GUILDMASTER (Dragons)
Q: 'Can you give us a brief overview of your guild and a few words about
your guild?'
A: The Syndicate (www.llts.org) is among the oldest guilds in online
gaming. Many of our members' gaming roots go back to the early MUD days
or even to the old 300baud modem BBS days. The Syndicate formed as a
guild in early 1996 in the pre-UO days and entered the modern MMORPG
world with the pre-alpha test of UO. Since then we have grown to 525+
mostly adult members from all over the world. Our average age is 29+
years and although we are predominantly composed of members from North
America, we do have members from a many countries around the world. The
Syndicate is not an EQ guild or a UO guild. We are an online gaming
community. Despite being HUGE in size, since we only recruit people we
know and are friends with who have similar goals and personalities to
our own, we are a very close group. There is no infighting.. no
backstabbing etc.. We are very well known all over the gaming world and
routinely are involved in large scale beta testing efforts for future
MMORPGs or consulted on features those games need. We hold a yearly
conference attended by 100+ members from around the world. We have
guild stores, newsletters, yearbooks etc... and definitely go far above
and beyond just the world of Norrath. EQ is a fun game that we play and
enjoy but it is definitely not our reason for existing or our sole focus.
Q: 'What are your feelings towards the current "End-Game" Time situation
and how do you feel about the "End-Game" lore of the defeating of Quarm?'
A: I dont mean to sound negative but i think most players today will
agree that most EQers will never see Time so for most people its an
irrelevant situation. For the many of the rest, EQ is in its final
months. For the die hards who love the EQ style, EQ2 will pull them
from EQ. For many of the rest (who seem to compose the majority of
burnt out or burning out EQers) they wont touch EQ2 with a 10 foot pole
but instead are looking at WoW, Dragon Empires and other similar games
all due out early next year. Im sure EQ will continue on for as long as
it makes a reasonable profit for Sony (which may be for years to come)
and im sure there are diehard EQ fans that dispute, it is in its final
months for a significant percentage of its population, but based on all
I read and hear, for many players they are simply in a holding pattern
until something new comes along they can move to, game wise. More
expansions wont really change that for them since the EQ-style game has
run its course for many players. Dont get me wrong though. EQ is a
great game and has given us years of enjoyment and as such many of those
players may come back to the EQ style game when Sigil Games (that is the
company that the creators of EQ founded after leaving Verant) releases
its game in the future, since time will have passed and Sigil is trying
to address sone of the EQ flaws while keeping the good parts of EQ. But
for the most part, PoTime is an irrelevant issue for most EQers since
they either wont ever get there or wont be in EQ too terribly much
longer anyway. The Syndicate is definitely keeping its options open
and looking at the future games coming and will decide if we move and
where we move when good options come on the market. For now and for the
forseeable future we maintain a strong EQ presence and are banging our
way through POP.
Q: 'How far do you think Everquest has come since it's start? And
compared to Everquest, how far do you think Everquest 2 will go?'
A: One could argue EQ has come a long way since its start with all its
expansions and new zones and new levels and powers etc... However, one
could also argue, its the same game it has always been once you crossed
about level 46. In the old days, the first 45 levels were just
leveling. At 46 you started raiding PoHate and PoFear. Expansions
raised the cap and added new zones and raiding continued. With the
obvious caviat that you do need to add some specialized pieces to your
tactics for some mobs and there are new mobs now, EQ is basically the
same game as it was in those days. You collect forces. You raid uber
mob XYZ. You heal your tank. Your tank keeps aggro. You control adds.
You kill mob. You call out a couple pieces of loot to be distributed
to a bunch of people. And you try to do it again a week later if you
can beat another guild there. Its a very repetitive cycle and factoring
out LDON (instanced single group adventures), EQ hasnt changed much at
its core game level in years. That doesnt mean its a bad game. It is
alot of fun and there are great challenges for guilds of many levels to
face. But it hasnt changed its core game so it really hasnt come a long
ways. Adds mobs to kill and added little features like maps and shared
banks are nice but has EQ come far? No, not really. Just new content
based on the same core formula.
EQ2 appears to be taking some steps forward but alot of EQ2 is based on
the same formula. A recent article was written by one of the Dragon
Empires developers who described the EQ design as "EverQuest's game
approach is clear from its name alone and instantly recognizable to
anyone who has spent an evening levelling. The downside of a
game-focused approach is that the game elements can become all-consuming
and burn players out with the perceived requirement to achieve or match
the progress of their friends". That is both EQ (and EQ2s) greatest
problem and also its greatest strength. It burns people out so people
will want a break to get away from it when the opportunity presents
itself in a new game of a different style. But while in EQ, you have so
much time invested and the next carrot is just around the corner that
you cant stop now and waste that investment. And besides, you've
adjusted your life, over the past years, to spend hours a day at the PC
so what will you do if you stop? There isnt a game to go to.. YET. That
changes in a couple of months.
Q: 'How do you feel about the drawn out 'Planes of Power' storyline and
what do you think about it's difficulty? Is it really worth it?'
A: The storyline is fluff. I think a poll of most players would find
that most players dont know the story/mythology of EQ. It definitely
doesnt factor into my thinking when i play or that of most people I know
in and out of the guild. The progression through pop, although based on
a story, is mostly just perceived as a series of things you have to kill
because some designer wanted to make you jump through 10 hoops, instead
of 6 hoops to get the next widget or next zone or next title.
In the early days, the EQ developers were much more vocal about their
views of the hoops they made players jump through. It reached the point
that their comments were actually hurting player morale because they
lost site of the fact that EQ isnt their game. Its the players game.
The players are the customers and you give the customer what they want.
You dont tell them "No! The lore is rigid and my design beliefs are
rigid so you may not pass go! dont collect $200!" which they did often
in those days.
One example was they publically said that they only wanted 1 new cleric
epic entering the game every so many days (I forget the number but it
was something on the order of every week to 2 weeks). That outraged
players. The designers were deciding what players were allowed to do
versus allowing the amount of time and effort a player was willing to
invest dicate the reward. That changed eventually after lots of player
outcry and complaint and now things that were once "set in stone" are
now more effort based than designer belief based. For a long time the
developers had lost site of that. EQ was their game and we were merely
lucky to be allowed to adventure within it.
So getting back to your question: I dont think the Lore is widely known
in any part of EQ to your average player. I do think POP is overly
drawn out with too many hoops and/or too long of respawn time for many
of those hoops. And I think that is exactly how the developers wish it
to be. From a guildmaster perspective that is also a good thing. If
you get through POP too fast you run smack into the wall at the end of
EQ and your option is to sit around and not do much or to quit EQ since,
at the present time, there arent other new fantasy MMORPG games to jump
to of equivalent depth and quality. There will be in a couple of months
but not right now there arent.
The core design philosophy behind any game is: Keep the customer
playing the game for as long as possible because that makes the most
money and our [the developers] jobs depend on it. EQ chose the method
of week long spawn times, that many guilds fight over and that each
guild needs several times (or in some cases many times) to move forward.
So yes, I think its too drawn out. But no, I dont think it will ever
get changed. That is how EQ stays in business. If they gave players
more of what they wanted, they would have to have faster expansion pack
turnaround time to keep EQ going which means more cost which means less
profit.
Q: As a guildleader of an enormous guild of over 500 plus members, how
does it feel to be in that leadership position? Does your guild still
actively recruit or was it capped at a set amount? With this enormous
guild, which is better in your opinion - an enormous active raid
guild(525+ members) or a smaller guild that oftenly raids(80ish members)?
A: Being the guildmaster of 525+ people is very challenging. It
requires hours of work each day. If The Syndicate wasnt composed of
such great people, it wouldnt be worth the effort it takes. But due to
the outstanding people who compose this guild, it makes the effort put
in, worth it.
We do still recruit. However we only recruit people we know well, who
have similar values, personalities and goals to our own. As such we
have a very high retention rate and as time passes, we recruit less
frequently and there may come a day we dont recruit very often. We dont
have a hardcap of numbers but given our standards for recruiting, and
since we arent perfect in finding the correct people every time, we dont
have 100% retention. So we do lose people. Those we do lose typically
leave within the first 3 months and almost all before 6 months and very
very few after a year in the guild. So we are most often recruiting to
fill new member spots and very rarely are we finding ourselves with a
hole in our veteran ranks. With that said, our turnover rate is very
low. We lose a very small percentage of members to other guilds (and
85%+ of those people eventually try to rejoin our guild after finding
out the grass isnt greener elsewhere. Few are ever allowed to. Some
end up as intel agents in the guilds they mistakenly joined. Some guild
hop. Some leave gaming.). We have well below the average losses from
normal game turnover (i.e. work, school, family and health cause players
to leave gaming every day). And we have never had a guild implosion or
revolution where huge numbers of members up and quit.
As for what is better? For most people, a smaller guild is better. The
average lifespan of an online gaming guild is 3-6months. But for large
guilds its even worse if they grew fast. And if they grew over some
months, the end of that guild is usually explosion and painful for all
involved. So often smaller is better. Running a big guild is not easy.
And existing for 8 years is something only about .001% of all guilds
will achieve. So for most players, smaller is better. In EQ, a fair
number of the larger guilds are simply chop shops. Warm bodies come in,
are used for their DPS, and they get some loot and quit. Large numbers
of players cycle through them in between implosions and leader changes.
For the few that arent like that, alot of hard work and time goes into
them. Only they can answer if its worth it. But in general, you can
do alot in gaming with a smaller guild and even in EQ, with current
levels and AAs, you can go very far with a smaller guild.
On Tarew Marr, The Syndicate regularly helps flag smaller guilds so even
in POP you can advance and maintain a smaller, easier to manage guild.
Size has its costs and its advantages. Smaller guilds has its limits
but also its advantages. Just design your guild around your members
desires and go from there.
Q: What gave you the idea of choosing the name 'The Syndicate' and what
decisions or actions led to the often shout of 'LLTS' in Everquest?
(Those on Tarew Marr will know what I mean by this!)
A: One of the definitions of a "Syndicate" is: An association of people
or firms formed to engage in an enterprise or promote a common interest.
Our common interest is: Friendship! Teamwork! Community! Fun! So the
name, besides sounding cool, accurately describes our purpose and our
community.
In a more roleplay vein: We are a very private guild. Our boards our
private. Our guild info, for the most part, is private. We dont flame
on boards. We dont get into public pissing matches. But we are always
around and see most everything. We maintain a strong intel network
watching those we perceive as threats and taking steps to negate or
minimize those threats. So from that aspect the name The Syndicate also
applies and characterizes our guild.
LLTS is the acronym for our motto. It means Long Live The Syndicate.
LLTS thus became our abbreviation in UO. From there it became a common
greeting... war cry... victory chant... And it has stuck with us ever
since. LLTS can be hear shouted in any gaming world we are in and we
are proud to say it and proud of what it stands for.
Q: As an officer of this enormous guild, when it was first formed -
what was your opinions of this guild and did you ever think it would be
as successful as it is currently with the base member count well over 500?
A: The Syndicates goal is not to be a certain size. We dont meansure
our success by our size. We constantly stress QUALITY not quantity and
by really meaning it when we say that and focusing only on quality, we
have grown to be very large, very stable and very unified. Although we
are huge, we function like a small group of friends. When I first
founded the guild I didnt know where it would go or how long it would
last but I am very proud of where we are today and I see us being around
for many many years to come.
Q: Do you feel The Syndicate has came a long way since the start of
this guild? Do you feel that there is still a ways it could go? If so, why?
A: There is always room to improve. The Syndicate is, bar none, the
Premier Online Gaming Guild. That is a bit of an arrogant statement but
if you look at everything we have accomplished, and where we are today
community wide, there is no other guild that can be pointed to that has
achieved more or is better positioned to move forward and keep achieving
than we are. We are the lead dog but behind us is a pack of tens of
thousands of guilds. Some of those couldnt care less what the others in
the pack are doing but some would like nothing better than to kill us
and take over the pack leader spot. As such we must always find ways to
improve. Whatever we did today is not good enough for tommorrow. We
must improve. We must adapt. We must expand our reach and involvement
in the community. We must expand our offerings to our members. We must
expand our team focus, our friendship and our commitment. We an awesome
guild. Tomorrow we will be better and 5 years from now we will look at
this interview and think "ha! we werent half as good then as we are
today!" To do anything less isnt acceptable to us.
Q: How do you feel that the officers and the leader is handling
organization or leadership skills?
A: The Syndicate has a leadership structure that works as follows.
Dragons is the guildmaster for the guild. The guild itself is run as a
dictatorship and all final decisions rest with Dragons. We term it a
benevolent dictatorship since Dragons solicits feedback from members,
officers and advisors before making key decisions and only takes
decisions that are in the teams best interest. That is evident by the
fact that after 8 years we are going strong and better than ever and we
have had the same structure for that 8 years.
Just below Dragons are 2 Advisors (Grif and Dargus). They are the big
dogs of The Syndicate and each manages important parts of The
Syndicate's infrastructure. They each speak with Dragons voice and
authority and are the most trusted leads in the guild and work with
Dragons to ensure our decisions remain forward facing, grounded in
reality and the lessons of the past are not forgotten.
Just below them are a series of Squad Leaders and Raid Commanders who
have various roles in the guild. Squad Leaders, for example, manage
groups of 20-30 members on a day to day basis and do everything from
welcoming new members and helping them get settled to ensuring guild
communications get sent out to much more. Raid Commanders (or the
equivalent term in each gaming world) are as the name implies: They are
the tacticians behind our raids and our pvp forces.
The Syndicate does have a core belief that every member is important.
Everyone matters. Every view matters. And feedback to your squad leader
or the advisors or Dragons is very important to the process. Not every
idea or view will get implemented but all are respected and listened to
and factored into final decisions.
Overall i would give The Syndicates current leadership team very high
marks. They are an outstanding group of mature, dedicated, veteran
gamers that im proud to work with. I would add to that, that I would
give The Syndicate's members similarly high marks. A better group of
people and gamers, I have never met. It is indeed my honor and
priviledge to be able to call myself the Guildmaster of such a great
group of people.
OFFICER #1 (Grif: Advisor To The Guildmaster)
Q: 'Can you give us a brief overview of your guild and a few words about
your guild?'
A:
The Syndicate is a guild for anyone with a mature & professional attitude.
age doesn't matter, gender doesn't matter, so long as you are willing to
play fair (no cheating, training etc..). New members will find that we are
like a large extended family, multiple levels and methods of communication
mean we are well organized and planned, leaders are visible and well liked,
not power/lootmongers like so many other guilds. Simply put, we are all just
friends trying to make the most of our online gaming time.
Q: 'What are your feelings towards the current "End-Game" Time situation
and how do you feel about the "End-Game" lore of the defeating of Quarm?'
A:
"End Game" with regards to Time and the lore that goes with it means very
little to me, and IMO, means little to the general player populace beyond
the "wow,cool" factor. It was not designed to be seen by the average player
(average player being an adult with a job and maybe a family). EQ is very
linear in it's progression, so long as you have the nearly unlimited time it
requires to hit 65, get 100's of AA's and get that VT or elemental
equipment. If you don't and have a job, family or a significant other the
true "end game" becomes the social aspect of EQ, once that runs out the true
endgame becomes boredom with EQ's linear design.
Q: 'How does it feel to have several guilds enabled for Time and how do
you think this will disable one guild or how will/do you guys work this
out?'
A:
The "Time race" is really only important to a few people, I personally see
no importance or significance in entering the Plane of Time at all. I
imagine if it does come down to it, Time will be handled just like every
other big mob/zone, a big fight over who "owns" the spawn.. GM's will be
called, and regardless of who was there first or clearing mobs first it will
all come down to the flip of a GM's coin.
Q: 'How far do you think your guild, The Syndicate, has improved
from beta days and from the beginning of Everquest?'
A: The Syndicate continues to be an evolving entity in EverQuest, just
like UO before it, we adapt to changes and try to create a level playing
field for all of our members. We gather information more efficiently then
when EQ started, our raiding methods have evolved dramatically, our loot
system rewards effort put in like no other guild.
Q: 'How far do you think Everquest has come since it's start? And
compared to Everquest, how far do you think Everquest 2 will go?'
A:
It had a very bad start, like just about every MMORPG today, the developers
had grand ideas but implemented them poorly, after about a year the game
began to solidify, but their vision had started to become one of a very
linear and inflexible progression, that's fine, many games choose the linear
path.. but the time and numbers required to complete the tasks to climb the
ladder continued to grow while the rewards became smaller and smaller. Now
high end players are used to the grind, used to spending hours for a reward
that was not really worth even 1/4 of the time spent on it. You can't
explain the game to people that have never played it.. Spending 10 hours
camping a single mob that has a 20% chance of dropping the item you want?
They will think you have brain damage.. hell they may be right.
As for Everquest2, they have made no assurances to the public this won't
become yet another linear level grind.. I have no intention of playing it.
Q: 'How do you feel about the drawn out 'Planes of Power' story line and
what do you think about it's difficulty? Is it really worth it?'
A:
Like every other story line in EQ so far I'm sure it will be forgotten...
Anyone remember Veeshan's peak? The Hole? any of Velious?
It did start out well, ports to all the major cities, new zones, with
good
loot and exp not to mention new AA's. But a flagging system that ended up
being very exclusionary, meaning that if your friends just missed one big
raid, they could be left out of so many future raids and it may be a month
or more before you find that flag mob back up at a decent time, and it just
got worse when everyone ended up being forced into the same 2-3 zones. They
did later open it up more, but that just added 2 more zones so the cattle
were just given a larger pen.
Q: As an officer of this enormous guild, when it was first formed -
what was your opinions of this guild and did you ever think it would be
as successful as it is currently with the base member count well over 300?
A:
Actually the member count is over 500, When it was first formed I wasn't
sure about it's status, back then guilds weren't the same. it was all
bragging about what Guild X would do.. you still see some of that
ridiculous behavior on forums dedicated to games that have just been
announced or in early beta. Once I was a member I could see the guild had a
future, leadership that wanted it to succeed, and we did.
Q: Do you feel The Syndicate has came a long way since the start of
this guild? Do you feel that there is still a ways it could go? If so,
why?
A:
The Syndicate continues to evolve, not devolve. it is always changing, but
always for the good.
Q: How do you feel that the officers and the leader is handling
organization or leadership skills?
A:
Leaders are chosen for their abilities and skills, not patronage or anything
like that. So good positive ideas are always flowing, helping along the
evolution of the guild as a whole. We're a creative bunch.
OFFICER #2: (Kelador, Squad Leader for Natures Fury squad in Everquest):
Q: 'Can you give us a brief overview of your guild and a few words about
your guild?'
A: The Syndicate if a Guild of Friends. We are our own online family. When 1
person is in pain, we all rally around them to help them out. Just think of
it as your extended family. Sure, I'm sure you have family you dislike, but
in the end, we are all in this for the fun and friendship.
Q: 'What are your feelings towards the current "End-Game" Time situation
and how do you feel about the "End-Game" lore of the defeating of Quarm?'
A: End game? You mean there is such a thing? What End-Game lore? You mean
that after you kill Quarm your booted out of Time and told oh by they way,
since you killed me, I'm taking you back in time to do it all over again.
Frankly, I kind of think it stinks. I would think since EQ2 is coming out,
end of Time would pave the way to the new EQ. Direct the path of your
"family" into EQ2.
Q: 'How does it feel to have several guilds enabled for Time and how do
you think this will disable one guild or how will/do you guys work this
out?'
A: Well, answering Time questions will be difficult considering The
Syndicate is not Time enabled but, hearing what Time is like, so few groups
to do events, I am thinking it's going to get bad real soon. We are going to
see another VT with Time. The end game Guilds will always want to keep "the
little guys" out as long as possible which frankly, I think is wrong. But
hey, that's my opinion.
Q: 'How far do you think your guild, The Syndicate, has improved
from beta days and from the beginning of Everquest?'
A: Wow... this is a loaded one. Well, we have improved 10 fold easily.
Going from the only guild on the server to have GM's show up at your events
for fun and KILL the GM... Makes for some interesting fun. Especially when
your guild is only a bunch of L10-18's taking on 1 L50 Ogre Warrior GM.
Since then though, we have grown up and gotten much stronger. Think of us as
a Lava flow... We are big and strong, we may be a bit slower then the
rushing water, but you can rest assured that anything in its path of the
lava flow will be destroyed in due time.
Q: 'How far do you think Everquest has come since it's start? And
compared to Everquest, how far do you think Everquest 2 will go?'
A: EQ has come a long way. It's catered more to the Newbies now, which I
think is good. It gently eases a new person into the Game and teaches them
a LOT about it. Only 1 bad think I see about it that same Newbie can get up
into there 50 's and 60's in a matter of weeks which to me, does not truly
give them the time to properly learn there class and the full extent of what
they can do End Game. But, keep up the great work and improvements of EQ
like there doing (fix the Rogues and Warriors!!), I think EQ2 will excel in
many areas then EQ doesn't. They have a whole game and 5+ years to work on
it, not lets get it all wrapped up in EQ2.
Q: 'How do you feel about the drawn out 'Planes of Power' storyline and
what do you think about it's difficulty? Is it really worth it?'
A: eh... it's ok. I like how you have to work your way through it and as you
grow up more as a Guild, you gain in power and progress further. But, for
the person who has a life, a family, children, school and or a job, I think
it is a little to annoying. The game is not catered to people like me stuck
on a Dial Up connection. A raid of 72 is just to much for my poor little
connection. On bosses in PoP where you need more to kill a boss for the
first time ever, it's worse. I myself (and my connection) prefer a smaller
35 person raid. Now, is it worth it? yes, when you finally down the boss,
the pride and joy knowing you took them down, it's worth it.
Q: As an officer of this enormous guild, when it was first formed -
what was your opinions of this guild and did you ever think it would be
as successful as it is currently with the base member count well over 300?
A: I started with The Syndicate 6 years ago. I played UO with some RL
friends. I didn't like the server I was on, I moved. They moved with me. I'm
not into PvP much, I was being attacked, someone in Blue came out and saved
me. I didn't know who my savior was, but I vowed to find out. When I did, I
applied to join. When I was accepted in, it was the proudest day for me.
Since that day, I don't know what it was, but I know this was my new home
and only Guild I would ever need to be in. The Syndicate was the first and
only online Guild/Clan I have ever been with. I see how many guilds and
Clans are, I see them fall apart. I watch the birth of new Guilds, and also
watch them fall. It takes a special person to run this Guild, and I think
Dragons is that person. I mean shoot, we have been around over 7 years as a
Guild, Dragons must be doing something right here.
Q: Do you feel The Syndicate has came a long way since the start of
this guild? Do you feel that there is still a ways it could go? If so, why?
A: Yes, The Syndicate has come a LONG way. The friendships grew stronger.
People found romance. huh? wha? Romance? Yes, Romance. 2 people fell in love
in this guild and from half way across the world, finally got together and
are now married. This Guild is more then just playing games. For the first
time, The Syndicate had a Gathering. It was great to put names to faces. We
all became even better friends. Seeing the direction the Guild is going
right this very moment, we are far from the final growth. We have so much
planned for us as a Guild, who knows where this could go.
Q: How do you feel that the officers and the leader is handling
organization or leadership skills?
A: I think the Officers handle the "issues" very well. We speak for the
Guild when the GM is not present. All final decisions go through the chain
of command, like any body of government or military. If a concern is had by
a member, we will discuss it like adults and resolve the issue the best way
possible. Dragons I feel is one of the best and honest people I have met. If
there is an issue, he doesn't beat around the bush but he also puts it in a
way that you aren't going to be offended or complicate it even more. Now, if
only the political leaders we have today could be more like him, we would
never have issues in the world hehe.
VETERAN MEMBER: (Gazzaz, 2 Year Member)
Q: 'Can you give us a brief overview of your guild and a few words about
your guild?'
A: "In Friendship We Conquer" It is not only the motto of The Syndicate it
is the attitude we log on with everyday and the real reason The Syndicate
has survived so long. We would rather wipe attempting something new than
sit around figuring it on a slide-rule for a month. We treat the game like
a game.
"I would rather group with TS members than any other guild member on Tarew
Marr." I hear this a lot when I am in non-TS groups. We are considered
mature, professional, knowledgeable, fun, and just damn good at what we do.
I like that reputation. If you ask any TS member they will tell you; once
you have grouped with an all TS group it is hard to go back.
Q: 'What are your feelings towards the current "End-Game" Time situation
and how do you feel about the "End-Game" lore of the defeating of
Quarm?'
A: Well I'll be honest with you, I am not much up on the Lore of EQ. I
will tell you Sony's big mistake; All Roads Lead to Plane of Time. This is
going to be a major issue in the future of EQ. The LDON expansion is nice
but consider the strength needed to do a LDON raid. These were installed as
an alternative to the upcoming overpopulation of zones once considered UBER
guild only. Sony built EQ on what looks like a big pyramid and although
LDON is a nice distraction, eventually it is going to get VERY crowded at
the top.
Q: 'How does it feel to have several guilds enabled for Time and how do
you think this will disable one guild or how will/do you guys work this
out?'
A: The Syndicate is not a big griefer guild. We don't have an issue
sharing a zone with other guilds. We know the griefers are out there. I
expect we will handle this like any other bottleneck; Compete for the
encounter. Be professional and mature. And if we aren't having fun (and
believe me, there are a lot of folks out there who have forgotten EQ is a
game) we will find another spot and come back later.
Q: 'How far do you think your guild, The Syndicate, has improved
from beta days and from the beginning of Everquest?'
A: I have been in The Syndicate for over 2 years. I remember when Yelniak
was a challenge. Dragons, the TS GM, has always preached, EQ is a linear
game. Therefore we must continuously progress to progress. We have pharmed
the right things and made the right moves. We aren't and will never be a
mandatory raid guild. Our ability to enjoy each other's company and have a
good time stays the same even as we grow stronger. We will be Elemental
Planes flagged soon. And you know what? We have done it at our own pace,
had a lot of fun along the way, and without purposely stepping on others
toes.
Q: 'How far do you think Everquest has come since it's start? And
compared to Everquest, how far do you think Everquest 2 will go?'
A: Hmm, my philosophy here is; Sony built Everquest to fail by installing
endings. There is no free-standing ever continuing world in which you go
out with a group of friends and adventure and come back another day ad
infinum. Eventually your toon outgrows an area or zone and you have to move
to another zone. I stated before, All Roads Lead to Plane of Time. You can
be distracted along the way, but eventually MOBS are green and you have all
the loot.
I am not in the EQ2 beta so I cannot speak on specifics. I can tell you
from the overviews, Sony has learned a little from their EQ errors and have
taken away some of the endings.
I was part of UO beta and played the game for several years. EQ seemed to
be an answer to many of the complaints about UO at the time, like lack of
content, cheats, and griefing. I believe Sony went overboard putting out a
game that seemed to correct some peoples major issues with UO. EQ2 seems to
be the middle ground Sony should have been shooting for all along.
Q: 'How do you feel about the drawn out 'Planes of Power' storyline and
what do you think about it's difficulty? Is it really worth it?'
A: I like POP. Matter-of-fact I think the road/path through the planes
should have been longer. There isn't enough in EQ to keep both the casual,
non-UBER guilded players AND the UBER folks from getting in each other's
way. Sony has made it easy for toons to reach level 65. Really the game
now is amassing AAs and Planar progression. So why make those easy? Give
us some more 65+ zones and a few more paths to progress along other than
Time.
Q: When you first joined this guild, what was your first impressions?
Did you ever expect this guild to be as successful as it is currently?
A: My first impression of The Syndicate? After the unfortunate collapse of
Lupine Legacy (Hi Jink and AF!) I spent a few months unguilded. I grouped
with a lot of folks from various guilds. The people I found the most
respect for were the TS folks. They were kind and mature as well as great
players. When I was accepted into TS, I knew I was accepted into something
special. I remember the knowledge level of the leadership was amazing and
unlike other guilds, that knowledge was free to all members. The leadership
knew spreading the knowledge and having informed players was the key to
success. There was a mutual respect between all members. I always knew we
would be successful. In some ways we are the MOST successful guild in ANY
game.
Q: What was your reasons for joining 'The Syndicate' and was the factor
of its enormous size one of them?
A: I join TS because the players I preferred grouping with were TS members.
For the reasons I have stated I jumped at the chance to become a TSer. HAHA
we are big aren't we?! Really I had no idea how big TS was or that they
were a major presence in UO. Never even crossed my mind. Also, after
attending 3 Fan Fairs and a TS conference I can tell you each guild attracts
a general type of people. This is not just a random conglomeration of
people. Even IRL the TS folks were much more fun, mature and normal than a
lot of folks from most of the UBER guilds.
Q: Do you think 'The Syndicate' still has a ways to go in terms of
organization and as a guild as a whole? Why or why not?
A: Organizationally we are exceptional. Even folks that have moved "UP"
and joined power guilds have said, what we lack in strength we more than
make up for in Planning and Execution. Despite the "Zerg" reputation we
have from some guilds we have a firm grasp on our encounters. We bring as
many folks as want to come on all our raids. We don't turn people away
because we enjoy each others company. We take pride in succeeding as a
group not just a small circle of inner-guild elites like some guilds.
Q: How do you feel that the leaders and officers of this guild are
doing in terms of leadership?
A: This is an easy one. D (Dragons) runs one of the largest, longest
lasting (almost 8 years) guilds, spanning numerous on-line games. The man
is the god of GMs IMHO. He takes a lot of flak from other GMs and former
members because he is unwavering in his commitment to TS as an organization.
TS does not change on a whim. That in mind, D does not take his choices of
officers lightly. TS leadership is about leadership not just about shouting
orders. We try and lead by example so the traditions and attitudes that are
TS carry on. EQ may go away but TS will live on. That is the most
important thing when comparing us to other guilds.
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