Guild member hard cap

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Pocky
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Guild member hard cap

Post by Pocky »

According to this (http://blue.mmo-champion.com/t/27026377 ... cataclysm/), there is going to be a hard cap of 600 characters in a guild once Cataclysm hits.

As such, I would like to suggest that we each only keep four characters (this would also be across accounts) in the guild at any given time. This will ensure that we won't hit the cap anytime soon.

What do people think?
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Thunderfly
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Re: Guild member hard cap

Post by Thunderfly »

Pocky wrote:According to this (http://blue.mmo-champion.com/t/27026377 ... cataclysm/), there is going to be a hard cap of 600 characters in a guild once Cataclysm hits.

As such, I would like to suggest that we each only keep four characters (this would also be across accounts) in the guild at any given time. This will ensure that we won't hit the cap anytime soon.

What do people think?
A friend of mine on another server is in a guild that has a second guild exclusively for level 1 bank alts and it has some awesome name (that escapes me now)...perhaps that would be an option too.

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tethealla
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Re: Guild member hard cap

Post by tethealla »

I saw this and thought of our current predicament. I'm newer to the the guild, so I don't know where we get our current massive player base. From what I can tell our guild isn't THAT big. Maybe there have people who have retired from the game still in the guild?

Here is another number to look at. If we take the number of members of nailbat and divide that over 600: 600/71 = 8. This is a poor metric since it won't leave space for future guildies, but it's another metric to look at.
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Daewen
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Re: Guild member hard cap

Post by Daewen »

Most of the membership comes from previous members. Since this has been a friends-and-family guild since Classic, there's a lot of characters who belong to people who haven't played in a long time. Dom had gone through and cleaned up a bunch, but there's one reason to keep some of these characters around still- if these people come back to the game, we'd want them to login to a friendly crowd, rather than alone in the middle of general chat.

Actually, we're under 500 now, and they said that even if you have over the 600 cap, everyone will show up in the UI- just inviting new members would be disabled until you're under 600. So I don't think we really have to worry about this much.
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tethealla
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Re: Guild member hard cap

Post by tethealla »

It's been raised to 1000 now... I don't think we're going to have a problem =]
We previously announced in the Cataclysm Beta forums that we'd be enforcing a 600 guild member cap with patch 4.0.1. We've reevaluated what we believe the realms are capable of supporting and instead will be enforcing a guild member hard cap of 1,000 members. This means that guilds with more than 1,000 members will no longer be able to invite new members until they drop below the cap. For example, if a guild has 1,500 members they'll be able to continue as-is, playing and earning guild achievements for as long as they choose, through Cataclysm and beyond, but they will not be able to add new members until they fall below the 1,000 member cap. If a guild has fewer than 1,000 members, they won't be able to add members above that number.

This new guild cap is being enforced for several reasons, but they all factor into a need to control guild sizes in light of the new guild systems, including guild leveling and achievements. Previously, adding players to a guild was as simple as adding people to a chat channel. While approximately 500 members were visible in the UI, there was no real need to limit guild size. That is no longer the case. Guild leveling in Cataclysm features unified progression powered by a series of complex systems that track the contributions of all guild members. The larger the guild, the bigger the impact on these systems. We found it necessary to determine a maximum guild size to ensure continued performance now and into the future.

We want to reassure the few guilds that this does impact that they have ample time to plan and rearrange their guilds as they see fit. While this hard cap will go into effect with 4.0.1, guilds should feel safe rearranging members as necessary up to the release of Cataclysm on December 7 when the guild leveling system goes into effect. There will be no impact on guild leveling progression before then. If a guild were to disband after Cataclysm, or a group of people were to leave and start a new guild, they would lose the time and experience they previously contributed and potentially extend the amount of time it would take to regain the new guild perks.

While some players have used options including mods and custom chat channels to support large player and guild alliances that number multiple thousands, groups of that size aren't ideally suited to our design philosophy. As always, we're continually looking into adding new features to help facilitate guild management, scheduling, and player communication.
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