An alternative to limiting guild vs raidtargets is to provide alternatives to what you can only get from raids. You want people to exp in off the beaten places(exp change) put a small chance of things dropping in them(previously only tied to raids) and people will go there.
Ex. A 1/500 chance of relics dropping in nadox, maybe people will go there more often.
I think having skills/spells tied to only people who can raid and then hating on pugs for hurting guild progression is counter-intuitive.
Character name is Aati.
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The problem is the majority of character progression on any facet is that in order to be a full caster, or preist you need to have your relic spells, your ancient spells, and a few pivotal items which can only be attained by raiding. At one point in time the developers piushed towards this direction. I understand that the server is the baby brainchild of the developers currently directing it. Maybe we need to redirect this thread and have an open discussion about the direction we want this game to take. I'm not saying anyone who reads the thread should feel obligated to make the requested redirection; however it seems as though this is more the question our developers seem to be asking us with all these recent changes.
I think our player base has turned to higher numbers, but higher percentage of casual players or, PuG'ers if you will, while a lower percent of players actually acquire their character upgrades via guild raids. In fact, in most cases people use PuG's to upgrade because their chances might be greater at seeing any loot for one reason or another (i can't think of a ton of reasons).
I made a suggestion once upon a time For Cmal in which ancients were added to the Cmal 3 and 3.2 primary nameds to create opportunities for n0on raiders to acquire these spells.
I think something similar is order for all of these other things we've defined as essential for full character growth and progression.
The standard of 65+ was raised, and now an accept 65 for any average exp is usually at least 100+ aa's and at least 3-4 tier 5 pieces. No one expected a lower tiered raid guild member, but they expect people who have at least been on a pug and gotten something to show for it.
The problem with these changes is 50% of the serious players have progressed beyond the point at which you've now decided is unaccept for anything but guild interaction. This is problematic because high tiered people don't exp with lower tiered people all that often, and if it occurs it;s usually in a leach situation where they are told to sit down, shut up, and not move.
Case and Point: PuG's are not only an essential part in the larger percentage of your server populations progression, they are also an essential part of many of your server's guilds and their recruitment policies. If there's anything my opinion is good at it's tier 5-8, I've been perpetually stuck in those tiers on all of my mains because of my difficult attitude and my previously casual playstyle. I've formed two guilds, and the zones my progression was accredited to were trailblaze situations, none of my strats were handed to me, and in every case required immense dedication and communication with devs. WE stuck it out everytime something didn't work, and we saw it resolved, a level of dedication you do not see anymore at those tiers. My guilds were loyal and solid, and only fell apart when real life afflicted one of us really hard. PuG's taught my raiders how to act, and that dedication really did pull off, and they are part of the growing up process of your adolescent raiders. They need to be better defined, and restricted, but the anti PuG mentality so many of you seem to be adopting ism jsut one example of the isolation alot of the higher tier people seem to be adapting. These are the only way the majority of you interact with probably 80% of the server you spend a good chunk of your life clocked into.
My suggestions would be:
1) Add relics to something scalable in difficulty to relic raid droppers (tier 3-5) but for 6 man or 12 man (if there's any 12 man content for these tiers i Don't currently know about.
2) Create an incredibly difficult and time consuming quest that guild leaders or officers can do to bestoy a gate clickie to their raiders. Something akin to housekey, but that takes you to a zone where /raid isn't broken.
3) find a way to put raid bugs in the grave. These bugs often destroy motivation from raiders and are the horrible scourge that tests most raiders patience. I am aware fixing bugs isn't a snap of the fingers, but this is where your core is dying, it needs to become a priority.
4) We don't need so much new content, and we don't need gigantic zone overhauls. We have tons of content that just isn't' done because it's too buggy or gigantically obscure at low tier (i approve of obscurity at high tier progression, it's not supposed to be easy). I'm going to make a list of these things/places on a new thread.