welcome back Chris
I’ve been taking a look on the thread, seems like especially Yalora Istairiea.6287 said most of the things I’d like to see ingame already, so for now I will just underline -again- how important I deem to give leaders the ability to uniquely shape each guild as they see fits.
In particular, as bonus long term end game content, all action of the players should leave a mark on the world; so far, whatever we do is almost completely irrelevant, and this -righteously so- gives the feeling of being unimportant. It’s an unpleasant sensation…
Cya next week (traveling for work)
This is interesting as it pertains to rewards too. In D&D a GM would never dole out rewards the way rewards are doled out here in this game. I think some of the reward system needs to be rethought as well. Being meaningfully rewarded as a player should still matter in an MMO. Being rewarded for playing well doesn’t mean I won’t spend money in your cash shop. The reward system has become stale and formulaic. There is no surprise anymore to how we are being rewarded. It’s Black Lion Weapon skins(not rewards really, but are treated as rewards) back pieces, Cash shop costumes(again not a reward but it’s how new stuff for our characters is being doled out), Holiday weapon skins, LW skins, and rinse and repeat.
you got a good point. A rewarding experience, RPG wise, is another missing thing. The DM Guide was very accurate in describing how rewards had to be calibrated on the content, so that somehow influenced my way of seeing the same mechanic in videogames; in gw2 there is a commendable intent of pleasing everyone, giving everyone everything, which while being positive on paper doesn’t deliver, making efforts/benefits ratio go to hell and completely defeating the very purpose of playing more complex/risky content to begin with.
is there anything that relates harder content with it being interesting/highly replayable? (it’s an honest question, ‘cause I don’t see a logic link between the two factors)
That’s an interesting question.
In theory, harder content demands more out of the player making the best use of the battle system. Conditions, boons, stun breaks, timed dodges, interrupts, etc. If a battle system is designed around those elements, and yet they are absent from 99% of the enemy encounters, then we can safely assume that the combat system is not acchieving its full potential, which in turn it’s not as satisfying and fun as it could have been.
However, there’s such a thing as a middle ground between mindless auto-attacking zergs and niche super difficult content. I’ll even go as far as to say that I refuse to believe that challenging content can’t appeal to casuals. It all depends on either the company can or can not hit that middle ground spot.
Another user has sait it best: what this game lacks the most, is fun mechanics. Something that makes battles more creative, more engaging, more distinct from each other, even if that does not exactly translates into “high difficulty” content.
GW2 needs to make better use of its combat system. Which is not an easy to thing to acchieve, by itself, when so many of its core mechanics are broken (condition stacks, defensive stats, defiance, poor infrastructure for party supporting, spammy skills, poor balance, etc).
I think I see your point. Personally, I avoid pve like a plague, spending 99% of my time vs other players, and I avoid pve exactly because it doesn’t offer anything I consider worth my time, in particular rewards-wise.
Lesser games, which much simpler mechanics and variety compared to GW2, strangely enough manage to get the job done.
I still think difficulty and replayability have little to no relation, and your analysis matches the situation: the true problem lies in the game mechanic itself.
Thinking about easy, well established and long lasting games it’s worth mentioning dice & paper D&D (d20), Cyberpunk (d10), chess and so on.
An “harder” difficulty setting in videogames is a joke, because no matter how hard you try, the PC is always “cheating” to appear less perfect than it is to give you some chances of “winning” (the computer knows your stats, skills, combo, gear, position ecc even without the need to “see” you), while playing against other players is fair enough and unpredictable enough to stay entertaining in the long run.
So yes, I think gw2 would greatly benefit from a core mechanic overhaul.
is there anything that relates harder content with it being interesting/highly replayable? (it’s an honest question, ‘cause I don’t see a logic link between the two factors)
This topic is die-ing.
nope, I just asked it, and it said it’s doing well.
Chris were are you?
if you paid attention, he his currently busy with much more important stuff.
Just be patient and things will eventually set in motion again…
Why can’t the survey be something like
on a scale of 1-5 how happy are you with XXXX
out of these 5 things which was your most liked
out of these 5 things which was your least liked
please rate these 5 items in order of most liked to least liked
on a scale of 1-5 how would you rate your experience from levels 1-5, 5-10,10-15, etc
on a scale of 1-5 how would you rate the speed at which you gain skills, the speed at which you gain traits, the speed at which you unlock the ability to do XXXX
what things would you like added to the game out of these 5
what things would you like changed out of these 5
how is your overall satisfaction with XXXXI think some of these could help you with interpreting what your metrics are telling you. Rather than telling everyone what someone thinks or wants the metrics to tell them.
Now those are interesting ideas! That form of survey makes a lot more sense than the one requiring a answer coupled with an essay question, or the simple yes/no. A few are too vague, but overall, they have good potential. Thanks for these ideas.
actually, koreans have been doing exactly those kind of ingame surveys for the past ten years (yup no kiddin’) and those games I won’t mention are still happily running tailored around their customers.
When eight-or-so years ago I was playing such games, every once in a while (usually in a cycle of two/three months) a survey would pop ingame immediately after loggin in the main city hub: there were no ways to avoid it, you had to complete it to play the game, but it was stated it was really really important. And it was.
The structure was exactly the one described by Lobo, and allowed for a much more accurate picture of the playerbase opinion/reaction/future expectation; as much as I love this forum, it represents a tiny portion of the overall population (everyone in the field knows that more than 90% of customers will not voice their concerns), but it is also true that said statistics needs to take into account the “newcomers factor”.
When I switched from that MMO to gw2, I was used to take so many surveys that was really surprised to not see one here…..
don’t even mention it, family comes first! once you feel comfortable again you can dive in our spam.
We need you in perfect shape (to proceed with cloning....)
the “alliance world” idea is extremely cool, John…
although I understand how devs wish to please most (if not all) players, I must also say that this approach removes any value to the achievement itself.
It’s nothing to boast about, to put it in very basic terms.
oh, I am happy to see “dismantle” got some love ^-^
I think low populated servers may have troubles if the numbers required for voting are considered as fixed value: what about using proportional values?
Something like “in order to dismantle object A you need 10% of current map population to vote YES”
this issue has emerged already in a previous CDI and has been deemed important by devs who really liked the idea. Although there are no hints about scheduled release date of such a nice feature, there are chances that we will see it implemented someday.
excellent work!! /thumbsup
Grevender.9235
More Consequences for your decisions being made in the game (including guild decisions I guess also too)
especially guild decisions
the overall goal is to give weight and meaning to the path we decide to choose: this will enrich Tyria with variety and depth.
Without looking, don’t most of those appear in the Advanced Dungeons and Dragons Players handbook first edition? With the exception of Geneticist maybe.
From what I recall the Prestige classes from way back then were
- Paladin
- Illusionist
- Druid
- Assassin
- And the somewhat disputed Psionic
Ahhh those were the days
indeed. It’s not like I am in a hurry to climb the library to grab D&D v1.0 (which I proudly own in a semi-perfect state, along with various subsequent versions) but I am almost sure that Psions were collected into “classes” and not “prestige classes”.
Btw, it would be almost pointless to have “one” prestige class introduced for each class, because that’s not what prestige classes are meant for: the goal of a prestige class is to highly specialize into some area. So, being VERY optimist, devs should introduce a minimum of three prestige classes for each class to allow specialization into very well defined areas.
Imho that’s is not possible in GW2, too many resources would be required for such a task, so at the very best we may get the ability to build our chains of skills regardless of the original class.
But how do we keep tuned in with the CDI’s?
checking forum often is a good start, when they are about to happen they usually gather a lot of posts and are quite visible
how do we know when they happen and how often?
I’d like to help on this but I am not the right person to do so; if Chris is reading and have time to do so, he will answer for sure.
the idea of prestige classes has appeared already in a previous CDI and although deemed “not priority” was given some chance of appearing as potential matter of discussion for a future dedicated CDI.
So, let’s just cross fingers and hope…
imho the main problem is: it’s untrue that there is nothing to do, but is true that there are no valid reasons to continue doing what the game offers, because there is no sense of progression whatsoever.
WvW europe is currently nearly unplayable, there is a thread already in the WvW section about this though…
OP you deserve a medal for this thread.
“if I were in charge with absolute power”:
- “PvE” would cease to exist: the entire map would be an immense WvW
- cities would be “safe” only as long as you own them and defend them from capture
- randomly, World Bosses would attack cities (without any distinction about who own them)
- in such attacks, your items could ended up damaged, and quests to repair them would be the only solution (i.e: stay alive and l2p)
- you can join only one guild, if you are kicked or leave you will have to wait one month before being able to join another. If you gets kicked by three guilds in a row, you are marked as renegade, get a permanent debuff and will be attacked by city guards on sight. You can however redeem yourself with some “good deed” quests.
- there would be infinite room for specialization both as players and as guilds: you wanna become the most awesome sword crafter in the world? craft your way up like there is no tomorrow and unlock UNIQUE abilities (unique like: only you in the world have that, who wants to buy your trash needs to bend to your prices…)
- complete abolition of any kind of tutorial: get out of the carebears world and go learn by dying to those stronger than you and learn from those kind enough to explain stuff to you.
recently I am not playing much for many reasons, today I tried to take a trip into WvW lagged out badly a couple of times, logged out: total ingame time, probably 10 minutes.
Yep, hope you guys can find what’s causing this terrifying lag and fix it somehow…. crossing fingers
epic thread /thumbsup
- no I don’t want to pop my tag to deploy siege (I mostly do small scale roaming)
- put names under siege
- add a “dismantle” button that need three approvals
Chris
4: The ability to fire Asuran Special Forces into Enemy Keeps with a special Guild Trebuchet!!!!
as per attachment
1) Alliance system
2) Improved Management System
3) Improved Banking system
I think airships are way cool and I’d love to see where ArenaNet can incorporate them, but GvG doesn’t seem like the right place. That said, I’m not really involved in the GvG community, so maybe I’m totally wrong about that.
I totally hate skyhammer, it’s cool on paper but doesn’t deliver because of its own mechanic (just bring fear/knockback and you feel skilled).
This said, let me further clarify: I absolutely didn’t mean to embed Airship combat in GvG, I was speaking very generally and merely speculating over general WvW warfare (seeing some heavy airships bombarding you on the head may encourage anti-zerg behaviours…which is something I welcome with open arms); this said, I would like to see all guilds given the option to use them in actual GvG events, as an added mechanic and not as the only/forced way to do it.
I hope this helps clarify?
Also, from my understanding, so far devs -at least in this thread- are trying to broaden our choices rather than restricting/forcing.
btw: I can see huge airships sieging SMC or Garrison…. epic. That would need to introduce a whole new set of anti-aircraft siege weapons (I can also hear programmers cry about air collision system but hey xD )
That… is going a little too far.
What’s the point in having walls if you can fly above them?
ahem actually this is what happens normally whenever air combat happens. Btw, this is one of the many plotholes in GW2 gameplay: everyone knows there are Airships (they are parked in EOTM for example), yet no one uses them in actual combat.
I have no memory of any similar episode in human history, I mean, whenever war occurs, military use of whatever can be effective is primary goal…. yet GW2 “forget” about this tiny detail
Btw, this is not Star Wars, I don’t want to go in WvW and shot airships or spaceships or whatever.
I am sure if they will ever be implemented no one will force you into using them…
Let me get this straight… after the uproar over Skyhammer, we want ArenaNet to make GvG a floating airship mode?
This won’t end well.
who said it should work only that way? it’s just about giving options, then players will decide if to use them or not….
btw: I can see huge airships sieging SMC or Garrison…. epic. That would need to introduce a whole new set of anti-aircraft siege weapons (I can also hear programmers cry about air collision system but hey xD )
PROPOSAL OVERVIEW
Guild halls? no. Guild Airships!!!!!!
GOAL OF PROPOSAL
To give the idea of guild halls more functionality than just a meeting place
PROPOSAL FUNCTIONALITY
GvG airship battles with characters jumping accross to each other, Pirates of the carribean style, siege cannons blasting, mid flight battles through clouds, the epicness we all hoped for when we first saw airships in the trailer.
Upgrade and kit your Guild airship out with siege, repair crews, medical crews, pilots and the like to ready yourselves to set sail!
Take your guild on an airship journy through the mists to discover new undiscovered lands and dungeons! Explore the mysteries and dangers within as a guild group! Beware enemy guilds also discovering these pockets of reality!
Possibilities for expansion are pretty awesome.
ASSOCIATED RISKS
I might explode.
I must admit, this sounds amazing
guilds not rich/powerful enough to access airships, should be able to access at least normal ships (well, I’d expect some to not be able to go past a simple row boat xD )… but talk about end game content, that’s awesome
You having to join a guild to play the game is not likely ever going to happen.
aside the small detail it would backfire pretty badly, it would also be unpractical.
At best you might be locked out of some specific new guild-related content (guild raids for example) otherwise and it’s rewards while you still are able to get items / rewards of the same type in other way. But thats already the case with guild-missions and reward you can only buy with guild commendations.
after all, the game already has some “lock”, just think at super-high level fractals.
It would be cool to apply some nice mechanic of progression to how guilds affect the game; the first that come to my mind is adapting WvW ranks to guilds, for example a guild that invest enormous amounts of time, money, and karma into producing -say- guild catapults, will result in better and better catapults. Or maybe they will be able to select ONE specific buff (guild fortify? supply transporter? whatever) to boost over 9k ecc ecc
:Go play a different game
I don’t think Chris made this thread with the purpose of driving away paying customers…
Number of Guilds
Now sure, this is a game and some suspension of disbelief is inevitable. I guess I am just trying to present a frame of real life reference to how many guild memberships might be enough.Sometimes… less is more.
that’s a key word: membership. Now you can join guilds for free, but I may have some doubts your gym will let you in for free.
Although I still think family can be only one, it would makes me giggle if A.Net did boost the number of guilds you can join at the condition you pay 100 gold per month for each
No need to limit players enjoyment or make people rely on PUGs /barf.
I absolutely agree on this, but increasing the number of guilds you can join is not the solution we are searching for.
There are plenty of solutions to increase the social networking tools while re-establishing value to being part of a Guild so I see no reasons to further harm the already pretty badly wounded guild system.
I just wanted to add my proposal:
The ability to be in more than 5 guilds
two would be one too much. Alliances are for a reason…
Fair enough, but your view is not used by this, or by most other MMOs, and I don’t see why it should. An MMO guild is not a medieval crafts union, and I see no reason why it should be.
tbh – based on my experience – I have to say that GW2 way of handling guilds is peculiar, if not unique; in no other game I played they have been demoted to the point of being mere social containers that you can multijoin and hop freely.
This is way there are many good reasons to see this happen, and why a large portion of the playing population is demanding such path.
Ah, I see the confusion.
seeing it is the first step, soon you will join our ranks
In this game, what you’re thinking of is called “Orders,” broken up into the Order of Whispers, the Vigil and the Durmond Priory. They fill the role you describe. Guilds are something else entirely.
we agree on “guilds are something else entirely”, that’s why me and the other gentlemen are waiting for them to match the right meaning; about the orders, they should be much more articulated (as they are/were irl, most notably the Order of Knight Templars).
Historically, there are enormous differences between guilds and orders, mainly related to the way those organization could be accessed (payment vs invite only, peasants vs nobles for the elite of elite) and objectives (formation/individual benefits vs already top notch/national benefits).
It would be beyond epicness to see Orders implemented in GW2 as game mechanic, but imho it would be close to impossible, other than being completely off topic in this thread, so I will just keep my focus on Guilds
Guilds are semi-permanent social structures, while squads are more ad hoc and transitory.
I didn’t take the 20 vs 20 example by chance, and -time factor aside- they are exactly the same from your point of view.
From mine, Guild is a modular and durable entity that enhances skills and abilities by providing money, network, and in general “power” to the individual in a way that would not be possible to achieve alone.
Anything you can earn through membership in a guild. you should have access to as a solo player.
this is exactly the opposite of what I think, and exactly the reason why Guilds were created to begin with
Especially in RPGs, where real life mechanics are simulated while applied to different scenarios/contests, this rule becomes more relevant: the power and specialization of organized groups is by far superior to any individual potential.
Think like this: if we were playing in a spy-story rpg, you’d want to join CIA to have the fanciest spy stuff not available for ordinary mortals, if it was a war simulation you’d want to join the Military and rankup to get access to weapon prototypes able to incinerate your enemies pressing a button and the geekiest stuff, and I think an endless list like this can be compiled.
Since they are organizations, Guilds must fulfill the role of ultimate specialization.
I play more RPGs than action games,
…but you missed the core mechanic difference between the two, that’s nothing I can help with.
here I am first and foremost a GW2 fan, and GW2 is not about locking you into permanent choices, so if that’s something you like, go to a different game for it.
I like GW2 too, and it has already many “locks”, that’s why instead of going where “the grass is greener” I try to contribute on initiatives like CDI to improve the final result and make steps forward
But you’re trying to apply your definition to this game, where ti clearly does not apply.
you are trying to interpret something that has universal value.
Don’t you understand that sometimes words have different meanings in different contexts?
you are free to call birds “fishes” if that pleases you.
If guilds carried only the value of “social tools”, as you say, there would be no difference between Squads and Guilds: but there is. If you take as example a squad of 20 ppl and a guild of 20ppl, following your logic there would be no difference, as they are both social containers who gathers ppl with similar interests/goals.
Spoiler: there is a difference.
We just want more and more to make that difference abysmal , luckily I am not the only one seeing the potential as endgame content of such beatiful features as I am reading a lot of fantastic ideas in this thread. Keep them coming
yes d/d is fun. Unfortunately it is the only “non zerg” balanced weaponset currently available, that’s why it’s mainstream.
Maybe some years in the future we will see scepter and focus balanced as well…
Ok time for a third topic.
Guild Halls.
I see this subject come up a lot in this thread and while we can talk about other aspects of Guild Halls at some point, let’s try another exercise.
What are the 3 top QOL features
- unique and customizable sense of progression
- fully interactive craftable architecture and furnitures (yeah, you should be given the possibility to actually build the Guild Hall itself, maybe as very long term Guild Mission, crafting statues of most representative members ecc)
- an extremely detailed management system (taxes, expenses, items rental, alliance war funds and so on) I’d probably play this more than I should from my office #^^#
have fun climbing
Than GW2? I played those games for about a month, tops, I’ve been on this one for two years now, so yeah, definitely “lesser.”
I’ve got bad news then… xD
I would hate any move towards making it so that you choose one thing, and are more or less permanently locked into that choice.
this is the core point that separates RPG fans from action games fans: we want permanent choices that weigh and count, you guys want everything at disposal and and avoid like plague choice/consequence mechanics.
Since this has been sold as mmoRPG, I expect it to turn into it as soon as possible coherently with the expectations.
Because I’m not a mind reader.
just a text reader will be enough
You posited making a tailor guild. You can already do that. You make a guild, you call it something like “Tailors Unite,” and you recruit on the basis that it’s mostly for tailors. Tailors join it, they sew things, it’s a tailor’s guild. Done.
too bad the guilds “Ferocius Jumping Fish”, populated prevalently by quaggan roleplayers who focus on solving jumping puzzles can do exactly the same. So, again, nope it can’t be currently done as the game has not any feature to do so and everything is left to the imagination.
No. No to all of that.
ain’t too soon to enter denial already?
No, you’re getting way too hung up on your personal, history-based definition
I didn’t write those books, I am merely accepting what has been proven by someone else.
t MMO guilds are something else entirely.
…in GW2. ‘cause there are many games in which guilds work as expected, and it would be awesome to have so much fresh good content injected here.
There are aspects of GW2 in which it excels, and there are aspects in which need polishing, then there are those aspects in which it severely lacks: devs aren’t blind and are taking action.
maybe it’s because i like to see guilds more as a social group and less as a service. i want guild so i can be with people and experience cool stuff in the game with them. the services are secondary to me.
I see. While I -as stated many times already- completely support the concept of boosting the social aspects (maybe giving players the freedom to create, edit and assemble entire lists of people to stay in touch with, maybe with a modular “superchat”), I find services the true purpose of joining a Guild (as it was irl back in the days when they existed).
If tools are given to Guilds to improve, evolve and be shaped as the people who play in them want, Guilds will become a part of the end game content (as you will virtually never end to tweak them) rather than just being part of the social life of the players.
the key idea i’m trying to bring up is “inclusion over exclusion”.
I am not against this, on the contrary it’s quite a good idea…
Nope. Bad philosophy that belongs in lesser games than this one.
I am not sure I’d call Dragon Age, D&D, Torment, Witcher and many others “lesser games”.
Unless they don’t want to be part of a huge network of guilds. You do understand that plenty of characters aren’t in any guilds, and like it that way, right?
I’ve been guildless for months too, so what? being able to observe the surrounding doesn’t implies anything specific. Still, the game offers no tools for those who want specialization, and injecting fresh ideas in a game which is already two years old can only be positive for the whole community.
There have been a lot of suggestions that [cut]
yeah but they didn’t come from me, so why are you mixing them with my thoughts?
No reason why not, and we already have that
no we don’t, all guilds are alike and have exactly the same features, and no one can specialize in any way doing anything in PvE, so we are probably playing a different version of GW2.
Now, if your question is “why should someone who wants to be the best tailor should HAVE to join a tailoring guild in order to reach that max level?”
for the same reason you join an university, then get a master, phd or a similar institute that allows you to broaden and increase your knowledge in a specific field. Astonishing, uh?
Some posts ago, I linked the history of Universities, which -surprise- come from Guilds, you may want to get a look at it too.
The concept itself of Guild is exactly a place where alike-minds gathers in order to specialize and find protection or improve their business; I know games handle historical facts very lightly or in a misinformed way, but gladly this won’t change reality in any way. Guilds are not disco clubs with the sole function of entertainment and socialization, people should deal with it…
Sure, but new functionality would presumably mean new things that people would want to have access to, and people that aren’t signed up to guilds that have those features would be missing out on them.
sure, and that is a good thing. As I said in my earlier posts, RPG is all about choices and consequences, which is exactly the opposite of “everyone gets everything”.
They should join your guild because you’re fun guys that they want to hang out with.
I’d prefer to not confuse social aspects with technical ones. I am all up for integrating as many social tools as you like, but I also want to be able to shape the game, its world, lore and whatever, in a very unique way. As a reminder, the Alliance System would allow everyone to benefit from highly specialized guilds, so it’s not like people would be completely cut off portions of the game.
They shouldn’t rep your guild because you force them to if they want to remain a member,
this too is an arbitrary assumption no one in these pages ever mentioned /shrugs
we don’t want to force anyone to do anything, we simply want to be able to do the stuff we like in the way we like.
I made the example of a Tailoring Guild whose guildies go berserk to craft their awesom boots…. well, why they should not be allowed to do so and feel rewarded with progress in what they like? and if they become better than you and me in doing so, where is the problem?
they should rep your guild because they want to support the continued growth of your guild.
exactly this. Highly specialized guilds will attract alike minds, that simply enjoy doing what we do, and they will not feel “forced”, on the contrary they will CHOOSE following their tastes and goals rather than “oh well, let’s go in a guild, they are all alike after all”
If you’re married, then your wife should have earned that loyalty before you said “I do.” Before you started dating seriously though, you were perfectly free to do out with those other girls until you found one that you wanted to be exclusive with.
well…what to say….good luck to your gf.
Again, it has to come down to whether you like the people in that guild enough. It should not come down to the guilds bribing you with exclusive features, you should stick with the guild that is just too much fun not to stick with them, not the one with the best toys. Guild loyalty should be based on people not based on perks.
no one said that the guild must popup out of nothing already specialized, that’s your’s assumption. What I, and other people, are asking for is a set of tools that allow those who want to do so to specialize. To further clarify: we don’t want any functionality removed, we want new ones to be implemented.
It’s getting a bit off topic, but one of the things that I loved about this game is how there are no factions to it, and everyone is on the same team. That really annoyed me in the Wildstar Beta, how there was no server were Dominion and Exile could hang out and share content. Same with ESO.
how different is the world
my best memories in previous mmorpg are huge player killing battles versus enemy guilds (who broke peace treaty, who sold unique items to non Allies, who stole items from the Guild Palace ecc)
now THAT was kitten fun and I miss it sooooo much.
Don’t say its not the same thing either bc yes it is.
no, they aren’t
discussing this matter is off topic so I will just briefly say that:
- guilds required to sign a formal contract to be joined (bye bye “circle of friends”
) and to pay a regular fee
- rules and discipline were extremely strict the more specialized and prestigious they were
- you may want to take a look here for a start: http://en.wikipedia.org/wiki/Medieval_university
in GW2 there are many critical errors for what concerns depicting middle age systems (most notably heraldry) but this is not a goal of this CDI ^^
allying themselves together to gain access to specialties that their one guild does not have by themselves.
I like this idea.
do away with the exclusionary repping system, allow people to actively take part in all of their guilds.
just theorycrafting here: wouldn’t this completely destroy the concept of guild itself? if you are part of all guilds, may as well remove guilds at all and simply have merits/influence/whatever rain upon all players as they login…
I see a lot of talk about alliances. Two questions on that front:
1) What functionality would you like to get out of an alliance?
2) What makes you want alliances?I’ll try to answer them myself.
1) Ability to play content that is made for larger guilds. Ability to connect some of my guilds and have them be able to chat together without the commitment of being in the same guild.
2) My guild is small and there is not enough content for small guilds. I think we could make more small guild content too which would help alleviate the need for alliances.
I think you really hit the nail
1) What functionality would you like to get out of an alliance?
//they are plenty, and unless we turno the QOL into “content upgrade” it may derail the discussion. Alliance chat and the ability to spot allies visually are probably the first that come to mind
//2) What makes you want alliances?
as they are now, guilds are just social containers. If I could be in a guild that can specialize into something, that become long term end game content. But I still would like to remain in contact with all the friends I made along the way, and all the functions listed in this thread aimed at improving that aspect are great.
note: whatever new mechanics are introduced, I think they should put large guilds and small guilds on equal foot at least in the term of importance if not in terms of benefits. History taught us that in the past have existed extremely small guilds that were so highly specialized and universally acknowledged that they even had “immunity”, being able to travel everywhere without fear of harms.
Now, being in a large guild has the edge, while being in a small guild is penalizing: I think improving this situation would be a step forward.
Rather than dealing with the symptom – non-representation – it makes more sense to address the cause. Why are people not representing?
because whatever you choose has no consequences, and it has no consequences because the game is designed – so far – this way.
Instead, as mmoRPG, I want to see that RPG part in action, and see my choices having consequences, being relevant and carrying weight.
It requires for me a lot of efforts to see what is positive in getting the same result whatever choice you make, examples that come to my mind are in no particular order: you can’t be Paragon AND Renegade, you can’t be Templar AND Assassin, you can’t be Alliance AND Horde, you can’t be Empire AND Rebels, you can’t be Mickey Mouse AND Donald Duck ecc.
Most of the time it’s going to be because the guild can’t offer what they’re looking for all the time. Friends in other guilds, specialist activity guilds, even personal bank guilds.
this is also something that is missing in the game design, and I remember when I first started playing gw2 I was really negatively surprised by the lack of Guild Alliance system.
The ideal scenario would let you join one guild, then make your way to as many alliances you want (I see no point in limiting the numbers of alliances), alliance chat and whatever tools would be needed to be sure to cover all social aspects and let friends keep in touch even in different guilds, but I also would like to have the ability to see the guild grow by itself and become independent from the officers, let’s say “vision based” rather than “work based”.
I tend to think that home-guilders need to earn loyalty, not command it.
try saying that to your wife
“ok dear, in the future I may or may not be loyal to you, but you have to earn it first! meanwhile – if you excuse me – I have to date Nancy, Stacy, Jilly and Mary. That’s today. KTX bye”.
Nah, loyalty is something you are born with. It’s ok to carefully choose where to invest that characteristic, but if all places are alike it has completely no sense.
Just think about why you tend to choose a particular restaurant or hotel over others: it’s because they have something that make them unique in your eyes.
Currently, GW2 offers no tools for any kind of specialization so it is not even possible to try.
I would be personally very unhappy if the amount of Guilds a player could belong to was reduced to only two.
Ideas that add to the game are great…ideas that remove what we already enjoy? Not so great. As evidenced by the player-base reaction to the latest Feature Patch.
Yep that seems to be the resounding feedback about reduction in guild occupancy. Alliances can exist outside of that though.
Chris
I think we have two factions:
- multiguilders: they have their reasons to hop guilds constantly
- home guilders: they want to be able to create an unique place
then let’s be back to basic: RPG are all about choices and consequences, do we agree on this? if choices have no consequences, then something is wrong.
Multiguilders have already their way and their reasons, so what about giving Home Guilders solid reasons and tools to also have their way? Make committing to a single guild worth it through specialization, and have the bonus make up for renouncing to hopping, make loyalty count.
In the long run there would be two approach to the game:
- variety (multiguilding)
- specialization (home guilding)