some breathing room to do other things, but if people always are off on their own thing, then it doesn't feel like they are part of the same organization.

*Organization. Do ranks lower the morality of a guild/group? Or do they
serve as a means of guidance so other members can look up to the leaders as guidance?

*Round Table. would a round table approach make things more fair? Should a guild/group allow each member take turns deciding what the group should do next? In some ways, it would give everyone something to achieve, instead of just leaving it to leaders to decide. And if a member can't come up with something, or they are absent, they can pass their turn to the next person.

*Friends or mercenaries? Should members treat each other like friends? or distant comrades? It's another moral dilemma. But perhaps there is a universal group structure that is fun, fair and effective we can come up with.

It's very important that the Guild Masters ensure that the people they have in the guild aren't just out there for their own personal gains. But, who plays a game with out the intent on making themselves the best player? They way a guild works is, people who have commons goals join and work together. People who don't like the guild or have different goals leave the guild. I was in 3 guilds in WoW before I finally found one that I truly like. It's all a matter of personal preference when it comes to joining a guild. If you don't like the guild you're in, then leave. Can't find a guild you like, then make your own. Time will tell how they work when it comes to DBO.

Dude, I swear, you have the most obnoxious suggestions/speculations for this game possible. I hope theres a roleplaying server to keep you people in a cage.

Dude, this is a discussion forum. He is putting out topics to talk about. If you don't like it, then don't read it. Either that, or leave this forum and take your negative attitude with you.
October 18th, 2009
#4
agreed you dont have to share your negative comments, affinity brings about some good points as far as keeping a guild from separating, if you dont like guilds then you dont have to be apart of one, now as far as my opinion i agree with azrael finding a guild sometimes is hard because some guilds are only devoted to being the best while i believe that the majority of the people on this forum would be excellent guild mates, and i think krilliin would be making a bad choice going to sammy saltshaker's guild those guys suck
October 18th, 2009
#5
I love being in guilds in MMO's but it's kind of hard for me.

You probably can't tell on a forum like this, but I get kind of
shy around people. I worry that I'm going to make people
mad at me for some reason, and it keeps me from making
friends.
It's not as bad in MMO's, but it still gets in the way of me
making friends and joining guilds.

I like guilds because, even if they aren't talking to me, I can
still listen to a bunch of people having a conversation and, for
some reason, that is a lot less lonely then having no guild and
no friends to talk to~ ^ ^'

I just like guilds because of the friendship, I guess~

I won't be in any rush to be the strongest, highest level noob out
there, so if anyone happens to find me in their guild, please ask me
if you need help. I won't ever be too busy to help a friend, and I
would be more than happy to prove that I'm useful~ ^ ^

*Also, don't listen to that mean person, affinity~
This is a good topic to think about. A lot of MMO's
have guilds that are only about being the strongest
guild out there, and not helping other players.
I don't want DBO to have that problem too~ <=o

Last edited on October 18th, 2009 at 08:25 PM.
October 19th, 2009
#6
thanks! I tend to ignore rude people. There was this girl at the supermarket who was talking to her friends, and I heard her call me a slut (she described what I was wearing, so I knew she was talking about me) but I just ignored it instead of starting a fight. :)

Anyways, I have gathered some information about guilds and some examples of what different people think about them and their solutions:



"I think deciding how to run a guild is kind of like deciding how to run a company, and I think the diversity that exists is a good thing. A lot of people seem to join a guild just because they're invited, and are afraid, but I don't think there's anything wrong with "shopping around." You'll enjoy your gaming experience a lot more if you play with people who are like you."

==========================

I don't think there is an ultimate solution for how guilds should be run. Guilds are as different as the people that make them up, and different types of players will want to seek out different types of guilds.

I have been in quite a variety of guilds (mostly in WoW) and here are some of the main types as I see it:

The Hardcore Guild: The Pvp Guild: The Casual Guild: and The Mixed Guild:"

===========================

"Hardcore is the only way to go imo. If you really want to experience a game like this, especially when endgame pops up, you need to make a major investment.

If your guild wants to be number one, get claims, get gear you can either have people who play all the time or have a **** tonne of people.

The problem with having a lot of people is, of course, more mouths to feed and then you really don't get what you want.

Keep it small, elite and hardcore!"

=============================
(this last one only applys to players that make a top level guild for helping lower levels.
in turn, it may also help the community.)

""In my first MMO, a small 2d isometric game from Korea, I was one of the early players and as such, I was quite high levelled and well equipped. I helped form a guild called 'The NHG Knights' (NHG = Newbie Helper Group). The entire purpose of this guild was a stepping stone guild.

We took in new players - actual new players, from level 1 - and helped them along. They knew the limitations of the guild (we only had a few high levels) and we knew full well they would leave. The entire purpose of the guild was helping players when they needed it most, the early levels.

As members levelled and eventually left, they joined more powerful guilds. After these guild become populated by our ex-members, our guild itself was helped out in turn by these more powerful guilds.

The games equivalent to raids were too hard for us on our own so we were helped. As we dealt with a lot of lower levels our item stores were always running dry but items were always donated to us. Our guild members were always helped by others simply because they were an NHG Knight. The guild leaders (Actually my Mother and her partner), were for a long time were among the most respected members of the game, even PKers (Player killers) would pass them by. Infact, some of the well known tyrants of the game would actually help any NHG Knight they saw, because many were Knights to start with.

The point to this is that The NHG Knights worked because they had a single goal that was feasible. They helped newbies. A single goal, a single guild but build a network of allied guilds and you have a winner. Most games don't allow for this due to the PvP aspect but it can work."

========================


So yes, those are some of many great quotes that could help us decide what kind of Guild we might be looking for in Dragonball Online, as well as good hints of what works and what might not work as far as guilds are concerned. :)

Last edited on October 19th, 2009 at 01:50 AM.
October 19th, 2009
#7
i like helping people but i can never find a group that would devote any of their "precious raiding time" to help someone out that could become an asset later or just needs help, when i was playing WOW every Christmas i would go into low level towns and fish waiting for people who needed help, i mustve run over 50 low level instances that night helping people, it made me feel good, plus the case of mountain dew i had next to me helped me stay up lol
October 19th, 2009
#8
lol!

oh ya I found another good quote:

"I also think that groups should be more organized and cooperative, for my own personal experience I noticed that in every mmorpg I've played people usually group with random people despite that they are already in a guild/linkshell where you can simply make a group of people you already know.

I think its important to group with people from your guild in order to sync the skills that everyone possesses, in the end, the result will be that the group who is composed by people who know each other or are friends becomes powerful and any goal they set they will get.

Random groups have random results, in majority negative results."


Yea that is so true. Most people just let themselves go with the flow and join whatever Guild invites them first. While that is courteous, that can also work against them, because if the members are not synced with your level, style and preferences, then the guild will be segregated a lot as if they are not even in the same Guild! lol.
October 20th, 2009
#9
A guild is just a guild an not your life partner. You dont need to do everything with your guild, you will just isolate yourself and guild. Else You will be known on the server as an asocial (dnnw if u say it like that) community.
October 24th, 2009
#10
ya that's true, but a guild doesn't automatically mean it will isolate itself. I mean guilds are no more segregated than soloers. :p

here are some good quotes to learn about leadership. :)

here are some good quotes to learn from for FFXIV's clans and leadership!

“Effective leadership is not about making speeches or being liked; leadership is defined by results, not attributes.”
- Peter F. Drucker



“Leadership is the wise use of power. Power is the capacity to translate intention into reality and sustain it.”
- Warren G. Bennis


"Any Clan/Guild/Linkshell that has clearly defined intentions (not necessarily goals), measurable results, and can maintain those intentions and sustain those results over time HAS good leadership.

Good leadership is like a good meal. It's not a single ingredient, nor even all the ingredients. It's not the chef, nor their tools. It is something that can only be recognized after it has been achieved."