Welcome to Guild Dynamics, an editorial dedicated to exploring the topics and issues confronting guilds in Star Wars: The Old Republic. In this editorial, we focus on the Legacy system and its potential impact on a guild’s sense of community.
Guild loyalty is a nebulous and often touchy subject, made all the more important for its unclear definition. Many guilds expect members to serve only in their guild and disallow player alts from joining other guilds. Overlooked in this requirement is a tacit sense of faction loyalty. After all, if player is expected to remain loyal to one guild, and that guild can only be populated by members drawn from one faction, then how can a player legitimately have an alt who is in league with “the enemy?"
The Old Republic‘s Republic-Imperial divide adds a new twist to this old problem. BioWare’s statements and actions have made it clear that they intend players to “traverse the void” and play multiple cross-faction characters. The company has also provided limited support to cross-faction guilds, particularly in regards to their pre-launch “Allies and Adversaries” system.
And yet, serious cross-faction guild support is nonexistent, and any guild who attempts to maintain both a Republic and an Imperial presence faces an uphill battle. With neither cross-faction tells nor shared chat channels, there exists no easy in-game way to coordinate what amounts to two completely separate guilds. Something that BioWare openly supports, is left in the hands of guilds to juggle and maintain. Some view it as something not worth the trouble.
However, this need not be the end. Look below the jump for advice on how a guild can maintain a vibrant, cross-faction community.
The Story So Far
Nothing better exemplifies BioWare’s stance on player faction-alignment than their flagship character Revan, a Jedi Master turned Sith Lord turned something more than either. Revan’s willingness to walk on both sides of Star War’s morality system has inspired many players. Retired BioWare writer Drew Karpyshyn has even mentioned that SWTOR players seeking “the full Revan experience” should first roll Republic characters, then Imperial.
BioWare has also tacitly acknowledged that cross-faction play can and will affect guilds. The earliest recognition of this fact came during SWTOR’s Pre-Launch Guild Program, which allowed guilds to nominate up to three other guilds as either their Allies or Adversaries. This option provided both PvE- and PvP-oriented guilds the chance to stake a claim on both sides of the faction divide. However, other than placing guilds on the same server with guilds they linked up with, nothing more was done for this feature.
More recently, Designer Damion Schubert stated that BioWare is aware that cross-faction guild chat is a feature that many players have requested and that the developers are taking these concerns seriously. Until BioWare makes a move introducing this, a cross-faction concept is left in the hands of guilds. Maintaining both a Republic and Imperial guild presence is a difficult challenge for anyone to undertake.
Effective guilds live and die by their ability to communicate with members. While SWTOR’s cross-faction communication is standard for MMOs, the inability to chat with “enemy” guild members risk weakening the foundation of the guild. In practice, both halves of a cross-faction guild function as two completely separate entities. Any coordination between the two entities must be done offline, or over a VOIP. Up until Patch 1.2 even equipment was unable to cross the factional divide.
Cause for Concern
In the days leading up to Patch 1.2, BioWare made it clear that the Legacy system would reward cross-faction play, including the ability to unlock faction-specific species for all classes. This gave players more reason to play on the opposing faction. Additionally, it put more validity into the debate about guilds experiencing the opposition. Guild leadership now would need to answer the questions, without raising fears for the future throughout the guild.
My own guild felt the pressures of this looming change. It is comprised of approximately 150 people, some who have gamed together for years. Despite this camaraderie, the patch posed a problem. We had defined ourselves as a Imperial-only guild; now the game was providing enticing incentives to go Republic. Members wanted to unlock various species, and experience a brand new story.
The species unlock system was a particularly notable source of discontent. There is great appeal in having options like a Pureblood Jedi Knight walking across Coruscant or a Miraluka Imperial Agent standing on Dromund Kaas. Unfortunately, unlocking these options requires either first leveling a character of the desired species to level 50, or spending 1.5 million credits. Neither of these options is too onerous for a committed player, but both draw on a guild’s most valuable currency — time.
Time is a valuable thing for a guild to waste. Guilds survive by doing various activities together like flashpoints, operations and PvP. When players spread their time out over multiple characters or factions, it becomes difficult to maintain a guild routine and keep a sense of cohesiveness. In turn, this may inspires more dedicated players to look for a more “committed” playing experience elsewhere.
The Way Forward
All of my guild’s problems boiled down to one simple concept, even more fundamental than time investment: communication. As members split time over both factions, basic lines of communication risk becoming muddled. Guild-wide communications would be next to nothing. Without guild leadership oversight, brush fires of drama grow into conflagrations of dissent and spiral out of control. Fears for the future of the guild slowly took over members’ thoughts, being the only thing they would talk about.
Fortunately, all concerns were worked out and everything was handled smoothly. People must understand that handling a cross-faction community is not solved in one day. With the lack of in-game support from BioWare, it falls on the entire guild to make it work. In theory, one guild becomes two when undertaking this challenge. Guild leadership needs help to get this idea off the ground and to make it work.
You guild can learn for our experience to make this undertaking as enjoyable as possible. Below is a list of tips and suggestions that will help your guild play, and have fun, on both sides of the Galactic Cold War.
- Find a way to communicate out-of-game. Many guilds already maintain Ventrillo – or similar program – servers and community forums. Both methods help foster community solidarity, but they become that much more important when your guild is divided into two halves.
- Discuss with your guildmates about what the direction you want your guild to take. Simply having the ability to communicate is not enough; you need to actually discuss what the future holds for your guild. Will a cross-faction guild interfere with your acclaimed PvP focus? Will you do RP events together? How will guild authority be delegated across both sub-guilds? Many questions will arise when discussions first happen, and down the road. It’s imperative to talk early, and often.
- Support your allies. When a member pitches an event, jump at the chance to attend. This is a two-fold solution. Not only does it increase the chance more people will attend, but it is likely the support will be returned to you. A staple for the guild could evolve from one of these events. There is no event that should be shot down, the possibilities are endless.
- Level together. If you are thinking about jumping factions, there is a good chance that someone else in your guild is thinking the same thing. Leveling with them is not only a fun experience, it also provides a way to keep the sense of community alive. Additionally it opens up options like flashpoints or PvP without having to slow down to find a group. It is worth nothing that setting aside a day to play the other faction is a time-honored solution that has worked for my guild. It allows a guild to spend time working on the new faction, while not abandoning the side it was founded on.
There will be growing pains when undertaking something like this. As a guild member, it is important to stay flexible and support your peers. If one half of the guild is struggling to run events, step up and help by jumping across the faction line. Just because you are loyal to one side doesn’t mean you can alienate to other side. Always keep in mind what you joined and why — and if you find you are unwilling to shoulder the burden, perhaps finding a new guild is the best choice for everyone.
Conclusion
Finding the right balance of commitment and fun has always been the core problem facing any guild. Patch 1.2, and more generally BioWare’s emphasis on cross-faction play, has not fundamentally altered that dynamic. However, it has intensified preexisting problems, most notably how to balance play across two factions that each offer very different storylines and playing experiences. If your guildmates and you can keep in mind the entire reason for a guild — having fun and playing with friends — then your guild will always survive, regardless of how many factions it is spread over. We would love to hear your thoughts on the subject in the comments below.
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Posted 11/6/2012 8:40:41 AMI think the bigger problem is that we still can't switch servers (via paying or for free). You have merged us to 8 servers per section of the world (US, Asia, Euro), and force moved people more than once for many. All the remaining servers have similar populations now. ALLOW US TO MOVE SERVERS!!! I run a PVP leveling guild on Jedi Covenant (Force Swag) and we have an associated Imp guild (Son of A Bith). But I have 4 Imps on my original server Ebon Hawk collecting dust because I'm not re-rolling them (I have a 50 Juggy, 33 BH, and 20 something Agent and Inquisitor) and i refuse to play them until they are useful to me again. I want to help our Imp associated guild grow and progress as Force Swag has, but Bioware isn't allowing this. The server transfer feature mechanics already exist, so it wouldn't take any time or resources to do this and would make a ton of people very happy. instead they are paying people to work on making tree leaves translucent in the sun....really??? i doubt anybody quit plying or even complained about that nonsense. I'm seriously considering going F2P out of sheer spite because time and time again bioware has dropped the ball and I'm fed up.
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Posted 11/7/2012 3:21:16 PMSo you're saying that you original rolled characters on different servers and are mad at BW for migrating them to different servers ... but nothing changed, they're still just as and no more separate than they were before. That's your screwup.
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Posted 11/9/2012 1:31:23 PMNo, I'm saying i wrongfully assumed that a respected company like Bioware backed by a conglomerate like EA and a powerful license like Star Wars on a game that was being developed for several years wouldn't have a business model scribbled on a napkin by 3 interns....
Every online game with multiple servers has AT LEAST paid server transfers, if not free ones. And I originally rolled my imps on a PVE server then decided I wanted to try an RP one, which ended up being better. The fact that when they DID do the server transfers and mergers, there wasn't even the option to switch server types just makes everything twice as bad.
But troll on, it's expected....
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Posted 11/5/2012 4:23:51 PMMy guild never ran into this problem... We are a Republic guild, first and foremost. We do moderate RP. From the get go we established two independent guilds. One Republic, one Imperial. These two guilds mirrored each other and communicated via the same TS. We lost people in the server merges, yes... but we are established well enough that we ran into another issue. Alts... Not opposite faction alts, same faction alts. Since the guild has a cap on number of members is we invited everyone's ats to the game we would run out of player slots real quick. So we limited it is 1 main and 2 alts... this forced us to create a reserve guild to handle additional alts of the same faction. So now our guild is 4 guilds. Two republic guilds, two imperial guilds... honestly that could be fixed by only counting legacies in guild. 1 legacy per player, 500 legacies per guild; but any number of alts per legacy. That would be better, and that was brought up at the guild summit. As to opposing factions, just adds to the RP story.
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Posted 11/5/2012 2:35:22 PMSWTOR is embarrassed to offer up even the very basic of guild functions. No guild leveling or perks, guild calendar, or even cross faction guild chat. There is absolutely no innovation in SWTOR for guilds and other existing and long standing MMOs have MUCH more to offer. The only thing the guild has is a name, chat channel and bank. That's it.
When will it change? When will it get better? When will it be even interesting? Months away.. maybe even as much as a year or more. And of course, there is nothing to hope for more than a pie in the sky idea offered up a long time ago which would have been guild capital ships. Who here actually thinks we'll see that any time soon? I don't.
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Posted 11/5/2012 3:01:38 PMFor a long time I thought that games that did not provide calendars/voice/elaborate UIs were lacking and deserved negative "points" for not having them. Fact is, when there are online tools that do these things better anyway, it's almost better to not have them in game. As we've seen, Bioware already has a lot to juggle around priority-wise, and if it's having to spend time fixing bugs with its vent client, it's not making actual features.
That said, I really would like more from guilds, and there's a lot of room to explore. More than anything, I'd like some of the things that cannot be provided by outside tools (or are made difficult in outside tools) and these are generally cross-guilds. Server firsts, or general boss accomplishments would be great (potentially public), public PvP rankings, additional crew skill functionality (maybe guild schematics, maybe public schematics). Those would be great to see. It also might be nice if characters with the same account/legacy could be grouped to better show the size of the guild or to assign rights/privaledges.
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Posted 11/5/2012 2:19:14 PMAll the guild needs is a community forum and voice chat server (if the guild is from one country, live meetings from time to time are not bad either). In my guild, the Beast Riders (of Tomb of Freedon Nadd server), we have members on both sides, in different guilds, or in our "spin-off" guild, and it works without single problem.
I think that missing entire other storyline just because some guild rule would be a terrible waste of the game and all the work BioWare put into it. As long as the member is communicating on the forum/chat and shows up on operations he signs up for, there is no problem what side (s)he plays on.
Member of Beast Riders of Tomb of Freedon Nadd (EU-PvP)
I shall study the mysteries of the Force