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.
Comments
From 1-7 guilds can achieve that by creating themselves (giving the apropriated tools, kinda like Archeage).
8-15 Totally agree, would give some immersive.
Personal notes on 15 years of MMORPG and several guilds administrations :
1- Allow ppl to have some space of their own. A castle near a node, a spot in a city (or even a possibility to buy some interesting headquarters), I belive that some Nodes will be dominated by some sort of guilds and maybe transform a entire city on theirs. This is also fine. I really belive the guilds should stay as open world as possible. As some mentioned before, an library would be awesome (the ability to write books would be awesome and could mantain a long and vivid history of guilds and friendship). A gathering room, rooms to sleep, kitchen, guild storage, guild treasure (wich could spawn every so hour and could be stealed). Guild Arena would be a nice construction too, allowin only guild members and associated to enter and train.
2- On my experiences, castle treasures are interesting, raids and quests that MUST be done by a lot of members of the guild that also give especial rewards can create interesting dynamics (kinda a event quest that happens once a month that all guilds try to get some item or objective and have to figure it out - battle or team up -)
3- The presence of the guild must be show off on real open world. Instances for ''halls'' kinda distance off the players, the potential of propaganda, new recruits and etc. It's really awesome to have OPEN WORLD guild constructions as well as interactive NPC's that really matter on the world and, if possible, they should be killable and very expensive, making them a valuable too and making important to assassinate the enemy guild's npc ('cause they will provide potions, weapons, and stuffs for the guild - as well as protect their homebase or the guild treasure/storage- ).
4- The most awesome siege war I've saw was on Perfect World, belive it or not, it had 3 lanes like an MOBA but huge ones, each of 'em had towers that could only be destroyed by catapults (each guild had like 5,they need to choose wich lane to go and were carried by the tanks).80 ppl of each guild could enter the area, again, it was really a huge area, catapults only walk on lanes and ppl can walk by the terrain and fought to pass enemy's castle's defences, pass 'em walls and get to their cristal. That is awesome for some insight for u guys on the sieges so they don't become direct and ''kinda boring'', I mean, with little space for creating strategy. Would be awesome if guild castles have weakness that should be explored and defended.
5- The guild should have some control over some area and gain a fee from taxes or have reduced taxes.
6- Guild WANTED LIST, a wall/npc that can even give quests or registrate nicknames of players/guilds that u have as enemy. A reward should be given for those who complete the quests/kill the enemy. A way to do that is to make the player that registres a enemy pay the given fee for the head and the npc to register some table reward from quests.
7- Custom ships, maybe a float base, the potential to personalise warships and warmachines with flags and stuff.
8- Painting would be awesome. Imagine painting ur guild symbol on an enemy's wall. (that will need to be washed down later)
9- List of npcs : Boticary, Warmonger (matters of war), Guards with hieararchy and own time walking by, Spys, Blacksmith, Craftsman, Weaver, Storage, Guild Bank, Library Master, Inn keeper, Cooker and even, maybe, resident npc that pay a fee to live under your protection - and also helps to protect your stuff-
10- Edited : Check Log Horizon and see some ideas of 'em on city administration and guild stuff (for real, check it out!!!)
and another thing that would be nice, is a guild specific raid or event, like a bosshunt or something.
just keep me grinding stuff^^
And also, it goes without saying that it's essential to have the ability to do scrimmage fights, 1v1 through 10v10, at least. It should be very customizable, to give lots of freedom about the way it's used. Allow for guild guests to use these scrimmages. This kind of arenas are very helpful in testing out builds and in allowing players to develop and progress their fighting skills.
(Clan Leader)
Our Main Interest: Mass combat PvP
Experience: Mostly in GW2 and ESO with a little SWTOR and ArcheAge in the mix.
The big thing any Guild Hall must have are reasons for it's members to congregate there whether it is PvE or PvP. Reasons to hang out and do things with other guildies. Coming from a mass combat PvP perspective here are some things we'd like to see:
1. An area with 30+ training dummies to practice large group maneuvers. Also the dummies would be able to take on different formations.
2. An at least three faction arena like in GW2. Make it lockable for a match so people cannot just join in. That way, we can have Fight Nights etc.
3. Some sort of system where commanders, to use a GW2 word, can communicate with one another and you. The word of 10-20 commanders in GW2 have/had the ability to sway the attitude of thousands of players. This can be a great benefit to Intrepid as well as the guilds/field commanders.
4. Systems where guilds could challenge each other in different types of matches. The two right off the top of my head would be like the match system in GW1 or even something like Huttball. I would freaking LOVE it if Intrepid could come with their own form of Huttball. I'd spend too many hours just on something like that alone.
Again, in the end it is about the reason for guildmates to come hang out together. In GW2, our guildhall was packed a couple of hours before reset on Friday nights. Everyone buffing up. Fine tuning their build. Sparring in the arena to warm up. Just waiting for reset to hit so we all could launch into WvW from the guild hall. It gave us a day to look forward to every week.
Oh and some features for a guild arena may be cool
Also, we don't need a mini zone for a guild hall, just a building or a small campus of buildings that hold the various amenities and decorations.
Need wood but you're all too busy PvPing and looting your foes? Offer gold, consumables, or other rewards for players who want to take your quests.
Need to scout an area? Put a pin on the map of those wo accept, and they complete it by getting to the point and checking out the surrounding area.
Small guild needs to bolster its numbers of a few lesser-played classes? Put up a recruiting bounty, pay members for sending the invite that leads to recruitment, with small pay up-front, and the final payout after a threshold of active time as a member who participates in guild activities is reached.
Crafting guild wants to secure some enemy resources? Make a quest to take down any caravan for nearby nodes, pay out in high quality items from the guild bank.
Need to get a bundle of resources to another node when war has been declared? Pay guild members to load their packs and make the delivery, with some money as collateral upfront in case they fail or bail on it altogether.
Perhaps a limited range of "paints" to customize the hall, quest / pve / pvp / pk achievable.
Similar in concept to what New World did with their housing but extended to Guild Halls.
Not generic, not static, not same
I do see the good points of it and the fun but interacting with other players besides guildmates is what I think will bring the game to life. In the old days of EQ2 you need other professions help to craft subcomponents and there was lots of players crafting, chatting and trading. At some point guild halls was introduced and that's when local crafting stations became a ghost town and guild halls feels empty if you don't have a huge guild.
Quest givers, arena, weekly or monthly arena ranking board, guild bank, crafting hub for master artisans of the guild, GvG recap board (statistics of the previous fights), war/alliance situation board (current political situation), advancement of the Guild Castle (status of the 3 connected military nodes, status of gates/towers/siege vehicles), guild member exclusive auction/trade house...
Agree very much, and especially with the No 1. suggestion! That would be so awesome
Have it be a house/hall/place represented in the actual game. In the city. Don't make it instanced. Have it be customisable too. Especially the entrance. (Guild banners and such would be nice)
https://eq2.fandom.com/wiki/Guild_Halls
https://eq2.fandom.com/wiki/Guild_Hall_Amenities
Basically, building on those principles would be great and give a guild things to work for apart from raiding and grouping.
With today's tech, you could make the highest Tiers of Guildhalls to be non-instanced and limited in number. With an upkeep system, that makes sure a "dead" guild will not block a spot after falling apart.
Dug up an example from 2019 too:
https://youtu.be/idd31Afp-UM
maybe some guilds set themselves up as a bankers guild, maybe others a merc guild, others a loremasters guild, etc ect, seeing how the guilds influence the cities/towns themselves I think would be amazing, be it a tiny guild of three that converted their guild into a tavern or alchemy shop, to largest guild in the place that is in charge of the banks, providing arms and armaments to the cities guards, or perhaps an adventuring guild that sells exotic things to crafters, granting guild the ability to also be apart of the cities business I think would really make it immersive and fun.
It's great having a social space yea, but Guild Halls as social spaces tend to not really get used in my experience without actual reasons to be there.
Like maybe crafting tables that have guild buff bonuses when crafting in the hall? Stuff like that.
I would also like to see different sizes of guildhalls. For example:
Along with guildhall sieges comes building defenses. Also requiring some maintenance, so guild halls belonging to dead guilds are easy targets, while active guilds keeping up maintenance are hard nuts to crack.
If a guildhall is sieged and destroyed, the victor should get the usual bunch of lootable resources, as well as a trophy from the slain guild to take home and proudly display in their own guildhall.
Guild Hall features that I would like to see:
How I would like for guild halls to function:
The guild halls should be persistent open world buildings that can be build by the mayor of a node or a player can dedicate his own house or freehold as guild hall this will allow the placement of guild hall only items/buildings/etc on any open world property with the bigger and most featureful being the freehold and the dedicated guild hall building in metropolis nodes.
For those that chose to dedicate their house as a guild hall a guild guest will be given to gather materials and upgrade their house to a guild hall, although the plot of the house will not change in size you will be able to upgrade it vertically up to a point, that will depend on the advancement of the node and the guild level(if such thing exists). You will be able to equip this guild hall with most of the features but you will be limited by the space you have. It will be good enough for small guilds but bigger ones will require a true guild hall or a dedicated freehold.
The guild hall building will require a large plot or even multiple adjacent plots of land in a node and will be placed by order of a mayor as with any other building. Any guild leader/officer that has a citizenship on the node can claim it, I imagine the claim will be some kind of biding and the highest bidder gets it but other ways of claiming are possible (quests, highest contribution in building materials/components etc...). This building will be able to further upgrade from the guild that owns it up to a point, it is tied to the node progression.
For those that choose to dedicate their freehold as a guild hall they will be given a guild quest to build the actual guild hall building in the freehold property. The freehold guild halls will probably be the best, they will be significantly bigger than all the others and also will not be tied to the nodes progression, as long as you have the materials and components you can fully upgrade it. Also every building/facility that gets placed in that freehold will be guild accessible according with whatever permission the leaders set.
Most important of all is that one of the primary goals of guild wars will be the enemie's guild hall destruction. Warring guilds will be able to attack their enemies guild hall and if successfully get in and destroy their guild core/throne room /whatever will win the war and get rewarded with a percentage of loot from the guild vault. Then the destroyed guild hall will have to be repaired or it will not function.
1. A place to meet.
2. A gold sink
3. Able to hire and customize NPCs that guard the guild hall.
4. Guild halls should give a city boon.
5. Guild halls should be raidable in guild wars. Legendary weapons and a portion of the guild wealth should be seizable. Guild halls can be protected or unprotected by the city.
6. Extra space
7. A place to practice with a menegarie to help test builds.
We'd love for you to keep sharing your dream guild hall examples here, and can't wait to chat with you about how your guild measures success for our next topic!