Well, I think this is a valid complaint being
that there's an initial buy-in period where you're kind of wondering why
you have to level up reputation with a guild you've been in for a year,
but that's sort of the nature of implementing new features like this.
You are correct in that we do not want people to join guilds, be able to
immediately buy rewards that the guild unlocked, and jet. Your idea of
unlocking rewards based on time spent in the guild instead of
contribution isn't quite right either.
Guild rep exists to gate rewards based on someone's actual contributions
to their guild, not just being some dope on the roster. Jumping in to
guild dungeon and raid runs (with 80% members, [40% for 40 person raids]
until 4.0.6 which drops 5 person dungeons to variable gains based on
3/5, 4/5, and 5/5), winning rated bg's, or earning guild achievements,
all help earn guild rep. And yes, so do quests, should you find yourself
The point is not to force you to do things you do not want to do, but
instead be rewarded for participating in activities with your guild. And
it uses criteria that ideally keep it from getting too 'gamey'. We
could probably say if you make a flask, give it to a guild mate, and
they drink it, you get some guild rep. And then that type of action
turns into a fun farming game that has nothing to do with actually
encouraging guild interaction. The criteria we've set are hopefully
those that are both beneficial to the guild and its members, as well as
avoiding making grindy actions the best way to get rep.
As far as making it account wide, I'm not a designer, but that
definitely hinders, again, the guild participation factor. Once you have
guild rep set on one character, and if that then applied account wide,
your desire to contribute to guild content that isn't pushing gearing
your character drops substantially. However, if you have an alt that's
80, yeah you probably will want to join in on that Blackrock Caverns run
being put together. Otherwise you're a jaded 85 guildie who has
variable interest in actually helping someone else out (Yes, yes, I'm
sure you're the most selfless and helpful person in your guild, but that
scenario is too often the rule and not the exception). It could also be
gamed to some degree... but I'm not sure to much effect.
As I said initially this can be a weird start conceptually, but while
contributing with guild members you're gaining rep, and you'll get
access to those rewards from then on. As this is still a fairly new and
fairly big and complex system we're watching it very closely, and fully
intend to keep adding to it and improving upon it. Your constructive
feedback is welcome.
How do random dailies or fishing quests have anything to do with guild interaction?
Maybe not a whole lot directly (although there are a ton of indirect
benefits), but it is a way for the super low pop guilds or very inactive
guilds, and their members, to rep up. Say your guild has 10 people and
of those 10 people a couple log in maybe once a week, we want there to
be some way that you'll eventually level your guild, and in addition, be
able to rep up and purchase rewards. It's going to be slower, for sure,
but it's there.
As for your previous comment regarding flasks etc. I think I can see
who contributes to the guild on a larger scale as well via the use of
the Guild Bank. Isn't helping the guild aquire the mats and items that
help us all do things a valid part of contributing to a guild?
Sure, but again, that can be gamed. Making guild rep a meta game of
depositing mats, to remove them, launder them, and re-deposit to exalted
is not the point of the system. And while it would be cool to recognize
those things, there's simply too many loopholes.