Guilds and Risks
1) Will Guild Leaders be able to place a Guild Hall much like players will be able to place Freeholds?
2) Do Guild Halls upgrade into castles, or will castles be predetermined locations that a guild may occupy? ((Follow up questions on this topic))
- This is something that I have either missed or wasn't explained in detail ((Be it the Intrepid Team hasn't figured this out yet, or wish to stay ambiguous)). The idea is very appealing to me, not only to keep a guild working on goals, but also the potential present for many adventures. ((Started from the bottom, now we're here!))
3) If Guild Halls can be upgraded to castles, will the prerequisites be known by the guild so they know how to continue their progress?
- This almost goes without saying, but not every game is clear on certain objective a group of people are trying to accomplish. If the guild has to do escort duty for caravans for X amount of time, before their favor with the node raises, or the guild has to gather/purchase the materials needed for such an en devour, I'd like to know. This way those who can apply their skills ((Gathering, questing, etc)) feel that much more part of the guild, because they are valued for what they like to do.
4) During a siege, will guilds be able to shelter/hire players into the halls/castles when the "burning phase" begins? ((Burning as in, the attackers may lay waste to the country side. Couldn't think of a better name.))
- I have a romantic view on warfare, especially in a fantasy setting. Just think of the possibility of the capitol falling to invaders, now everything is making their final stand, and your guild's walls are the only thing keeping the invaders from destroying everything the community has worked toward. This also goes out to those players who enjoy the transient lifestyle, where they like to just explore and do some pvp. What is better than coming to a conflict between two Nodes and you can pick a side!
5) Will Guild Halls have vaults/banks to store guild funds? If so, will it work similar to the government system (Funds are allocated to specific functions and guild leaders can't just take everything)?
- As someone who has been, more or less, the guild treasurer for several guilds over several games, I would like to see a system where guildies are encouraged to pool their money together to better their guild and advance even further, without fearing the dictatorial guild leader taking their funds to buy a new mount for himself. I personally nerd out over currency and I would really enjoy watching the guild's personal funds flow into things that are needed for the guild ((Weapons, armor, potions, etc.))
6) In the event of a Guild Hall/Castle being destroyed by invaders, will the invaders be able to loot valuables from the guild, similar to how the current caravan system works? Such as gold from the vault, the armory and pantries, etc.
- This one question can turn off a lot of people, but it is something that has me interest. Already we know that a major pillar in this game is the Risk v.s. Reward, and what better way to represent that is by allowing invaders/other guilds to take what is yours. This system will enhance the seriousness of other players, as they don't want to lose anything they spent their time into.
7) Will these Guild Halls/Castles be able to hang their own banners on the towers/walls to show ownership? Also, will these guilds be able to purchase special dyes so players make change the color of their armors to represent guild colors, or even tailor gear to show the crest of a guild, without the irritation of guild tabards that hide chest, and sometimes leg pieces of gear?
- Not only do I hold a romanticism for fantastical warfare, but I have done more than a little of RP-PVP in my past. Back in my wow days, I was part of a server wide RP-PVP event that tailed the events of the opening to Pandaria and the new conflict between the two factions. Needless to say it was a tone of fun. However, one thing that those devs have never understood, or didn't want to deal with (?) was allowing players to be uniformed without losing their individuality. Transmogs came a long way of helping players retained their RP look without having to switch gear all the time, but then everyone looked the same. If this games allows a special dye system where a player can keep their armor, but change the colors to match the guild's, then you are already one step closer to making MMOs Great Again!. Also, for a little bit of advice: Look into making a tailoring skill that will place the crest of the guild on the armor, without hiding it. I have always hated tabards, especially after putting together a snazzy outfit, but can't enjoy it because that ugly pink carebear is covering up my robes!
8) When a Guild War breaks out. Will each member of those respective guilds be flagged as IN WAR status, or stay toggled for PVP?
-This is, I think, a major concern for PVE players who don't like PVP and the newbie players just starting the game. Guild Wars can be fun, but not for those who would rather search the land for new and interesting pets and want absolutely nothing to do with PVP, even if it concerns their guild. Perhaps have an option in the UI, once a war is declared, marked as BANNER RALLY or something of that nature, where guildies sign up to participate in that war. ((Kinda like how when a war breaks out in a fantasy setting and you see the men leaving their families to face the threat))
9) Will there be clear objectives during a war and is there risks for entering a war and will these wars be open world or instanced?
- I have always been turned off by instanced PVP. It's easy and no thought put into it ((Easy as in you just click a button and go, no strategy, no planning, just team deathmatch GG)).I would like to see a system in place where there are phases of the war, such as take the enemy's flag out of their Guild Hall and put it in yours, and escalate it to the full on destruction of Guild Halls/Castles. These objectives should also have time stamps for when they need to be completed ((IMHO))
10) Will guilds be able to ally themselves with other guilds before and during a war, allowing those allied guilds to band together to defeat to opposing guild(s)? Before a war starts, will the declaring guild see the allies of the respective guild to see just what they are getting themselves into?
-"The beckons are lit! Gondor calls for aid!"... "Then Rohan shall answer. Muster the Rohirrim!". These quotes have always been a favorite of mine, due to sacrifice of it all. Guilds have to weigh their alliances carefully, because if they pick the wrong side, their own Hall could be at risk for falling.
11) Inside the Guild Halls/Castles, can leaders decide on specialty buildings?
- I would love to see an option where a guild has acquired a Master Smith/ Master Alchemist who will make them weapons, armor, potions, etc. for PVP and PVE events and having a place to do that in all under one roof is very appealing to me, and gives guildies the benefit and convenience of being under one roof to get the items they are paying/asking for by other guildies.
12) Will guilds have the power to kick out an abusive leader or absent leader?
- Too many times have I seen active guilds fall apart because there is one person lets the illusion of power go to their head, and the rest of the guild wants to stay together and don't want to leave all their hard work behind. Just with an abusive leader, and absent leader also decays guilds so they disband or move over to a scion guild. I would like to see either a GM moderate a dispute of guilds, or even allowing a trial system where the government leaders decide who goes and who stays ((Our very own Divorce Court!))
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