Glorious Alpha Two Testers!
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.
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.
What type of Guild progression/augments and rewards would you like?
Asgerr
Member, Alpha Two
Skill tress and specs:
We know since a good while back that Guilds will be able to spec in different ways to earn different types of buffs and augments. The most talked about one was the one Guild skill tree which allowed to expand the Guild size to its maximum, to the detriment of every other type of perk.
Checking the wiki, there does not appear to be a list or an idea of what kinds of perks, passives skills and augments could be available.
Which ones would you like to see? And how would you keep them balanced?
Guild Respec:
Currently Guilds are not allowed to respec. This is however subject to change. Should it be an available option to guilds? How would you approach it?
Personally, I can see certain guild specs being nerfed or buffed over the existence of the game. Thus I'd think it fair that guilds can choose to respec if they want to.
Patron Guilds:
Whether an organization is the patron of their node means it contributes the most amount of work to the node from its members.
Patron guilds unlock the following benefits for their members:
Should these rewards be permanent? Or should some of those, like the emblems for the armors be removed if the node were to be destroyed?
We know since a good while back that Guilds will be able to spec in different ways to earn different types of buffs and augments. The most talked about one was the one Guild skill tree which allowed to expand the Guild size to its maximum, to the detriment of every other type of perk.
Checking the wiki, there does not appear to be a list or an idea of what kinds of perks, passives skills and augments could be available.
Which ones would you like to see? And how would you keep them balanced?
Guild Respec:
Currently Guilds are not allowed to respec. This is however subject to change. Should it be an available option to guilds? How would you approach it?
Personally, I can see certain guild specs being nerfed or buffed over the existence of the game. Thus I'd think it fair that guilds can choose to respec if they want to.
Patron Guilds:
Whether an organization is the patron of their node means it contributes the most amount of work to the node from its members.
Patron guilds unlock the following benefits for their members:
- Emblems can be applied to guild armor that can be purchased from the node.
- Participation in the node's stock market.
- Ability to participate in specific guild-based missions that will progress the guild's leveling and development.
- Allocation of guild points to unlock specific node abilities for guild members
- Ability to claim an in-node guild hall. These have different perks and benefits to halls placed on freehold plots.
Should these rewards be permanent? Or should some of those, like the emblems for the armors be removed if the node were to be destroyed?
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