Unfortunately my guild is becoming more like a "beg channel" where peoples ask for money because of the mounts problem (I got mine two days ago at level 44 and I was sparing since 36).
My "being altruistic" is about organizing, joining or helping to do the instances, including the steps I already accomplished. I wrote my own guide to track down all those quests and I'm really spending all my time going through those. I also actually like being helpful and stick with the party once a random quest is finished.
I have zero loot. If I have a blue item I won't use I ask in guild chat and then it goes right to thr AH, the green items go directly to NPCs vendors for a few silver coins. I have nothing at all about the rest because I strictly roll on items I'm going to use. So nothing valuable to trade.
About the "design" aspect:
WoW for me (as a player) is an evolved DAoC. Or better, it has the same design layout with many bassic tweaks that I was waiting from a long time.
But I know that for now DAoC is stronger on the guild aspect. I know perfectly what you say about developing communal goals that will go against the solo aspect of the game but it is possible to make both coexist without problems.
In DAoC guilds are relevant aside the gameplay. The fact is that there's an "herald" where all these guilds are listed and categorized. The points you gain as a single character are then summed up as guild points and this already, without affecting directly the gameplay, builds an *identity* and a purpose.
I believe these games need more of this. They need structures to manage the chaos, to structure the communities and put back some order in the system. Or layers of control. DAoC's herald does this because it shapes the community in realms, alliances and guilds and then offering to everyone every type of data, again structuring the community. Giving it a specific, unique trait.
So there are two types of communal participation. The one I wrote about here doesn't need to go against the design choices existing already in the game.
But I'd like also to go further. Communal goals within the gameplay. As I explained many times the 'communal goals' are the opposite of joining a raid to hopefully obtain a powerful item for a personal use. What needs to be communal is really the *goal* and not just the process to reach it. At this point, if the goal is really communal, you can have also steps to play in solo. I believe this is the most "productive" mechanic to deliver fun and involvement. To join something that has a meaning *outside* your single character.
Now the point would be about *why* you don't want the commitment to a guild, because it's probably there the knot to solve. Which is probably unrelated to have communal (accessible) gameplay in the game. At the guild level or not.
Well
Unfortunately my guild is becoming more like a "beg channel" where peoples ask for money because of the mounts problem (I got mine two days ago at level 44 and I was sparing since 36).
My "being altruistic" is about organizing, joining or helping to do the instances, including the steps I already accomplished. I wrote my own guide to track down all those quests and I'm really spending all my time going through those. I also actually like being helpful and stick with the party once a random quest is finished.
I have zero loot. If I have a blue item I won't use I ask in guild chat and then it goes right to thr AH, the green items go directly to NPCs vendors for a few silver coins. I have nothing at all about the rest because I strictly roll on items I'm going to use. So nothing valuable to trade.
About the "design" aspect:
WoW for me (as a player) is an evolved DAoC. Or better, it has the same design layout with many bassic tweaks that I was waiting from a long time.
But I know that for now DAoC is stronger on the guild aspect. I know perfectly what you say about developing communal goals that will go against the solo aspect of the game but it is possible to make both coexist without problems.
In DAoC guilds are relevant aside the gameplay. The fact is that there's an "herald" where all these guilds are listed and categorized. The points you gain as a single character are then summed up as guild points and this already, without affecting directly the gameplay, builds an *identity* and a purpose.
I believe these games need more of this. They need structures to manage the chaos, to structure the communities and put back some order in the system. Or layers of control. DAoC's herald does this because it shapes the community in realms, alliances and guilds and then offering to everyone every type of data, again structuring the community. Giving it a specific, unique trait.
So there are two types of communal participation. The one I wrote about here doesn't need to go against the design choices existing already in the game.
But I'd like also to go further. Communal goals within the gameplay. As I explained many times the 'communal goals' are the opposite of joining a raid to hopefully obtain a powerful item for a personal use. What needs to be communal is really the *goal* and not just the process to reach it. At this point, if the goal is really communal, you can have also steps to play in solo. I believe this is the most "productive" mechanic to deliver fun and involvement. To join something that has a meaning *outside* your single character.
Now the point would be about *why* you don't want the commitment to a guild, because it's probably there the knot to solve. Which is probably unrelated to have communal (accessible) gameplay in the game. At the guild level or not.