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More than One Guild Hall on a Server ?

Greetings. Two members of the same guild have Leader of Men or above status. If they are of the same guild, can they combine and reap all the benefits?  As example, can they locate more than one guild hall on the server geographically speaking?  And... do those guild halls have to build up accoutrements separately or are they shared?  Further, think of a Nikua that wants to share 'the' guild on their respective island far from the Aela human guild in a city. Lastly, is there a possibility that based on the physical location of the hall that there might be advantages to basic crafting blueprints and bonuses?  The example might be making fishing nets or conch shell helmets on a Nikua island unique to that genre. The Tulnar is yet another consideration. Above and below guild halls sharing or teleporting?  Thank you.  

Comments

  • I don't think there was any mention of multiple guild halls at the same time for one guild try looking here maybe.
    http://www.aocwiki.net/Guilds
  • So they would be...
    Leader of some of the men
    and
    Leader of the other men
    ;)
  • The leader of men gives you a skin for your guild hall, not the guild hall itself. I assume that a guild can only have one guild hall as that might get crazy with guilds having multiple halls but it might be possible. Reading what autumn posted, it sounds like there are benefits to having them.
  • We know that placement has to be approved by the node mayor, so there may very well be a cap or limiting mechanics at play.
  • I would tend to think guild halls would be tied to a specific node to prevent abuse of power influence on a server.  Having cumulative rewards times the number of Leader of Men accounts in the guild, guild building presence in many nodes on a server, and the ability to teleport between them would be gamebreakingly unbalancing.

    Mega-guilds could always create separate sub-guilds in-game, however, that would provide balance by those in-game guilds having to advance and build up individually at their respective nodes and not be able to share teleport links and other guild bonuses.
  • Hypothetically, we have a hero, royalty, and two leaders. Is that 40 cloaks and barding? How does one reward 5 guild hall appearances? As kickstarter supporter, I'm asking. Thank you.
  • Same logic could be applied to your 4 guild name reservations for the "Why don't we get 4 guild halls as an option?"  Needs further clarification. One thing that has been made clear is that the bardings and cloaks are "gifted" to the guild. Once done they cannot be taken back. So before you give away your KS rewards, make sure it is somewhere you are going to be staying long term.


  • In a previous post, I posed the question about levels of giving (e.g. Leader of Men, Royalty and Such).  The question was one of redundancy in guild appearances if a guild had multiple high level kickstarter donors with redundant guild appearance benefits. Its stands to reason, perhaps a guild might have more than one location.

    In a metropolis, one would think of metal workers, tinkerers and weavers.  In a coastal village, it would make sense to have fishermen and boatwrights.  In a fertile valley, animal husbandry that promotes great steeds and culinary expertise. The point being, crafting should not be ubiquitous because you can simply build it up in one metropolis in a one size fits all guild location.

    The caravan routes are fantastic in limiting such a presumption. It is my opinion, that integrating local environs with potential guild satellites is not necessarily a bad thing.  Should there be guild portals, NO. One must work the trade routes and the like.  Please advise if I am off base. Cheers!

  • Another thought. Hypothetically, we build a boat in a metropolis. Do we really want to transport it overland, even components, with the threat of raids?  Probably not. One can hire folks near the water (as in another guild - but do you trust them).  I think, unless it is tactical and over one terrain feature like the link below - we may be hard pressed for a counter attack.  Hence, a guild to expand across the node makes sense.  I'm trying to think this through.  Best.

    https://www.youtube.com/watch?v=S2Uwt5xTL8M

      

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