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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.
Wondering about guilds with respect to geography and nodes
MissionCreep
Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
It seems like everything is tied to Nodes and geography. Travel times are relatively slow (unless you're part of a large scientific node with Teleport--in which case you're still tied to a Node).
Furthermore, Guilds are going to have guild halls and even castles and sieges. Everything comes down to geography.
This is all good with me, I'm not complaining. But then what does a server-wide guild look like when the Guild operates logistically in a limited zone?
They can say "We're a guild of X (crafters, mages, Dunir, etc)" but ultimately aren't they going have to say "We're all X...in approximately the same location?"
How does one join a guild (now recruiting) without knowing where one's node is or is going to be? I guess you just commit to go wherever the Guild ends up? Or commit to ride back and forth a lot. Or sail!
The Alliance helps with this somewhat, but that still could mean a lot of travel to aid the allies...unless the Alliance is tied to geography.
It's early and we don't have most of the answers, that's why I say I'm just wondering.
Furthermore, Guilds are going to have guild halls and even castles and sieges. Everything comes down to geography.
This is all good with me, I'm not complaining. But then what does a server-wide guild look like when the Guild operates logistically in a limited zone?
They can say "We're a guild of X (crafters, mages, Dunir, etc)" but ultimately aren't they going have to say "We're all X...in approximately the same location?"
How does one join a guild (now recruiting) without knowing where one's node is or is going to be? I guess you just commit to go wherever the Guild ends up? Or commit to ride back and forth a lot. Or sail!
The Alliance helps with this somewhat, but that still could mean a lot of travel to aid the allies...unless the Alliance is tied to geography.
It's early and we don't have most of the answers, that's why I say I'm just wondering.
3
Comments
If you're fine only coming to certain guild events - pick whichever node on the map, but plan for travel to that event.
I'd imagine majority of guilds will have people in different nodes, because hardcore guilds would want node benefits on their members, while casual guilds won't push for everyone to be in their own node.
There'll also be Node-specific guilds (I'm gonna make one) and there'll be guilds that do enforce their node onto their members, for one reason or the other. But I think those will be exception to the rule. But w/o seeing practical applications of all the features there's no way to know for sure. A2 can't come soon enough.
I dunno, I guess it just depends on what you're looking for!
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Is it weird when i say, that since Skyrim and ElderScrolls Online, i try to keep out a Look for a huge, "Northerner"-Styled Guild for a colder Biome ??
I wonder if i will get to see a huge Alliance of Groups, maybe/hopefully several, capable Guilds - who decide to let the Viking-Dream come true.
Especially also because there will be Piracy in this Game and let's be honest Everyone - > Vikings were like the first original Pirates, before the Name and Term Pirates was even a thing. 😁
✓ Occasional Roleplayer
✓ Guild is " Balderag's Garde " for now. (German)
u can start looking for a guild in the guild recruiting section and find out ;3
anyways, i believe it will be better for guilds to have some members in different nodes, because you can purchase different things that you can only get in one node type. also, crafting
The first pirates were probably the Phoenicians btw, 1500 bce
In Ultima Online, whoever wanted to live in Bucaneer's Den, the town for the pks, simply went to live there and befriended locals and formed larger groups.
In EVE Online whoever wanted to live inside wormholes, null security space, low security space, simply went to live there and befriended locals and formed larger groups.
This will happen in AoC for sure, people will tie themselves to the land of their choice and then find if they will fit in the groups there
That would be a nice way too reign no-lifer edgelords in. The inability for a guild to hold more than 3 node's at a time or else they will have to hand over ownership of one of their node's to a specific one first, so that they can declare a siege or likewise, "buy" another node afterwards.
Any~ways I bet many guilds will declare sieges on the node's of the most dominant guilds at the same time so that the sweats cannot fight at two fronts at the same time and will lose one battle always.
I dunno why but I feel the serverclimate will never be good "at the top" and toxicity will reign supreme.
You can be confident a single Node alone can become likely to much for a single Guild to handle.
Es soon as it evolves into a City or even a Metropolis, that gigantic and glorious thing should be to much for +100 People or so to govern.
Never underestimate Nodes. They are gonna be huge, since Verra will be huge. 😁
✓ Occasional Roleplayer
✓ Guild is " Balderag's Garde " for now. (German)
Exactly the same, and I imagine this will be pretty common as @Arya_Yeshe suggests.
Although I'm still a little unsure about castles, have a bit of reading to do.