The post I was responding to was not talking about running multiple small groups, rather large scale events that would hold a variable (small or very large) number of participants.
Ah, gotcha. I thought you were asking a question—I was confused at first, lol.
It should come as no shock that guilds and community were the most prevalent they have ever been when the difficulty of the endgame wasn’t scaled for approximately 200 people who play the game and stream for a career.
People play the game solo in greater number now because playing content in a guild setting makes you choose between a Normal/Heroic experience that trends too easy and unrewarding, and a Mythic raid experience that is hair on fire difficult and unclearable for a VAST majority of the playerbase. We had well known and excellent guilds filled with excellent players calling it a tier in Season 3 because of Tindral. That’s unacceptable tuning.
The game was always and will always be at it’s best when it’s simple and playable by anyone from high school kids up to working adults. It hasn’t been that way for years, and that coincides directly with the decreased playerbase, decreased cultural zeitgeist surrounding the game, and decreased guild/community prevalence.
The limitations as to how many can participate in activities is limited by blizzard, just cause something is limited to a raid size atm, 40, doesn’t mean it has to be limited to that at all.
The simple fact that a person is in guild X, could create a virtual group when stepping in zone Y.
Example:
Zone Y is created, each person that belongs to guild X that steps on this zone gets transferred to an instance where he/she can only see people form his guild and execute certain activities.
The limitations are virtual, just cause something doesn’t exist, doesn’t mean it can’t be created, just needs creativity to think about it.
Some sort of guild war, likely region based(not server) could be something viable, in fact it could also bring pve players to do more pvp activities.
If you’re talking about large scale open world events, the controlling factor is how many players you can put in a zone without lagging it out. The server system blizzard has now can’t handle hundreds of players in an event, whether or not they are in parties.
I wasn’t exactly thinking about something specific, but events similar to Tol Barad, Wintergrasp or large scale BGs, but limited to Guilds vs Guilds on a region level(country limited for instance) would be something interesting, like guilds form all brazillian servers fighting to keep a zone for let’s say a week and while they keep it they gets extra perks like 5% extra gold, reputation, honor from every source, stuff like that.
The actual bonuses would ideally have to be a bit higher to be attractive.
the size should ideally be flex, to be able to allow smaller guilds to be there too, like something from 30 to 50 on each side for instance.
Does anyone remember playing this song with their guild back in the day? It really brings back memories of those epic moments we shared together. If you want to relive a bit of that nostalgia, check out I Play WoW by Jace Hall.
Feel free to share your favorite memories or moments if this song takes you back!
I don’t fully agree with this. Back in vanilla WoW, the difficulty was present, and players didn’t have addons or online guides to help them through encounters. The difficulty was still there, and not everyone on a server was running around with the Corrupted Ashbringer, Thunderfury, Blessed Blade of the Windseeker, or Sulfuras, Hand of Ragnaros. These items were obtained by guilds that had the skill to repeatedly run the raids and get the items or quest components needed to acquire these weapons. Even some of the older raid gear was a testament to a player’s skill back in the day.
Yes, the game became easier over time due to guides and addons, but that doesn’t mean it wasn’t difficult before those tools became available. In fact, these things likely led to the difficulty being scaled up because addons and guides made the game too easy. It’s not the best fix for the issue, but to say that skill was never a factor in endgame content is, in my opinion, wrong. If players who are skilled enough to achieve exclusive items through hardcore raiding get those items, then they have rightfully earned them.
Having legendary players on a server because they accomplished hard feats was something the community used to admire. I remember seeing Thunderfury when I first started playing and thinking, “Damn, he must have really worked to get that—I’ll remember that player’s name.” But that epic feeling was lost the moment everyone could go and get that item or transmog into anything. It almost killed the sense of epic legends on servers. >,<
I really like the idea of a World PvP zone where guilds can freely fight for control over a Guild Hall without being limited to instanced battles. This would create an open-world environment where as many players as needed could join in, allowing all the guilds on a server to participate in the fight for control. It would be a dedicated zone for World PvP, where guilds can engage in large-scale battles to claim the Guild Hall.
Once a guild takes control, they could gain access to unique perks, such as rare crafting materials that can only be obtained while holding the hall. Additionally, there could be bonuses like extra gold, reputation, and honor for holding the zone. Making these bonuses a bit higher would increase the stakes and draw more participants, adding a competitive edge to the content.
Similar to the old Wintergrasp battleground, a dungeon or world boss could be tied to the Guild Hall, giving guilds even more incentive to compete. To keep the competition dynamic, weekly events could allow other guilds to gather resources and stage a siege, fostering constant open-world PvP action. With the new server technology from Ashes of Creation that allows large numbers of players to participate in a single area without lag or crashes, World of Warcraft could implement something similar, ensuring that these large-scale battles run smoothly.
Calling All Guild Enthusiasts: Bring Back the Glory of Guilds!
To all of us who treasure the camaraderie, adventure, and shared goals that only guilds can provide, let’s make our voices heard! Guilds have always been the heart of the community in World of Warcraft, creating memories and friendships that last a lifetime. If you’ve ever experienced the thrill of running a dungeon with your guild, participating in epic guild events, or simply enjoying the social aspect that only a guild can offer, you know how crucial these experiences are to making WoW feel like home.
As we look to the future of WoW, it’s time to reignite the passion for guilds and ensure they remain a central part of the game. If you’re as excited as I am about the potential for new guild-centric content, like world PvP zones, guild halls, and unique guild achievements, let’s come together to support this vision.
If we can rally enough interest, we can show the developers that guilds are more than just a game mechanic—they’re a vital part of the World of Warcraft experience. Whether you’re a current guild member or someone who fondly remembers the golden days of guilds, I urge you to join the discussion, upvote the original post, and share your thoughts.
Together, we can bring back the glory of guilds and ensure that future generations of players get to experience the same incredible community we cherish. Let’s make it happen!
I fully agree with this 100% we all like to play the way we like.
I think we can all agree on this My hope is that we get a revamp and additional guild content implemented for players who enjoy that aspect of the game.
Brother, I had rogues throwing daggers at bosses in 40 man raid content. Hunters using auto shot for a majority of their damage.
The content was tuned to be EXTREMELY easy. There were no real DPS checks, just light mechanic checks.