Posted 22 October 2006 - 11:02 PM
Leaving guilds with benefits
A lot of what I read in this thread is on the basis of an eternal guild. You invest in it, you can never leave it. While you can make hay all you want about what should ideally happen, let me propose what I think is a bulletproof scenario - your single guildmaster dies in a car crash, without having shared his l/p. While you can coast for awhile if the officers have sufficent permissions, everyone in guild and all their time investments hang even more precariously on the officers. While I know account sharing/selling/inheritance is a fairly common practice, since it's explicitly persona non gratia by Blizzard, they design a brick wall of CSR issues with such functionality.
In the alternative, friends with benefits
If such a thing were implemented, I think the guild infrastructure should be the sum of its parts. That is, let's say "Flask of the Titans" is labeled as a guild pattern, and gulid alchemist Joey gets it. As long as Joey is in guild, anyone can just dump the mats in the guild lab, and 30 minutes later, there's a Flask of the Titans. When Joey goes, so too does that functionality. If, stepping back in the example, someone in guild needs to purchase "Alchemy Lab" so that Flasks can be done in town, whoever actually spends the 10,000g "has" the lab. When they go, so too does it. So that risk management becomes a guild/player issue, instead of a CSR issue.
Removing the necessity of 100% attendance on That Dude
I think what would be amazing in the WoW paradigm would be Guildbound items (which would be guild transferrable through players switching tags, the point isn't really to lock them down, so much as to have a trust mechanic). This is, of course, ignoring the blue post that suggests resist fights and fear fights are going the way of the dodo. Once you've made your Bramblewood set, your guild will always have one rogue with the right NR, for example. The item can automagically be yoinked back to guildbank at any point (ie., when rogue-last-night isn't on tonight, and we need another NR rogue...)
This would exclusively be towards "guild sink" items, not raid reward items, and could be a consequence of constructing the item personally ("Hey, pal, would you make me the BoE bramble set~") versus guildically ("Mmm, depositing them thar Bramble bits...")
Zone buffs for killing zone stuffs
Speaking of resists, I suggested this, and will again and again. I think raid zones should give a buff per piece of gear you have that's raid set from zone or higher, increasing your resists by a fixed amount. As an example, wearing 5/5 of the AQ40 set, when I zone into MC, I magically get a +200 FR buff (that disappears on zone out) because presumably, I'm too awesome for MC anyway and have already completed the challenge there. This implies a mono-track raid system like we have now, but it's not un-adaptable to multitrack raid systems. Going back to my example, zoning in with 5/5 of the AQ40 to AQ40 will net me +150 NR. Presumably, I had to get resist gear to get the armor in the first place, so this is just "merging" the items without fiddling with the item budget.
I would like a mixed token system - think AQ40's armor system and Atiesh's splinter system (although, obviously, scaled down). It would be incredibly easy to design an interface which reflected how many of what where a player had received in the guild tab, with summaries, and moving from the complete lotto to "Well, he's gotten 5 weapon tokens, now it's the next guy's turn..." means DKP's luck management is out the window. The AQ40 system would mean you don't farm the bracers boss into infinity, because you're just going to get bracers, but the Atiesh portion would mean you don't get an Ashkandi as easily as an Untamed Blade.
Everybody is your brother until the rent comes due.