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Starting a New Guild After Launch

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Comments

  • Vhaeyne wrote: »
    Maezriel wrote: »
    I think this is where the misunderstanding is. I'm not suggesting anything less than full effort, I'm asking what you think that effort should be.

    Ahh, I understand now.
    Maezriel wrote: »
    Do you think it should take months of grinding w/ dozens of members to begin obtaining perks like a basic Guild Hall or should they be purchasable from the get go if you have a deep enough wallet?

    Ideally I would want it to take quite a bit of time and energy for even a big guild to max out their perks.
    Something to work towards as a guild. I know that member cap was going to be a perk. I would hope just maxing out members is not a easy way to cap. Not allowing guilds to respec perks would be important here.

    In that way maybe the guilds could be organically balanced so that a good guild size is like 30-40 people. Spec-ing into member cap would make you lose out on the other specializations.

    There is a lot of unknowns here. I hope we figure it out in alpha/beta.

    make respeccing your guild perks extremely costly with a possible full levelling restart to grind out again or as you mentioned, non existent. Make your choices wisely.

  • Khronus wrote: »
    I have been recruiting since July. Currently have 15 Alpha II players and 25 in total (many of which I convinced to purchase a $250 package for a game that still to this day has NO release date). At launch I am expecting to have at LEAST 30-50 players. If there is any way to reward our efforts, I am all for it as long as there is no massive advantage over others.

    honestly, I personally am not bothering with looking for a guild until there is an official release date. The release could be several years and lots could happen in that time. Been down that road already, lol
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