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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
FEEDBACK: Making Guilds meaningful

Guild affiliation is non-existing in AoC, its just a tag over your head it means nothing and carries no weight. A band-aid solution was implemented with the cooldown after you leave a guild but this is not it. People drop guilds if they are at war, or for any reasons with no second thought.
Recently a guild skill tree was implemented, and even tho the idea is interesting, I would like to suggest a way to improve this system:
Make the shared guild skill tree to be only the middle guild slot tree, and let the other skill trees the ones that give power and artisan stats to be something leveled individually by players something that requires a long time to level up - and if they drop guilds the progress will be reset, this will make Guild affiliation to matter and people wont be dropping tags for no reason,
leaving the guild to focus on slots only will further improve one of the most annoying issues atm which is not being able to have all your members in one guild which is extremely bad design and very annoying for an MMO - every single GM I spoke to completely hates not having the freedom to push those slots up with the amount of effort it currently takes to lvl up a guild
Recently a guild skill tree was implemented, and even tho the idea is interesting, I would like to suggest a way to improve this system:
Make the shared guild skill tree to be only the middle guild slot tree, and let the other skill trees the ones that give power and artisan stats to be something leveled individually by players something that requires a long time to level up - and if they drop guilds the progress will be reset, this will make Guild affiliation to matter and people wont be dropping tags for no reason,
leaving the guild to focus on slots only will further improve one of the most annoying issues atm which is not being able to have all your members in one guild which is extremely bad design and very annoying for an MMO - every single GM I spoke to completely hates not having the freedom to push those slots up with the amount of effort it currently takes to lvl up a guild
![img]](https://i.ibb.co/P6QSfh4/oficial-baner.png/img])
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I do like players earning something for staying in guilds longer, that resets on leaving the guild. but i dont personally like it being pvp stats. Maybe things like debt forgiveness? repair cost lowering? simple things that make a difference over time?
Guild progression remains a collective effort, but the buff each person gets depends on how much time the person has spent in the guild.
Example:
My guild has worked for months to get to level 10 and unlocked several perks. Everyone who was there from the beginning has all those buffs unlocked for themselves. The person who just joined the guild has 0 of those buffs. The buffs unlock with time inside the guild. After the first day, you unlock the level 1 buff. After 3 days, unlock level 2 buff, and so on. If you leave the guild, your progress resets and you must unlock all the buffs again. Of course, you can only unlock buffs your guild has acquired through collective effort.
Here are a few points that come to mind without much thought:
If the guild is dying, you’ll have to make a choice: either start fresh elsewhere or stay within your current structure. If you have management rights, then maybe it could work, but in any case, you'll quickly find yourself alone.
If internal conflicts arise and you decide to leave, you’ll face a double penalty, making things even more complicated.
A GM (guild leader) who expels members—whether justified or not—or worse, decides to disband the guild on a whim, can cause irreversible consequences.
Finally, if you take a month-long break, the limited guild spots mean you might return guildless, losing all your progress.
So yes, some might criticize me for being too blunt, but I’ll say it loud and clear: this is a really bad idea.
Keep the guild skill tree as is however add a new one for individual players skill tree in the guild that they level up themselfs much the OP mentions. I think these person skill tree should offer a large amount in a stat however the larger the guild diminishing returns reduces the power of these bonuses just so the smaller guilds have a slightly better chance to compete outnumbered.
You could have different trees for different guild ranks too more powerful tree in the higher ranks but you would have to limit them by numbers however the main guild tree could have perks that increased the amount of people that can be X rank and so on. With this you could have the left/right side of the big skill tree be giving more guild rank option for combat and crafting orinated players where which gives people access to better personal trees for combat or crafts.
if people just take the middle tree for guild size you basicly have like 1 guild leader and 2 officers and everyone else recruits where going down the rank sides you might have a guild leader (Skill tree for group buffs), 4 quartermaster (crafting tree bonus) 5 officers (strong combat dmg tree), 10 sergeants (moderate combat bonus tree) 20 knights (Alright combat bonus) 20 recruits (weakest combat dmg bonus)
Random shitty paint image for examples of lower rank skill tree dont worry to much bout values there just examples power gained from skill tree is higher the higher the rank however you need to unlock more higher ranks by taking the left and right path in the main guild skill tree right gives more artisan ranks where left gives more combat ranks that can be allocated to the guild members. progression along these skill tree are wiped if you leave guild however demotion/promotion will keep the skill points but resets the point allocated so u can allocate them in new skill tree for your rank
Personally, I'd suggest not allowing people to server transfer that easily. The minute people were able to server transfer with a few clicks, personal and guild accountability went away. People didn't care about their reputation, and a lot more started acting like jerks. And why not? They could transfer with ease, sometimes for free, leaving their bad reputation behind and wreaking havoc some place else.
Guilds mattered a lot more when we were all playing together on the same server. Sure, you could always create a new toon on another server, but years ago, character leveling took a lot longer and gearing did as well. From what I gather, AOC wants to implement a "earn/deserve what you got" model, rather than get everything given to you after a few hours of gaming.
I think that if AOC is serious about limiting cheating, PTW, and valuating a player's effort in the game, being part of a guild will indeed mean something, hopefully.