Player vs. Everything: Fixing the problem of guild-hopping
Filed under: Culture, Game mechanics, Guilds, Endgame, Player vs. Everything
There's a bit of a discussion going on in the blogosphere right now about how to handle the topic of dungeon and raid rewards in MMOGs (specifically World of Warcraft, actually, but it universally applies). Tobold started the whole conversation by suggesting that the problem of players leaving to join a better guild when their gear progression is further along than the rest of their guild could be fixed by adding deterrents to leaving, like forcing you to leave any gear acquired with the help of your guild in the guild bank. After all, he argues, you couldn't have gotten those epics on your own. Why should you get to take your gear and walk away with it when 24 other people helped you obtain it, while waiting patiently for their turn?
Other people then made the counter-argument that hopping to further-progressed guilds is only one of the many reasons that people leave guilds, and that tying loot to your guild would give too much power to guild masters and punish people for circumstances that are often outside of their control (what if your work schedule changes and you can't raid anymore? Many hardcore guilds don't allow casual players). There were some more good points made as to why this system would be a bad idea. Still, it's a good thing that Tobold brought this up, because it's a very real issue. Even if tying loot directly to the guild is a bad idea, what can you do to discourage people getting what they need and then leaving for greener pastures?
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