About

Dusk is a group of friends striving to have fun in a digital world. While the guild has had numerous names over the years, our core members have been together since 1998. Our primary focus is on MMORPGs, however, there have been stints in numerous FPS's as well. Since our main goal is fun, there are no class restrictions or pushes - everyone is expected to play what they want for maximum enjoyment.

Hierarchy

There is no such thing.

Those that are in the guild are here because of trust, talent, personality, and fun factor. Each and every member has invite priveledges, raid abilities, event creation abilities.

We vote on everything.
All members have a say in what Dusk does or does not do.
We choose events based on votes and event leader's mood.
Anyone can lead an event.

A meager hierarchy exists in regards to guild permissions within the game, such as demoting, removal and MOTD alterations. This is a direct result of drunken officers at 3am. These priveledges are given out on a person-to-person basis - there are no qualifications, forms, or duties one must perform.

Code of Conduct

Unlike many guilds you may have been involved in, Dusk carries over into more than simply games - many of the friends made here will house you on vacations, give you a tour of their workplace, and even try to help you with employment issues.

Because of this tight bond, it is requested that you give each member your utmost respect. They could pay for your Ventrillo server, web server, or take you out to dinner on a cross-country adventure.

Overall

Any and all things are tolerated, however, if a reasonable request is made, please try and accommodate it. This goes for vulgarity, name calling, overall topic, and any other form of in-game antics.

Inner Realm

For friendly guilds it is asked that you be kind and courteous, even if a previous or current experience is causing you frustration. There is a reason we are on friendly terms - it is not simply to inconvenience or anger you personally.

For guilds we have no affiliation - enjoy!

Outter Realm

Anything goes. It's PVP, not organized and rule-abiding combat.

Camps

Dusk does recognize camps. This means that if Players X have been hunting Ogres when you arrive, the ogres belong to them.

"But, but.. Company A does not recognize camps or ownership of such entities!" .. Tough. We do.

And yes, this rule gets very blurry when a named mob is rushed. Those will be dealt with as they come up.

Consequences

We're human. We break rules for whatever reasons. It happens.

If it happens a lot, guild removal will occur.

Everything ends in removal from guild.

History

In The Beginning

Dusk initially began with a core set of RL friends who played online games together. The first MMORPG was EQ in the mid-late 90s. As it was our first adventure into guilds, online rpgs, raiding, and general introduction in the genre, we did not do things our way. We spent our EQ days hopping guilds, forming guilds, leveling up, watching guilds split, so on and so forth.

As Planes of Power was released, many of us had had our fill. Due to school, family, and other life issues most of us needed a break. Of the five or so of us, none had reached the new level 65 cap, although several came close with 58+.

FPS Summer

Our next real phase as a group came in the form of Day of Defeat, a WWII-mod for Half-Life. For roughly 3 months we fielded 4-7 players daily (LAN) on a single server, prompting the clan who owned the place to adopt us. To show our unity, everyone adopted "Monkey" names and had a blast. In under two months, every monkey (but 1) would place in the top 10 on the entire server and at least two monkeys would place in the top 10 for every weapon. Through teamwork, communication, and down right enjoyment of the game we dominated this particular realm.

Claim to Fame: Monkey knife fights and unbridled retaliation on teammates for team killing

MMORPGs For Life

Dark Age of Camelot
After our summer LAN, the timing simply hit and Dusk took off into Dark Age of Camelot. Here we did two things: 1) created, maintained, and built our own guild and 2) was part of and general members of another guild.

The issue in this game was the three realms and personal preference. Half went to play Midgard, while a very stubborn player pursued Hibernia. The result: Our own guild in Midgard, but active (and almost dominating) members of another guild in Hibernia.

This game is the turning point in our MMORPG participation. With a very large focus on PvP and a minor issue on PvE, our core not only grew in member size, but also in reputation. We were known in our realm as well as the opposing warring factions. We were on numerous "Kill on Sight" lists. And we revelled in the attention and frustration of others.

Besides the PvP aspect, we also had PvE encounters, pathings, and other issues down to a T. Encounters that took two to three groups, we could accomplish with just one. Camps that should take a group, we complete with three members.

The downside to all this: we simply did not have the numbers for guild-only raids. Required skills such as Master Levels were unobtainable for a casual gamer who could not make the monthly/weekly raid schedule for the server. In PvP, we ran 2-3 groups of stealthers because no one would play anything else. Many lvl 50 chars sat on the shelf due to lack of well balanced groups.

Accomplishments: Multiple 50s on multiple servers, outfitting every main character with a few accounts, utilizing Team Speak/Ventrillo more than /gu

Shadowbane Beta/Retail
This was a short run. A lot of fun things took place during this phase due to SB being PVP and nothing else. This game was great, but due to server issues we never switched.

Accomplishments: First Thief Guide ever written for SB

Planetside
Ummm, yeah. This was fun until we realized we could take any unguarded station with simply two people. Had a ton of fun and some incredible battles.

Most Memorable: Hijacking teleportation vehicles while entire enemy teams were still using them, hijacking someone's tank and then running them over with it, sniping what we though were enemies - were our own stealthers, and finally: running over an entire friendly guild with a tank because one member annoyed us.

World of Wwarcraft
The latest game to gain our attention.

Future

The future is what we, as a guild, make of it.