With the goal you set up your current loot scheme might work well. But
ponder this, some play more, some play less. Its also likely that those who
play more expect more from the game. In order to distribute loot fair in a
scenario like that you would need a better loot system than a simple /random
when something drops. If this isnt a problem for the people in your guild
then choose random. If it is, then try to find an alternative method. Based
on hours invested in guildraids, levels or whatever scheme that would fit
you. The general rule in our guild is that NOTHING comes for free basically.
For us we earn tradepoints for bossmob kills and raiding hours. these points
are our internal currency. if no one will be using an item its sold and
money to clerics/mages for peridots/pearls.
At your level there isnt a lot you can do to raise funds, actually the
fastest way for you to get more is to a) trade all day and be good at it. b)
level up fast and take it from there. This does not leave out the trading
possibility as this becomes vital later on in game to fund reagents.
Remember that a peridot is 10pp and one is consumed on every aegolism cast.
Or that every cast of call of the hero takes a pearl for 5pp. But with your
level this will take a while. But some thinking on how to handle it is good.
Either via dues based on levels for example, as higher levels get more cash
or just grab all loot that isnt going to be equipped and sell it for
finance. And using autosplit on sucks hard. Heres why:
lets say the mobs you kill drop 2pp and 5gold on average. You have a full
group. you kill one every 30 sec for 60 mins. Thats 120 mobs. That equals to
240pp and 1100gp. That should give each player 40pp and 183gp. But.... the
mobs wont drop money this evenly all the time. Some will drop 3 some will
drop 1pp. If you rotate looting it wont compensate this. fisrt player gets
1pp and 1gp. second player gets 1pp and 1 gp, third player gets 0pp and 1
gp. In the end the result in 99% of all groups are very skewed. and split
only works with single groups, how would you handle multiple groups? In
single group loot with cash you should assign a master looter (trusted
person) that loots EVERYTHING. When one person is about to leave you do a
manual /split <pp> <gp> <sp> <cp> of all cash earned during grind. This way
is much better from the fairness perspective. But then again, those using
reagents need a larger share of it. Worrying about cash loot is something
for the lower levels, higher up the only things that are worth any is bigger
gems or items. But since you only played for 4 months you havent experienced
that yet.
The advice im offering is heavily skewed towards a raiding guild, this is
perhaps not at all what youre aiming for. But for me this is the purpose of
a guild, we meet basically everyday with the intent of killing something
big. There is not much time to do stuff outside guild. We raid about 4h
every day and if you want to play more then you do exp or quests basically.
We once were in the stadium you are setting as goal, and guildchat was
basically a chatchannel. But we reworked it as we grew. Reworking standars
and rules with old members can be a bit painful thats why its good with some
basic set of rules and organizational issues from the start.
Well, try it out with your model and maybe change it later.
/Rani
-----Original Message-----
From: Rob LeBeau [mailto:
rlebeau65@...]
Sent: Friday, June 07, 2002 4:27 PM
To:
EverQuest@yahoogroups.com
Subject: RE: [EverQuest] Guild Leaders Guide.
This is sound advice and got me thinking.
I have wanted to start a guild for a while now. I
have only been playing since January and have 4 chars,
nothing above 20 level, yet close. 18 Druid, 18 Mage,
17 Ranger, and 13 Rogue.
I am 37 years old and understand what it takes to form
a gaming group, since I have in the past. Here are my
questions.
But first the Goal of the guild and its purpose would
be as follows.:
"To promote a good gaming experience, meet fellow
players to build relationships/friendships, help
others when possible, and most important, to have fun
at what we do."
That said,:
1. You mention having GOOD funding. Well, certainly
with no chars over 20 you can imagine I have like 300
PP combined if lucky. I would be looking to find new
players to EQ which would entice them to join my guild
for friendships and not freebies nor to promote
twinkies. In fact, I would rather oppose twinkies for
this guild since there are plenty of others that
approve of it.
2. Loot would be ALWAYS keep split on, even on a
raid, and randomize anything worth while. I would not
expect a char who earns some good PP on his own to
stash it in the guild vault, per se, but I might
decide to have them pay dues, or even after a raid,
donate something to the guild.
Well to keep this short, what do you think?
Am I not at all high enough to even consider this or
can this work?
Thoughts are appreciated, criticize away.
---
alexander.jones@... wrote:
> What is the goal with the guild? There are many
> without a set goal just
> inviting people randomly for no apparent reason.
>
> The most important things that needs to be adressed
> by a guild is:
>
> Handling of loot (this is a central driving force
> for many playing eq, like
> it or not)
> Leading events/Raids
> Handling of recruiting
> Selling off uneeded loot to finance guild
>
> The most common misconception (in my opinion) is
> that cause youre a part of
> a guild you get groups and items for free. You dont.
> You work for them and
> sometimes group within guild sometimes outside.
>
> Also running a guild costs in game money. Make sure
> guild is well on
> finances so you can give
> clerics/chanters/wizards/magicians reagents for
> raiding and not worry about beeing broke all the
> time.
>
> Structure and leadership organization. How many
> officers, what do they do,
> is there a set chain of command. Democracy is good,
> but not in all
> questions. The larger you get the more likely that
> one person doesnt like
> another, this happens but they still need to be able
> to respect each other.
> Differences in opinions and personality exists, deal
> with it.
>
> To simplify these tasks its much easier to have
> offline boards that can
> handle organizational tasks apart from the online
> enjoyment. This is pretty
> much the same as playing for a team in any sport
> that requires 10+ people.
> How well everyone understands and likes the goal of
> the guild will determine
> how successful you are. Its a bit harder here cause
> things that are written
> can easily be misunderstood cause of age and
> language differences. Be very
> clear, try to print a set of rules or guildelines.
>
> Encourage people to be a part of the team...
>
> Just some small tips from the top of my head.
>
> Ranina Fyrecurls
> 60 Virtuoso
> Guildleader of Landslide on Ayonae Ro
> http://www.landslide-guild.com
> http://forum.landslide-guild.com
>
>
> -----Original Message-----
> From: jcpatrick [mailto:jcpatrick@...]
> Sent: Friday, June 07, 2002 6:49 AM
> To: EverQuest@yahoogroups.com
> Subject: [EverQuest] Guild Leaders Guide.
>
>
> Hail and well met. I am looking for a Guild Leaders
> Guide for
> Everquest. We have a guild already but need
> guidance on how to
> build and manage the guild.
>
> Thanks in advance.
>
> JP
>
>
> Visit the EverQuest homepage at
> http://www.everquest.com
>
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
>
>
>
>
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