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Guild Tax - Is this a good thing or not?

NanulakNanulak Member UncommonPosts: 372

Several MMO’s I have played in in the past had a guild tax.  Personally I did not mind this tax as our leaders used it wisely to mainly help the guild grow and prosper.  In a RVR world, there will be costs for maintaining guild halls and any keep the guild owns.

I hope CU uses a similar system to fund guilds, otherwise mainly a few players end up funding most of the costs.

Nanulak

Comments

  • SorninSornin Member Posts: 1,133
    I like the ability to levy a tax, since it makes everyone contribute an equal share and does not rely on them "remembering" to donate, which some people seem to "conveniently" forget! It does not work for all guilds, but it does for some, and therefore it is a nice feature to have.

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  • replicantreplicant Member Posts: 46
    I do like having a Guild Tax that is set in stone or agreed upon by the guild as a whole. One that takes a percentage of dropped coin away each time you loot and also still allows the donations of guildies as well. Although, the tax should be there for good reasons other than a simple gold sink.

    Bear "replicant" Powell
    "I am Shaolin-Style!"

  • MortifyMortify Member Posts: 95
    Guildtax is a good thing.

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  • belatucadrosbelatucadros Member UncommonPosts: 264

    Yes please.

    I'd ideally like it modifiable by guild rank.

    As GM I put in 20%, officers 15%, everyone else is 10% etc

  • WizardryWizardry Member LegendaryPosts: 19,332

    I feel it is a really good idea but needs a lot of tweaking.

    Example EQ2 the feedback to the guild is quite weak,not nearly enough to maintain a guild.You can of course donate your own status and gold but ,if nobody did that,the system would fail.

    A perfect way to expand the system is by allowing guild halls to grow,get bigger.I don't like the static design housing and guilds use.

    I am VERY surprised nobody is copying the Runes of Magic guild versus guild design.This would open up yet more to do for the guild,not only pvp but you could buy possible upgrades to fortify your guild,perhaps even mercs to help protect it.

    But YES guild tax is good,if the game puts the effort into the design.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • VymmVymm Member Posts: 112

    Having run a few guilds in the past I am all in favor of guild tax!

     

    Guild tax tells me a few things about a game in general (or maybe assumed things).  Tax will be needed to go to 'something'.  That something may be an upkeep cost of housing, buying guild perks, buying/making guild resources (ie. potions/elixirs/weapon upgrades).  It is a way for everyone to feel part of a system and contribute without wondering what is the appropriate level of donation for such services a guild offers.  

     

    My favorite version of 'tax' was in SWG.  Running your own city cost a good deal of money. Having more people in your city enabled you to collect more ... but people only came if you ran the city effectively.  I look forward to this idea in CU.  I would love to see a way to enable players to come together to build larger scale cities.  I would hope the larger cities would receive perks based on population and taxes collected.  At certain thresholds ... perks/bonuses could be purchased by the guilds who ran the city.  Defenses would need to be purchased and upgraded (think cannons/guards).  Better crafting stations could be made and upgraded with higher chances of crits/special items.  Maybe at very high levels there would be additional access to small buffs -- RVR exp bonuses and such.  Obviously, just spitballing there.

    Guild tax is an indirect way to bring the community together for a common cause.

     

    Vymm

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  • PRX_sklurbPRX_sklurb Member Posts: 167
    If siege costs money, guild tax would be useful, although some guilds just contribute out of the goodness of their hearts.  

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  • LawtoweenLawtoween Member UncommonPosts: 103

    I'm in favor as well, although with a twist. 

    I'm working on a building system suggestion where guilds would build and maintain the keep for a "town" and anyone who had a house, workshop, or other commercial building in the town would have to pay a tax to the guild that owned the keep.  The guild would set the tax (which might be different for members of their own guild than others) and people could build in the town or not based on what they thought of the guild and its tax.  Buildings in a town would be safe from break-in and destruction as long as the keep was held by a guild from their realm.  If the keep were lost to another realm, well then, you might want to get out of Dodge.

    Lawtoween

     

  • EasymodeXEasymodeX Member Posts: 149

     

    Guild tax is a good option for guilds to have.

    As a practical matter as a member of a guild, I'm perfectly happy to let GM/officers take the $ and fill the guild bank/vault with potions that I take.

    Making manual donations to maintain guild operations is tedious, end of story.  Tax avoids the tedium.  Shrug.

     

    In this case, and many others, Warhammer had quite a good subsystem (for guild management, including taxes).

  • sweetdigssweetdigs Member Posts: 196

    Good thing.  More guild functionality the better. 

    Would also like to see guild levies for certain resources.  For example, be able to levy 500 stone and 500 wood for each member each month.  Then each member either needs to harvest those resources or buy them (or get somebody else to harvest it for them).

    And the more guild ranks the better.

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