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01-17-2016
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18
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cute frog
Join Date: Mar 2012
Posts: 1,644
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The fact that you can recruit random people, and kick them in the blink of an eye, without any punishment is the problem.
In order for that to be fixed. It would have to be something like this.
1. Total guild hours reflect on amount of hours that members have towered for.
So Steve has 30, Megan has 20, Robert has 340 = 390 total guild hours.
2. If you kick a member, then their guild hours are removed from the total.
3. You can't join another guild for 1 day, after leaving, unless the leader kicks you. (No guild hopping)
4. If you want to ally a guild, that guild would need to have 100 hours during the season. (This way people won't just ally their guild with 1k hours based on the restriction, so it has to be during the season)
5. You can't be in more than 1 guild at the same time. (Guilds would be focused on only Spar, only tower, or guilds can be focused on both. That's if your members are active enough.)
I am not entirely sure how this would work out. Restriciting all the nubs that helped you gain hours, hours disappear if members leave. I guess there would be no more "1k" guilds. Guild members would actually go for the highest amount of hours.
If guilds were rewarded with a hat after every 1,000 hours, except for every 5,000, then that would solve that problem. Plus people would have passed CoM, VG, and CJ by now.
1k hat
2k hat
3k hat
4k hat
5k item? gif hat?
6k hat
7 you get it.
Guild members would settle in for the long haul, "guilds are for life, not just..."
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Adding on to what Ivy said: not all guilds are centered around towering, sparring, or PKing. The social aspect of Classic is still a thing, and guilds play a very big part in the way that socializing work. Family guilds, social guilds, event guilds, they all are social guilds that would be destroyed if this system was implemented.
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