Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
What are interesting types of immersive guild themes you can think of?
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The point to a Sandbox is creativity. I feel the devs are pretty well in tune that immersion and connection to the world is important for staying power. I imagine that's why there's an early book planned, right?
@Simurgh 's most recent ashes cast, they discussed solo vs community play and touched on guilds with a focus. The types were referenced were Mercenary guilds, ones where people band together to do the bare minimum to gain group, guild or alliance based benefits and one mentioned naval based combat guild (Maybe a Pirate guild?).
In the effort to stir creativity of design, what cool features could the guild system implement to benefit parts of the sandbox which most wouldn't readily think will make a niche? What are game mechanics people will form a guild around, or a concept or theme.
The more I thought on it the more I realized I've seen some common types of guilds over, and over and over.
While I do encourage roleplay to the max, I'm not making it exclusive to roleplay. I've known an entire guild in WoW who formed only to entertain one another while doing that silly farming minigame from Mists.
Chill production guilds. Usually in Sandbox games Farmer and Production guilds definitely form. That's the one I feel like the devs are most aware of in the effort to move forward with the whole... Play how you want sandbox their going for. Which I love, don't get me wrong! But why stop at simple at this point.
Hunting Guilds. With how they've discussed their hopes for wildlife to kinda do their own thing. Could hunting creatures for rare hides be a thing? Guilds who are... Monster hunters, for lack of a better word. Sure, that's the overarching class fantasy, but the guild would be specific to rare materials only a leatherwork could harvest. Stuff like that.
Guards, Knights or Law based guilds. With these types of games, when PvP is pushed there's usually at least one guild on every server who tries to be the white knight to stop griefers. Perhaps give benefits of a very narrow way to specialize your guild to maximize gains for defeating corrupted players. That way, mechanically speaking, you are literally saving average players from disruptive players and reward them for specializing in this way. By one simple trait line to the guild system.
Labor Guilds. I won't really go into detail, there could be a guild for every profession, every resource, and every crafting type. If you're hard into mining, you could have a guild form around a specific mine to have safety while harvesting that resource. Maybe let guilds choose very fine control over major benefits. Instead of giving "Your guild gains 10% more resources" split it. "You gain 15% more resource from iron deposits." Perhaps letting their upgrades take the singular focus further. Nevermind the safety in numbers effect that will form from the open PvP. Perhaps though, you could go the opposite as well, and allow say... 5 points to spend in production materials, but you can rank one material multiple times. So you have 3 Iron, 2 Copper, 1 Silver ... Because you have an Alchemist that loves silver, or something. Or your guild could earn enough points to have 1 rank in each base level if they really strive to be a open ended gathering guild.
What other themes, activities or ideas would do you recognize most common? Are there some we could try to tune a trait to help prevent if they are negative in gameplay? The goal is to facilitate community. Giving granular control over guild design would allow for simple changes to achieve a much needed variety in the guild space.
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I like the subject! I think there are a lot of typical guild's we will see but to find a guild of "cultists" around religious nodes would be pretty interesting. Anything game immersive and relative to the Ashes universe would be pretty interesting.
We plan to create our own nation-type of guild.
For a nation to thrieve we need things, so we want to have farmers and gatheres of all kinds, and processors and crafters to make things others want and trade for.
A nation needs to be secure, so we want to have our own force to keep the peace in our chosen area where we settle down as well as our trade goods wandering from city to city.
A nation needs life, so we want to just be a social bunch of misfits having fun in game activities as well as offside activities, like running a tavern to enjoy parlor games in a laidback evening for a change. Just talking and theorycrafting around ingame as well as off topic things.
Just being adventures, going exploring together and hunting.
I duno if it would count as a guild concept, since it's a jamble of several things into one. <shrug> It's just what I started with and it's taking on form somehow.