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Will Guides need to be based geographically?

Looking at the node system, freeholds and how resources are transferred via caravans, is it safe to assume that guilds will need to start together in the same geographic location? More so than in other MMOs? 

Is it also safe to assume that your race and starting location will not be locked together? 

Comments

  • You can pick your starting location, and most likely guild members will need to agree on which one, as has been hinted at, these starting areas are not close.
  • T-Elf said:
    You can pick your starting location, and most likely guild members will need to agree on which one, as has been hinted at, these starting areas are not close.
    Guild members don't have to share the same citizenship though, right? 
  • T-Elf said:
    You can pick your starting location, and most likely guild members will need to agree on which one, as has been hinted at, these starting areas are not close.
    Guild members don't have to share the same citizenship though, right? 
    No, they do not.  Guild Halls and Castles will be separate from citizenship.
  • You can choose a starting area and as far as I am aware it is not restricted by race or anything else, maybe the tulnar are the only ones who have to start underground though.
  • I think in the end Citizenship of a node will be even more binding than a guild.

    People will find themselves playing together with fellow citizens in order to develop their node more than with their fellow guildies.
  • Santy182 said:
    I think in the end Citizenship of a node will be even more binding than a guild.

    People will find themselves playing together with fellow citizens in order to develop their node more than with their fellow guildies.
    Well in certain ways it is since sieges and so on involve the citizens no matter what guild they belong to, it's like a city-state/country and the guilds are huge companies/mercenary bands.
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