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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.
Comments
I would think yes, the individuals could still get there own just like everyone else. I think the idea is that the min max crowd has an alternative route which will free up spots for others.
This way folks who actually want a freehold are competing against others who want freeholds which is fair. Massive groups have alternative methods if they are only interested in processing.
Which is why they are incentivized to buy them out.
Thats the whole issue. This is an economic discussion, not a philosophic one. Just follow the incentives.
pking someone on their fh or gh, away from mobs your level to drop corruption seems like a bad idea. people dont even have to fight back and just focus on gathering..also you run the risk of a million guildmates killing you instantly as soon as you flag. im nto against gh, just dont wanna c everything be done in them or that removes the purposes of other systems.
i mean dont get me wrong, if it was another game, then sure, but not for aoc
6 building slots available other than the home, 2 buildings required to max out a profession, 9 processing professions in total.
So if a guild wants to min max their processing ability with all processing professions they need would need a minimum of 3 freeholds. Some of those artisan buildings may be considered “large” and take up more space so let’s say 4 to be safe with maybe some space left over for the basic gathering professions or a business.
The node taxes-per permit seem like they could be a decent lever to help ensure that it’s more beneficial to build up instead of out. Maybe something like tax breaks for multiple artisan building on a plot? That way it’s more expensive to spread out the guilds operation across more than that minimum required amount.
This would bring pvp into the guild-based artisan activities and would make it harder for big guilds to control everything around them. They'd need to split their resources between protecting their artisans on their GH and trying to overtake dungeons and/or other activities.
In other words, it seems like you want to make guilds' lives easier, while casuals get fucked over, all while removing cool pvp and guild competition from the game.
there are always casuals in guilds also. Do you mean solo players?
ahh, so when you said this you meant casual guilds: "In other words, it seems like you want to make guilds' lives easier, while casuals get fucked over, all while removing cool pvp and guild competition from the game." When you said casuals I thought you meant unguilded people.
It would also sink even more of those strong guilds' resources, so it's not a single-time thing.
I think guilds should have better more efficient freeholds.
But not better looking.
Just like in real life, industrial & efficient way of growing animals is not like a medieval farm.
If the less efficient ones would look better then some players might be happy.
i dont think people relise how limited they are currently too by info we have :P
Currently there 45 guildhall total on a server with the info we currently have.
(https://ashesofcreation.wiki/Patron_guilds)
3 per T6 node
2 per T5 node
1 per T4 node
0 Per T3 node
(https://ashesofcreation.wiki/Nodes)
5 T6 nodes total (15 GH)
10 T5 nodes total (20GH)
10 R4 nodes total (10 GH
20 T3 nodes total (0GH)
Every other node is 0-2 nodes
much competition for these it seems
major guilds will probaly focus there farming to acquire these before freeholds aswell which does allot smaller guilds or solo players possibvily to snap up more freehold while guild save/fight for a GH
So 9 guild halls for one T6 nation
Maybe is ok. Too many will fragment the nation into small groups.
It's better than making really fast auctions (that people might completely miss) or introducing any kind of randomness. And it's works better for casuals than making other requirements that require a ton of play time or friends.
I'm fine if it just stays as a guilds-and-rich-people-only thing. Just saying, if they wanted to make it more of a gamble that casuals might win, I think it should be done by making the bids hidden.
How can we be certain when the references are from 2018? I thought Fortresses were Guild Halls ever since 2018. Thus, the situation must have changed if the Guild Halls aren't linked to the Guild Fortresses. Seems there will be three guild sites rather than two: Guild Hall, Guild Fortress and Guild Castle. Not sure what I would prefer to hit in a guild war.
Yeah, makes sense. I don't mind the ability to raid but if the barony covers multiple freeholds then wouldn't all the freeholds in the barony be able to be raided at the same time?
I kinda hope Guild Fortresses becomes a thing, it would be very nice to have more siegeable points of interest other than castles for guilds, Like L2's Fortresses.
Aren't we all sinners?
The wiki states that they are the "focal point" of a guild and "their ultimate expression of power".
Depending on what exactly that is supposed to mean, different benefits and limitations would make sense.
My comments relate primarily to your intent to have guilds invest huge amounts of money into these parcels rather than gobbling up "regular" freehold parcels.
Interesting idea, but that would provide massive opportunity for bypassing the money funnel and instead cut deals to keep prices low. Maybe this could be restricted to highest offices of the Node (like mayor, bishop etc)?
I think it would make sense to couple this to the wealth of the guilds in the region. If all the guilds have an average of 100G in the bank, a starting bid of 20G would make sense, if guilds have amassed each over 10'000G it would make sense to have a higher starting bid. Especially
If the amount of Freeholds is so low that it seriously inhibits the economy and increasing their number is not possible. yes. By default however I think it seems to me that also having limitations on the sidebuildings that can be built (if any can be built at all) should be strict as well.
Yes, however full 300 bedrooms should lock the guild out of other features (e.g. no alchemist laboratory or some other processing facility)
That I would agree with, provided that we indeed have no other large scale option for farming other than the freehold. (I don not count the public farming spaces of Nodes into that, because I doubt the will be large scale)
I'm not sure how I understand that. Should a Node only start offering guild hall parcels once it has reached its current Tier cap or should a Node start offering guild hall parcels once all currently available freehold slots have been sold?
Adding randomness on the last bid for such a huge investment sounds like a giant disincentive to guilds in my opinion.
Overall, I think many of these points make sense, but only under certain circumstances and provided that they are aligned with the intended purpose of a guild hall, which seems to me is not clear yet. What I would have thought so far a guild hall would contain would be a treasure room for guild members to story items and gold at as well as selct guild members being allowed to take out and allocate the stored resources. Furthermore I thought there would be some kind of high ranked cooking facility, housing and black board for guild members to organize at.
I hope for Intrepid to clarify what exactly a Guild Hall should provide to guilds that makes them want to even have one, because making it a giant warehouse alone wouldn't be exactly attractive.
I think you hit the nail on the head with this one actually. There is a broad range of utilities a guild hall COULD provide depending on the type of players / the type of the guild all of which would make sense.
Which is why I would really hope that Intrepid either elaborates on guild hall during the coming livestream or in a future livestream/article, so that we can better understand the intended function of a guild hall.
"Ultimate Expression of a guilds power" definitely sounds more like the battle theme you have mentioned.
"Focal point of the guild" surely makes it sounds like there are utilities planned to organize and help the guild members with logistics. But so would offering some apartments
But we can't know for sure until we get Intrepid to clarify these vague descriptions. Though I assume they are this vague exactly because the definition is not yet solidified enough.
With that being said, maybe we could make up a definition of what a guild is and which features would be conducive towards that goal. In a separate post of course
Even if Guild Halls act like Freeholds and have room for processing stations and what-not, with a max of 45 GHs per server they barely make a dent in the demand. Freeholds are still going to be the domain of the bigger guilds and the RMT crowd unless they start leaning heavily into non-gold ways of acquisition.