Yeah I think in general this is a good idea though definately needs to be discussed and ironed out. I also like th idea of allying rather then actually being guilded. Though I can see how that would be a problem with a guild in factions. But ideally in most cases I think allying would be better. That way they still have their own guild name and it would be easier to establish their own reputation. Because if they have the sponsoring guild's guild name people are going to think of them as that guild. So once they leave they would not only have to establish their own reputation but would also have to deal with already having a reputation that perhaps doesn;t represent who they are. But yeah some way to help guilds come over here and get out and about earlier I think would be nice and may help encourage more guilds to make the change to Siege.
Hmm talking to at least one person in ARR they seem reluctant. I do agree no more crafters nothing against them but we seriously need more fighting types and pvm types. Yeah I will have to think on it some more how to make it work and all that. My main concerns are really the sponsored guild becoming too attached to the sponsoring guild and becoming too apart of that identity. I think assisting guilds would be cool but they also need to assist themselves as well you know what I mean?I would like to add that I have no interest in bringing more crafters onto Siege. I have nothing against crafters at all, and a guild should certainly have one. But there is already a ton here to take care of immediate needs. So only sponser a guilds that are raiseing pvping or pvming skills only.
So would GIL and ARRR be interested in following this idea and see where it goes? (Other guilds welcoome, but no other guilds responded) If so how do you want to proceed?
Even if your not a guild and just single player any ideas on how to make this work?
I don't give immunity to anyone and I know others don't as well. NEW2 has gone to the wayside in my eyes.New single players who come over can join and get assistance from NEW2 as well as other players they meet with in-game. What if a incoming guild had a tag of XFR1, XFR2, etc... meaning transfer guild(number). They'd have their own identity for a while and be immediately recognizable to established guilds/players. Maybe give them a 2 or 3 month immunity from pk similar to those that sport the NEW2 tag. They could be assisted by any like-minded guilds or even allied. After their 'protected' status is up they could change their guild name and see where it goes from there.... And yes the new Cats guild is doing fine on their own, hope you all stay for the long haul!
Because they are just ONE group,albeit larger than usual, and we have seen this sort of thing before in the past where they usually end up giving up for one reason or another. VV was the last example. We need even more guilds here to boost and diversify the population further.Honestly - Why do we need to do this?
Anyone see that Catskills guild? They are doin amazing on their own.
Because they are just ONE group,albeit larger than usual, and we have seen this sort of thing before in the past where they usually end up giving up for one reason or another. VV was the last example. We need even more guilds here to boost and diversify the population further.
That sucks. They are very good players and the ones I have met are quite likeable.They have told us they are just here to see if they can get a 2nd house. So I doubt they stay long.
This the most successful method of coming to Siege and making a name/place for yourself. Come as a crew/guild. It is a proven winner.I know I'm new here etc, but in my personal experience starting on siege is hard and overwhelming. My guild (B^L) and my allianced guild (|v|) were lucky enough to have 12+ people come and we have all been helping each other out. If our teams were much smaller, say 2-4 people... we would not be having a very easy time at all.
Being new I can't do much to help yet, but if you guys get anything in the works when I am able to assist I will.
Well my idea is a lil different. I would perfer they be up and going with in about 2 weeks. I have no interest in hand holding for months. So my strange lil idea is:
Incomming guild of 5: Each char. pick your template and raise your 7 skills to 70. With out going into more items for imbuing we can cheaply get 26 skill points on jewels to bring fight skill up to 96. Close enough to GM level.
Two parts here:
One: Sieges Guilds/community enforcement. I propose the thought of a weekly Dungeon safe spot from PKers. From day one they can be attacked by anyone, anywhere, anytime, however if they are in a safe dungeon they can go on about thier skill raiseing. Also helps out single players.
Each supporting guild would take turns picking a safe spot. So say week one. GIL wins the role to start it. GIL picks DOOM. Doom becomes the only safe zone for that week. Also I think it should be a safe zone for all. So that supporting guilds can go in and assist ALL NEW GUILDS in there. All guilds protect that dungeon from griefers.
Sweet thing here is, not only are new guilds raiseing skills but they are getting to know everyone. Newb to Vet. BUT think of the DOOM arties that would flow out. Each supporting guild gives newbies a vendor spot to sale what they dont want. Siege vets may get a few more Ornies. New people get thier gold for the work of it.
Second week say Arrr picks Navery spot only, how many Tangles and Night eyes could hit the market in a weeks time?
Two: Reason to be allies. Again in first couple weeks new guild should be running with supporting guilds. If supporting guilds are doing a champ spawn new guilds better be there doing what ever they can do. A guild of 5 can move a spawn along faster. If raided there is no special treatment given you simply assist supporting guild best ya can. They stand, fight, flee, or die with supporting guild. Get out with the power scrolls divide them out however ya see fit. Now your getting the power scrolls ya need and raising skill and pvp experiance.
Yes we know this discussion I think is to try and encourage these guilds to come over in the first place and to stay. I agree Siege isn;t some bad mysterious place. But doesn;t change the fact we need to get more guilds of people willing to make the change to this shard.Seriously... If a crew comes here and means to stay... they can do so as long as they wish.
Siege is not some bad ass mysterious place.
Oh, well then I'm leaving.Siege is not some bad ass mysterious place.
I know you did not agree with the way I handlede the NEW2/IDOC case but as this players was going after the plot and not just some nice loot I saw no other way to handle it like an arana, anyone going there is on their own.I don't give immunity to anyone and I know others don't as well. NEW2 has gone to the wayside in my eyes.![]()
I believe we do need more crafters on the shard, as good shops are needed for both PvM and PvP players but I think they should start in NEW2. If a whole crafter guild should start, they can still start in NEW, same with PvM guilds.I would like to add that I have no interest in bringing more crafters onto Siege. I have nothing against crafters at all, and a guild should certainly have one. But there is already a ton here to take care of immediate needs. So only sponser a guilds that are raiseing pvping or pvming skills only.
Seriously... If a crew comes here and means to stay... they can do so as long as they wish.
Siege is not some bad ass mysterious place.
Just not sure what your trying to say here.... please elaborate on it! I would think its a given fact that if people wanted to come here to Siege and stay, they would do so!
<sarcasm> how about a goldsinkfund to pay players to stay here? </sarcasm>
I wonder if any guild ever asked for something like it ever that would make them come to Siege?
...sorry, I'm respecting the catskills yay, my old home shard players for earning it themselves. Additionally the more you do by yourself to establish on Siege, the higher the chance you will bond and stay. Giving up you own hard work (and fight) is much harder than giving up something that was (hassle) free.[/quote
I aboslutely agree the Catskills move was way cool! But Common ONE guild in how long has done this? And my idea would have people getting thier own stuff as well!
it't ment to be like NEW/2+ just for whole guilds then?
lol Cute I gotta ya!![]()
Ok let's see how this idea goes. Lets dump vet guilds being allies to new guilds.
Ok what if the community of Siege would back a 5 week long Safe dungeon crawl senario:
I am just throwing numbers out here. I am thinking it would take a guild about 2 weeks for basic skills so they could actually go out into the world of Siege!
So 3 weeks left: Lets do a safe dungeon for all people.
Week one (or wk.3). Say Wrong/Shame (not sure here) dungeon is safe zone. All vets who can step in and help any newb in there get armor stock up do so. And newbs work ongoing skill gain.
Week two (wk.4), DOOM is safe zone for one week. All who can assist do assist. Now newbs are getting arties and can sale as well. Skill should about now close to needing power scrolls.
Week 3 (Wk5) , what about for one week >>> Dispise is last and final safe zone. get all your power scrolls while ya can.
Now if a guild wanted to come here in a month and a half they could get thier own stuff (with a lil help from the community of Siege).
Yeah I like this idea better then the one of guilds going with individual sponsoring guilds. Also yeah I think two weeks is a nice time. If most of the guilds on Siege are assisting them that should be plenty of time for them to get on their feet and stand on their own. And yeah sure plenty of people have started Siege all on their own and have done quite well. But this might encourage those that have been interested in Siege but reluctant to start over from scratch and whatever. Not to mention they could still keep their guilds identity. But yeah as someone who hunts people sometimes I would be willing to give guilds a two week immunity and help them out in other ways. Because in the end that means more people for me to hunt and more pvp and more people on Siege in general.I could certainly go for the idea that there are no individual sponsor guilds for the newbies and no alliances (to existing guilds). Instead, let's say the guilds are just offered immunity from attack (unless they become aggressors) plus a promise of support from all major guilds, including equipment, access to their vents, advice and help spawning to get scrolls, etc. So yes. NEW for guilds really.
Now it seems there are some people that object to such a concept, so how about we do restrict the time to only two weeks as previously suggested? Surely it is worth the sacrifice of a few kills to maybe bring more people here. After all, without this promotion they almost certainly wouldn't be here in the first place.
Put another way:
Option a) Guild(s) comes to Siege and is given two weeks of support/immunity to establish themselves and MAYBE stays around permanently.
Option b) Guild(s) don't come to Siege.
PS. The immunity would only be for the new guilds, not anyone working with them unless they chose to take sides in a raid.
Yeah I like this idea better then the one of guilds going with individual sponsoring guilds. Also yeah I think two weeks is a nice time. If most of the guilds on Siege are assisting them that should be plenty of time for them to get on their feet and stand on their own. And yeah sure plenty of people have started Siege all on their own and have done quite well. But this might encourage those that have been interested in Siege but reluctant to start over from scratch and whatever. Not to mention they co
uld still keep their guilds identity. But yeah as someone who hunts people sometimes I would be willing to give guilds a two week immunity and help them out in other ways. Because in the end that means more people for me to hunt and more pvp and more people on Siege in general.I could certainly go for the idea that there are no individual sponsor guilds for the newbies and no alliances (to existing guilds). Instead, let's say the guilds are just offered immunity from attack (unless they become aggressors) plus a promise of support from all major guilds, including equipment, access to their vents, advice and help spawning to get scrolls, etc. So yes. NEW for guilds really.
Now it seems there are some people that object to such a concept, so how about we do restrict the time to only two weeks as previously suggested? Surely it is worth the sacrifice of a few kills to maybe bring more people here. After all, without this promotion they almost certainly wouldn't be here in the first place.
Put another way:
Option a) Guild(s) comes to Siege and is given two weeks of support/immunity to establish themselves and MAYBE stays around permanently.
Option b) Guild(s) don't come to Siege.
PS. The immunity would only be for the new guilds, not anyone working with them unless they chose to take sides in a raid.
Aye, I'm also better with Alcors way. We'd have to keep a thread open and administrated about the guilds/tags and the time they've started and "protection" ends. Of course renaming the guild/tag is something to keep an eye on.Yeah I like this idea better then the one of guilds going with individual sponsoring guilds. Also yeah I think two weeks is a nice time. If most of the guilds on Siege are assisting them that should be plenty of time for them to get on their feet and stand on their own. And yeah sure plenty of people have started Siege all on their own and have done quite well. But this might encourage those that have been interested in Siege but reluctant to start over from scratch and whatever. Not to mention they could still keep their guilds identity. But yeah as someone who hunts people sometimes I would be willing to give guilds a two week immunity and help them out in other ways. Because in the end that means more people for me to hunt and more pvp and more people on Siege in general.
As someone involved in the "success" of War's (the Catskills guild) recent experiment on Siege, I can give you some clues as to what made it possible.
1. Teamwork - We've known each other for years and have no trouble working towards a common goal. You can't buy this or make people do this, so I'll stop talking about it.
2. Home base - We had a Luna house: close to a gate, close to a bank. Not the safest place in the world, but since you can't recall, you have to have somewhere close to a transportation hub. Ours is big enough to store resources and suits for later use. If you want a guild to thrive on Siege, you should help them find one of these.
3. Money - Training is expensive, especially since you can't buy things like cloth and ingots from vendors. Scrolls break the bank, even at faction prices. You can harvest some things yourself, but that double or triples the time it takes before you can make your own gear. One of our guild members had a few mill, I sold a teleport tile set. If you want people to make effective characters, figure out a way to get gold into their hands. Maybe this would involve taking their money on a different shard and giving them some here. But 100k isn't going to cut it for a guild of 10+ people. Be creative. A few mill investment up front for months or years of competition later? Count me in.
4. Understanding the limitations and benefits of RoT - RoT is a blessing and a curse. New guilds need a detailed lesson on the way it works. The currently available articles on Statics and UO Guide are not enough. Give a man a fish, and he'll be full for the night. Teach a man to fish and give him an Alacrity and he'll be selling MiB's to you for the rest of his life.
5. Friendly general chat - UO is full of jerks. Surprisingly, Siege has just a few. When I needed something or wanted to buy something, people went out of their way to help. Some even straight up gave me stuff. This sort of thing gives you the feeling that Siege is really a community, which to be honest, is why I am still here. If you know someone is new, help them with what they are looking for. Try to hold off on the trolling for a few weeks.
6. Portal set - You can't recall on Siege (duh). So when you're a newbie, you must have a way to get around. Having a set of crystal and corrupted portals means all of Britania is just a few words away. If you're serious about getting a guild up and going, get a pair into their hands.
7. Commodity deed box - How do you get your resources to your house to train without one of these? 134 trips in your pack horse that gets killed by [Arrr] on the second trip? I think not. Having one of these is invaluable. Get one to your new guild ASAP.
8. Knowing where to buy things - "Where are all the Luna vendors?" Having gold doesn't help you much if you can't find things to buy with it. After 3 weeks, I can tell you where to buy anything you want. Maybe a list of useful items and where to buy them would be helpful. I.E. Full spellbook - Makoto moongate. Small forge - Skara moongate.
In short, in my humble opinion, protection from PKs is not what a guild really needs. If you have a team that can replace missing items when inevitable losses occur, you aren't as worried about dying. In fact, it's the thrill of loss that makes Siege more exciting. Instead, if you have a comprehensive plan to provide many or all of the above, you'll more than likely find guilds as excited about Siege as we are in no time.