Difference between revisions of "Guilds"
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There are mechanics that are geared towards larger and smaller guilds.<ref name="guilds"/> | There are mechanics that are geared towards larger and smaller guilds.<ref name="guilds"/> | ||
− | * Larger guilds can siege fortresses. | + | * Larger guilds can siege [[Guild fortresses|fortresses]]. |
** Larger guilds won’t have access to power boosting guild ability slots. | ** Larger guilds won’t have access to power boosting guild ability slots. | ||
* Small groups can do some things better than larger groups. | * Small groups can do some things better than larger groups. |
Revision as of 02:52, 20 October 2017
Guilds in Ashes of Creation are still pre-alpha design that will need testing and feedback from the community.
Guild progression
Guilds can focus on niche progression or opt to grow in size.[1]
- Membership slots can be traded off for advantages.
- Guild alliances may be a key part in creating a larger “guild”.
- The progression system will include guild quests.
- Guilds will participate in the development of the world via accomplishments.[2]
Guild size
There are mechanics that are geared towards larger and smaller guilds.[1]
- Larger guilds can siege fortresses.
- Larger guilds won’t have access to power boosting guild ability slots.
- Small groups can do some things better than larger groups.
- Sieges will have things that smaller groups have an advantage in.
Guild alliances
Due to the lack of fast-travel, guilds will need have to plan to have people in the right place at the right time. Alliances with other guilds will help enable that.[1]
Zergs
Zergs are empowered by fast-travel. Meaningful travel times will prevent zerg play for being so much of an influence.[1]
Guild benefits
Ideas that are being considered by the developers:[3]
- Guild activities
- Passives
Leadership tools
The developers are considering the following tools:[3]
- Recruitment tools.
- Management tools.
- Communication tools.
- Motivational systems.
- Calendar.[4]
- Roster.[4]