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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.
More than One Guild Hall on a Server ?
ArchivedUser
Guest
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.
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Comments
http://www.aocwiki.net/Guilds
Leader of some of the men
and
Leader of the other men
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.
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