Quote:
Originally Posted by Lazortag
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Being part of a guild means you can exclude people you'd prefer not to be guilded with. One of our policies for example is that we don't allow people who've been banned for MQ/SEQ. So if we merged with 3 other guilds, we'd have to unconditionally let in a bunch of players who we'd otherwise reject, and allow them to skip our app processes. I'm not trying to sound elitist, I'm sure that the aforementioned guilds wouldn't want to lower their standards either. Your suggestion is patently ridiculous otherwise it would have been tried already.
So if the raid scene makes merging necessary to compete, is it the smaller guilds who are at fault, or is it the raid scene that is flawed? Casual guilds have many players in them who were in top raid guilds on Live. It's not that we're incapable of competing or somehow inept at this game, it's that this is a different version of the game we all played, and in this version, the cost of competing at TMO/FE's level is unreasonable.
(I'm predicting a response that accuses me of being a socialist, wanting rotations on every mob, and/or of wanting the variance removed entirely when none of those were mentioned in my post)
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I know you pretty well and you know my stance on this when I was in divinity and even now. The only difference here and on live is all this extra built in variance crap. On live the vast majority of servers had top guilds similar to tmo/fe that monopolized the spawns they wanted. This opened up for other guilds when new content opened up. IMO that is the only thing that is going to help this server.