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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
So we had this discussion on discord.
ArchivedUser
Guest
First of all some information.
There will be 5 guild castles in the world that a guild can capture and defend.
Questions of the poll is: Do you think the guild castle should be sharable with your alliances?
IMO Yes. Why? Well I am all in for the community and have a bunch of guilds that are friends with each other share a castle with each other thats limited in the world. Is just great.
There are some + and - with this but I think its awesome, cause you will fight and defend it with your guild and your allianced guilds.
There will be 5 guild castles in the world that a guild can capture and defend.
Questions of the poll is: Do you think the guild castle should be sharable with your alliances?
IMO Yes. Why? Well I am all in for the community and have a bunch of guilds that are friends with each other share a castle with each other thats limited in the world. Is just great.
There are some + and - with this but I think its awesome, cause you will fight and defend it with your guild and your allianced guilds.
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Comments
Castles give guilds a singular objective that will be difficult to maintain. It'll separate good and bad guilds.
But you are right.
If a server only has 3 castles, and those castles are protected by entire alliances, they start to sound less like a source of pvp interest and more like a stagnant fixture.
If a castle can be managed, maintained and defended via Zerg, then that status is gone in my opinion. That's what nodes are for as mentioned by @tugowar
Castles are going to need good PvP, along with good management and organization skills. Sure numbers will help, but guilds who just Zerg everything are easily beaten because they have one strength, which appears to be minimized in the system above by the guild only perimeter.
I for one am glad to see this in Ashes.
Otherwise, non-military/pvp guilds are likely going to want to open a PvP branch to defend them during sieges. If it's an economic guild perhaps they can pay neighboring nodes/cities to help defend.
I am more worried about guild alliances doing stuff similar to emperor swapping that occurred in ESO. An alliance of a few guilds will be able to hold a swath of nodes and a castle fairly easily. Depending on how open the siege mechanic for a guild to attack a castle is, they could just swap the castle among themselves, keeping the mechanic locked from others.
That sounds like a bad deal but let me get this straight:
The castle holding guild is about to go down in a siege, so they let one of the guilds from the alliance nodes take the castle in order to keep other guilds from getting the castle? Then keep swapping back and forth?
ESO had a system where that cycles Emperor (which came with its own skill line you kept as long as you held the title, similar to only 0.001 percent being able to fly in Ashes) came from leaderboard rankings. Two large guilds would have groups in opposing factions, decide on who was going to be emperor for that cycle, have the opposing team meet up to slaughtered by the person getting the title to inflate that persons status to unchallenged on the leaderboards.
Don't have enough information on the node and node types yet to decide if this would be a good idea or not.
If you cant flag against allies etc and such would not be able to siege you, I don't know how allies could siege there own node. So in this case you aren't competing with allies, your cooperating with them.
Don't forget this isn't the typical my group vs their group game. Your game will depends on teamwork with other groups who can never be flagged.
and ?......
Still dont know the full depth of which groups are and are not considered enemies and thus are open to flagging. I have no doubt there will be guild you cant fight because they would be in conflict with other systems.
Competition between guilds on guild per guild basis must exist.
Is there a limit to guild size? (still new and digging up as much knowledge from you guys as I can!)
Train, recruit, train, repeat... until you are as good and coordinated as you need to be to beat the castle holders on your own.
Pass on all those little hints and tips, skilled players take people under their wings and show them how to improve
Or in other words act as a guild should