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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.
Guild building
Behague
Member, Alpha Two, Early Alpha Two
Q1. Is it worth having guild members that are not contributing to Node development?
Q2. Can we guild invite across Verra or do characters need to be close to one another?
Q3. Is this a deal-breaker for players to stay with a guild that is not developing the node type, racial type or nodes' location etc?
Q4. Anyone else think its important to put starting location and Node type plans in Guild Recruitment?
I ask because I see a lot of Guild recruitment discussions are not disclosing where they plan on starting, or what their specific goals are.
Q2. Can we guild invite across Verra or do characters need to be close to one another?
Q3. Is this a deal-breaker for players to stay with a guild that is not developing the node type, racial type or nodes' location etc?
Q4. Anyone else think its important to put starting location and Node type plans in Guild Recruitment?
I ask because I see a lot of Guild recruitment discussions are not disclosing where they plan on starting, or what their specific goals are.
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Comments
Q1: Yes, if they contribute to your guild in some other way, or they are just fun to play with.
Q2: I have not seen that that is a restriction. (Good question to ask in the monthly Q/A)
Q3: No, you are free to do whatever you want.
Q4: Probably not important. This stuff would be coordinated per guild, but is dependent on Q2.
I think most guilds would want to concentrate all of their efforts in a specific node, but realistically no guild is under any obligation to do any of that. There could be a nomadic mercenary or trading guild. There is going to be a lot of money to be made transferring goods from place to place, or helping with a siege.
Good questions.
This is my personal feedback, shared to help the game thrive in its niche.
As far as what most guilds are doing, they are mass recruiting (which I hate....especially since we are YEARS away and destined to have high turnover if done this way). Zergs just aren't fun. Tight knit groups of solid players who care for one another (a true community) will grow in a healthy way to sizeable numbers.
1 - For me, any guild member who earns a spot is worth having even when they aren't contributing as much as everyone else.
2 - I would hope to be able to invite across server however, since there is no fast travel, we would have to wait for them to come to us anyway haha. We have a ship captain that will be prepared to rule the sea (really to help us get across and wreak havoc).
3 - I would hope that all players want to develop the nodes as this is what gives us access to new content. I believe that they have a way for developing a node by just playing the game in general so unfortunately this means it will develop quicker near starting zones because of the sheer number of people who will only travel 1-2 squares. My main goal is to bring as much content to my guild and local community as I can with organized events, paying mercenaries for defensive and offensive mission on caravans as well as anything else I can come up with lol.
4 - I do but not yet.
I would love to bring you into discord and hear your thoughts on where a guild should start and why based on what our current knowledge of AOC is. Add me anytime on discord (Khronus#4299)
That guild hasn’t been around for a couple years now, and the game is still probably a couple of years at least from release.
Don’t worry about joining a guild right now folks.
That all being said, I would love to chat with you as well Atama when you feel it's the right time : ). Hit me up anytime if you're interested.
For your next attempt I recommend you ask questions to the guild to help you establish their history. Ask them what games they have played together and what proof they have. What was their accomplishments in their eyes? Ask them how long their core has been together, etc etc.
There are quite a few guilds around with history and proof they can point to, and there's dozens of groups and guilds around with nothing to show you but promises. We are friends with several guilds from past games and ALL of them have PvP videos they could show you at the very least. Anybody with a longer history together through actual MMOs is probably pretty stable.
Do research and take your time. There's no rush for a person to commit to a group for a game that is 2+ years away which is basically what you said. There's probably only an extremely small miniscule amount of the MMO playerbase as a whole looking for a guild for this game right now anyway. There's TONS of very established guilds that haven't even shown up yet on the scene. All of them with different goals and focuses and ways of approaching things that could align very closely with yours.
Not to go off-topic. I concur with the idea that guilds have different goals. Some guilds are very focused and are a hardcore team that wants to complete all the content, maybe even get server firsts. Some are just a chat room within a game while everyone does their own thing. In games where being in a guild gives tangible benefits, like WoW which grants you bonuses being in a guild or ESO which uses guilds as members-only auction houses, you might not ever interact with anyone after you join and it’s not a social thing at all.
So the answers to Q1, 3, and 4 is that it will 100% depend on what the guild wants to do and what its members want out of a guild. (Q2 is a technical question which I think only Intrepid can answer.)
A node is a lot bigger than a guild, so your guild will not be the only one who develops a node.
while there is strength in numbers, It might be unwise to group all members in one node since you will lose reach. Sometimes could be better to split your members in some key nodes to have more influence/intelligence on what is happening in other places.
A Node is an area that fluctuates depending on its stage.
A guild is its members, different thing altogether.
I'm assuming you mean the same thing here.
But when the node develops, there are benefits to the guild for having the most influence(xp gained) in its level up.
I agree, that it's definitely worth having intel on other areas. And there will be a great benefit in having scouts, but apart from that information, are they helping the guild in any other way?
I'd rather keep my guild members together and play together so we can take full advantage of the guild skill options. We could always just pay some other merc for the info. Then again, I'm only looking at a 30-50 member guild so we can get the most out of those skills.
A guild can profit from having a massive amount of influence on a node, yes. But you won’t own one.