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How about unlocks based on guildperformance?

akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
Just watched a little of the blue protocal show piece and it got me thinking.
Always liked in L2 how when our guild owned a castle how it unlocked a boss we would never have otherwise been able to encounter..

So how about quests, bosses, events that unlock based on guild or even alliance performance?

Such unlocks could seen as rewards that lean towards various play styles of the group (not the individual) and based on
PvP
- longest, most active wars
- highest number of netorious players
- highest sustained kill/death ratio
-
PvX
- greatest number of open world bosses taken down
- longest castle continuously held
-
PvE
- opposite to pvp, least number of active wars
- longest neutral play
-
Wealth
- greatest wealth gathering

Guild
- strongest guild participation
- largest player retention rate

You get the idea, different unlocks for different channels of game play?

Comments

  • LudulluLudullu Member, Alpha Two
    As long as those bring something positive to the broader server's community - I'm all for it. Having a "you're ahead so here's something to get even more ahead" mechanic is smth I'd prefer not to see on a guild scale.
  • akabearakabear Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Was not worried is an guild or alliance or node situation.

    I guess driver was thinking to drive opportunities for those that pursue different play styles and become exemplorary at them.. be that good or evil, agressive or passive..
  • I wouldnt want the rewards to be tooo elitist. Like, I wouldnt want the already strongest guilds to have even more unfair advantages.

    I believe that right now, there are many rewards for strong guilds, like owning the castle itself and everything it comes with. I also think achievemenst that unlock trophy and statues you can showoff from your castle so even non-guild players can see, that would be cool! you already get many "unofficial" rewards like dominating node elections for mayor status, and dominating a region with economy and pvp.

    But I wouldnt be for exclusive content just for the top guilds. That would just increase the gap between them and the majority of the player base, making it even harder for anyone to reach their level. And it prevents most players from accessing something which they have barely any control over. Not everyone wants to be a part of a top guild but every1 should have acerss to the same content as long as they are good/strong enough to face the challenges/quests/raids, etc.



  • I am not sure about this, this seems broken the way you put it

    Guild Wars 2 has good dailies, GW2 system is about diversifying your guild's activities and I'm in for that
    PvE means: A handful of coins and a bag of boredom.
  • DepravedDepraved Member, Alpha Two
    Gui10 wrote: »
    I wouldnt want the rewards to be tooo elitist. Like, I wouldnt want the already strongest guilds to have even more unfair advantages.

    I believe that right now, there are many rewards for strong guilds, like owning the castle itself and everything it comes with. I also think achievemenst that unlock trophy and statues you can showoff from your castle so even non-guild players can see, that would be cool! you already get many "unofficial" rewards like dominating node elections for mayor status, and dominating a region with economy and pvp.

    But I wouldnt be for exclusive content just for the top guilds. That would just increase the gap between them and the majority of the player base, making it even harder for anyone to reach their level. And it prevents most players from accessing something which they have barely any control over. Not everyone wants to be a part of a top guild but every1 should have acerss to the same content as long as they are good/strong enough to face the challenges/quests/raids, etc.


    but castle owners will already have access to content others don't o-o
    there will be winners and losers in this game. if you don't win at something, you always have a chance at winning at a different activity. also, access to content in aoc will be gated by players themselves.

    there's no reason why giving access to all content to everybody all the time is better than not doing so. it all depends on what type of game you want.
  • novercalisnovercalis Member, Founder, Kickstarter, Alpha Two, Early Alpha Two
    access to content will be gated by players 100% with the direction AoC is going.

    Expect Everquest Raid gate. Not everyone gets to do raids or even get a whiff of it.

    Mob Tag and DPS race will be king and only the organized guilds / players will achieve that and lock others out of it.
    {UPK} United Player Killer - All your loot belongs to us.
  • There's a balance to find imho
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    NiKr wrote: »
    As long as those bring something positive to the broader server's community - I'm all for it. Having a "you're ahead so here's something to get even more ahead" mechanic is smth I'd prefer not to see on a guild scale.

    this right here. No need to give a snowballing mechanic to players who are already at the top
    GJjUGHx.gif
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