Ok, so here's my proposal:
The current guild would stay the same as it always has been, relaxed and easy-going. However, a group of 8 of us would split off from the regular guild and become a PvP focused group with regularly scheduled PvP events competing on both the ladder and in the Tomb of Primeval Kings. We would still get together with the main guild for events and casual get togethers, but the scheduled PvP would take priority.
This would mean that we would be doing GvG/HoH at least 4 of the 7 days of the week. We could take weekends off if we so choose, or have another day or two where we wouldn't have the obligation to sign on (really, everyone needs a break every now and then, I don't think any of us want to play on a War Machine schedule).
I've already got a good chunk of the guild members on my friends list, so staying in touch really shouldn't be a problem, and with guest guild memberships available and guild alliances on the way it should be even less of an issue.
Ok, now that all of the introductory stuff is over and I've alleviated everyone's fears of the guild falling into ruin due to a split, let me get on with the actual proposal.
The new guild would be called "Realms Beyond Dreams" with the tag [RBD]. Now, I've had a bit of inspiration about the cape and hall of choice. The first choice would be to simply use the same cape and hall of the main guild, but really, that'd be boring. Alternatively, we could embrace the yin-yang emblem on our capes and run with it. What this means is we would have a Black background with a Gold emblem (black and white are opposites, silver and gold are close enough). I did a bit of a mockup at the guild emblemer, so here's Remy modelling the thought (I'll put a lot more effort into the real thing, I promise):
For our guild hall, we could use Nomad's Isle, the desert one or Burning Isle, the lava one. Both are pretty opposite to the current Frozen Isle. Nomad's Isle seems more so to me (sea of ice vs. sea of sand, same, yet completely different).
I know the biggest "wedge in the gears" for this has been the fact that, as it stands, we're pretty unorganized and uncoordinated for PvP. That's also one of the reasons I think we need to do something like this. As it currently stands, we don't have any set times for PvP because there are too many conflicts of when people will be signed on or not, and whether they actually want to PvP at the time. This is where having a core group comes in handy.
First off, instead of trying to balance the schedules of the entire guild, we would only have the 8 of us to worry about, which is a lot easier. Secondly, with just us 8, we would start working as a team a lot faster since we'd have the same people all the time rather than having groups of different people who could potentially be working together for the first time ever.
Possible times to meet (first draft, all times EST):
MWFSa 1-4 PM
TR 10AM - 1PM, SaS 2-5PM
MTWRF 2AM - 5AM
Or we can do a mish-mash of those to get something that's convenient for everyone. Those are all just first random thoughts that currently work for me and won't interfere with my schedule next semester (as it stands). I tried to use times that were sort of "middle road," which wouldn't be too early or late for others. In other words, I didn't suggest something like 11PM or midnight on a weekday because that would pretty much rule out GG right there (making him get up at 5-6AM would be unfair, unless it's something he really didn't mind doing. I feel less guilty making the west coast people get up at 10AM). I don't have AM classes this semester, so I don't mind staying up late, although I can imagine other EST people probably would.
Now, on to the unpleasantries (aka requirements):
- You would have to commit at least 1-3 hours a day while we're in competition, at least 4 days out of the week (exact times TBA). The exact times we meet can be worked around with, so don't let being in an awkward time zone discourage you from doing this.
- Using a form of voice communication would be required. There's way too much stuff going on and trying to coordinate without it just won't work. There would also have to be rules for using the server (i.e. no casual chatter while we're in combat). I know that I've been slightly hesitant to do this since I like the anonymity normally associated w/the internet and lack of using real identities and the like, but that's just something I'll have to get over.
- We would also need to have a non-in-game way of communicating with each other in real time (aka chat). One possibility would be to use an IRC chatroom on one of the many servers that exist out there.
- Having a PvP character slot isn't required per se, but it's something that's incredibly helpful. If you've got a PvE character made that will suit your PvP self, or have the skill points needed to adapt, then feel free to use that.
- We're going to have to come up with a steady build and game plan. There are a lot we could copy to get things started, but eventually we're going to have to get our own style. This means you need to think about what skills will benefit and compliment other builds, not just that you want to bring a build that you like or that works well in PvE.
- When we do go into PvE to work with the main guild or to do unlocking/missions/whatever, henches are a thing of the past. The PvE game is so pathetically easy anyone can take a group of henches and complete the entire game start to finish (except the two pre-quests which require a partner, but those don't really count). That sort of thing makes you overestimate your abilities and when you do that, you make yourself a mediocre player. Besides, it doesn't matter how many changes are made, hench ai will always be bad and irritating.
I'd really like this to work out, so I'm willing to be pretty flexible on most of these points. Here's hoping this can work out.
The current guild would stay the same as it always has been, relaxed and easy-going. However, a group of 8 of us would split off from the regular guild and become a PvP focused group with regularly scheduled PvP events competing on both the ladder and in the Tomb of Primeval Kings. We would still get together with the main guild for events and casual get togethers, but the scheduled PvP would take priority.
This would mean that we would be doing GvG/HoH at least 4 of the 7 days of the week. We could take weekends off if we so choose, or have another day or two where we wouldn't have the obligation to sign on (really, everyone needs a break every now and then, I don't think any of us want to play on a War Machine schedule).
I've already got a good chunk of the guild members on my friends list, so staying in touch really shouldn't be a problem, and with guest guild memberships available and guild alliances on the way it should be even less of an issue.
Ok, now that all of the introductory stuff is over and I've alleviated everyone's fears of the guild falling into ruin due to a split, let me get on with the actual proposal.
The new guild would be called "Realms Beyond Dreams" with the tag [RBD]. Now, I've had a bit of inspiration about the cape and hall of choice. The first choice would be to simply use the same cape and hall of the main guild, but really, that'd be boring. Alternatively, we could embrace the yin-yang emblem on our capes and run with it. What this means is we would have a Black background with a Gold emblem (black and white are opposites, silver and gold are close enough). I did a bit of a mockup at the guild emblemer, so here's Remy modelling the thought (I'll put a lot more effort into the real thing, I promise):
For our guild hall, we could use Nomad's Isle, the desert one or Burning Isle, the lava one. Both are pretty opposite to the current Frozen Isle. Nomad's Isle seems more so to me (sea of ice vs. sea of sand, same, yet completely different).
I know the biggest "wedge in the gears" for this has been the fact that, as it stands, we're pretty unorganized and uncoordinated for PvP. That's also one of the reasons I think we need to do something like this. As it currently stands, we don't have any set times for PvP because there are too many conflicts of when people will be signed on or not, and whether they actually want to PvP at the time. This is where having a core group comes in handy.
First off, instead of trying to balance the schedules of the entire guild, we would only have the 8 of us to worry about, which is a lot easier. Secondly, with just us 8, we would start working as a team a lot faster since we'd have the same people all the time rather than having groups of different people who could potentially be working together for the first time ever.
Possible times to meet (first draft, all times EST):
MWFSa 1-4 PM
TR 10AM - 1PM, SaS 2-5PM
MTWRF 2AM - 5AM
Or we can do a mish-mash of those to get something that's convenient for everyone. Those are all just first random thoughts that currently work for me and won't interfere with my schedule next semester (as it stands). I tried to use times that were sort of "middle road," which wouldn't be too early or late for others. In other words, I didn't suggest something like 11PM or midnight on a weekday because that would pretty much rule out GG right there (making him get up at 5-6AM would be unfair, unless it's something he really didn't mind doing. I feel less guilty making the west coast people get up at 10AM). I don't have AM classes this semester, so I don't mind staying up late, although I can imagine other EST people probably would.
Now, on to the unpleasantries (aka requirements):
- You would have to commit at least 1-3 hours a day while we're in competition, at least 4 days out of the week (exact times TBA). The exact times we meet can be worked around with, so don't let being in an awkward time zone discourage you from doing this.
- Using a form of voice communication would be required. There's way too much stuff going on and trying to coordinate without it just won't work. There would also have to be rules for using the server (i.e. no casual chatter while we're in combat). I know that I've been slightly hesitant to do this since I like the anonymity normally associated w/the internet and lack of using real identities and the like, but that's just something I'll have to get over.
- We would also need to have a non-in-game way of communicating with each other in real time (aka chat). One possibility would be to use an IRC chatroom on one of the many servers that exist out there.
- Having a PvP character slot isn't required per se, but it's something that's incredibly helpful. If you've got a PvE character made that will suit your PvP self, or have the skill points needed to adapt, then feel free to use that.
- We're going to have to come up with a steady build and game plan. There are a lot we could copy to get things started, but eventually we're going to have to get our own style. This means you need to think about what skills will benefit and compliment other builds, not just that you want to bring a build that you like or that works well in PvE.
- When we do go into PvE to work with the main guild or to do unlocking/missions/whatever, henches are a thing of the past. The PvE game is so pathetically easy anyone can take a group of henches and complete the entire game start to finish (except the two pre-quests which require a partner, but those don't really count). That sort of thing makes you overestimate your abilities and when you do that, you make yourself a mediocre player. Besides, it doesn't matter how many changes are made, hench ai will always be bad and irritating.
I'd really like this to work out, so I'm willing to be pretty flexible on most of these points. Here's hoping this can work out.
Alea Jacta Est - Caesar
I live my life by Murphy's Law.
I live my life by Murphy's Law.