Guild Halls...points to consider
Why do use think a Guild Leader must be present to ‘unlock/capture’ the Guild Hall? Building anything may take some time; it’s not like a guild can immediately start building, as far as I understand. Though, through the Guild Initiative, they may be able to access the necessary materials/items. I’m not sure.
It seemed to me, from the video, that a guild member must only interact with the ‘Crystal’ to ‘claim’ the Guild Hall once the team/group of players have vanquished the Mordrem occupying the Guild Hall of choice.
Still, perhaps I misunderstood.
Why do use think a Guild Leader must be present to ‘unlock/capture’ the Guild Hall?
Check out the Guild Halls: Taken from the Enemy blog:
At the heart of the ruins, you’ll discover a strange crystal embedded in the earth that was the focus of the Mordrem’s attentions. The crystal shines with magical energy, and it seems the creatures were drawing power from it to feed to Mordremoth. When one of your guild leaders touches the crystal, they can attune it to your guild and cut off the jungle dragon’s influence.
Guilds without active guild leaders do seem to be out of luck here.
(edited by Rasimir.6239)
It’s not unreasonable for them to require an active leader. If this is a problem (and I don’t know if it is), then we need a (better?) way to replace an inactive leader.
Quick question: I am in a guild of one – is getting a guild hall therefore going to be out of reach for me?
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2 years back ago, i was told they do not have any tool to replace the inactive leader with a officer
i think the real reason is that anet does not wish to get involved with guild matters.
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Quick question: I am in a guild of one – is getting a guild hall therefore going to be out of reach for me?
We don’t know at this point. They mentioned “small guilds” several times in their blogs, but whether they are referencing guilds in the 1-5 members size or rather 20-50 is just a guess right now.
Why do use think a Guild Leader must be present to ‘unlock/capture’ the Guild Hall?
Check out the Guild Halls: Taken from the Enemy blog:
At the heart of the ruins, you’ll discover a strange crystal embedded in the earth that was the focus of the Mordrem’s attentions. The crystal shines with magical energy, and it seems the creatures were drawing power from it to feed to Mordremoth. When one of your guild leaders touches the crystal, they can attune it to your guild and cut off the jungle dragon’s influence.
Guilds without active guild leaders do seem to be out of luck here.
My bad. They didn’t seem to stress that particular point in the livestream. Still, the use of plural may mean any officer in the guild, as I don’t know how common Guild Leader(s) are.
I guess we will find out soon enough. /shrug
You can have more than one Guild Leader. This would work for those Guilds that not everyone purchases HoT, including the Guild Leader. Anet has stated that they do not remove a Guild Leader or put old Guild Names back into selection because of their credo that a player should be able to leave and come back as they wish. That is from a direct response I received from them on a question I had. Is this ethical on the Guild Leader’s part? Probably not, if they were not forthcoming about a definitive return date or how to contact them in real life in their absence for situations that may arise (i.e this, Guild Hall Claiming). However, there is nothing stopping that Guild from starting their own as well. I understand the Influence loss and starting over, I’m just giving you the viable options and answers that Anet, from personal experience, will most likely provide you as well.
Order of the Blue Heron [OTBH]
Arathorn Cirdon – Warrior | Ariana Cirdon – Mesmer
Quick question: I am in a guild of one – is getting a guild hall therefore going to be out of reach for me?
From how I understand it it looks like non-guild people can help you. Or at least they can temporarily rep your guild.
Which means you can form an alliance of several small guilds. They take one hall then move on to the next.
My comments were based on the ‘permissions’ associated with Guild Leaders, one of whom always has the ‘top slot’ in relation to ‘admin lower ranks’ – even when that is shared down to 2nd Tier Leaders/Officers, represented by the White sidebar in the Ranks Table.
I guess it will come down to how Anet interprets exactly who qualifies as a ‘Guild Leader’ – the original founder/owner, or just anyone with all current Guild permissions ticked.
The actual claiming through interaction with the Crystal would seem to suggest that while other guilds or even friends from outside a guild could help with the capture, the Hall would be claimed by the Guild ‘Leader’ activating the Crystal. I’m very carefully not going to get into the possibilities for ‘stealing’ a capture if someone else with Leader rank in another Guild gets to the Crystal first, has fast reactions and switches Guilds…
Hopefully the ‘there can be only one’ feature, each Guild being only able to claim one of the Hall types currently available, will prevent temptation and attempts to grab a Hall from the ‘Lead’ Guild trying for it.
My call on ‘guilds of one’ or those with small numbers under 10-15 members is they could well struggle to make a capture without outside help – but that depends on how the maps scale and how easy it will be to recruit/retain outside help to push up numbers for each attempt. I’m also calling the ‘Rent a Zerg’ as something at least some less friendly, or more opportunistic, Guilds may run to generate gold income. Not that different a mind set to selling Dungeons and to a degree open to the same possible abuse – ‘selling X map/hall, join party with Yk gold in wallet or at least Z unbound Legendries in inventory, Crystal ready to be claimed’…
At least it looks like there will be no actual limit on how many attempts to capture a Map/Hall individual Guilds will have…but as my posts suggest, not so sure Anet have fully thought through exactly where this could lead and how it will be implemented/manipulated by players in practice.
On a more practical and positive note those Guilds who organize, by splitting their participating members into parties each with set tasks and designated Commanders, will likely find it easier to clear maps and make the capture.
My thoughts are a ‘spearhead’ group to push/engage mobs in order of priority/threat, with ‘sweepers’ to focus on support and all things AoE and a dedicated group of condition removers to keep everyone else up while clearing – maybe a small ‘advance scouts’ group (yes I’m looking at you Thieves) to path find and give advance warning of what to expect in the next section of the map.
Personally, I’m looking at this as a whole mini-game of its own that could take some time to finish for the smaller less organized Guilds.
Think that about covers it…so feel free to go crazy with the responses