Guild in Cataclysm : To Reduce Divorce Rate ?
I hesitative to talk about the guild changes of cataclysm, I know it will be huge, but since it’s not set, so I don’t want to talking about it much before.
Heat discussion had been on, and I am with the goblin.
Guild life won’t be better, same people, different game setup. (Just another thing to grind, IMO)
M&S will still out-number the player with the right attitude (or Elite-Jerk at their view).
Attaching player’s effort to keep them to a guild,
= Enforce a harder divorce policy in a country to reduce Divorce Rate
Of course the benifits on the guild (IRL, tax reduction from goverment) will make player hesitative to look for a better guild, and stay in a guild (Sololist on Elnia ‘s term).
It surely will decrease divorce rate (Guild Hopping) and increase the number of couples (Player stay in guild, rather than soloing).
But will that increase happy marriage (Which we really want?)
or just prolonging painful matches?
We’ll see…
P.s
Once again, I respond on topics rather than a original one, call me traffic leecher if you want to, but I rather post my comment here than a sinking long list of comments

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September 2nd, 2009 at 1:40 am
The trepidation about the guild change and the “divorce rate” is a symptom of the redefinition of marriage that has taken place since the early 1900’s.
Marriage used to be about raising kids pure and simple and to a lesser (or greater depending on your perspective) securing and growing wealth, but the lynch pin of that wealth building was that it was secured to both family lines with children as a result of both parents invariably heir to the amassed fortune.
In the case where there was no linage from a marriage of convenience there was always a usurper who would break up the arrangement because with out the threat of heirs to come take your head and their birthright as they came of age. All there was to worry about was to worry about was how to break up the marriage either by killing the barren spouse or by seduction of the fertile one or often times both.
The notion about marriage being about lover came about in the 1920’s as progressivism started to take hold in social discourse with a heavy reliance on symbols reinforcing the mantra that feelings were of more importance than material utility. there is no better example of this that the diamond engagement ring invented by the De beers diamond cartel and an advertising agency in new york.
This guild change will help happier marriages because it give guilds More utility giving incentive to put aside petty feelings in exchange for the benefits of having a strong guild. The more selfish you are the more material you are (provided that your active participation reap a benefit, since we don’t knwo what the guild system is yet) the better off you are as is everyone else (which really doesn’t matter since you are in it for your self).
What this will do is prevent the /gragequit because it will make that person think twice about quitting just because his transient feelings are hurt he will have to grow up and either grin and bear it or talk it out in order to keep what he has amassed from his participation. It will also keep the stellar player from staying in a guild simply because he loves the guild since there is incentive to move to a place with more resources outside of Organized raids and access to endgame content.
I essence it helps the right people to find each other and keeps a good thing working diminishing the mitigating power feelings has on ones personal achievement.
(zekta edit: added spacing between sentence, to make it more readable)
September 2nd, 2009 at 12:20 pm
Thanks for the information on marriage changes, I never get to know about that.
Your assumption is correct, if the welfare reaper are those who increase the resource pool.
But as we can see, it’s not the case now. Welfare-leech usually do not contribute (unless required to) and consume resources. E.g. Ninja, M&S required carry over.
I believe these Leecher will leave the guild as soon as there are something more attractive (Not only on the guild “level” but also the chance of carry over). They’ll twice on leaving solely on is the new guild have a better resource or not.
The drag-back will be on the contributors, and I doubted it is a good thing for them. (They may skip to a better guild with better contributor to M&S ratio)
P.s 1. Thanks for the comment, it really help me think much deeper in this question
.
P.s 2.On a second thought, marriage is a bad example on the welfare leecher (My bad), since there are only 2 ppl in marrage, one of them had to pay the bill (for example).
In a Group situation (e.g. 100 ppl guild), Some had to pay the bill (Consider bilzzard’s 20 ppl model), and the rest can enjoy free-ride.
The stress of leeching in 20/100 is much lower 1/2 in marriage.
September 4th, 2009 at 3:39 am
Sorry about the spacing, I get all stream-of-consciousness like and editing goes out the window, especially at work.
I will go a little further and propose that it isn’t the Leech who is the problem of the decay in the guild but it often the mediocre members. The people who are just bodies, who play decently but don’t improve outside of gear upgrades who don’t pop flasks, who don’t have epics gems in every slot, and who don’t respec to optimize DPS. The Leech can be easily forced out or won’t be missed because he under performs but it is the stagnant player that prevents guilds from realizing their potential.
The New Guild system will in ways help this problem because it will sort of force guilds to develop an identity either as a progression or casual guild. That’s the point I was making.
September 4th, 2009 at 2:09 pm
I get your point now.
But for the mediocre given enough incentive, it’ll help them to improve too.
I would rather say it’s a guild management thing. (e.g. Enforcing raider to pop flask and epic gems, you have freedom on the spec, but please meet the dps requirement)
Will forming an identity for them helps ? hey, even meaningless achievement (Bandage anyone?) had player to strieve for. I guess it can
help too.
(I guess the leecher problem still remain though…)
September 5th, 2009 at 3:40 am
Actually to channel Gevlon s little bit the leecher fills a very important role for socials. He makes them feel better about them selves for the marginal amount of work they do. As I think about this more this guild system will kill off ALOT of guilds if the rewards for participation are great enough which is good IMO. he guild system as it stands is way too social and doesn’t reward the individual enough for guild participation in order to entice people to be more active. With that being said there is an ebb and flow to these things. I predict that there will be alot of dead guilds post exp, and then there will be the rise of more defined guilds and then thereafter will come the death of the big raiding guild. All in all I think people will find more rewarding places to play and feel more appreciated and appreciate the same.
September 6th, 2009 at 2:11 pm
I agree with you on the dead guild thing. And I like it
.
I guess there will be a guild-reform wave. and everyone will get a better place.
But what about afterward, I really wish to know how guild will respond to those non-producing guild member and those who are not happy on repayment their effort.
I’ll agree with Gevlon that there will be more drama. and Yet, we’ll see what happen next year.
Once again, thanks for you thoughtful comments