I'll try to keep this brief. In short, I see a few major issues that need to be brought to light and addressed as following:
Guild Locks:
Guilds like Golden Phoenix and Black Rose have swallowed up large portions of the memberbase here on FTRP, leaving other guilds to barely manage with 10 or less (in)active members. It is a widely known problem that guilds are too thinly spread out, some having chunks of members while other are barely holding on. This is why I suggest Guild Locks (or if they already exist, using them). Guild Locks would do just as said, lock guilds. By locking guilds, membership would be closed and denied to that particular guild after a guild has or exceeded a certain amount of members, giving other guilds the opportunity to absorb more members and "thicken the thinning of members." However, it is not forever. It would only last until staff determines that other guilds are ready to compete for members again or a certain amount of time has passed.
Maximum Membership:
An idea to further support thickening the thinning of members, guilds should have a set amount of members they can harbor at a single time. And as guilds reach their maximum memberships, they can either:
A: Purchase more membership slots with guild funds, similar to ace slots.
B: Remove inactive members. This will only make guilds more active.
Neutral Guilds:
The problem with neutral guilds that has had little light shed upon them is the fact that entire groups of members are excluded from positions like Wizard Saint or Rising Star because of their alignment. Staff and members has given me many justifications for this but most do not make sense.
Independent Guilds are defined as following: "Guilds that are not registered with the Magic Council, but are not "evil". While technically dark, Independent guilds are not hunted by the Magic Council for one reason or another." Although understandable, it does not make sense that Guildless (while Indi guilds are not registered with the MC but are not against them, Guildless aren't even registered with a guild/alignment and have more privilege in this situation) can apply for WS/RS but Indies can't. If the guild does not oppose the MC, or better yet, supports them, they should very well be eligible to apply.
Team Registration:
There's all sorts of wrongs with this so I'll put in my piece and everyone else can add theirs to make the puzzle a whole picture.
The restrictions and privileges other alignments get in this registration is bizarre. Very bizarre. Let me put this simply:
Legal + Legal = No team eligibility
Legal + Dark = No team eligibility
Dark + Dark = Team Eligibility! (????)
Dark + Guildless = Team Eligibility!
Neutral + Neutral = No team eligibility
Guildless + All Alignments = Team Eligibility
Correct me if my chart is incorrect but the gist of it is that almost all guilds are isolated to their own guild lest an alliance is formed. Which doesn't really make sense among most guilds, since Legals support the MC and therefore shouldn't really even need an alliance to form teams. Darkies can do the exact opposite for some strange reason. Point is, you should be able to team with anyone of any alignment.
Guild Locks:
Guilds like Golden Phoenix and Black Rose have swallowed up large portions of the memberbase here on FTRP, leaving other guilds to barely manage with 10 or less (in)active members. It is a widely known problem that guilds are too thinly spread out, some having chunks of members while other are barely holding on. This is why I suggest Guild Locks (or if they already exist, using them). Guild Locks would do just as said, lock guilds. By locking guilds, membership would be closed and denied to that particular guild after a guild has or exceeded a certain amount of members, giving other guilds the opportunity to absorb more members and "thicken the thinning of members." However, it is not forever. It would only last until staff determines that other guilds are ready to compete for members again or a certain amount of time has passed.
Maximum Membership:
An idea to further support thickening the thinning of members, guilds should have a set amount of members they can harbor at a single time. And as guilds reach their maximum memberships, they can either:
A: Purchase more membership slots with guild funds, similar to ace slots.
B: Remove inactive members. This will only make guilds more active.
Neutral Guilds:
The problem with neutral guilds that has had little light shed upon them is the fact that entire groups of members are excluded from positions like Wizard Saint or Rising Star because of their alignment. Staff and members has given me many justifications for this but most do not make sense.
Independent Guilds are defined as following: "Guilds that are not registered with the Magic Council, but are not "evil". While technically dark, Independent guilds are not hunted by the Magic Council for one reason or another." Although understandable, it does not make sense that Guildless (while Indi guilds are not registered with the MC but are not against them, Guildless aren't even registered with a guild/alignment and have more privilege in this situation) can apply for WS/RS but Indies can't. If the guild does not oppose the MC, or better yet, supports them, they should very well be eligible to apply.
Team Registration:
There's all sorts of wrongs with this so I'll put in my piece and everyone else can add theirs to make the puzzle a whole picture.
The restrictions and privileges other alignments get in this registration is bizarre. Very bizarre. Let me put this simply:
Legal + Legal = No team eligibility
Legal + Dark = No team eligibility
Dark + Dark = Team Eligibility! (????)
Dark + Guildless = Team Eligibility!
Neutral + Neutral = No team eligibility
Guildless + All Alignments = Team Eligibility
Correct me if my chart is incorrect but the gist of it is that almost all guilds are isolated to their own guild lest an alliance is formed. Which doesn't really make sense among most guilds, since Legals support the MC and therefore shouldn't really even need an alliance to form teams. Darkies can do the exact opposite for some strange reason. Point is, you should be able to team with anyone of any alignment.