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	<title>Comments on: Guild Churn by Server Type</title>
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	<link>http://blogs.parc.com/blog/2006/04/guild-churn-by-server-type/</link>
	<description>perspectives, trends, discussions</description>
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		<title>By: Rob</title>
		<link>http://blogs.parc.com/blog/2006/04/guild-churn-by-server-type/comment-page-1/#comment-467</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Mon, 16 Apr 2007 21:07:08 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.parc.com/blog/2006/04/guild-churn-by-server-type/#comment-467</guid>
		<description>I think it comes down to personality types.
Certain personality types will be more inclined to choose a PvP vs RP vs PvE vs RPPvP server.
It seems natural to assume that more agrressive personality types migrate towards PvP servers.
</description>
		<content:encoded><![CDATA[<p>I think it comes down to personality types.<br />
Certain personality types will be more inclined to choose a PvP vs RP vs PvE vs RPPvP server.<br />
It seems natural to assume that more agrressive personality types migrate towards PvP servers.</p>
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		<title>By: GodsofLust</title>
		<link>http://blogs.parc.com/blog/2006/04/guild-churn-by-server-type/comment-page-1/#comment-466</link>
		<dc:creator>GodsofLust</dc:creator>
		<pubDate>Thu, 10 Aug 2006 18:36:50 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.parc.com/blog/2006/04/guild-churn-by-server-type/#comment-466</guid>
		<description>I agree somewhat with Chas, particularly that PVP has a utilitarian focus: people are more interested in game mechanics, maximizing their characters for survival and ease in PVP.
A lot of PVP&#039;ers feel the _must_ do raid content, to have access to proper equipment ... this mixes nicely with their rank-based equipment, and the result is a lvl 60 character that can take three freshly-60 characters at once.  There&#039;s a term commonly used to differentiate these two different toons, even: &quot;still in greens&quot;.
Raid content is very hard to do with pick-up groups: you need your guild to handle assembling the raid at all... especially if you want to actually &quot;do well&quot;/cover much of the instance.  I think this could show itself as both &quot;guild churn&quot; and perhaps lack thereof ... it would bring people to hop guilds quickly, looking for one that can do the content the player needs - also the seriousness and commitment of many successful guilds in raid content can drive people away.
</description>
		<content:encoded><![CDATA[<p>I agree somewhat with Chas, particularly that PVP has a utilitarian focus: people are more interested in game mechanics, maximizing their characters for survival and ease in PVP.<br />
A lot of PVP&#8217;ers feel the _must_ do raid content, to have access to proper equipment &#8230; this mixes nicely with their rank-based equipment, and the result is a lvl 60 character that can take three freshly-60 characters at once.  There&#8217;s a term commonly used to differentiate these two different toons, even: &#8220;still in greens&#8221;.<br />
Raid content is very hard to do with pick-up groups: you need your guild to handle assembling the raid at all&#8230; especially if you want to actually &#8220;do well&#8221;/cover much of the instance.  I think this could show itself as both &#8220;guild churn&#8221; and perhaps lack thereof &#8230; it would bring people to hop guilds quickly, looking for one that can do the content the player needs &#8211; also the seriousness and commitment of many successful guilds in raid content can drive people away.</p>
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		<title>By: Chas</title>
		<link>http://blogs.parc.com/blog/2006/04/guild-churn-by-server-type/comment-page-1/#comment-465</link>
		<dc:creator>Chas</dc:creator>
		<pubDate>Tue, 11 Apr 2006 22:02:34 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.parc.com/blog/2006/04/guild-churn-by-server-type/#comment-465</guid>
		<description>I don&#039;t know, I&#039;d assume that, if Kevin and LEKO were correct, we&#039;d see something of a balancing effect: PvP guilds may &quot;cut&quot; people more, but the same &quot;coordination and dedication&quot; should lead to a more stable core guild base.
As a roleplayer / pvp&#039;er, I&#039;d say that the social bonds built in roleplaying seem stronger and more lasting than those I encounter in PvP guilds.
PvP guilds are more utilitarian in function- players join to find good leadership and teammates quickly for battle.  If the guild fails to deliver either, players move off to others that more meet their needs.
Conversely, I&#039;ve seen RP guilds where people loyally stay, even when they experience dysfunction in leadership or team conflicts would disintegrate a PvP guild.
</description>
		<content:encoded><![CDATA[<p>I don&#8217;t know, I&#8217;d assume that, if Kevin and LEKO were correct, we&#8217;d see something of a balancing effect: PvP guilds may &#8220;cut&#8221; people more, but the same &#8220;coordination and dedication&#8221; should lead to a more stable core guild base.<br />
As a roleplayer / pvp&#8217;er, I&#8217;d say that the social bonds built in roleplaying seem stronger and more lasting than those I encounter in PvP guilds.<br />
PvP guilds are more utilitarian in function- players join to find good leadership and teammates quickly for battle.  If the guild fails to deliver either, players move off to others that more meet their needs.<br />
Conversely, I&#8217;ve seen RP guilds where people loyally stay, even when they experience dysfunction in leadership or team conflicts would disintegrate a PvP guild.</p>
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		<title>By: LEKO</title>
		<link>http://blogs.parc.com/blog/2006/04/guild-churn-by-server-type/comment-page-1/#comment-464</link>
		<dc:creator>LEKO</dc:creator>
		<pubDate>Tue, 04 Apr 2006 15:13:47 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.parc.com/blog/2006/04/guild-churn-by-server-type/#comment-464</guid>
		<description>I totally agree with Kevin. The PvP worlds (servers) are more dangerous places. You need better coordination and dedication when it comes to Guild Tasks.
This dedication often translate into more strict rules in guild. I personnaly experienced with one of my PvP guild. Officers were systematically deleting from the guild characters that did not log for a couple of weeks without notice. And if a guildmate behaviour was not considered appropriate, it was simply kicked out.
Successful PvP guilds MUST have strict rules. The &quot;honor&quot; factor is much more important. So dedication it is!
</description>
		<content:encoded><![CDATA[<p>I totally agree with Kevin. The PvP worlds (servers) are more dangerous places. You need better coordination and dedication when it comes to Guild Tasks.<br />
This dedication often translate into more strict rules in guild. I personnaly experienced with one of my PvP guild. Officers were systematically deleting from the guild characters that did not log for a couple of weeks without notice. And if a guildmate behaviour was not considered appropriate, it was simply kicked out.<br />
Successful PvP guilds MUST have strict rules. The &#8220;honor&#8221; factor is much more important. So dedication it is!</p>
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		<title>By: Kevin Mentzer</title>
		<link>http://blogs.parc.com/blog/2006/04/guild-churn-by-server-type/comment-page-1/#comment-463</link>
		<dc:creator>Kevin Mentzer</dc:creator>
		<pubDate>Tue, 04 Apr 2006 13:59:10 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.parc.com/blog/2006/04/guild-churn-by-server-type/#comment-463</guid>
		<description>Having limited PvP exposure (eq2) I found that groups became much more important in the PvP world than in the PvE worlds.  When assembling a group one tends to look first for other Guildies to join before looking into the general population.  Because of this, the guild becomes more important on a PvP server than on the PvE server.  On PvE servers I tend to solo quite a bit so the guild isn&#039;t as important when it comes to grouping - instead I look for a more social guild to join.  However on the PvP server I am almost forced to group so that becomes a higher priority and I am more likely to switch guilds if I have trouble finding groups within the guild.  So, basically, in the PvE world the guild isn&#039;t as important to me and therefore there is less of a reason to change guilds even if I am not 100% satisfied with my current guild.
</description>
		<content:encoded><![CDATA[<p>Having limited PvP exposure (eq2) I found that groups became much more important in the PvP world than in the PvE worlds.  When assembling a group one tends to look first for other Guildies to join before looking into the general population.  Because of this, the guild becomes more important on a PvP server than on the PvE server.  On PvE servers I tend to solo quite a bit so the guild isn&#8217;t as important when it comes to grouping &#8211; instead I look for a more social guild to join.  However on the PvP server I am almost forced to group so that becomes a higher priority and I am more likely to switch guilds if I have trouble finding groups within the guild.  So, basically, in the PvE world the guild isn&#8217;t as important to me and therefore there is less of a reason to change guilds even if I am not 100% satisfied with my current guild.</p>
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