Guild size
Guild size of 300 is currently the maximum cap that can be attained by leveling the guild and selecting the path of size as opposed to the path of guild skills.[1]
- What we're trying to create is an environment where there's a duality between guilds that try to go towards population and then guilds that choose to forego population in exchange for a deeper access to passive skills that the players have access to. Will the meta be for many smaller guilds to co-locate with each other? Yes, I'm sure that will be utilized by some number of smaller guilds in order to try to combat the numbers that other guilds might have access to. I don't think that that's a bad thing. I don't necessarily know if that's a meta either, because it's going to be beneficial for larger guilds to be allied with smaller guilds that might have access to those passive abilities that they don't have access to. So, what I think the meta will actually be is probably a mixture of large guild and small guilds that exist within the alliances so that they can overcome the types of challenges that occur in objective-based gameplay for events, where you need the smaller guild with the passives to overcome the challenge rating, but you also need the numbers from the larger guilds in order to engage with the opponent at the choke points.[2] – Steven Sharif
- Guild size can be traded off for guild progression.[3][4]
- Guild alliances may be a key part in creating a larger "guild".[4]
- Q: What’s the minimum guild size to really have a meaningful impact on the realm?
- A: This is a tough question to answer. Single individuals can have a large impact on the realm without guild support, in the form of mayorships, Artisanship, economic opportunities, etc. We’re also balancing guilds through guild levels, where guilds must choose between size and effectiveness - smaller guilds will have an opportunity to get a leg up through abilities that larger guilds can’t afford to take. At the end of the day, having clear goals and organizational structure will likely matter more than raw numbers.[6] – Sarah Flanagan
There are mechanics that are geared towards larger and smaller guilds.[4]
- Larger guilds can siege fortresses.[4]
- Larger guilds won’t have access to power boosting guild ability slots.[4]
- Small groups can do some things better than larger groups.[4]
- Sieges will have things that smaller groups have an advantage in.[4]
- It's important to note that the 300 is the maximum cap that is attained by leveling the guild and selecting the path of size as opposed to the path of guild skills. So the larger you choose to allow for members to join your guild, increasing that member cap, the less focused and honed the available skill options will be from a guild level up perspective for guild members. So the way that works is it plays as a balance/counterbalance to larger guilds versus smaller more honed and focused guilds. It gives them an equitable edge of participation.[1] – Steven Sharif
- If you have more objective-based combat that revolves around high mobility and agility strong focus, organization I would expect the smaller guild to outperform the larger guild with regards to that. If you're speaking purely a numbers game and they're meeting on the field then I would expect the larger guild to perform in that. The balance comes in our play scenarios. Do we offer solely a field based combat system where you show up with the numbers you have in which case you lean heavily towards zergs or do you implement designs that feature both components of objective based combat that involves organizational rule as opposed to just having that field presence; and we intend to offer both.[1] – Steven Sharif
- There are absolutely guilds out there that have a large following and good organizational leadership and can structure their raids well; and I think those will be the most performing in the game obviously; and that's where then guild sizes come to play creating the opportunity for division in the game to allow for this subterfuge to play a role and politics and stuff like that. But our focus is making a place for smaller guilds to be competitive with larger guilds as well.[7] – Steven Sharif
Guild formation
There are prerequisites for guild formation.[8]
- Minimum member count of around five individuals.[8]
- Material and currency cost.[8]
- Completing a quest line.[8]
- Minimum level requirement.[8]
Players may be able to form guilds in starting areas if minimum requirements are met.[9]
Guild names may be up to 30-32 characters in length.[10]
Guild membership
A character may only be a member of a single guild.[11]
- Alts on the same account can join different guilds.[11]
- Intrigue, espionage and intelligence gathering is a legitimate aspect of the game.[11]
- A guild may only have a single guild leader.[12]
- Transfer of guild leadership is possible, but mechanics on transferring leadership if a guild leader has abandoned the guild have not been finalized.[13]
- Guild masters can issue payouts to guild members.[14]
Guild invites
Characters may be invited to join a guild from anywhere on Verra.[15]
- Invites can be done through the guild UI.[15]
- There will also be a guild invite chat command.[15]
Server reservations
Server reservations allow guild members as well as unaffiliated players to reserve character slots on a server starting in the Beta testing stages of the game.[16]
This would likely be utilized more so by guilds than that would be solo or unaffiliated players; and I believe that the solo player they may have friends that they want to play with. That's fine, they can also still with those friends do the reservation system, but the player who is just joining the game fresh and doesn't have a community that they're part of, I don't think they really mind in that regard and will not utilize that system.[16] – Steven Sharif
Guild benefits
Guild benefits that are being considered by the developers:[17]
- Gear enhancements.[18]
- Passives.[17]
- Questlines.[17]
- Salões da guilda.[17]
- Castelos da guilda.[17]
- Guild activities.[17]
- Name of guild displayed next to character name.[19]
- Guild tabards.[19]
- Guild mounts.[19]
- Guild coats.[19]
- Guild barding.[19]
Guild progression
Guild progression occurs through participation in different systems.[3]
Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[3][21][22]
- Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.[3]
- Aumenta may apply at the upper tiers of guild progression.[3]
- Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[23]
- Guild size can be traded off for guild progression.[3][4]
- The higher the guild's member cap, the fewer available skill options will be available to that guild.[1]
- Guild alliances may be a key part in creating a larger "guild".[4]
- Salões da guilda can be unlocked at a certain stage of guild advancement.[21]
- Guilds cannot respec their skill points once allocated. This is subject to testing.[24]
- It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can put together and give your guild its own identity.[3] – Jeffrey Bard
Gear enhancements
Melhoria de equipamentos (power stones/runas) podem ser aplicadas a armas para adicionar outros tipos de dano elemental ou de energia.[25][26]
É muito provável que tenhamos um sistema de runas e depois, teremos a capacidade de fazer encantamentos a armas fora disso também... Isso nem será sempre uma progressão vertical... Parte disso é desistir de algo para obter algo mais; por isso talvez eu dê menos danos físico, mas mais dano mágico, esse tipo de coisa.[26] – Jeffrey Bard
- A progressão em vários sistemas de Pvp irá desbloquear pedras de encantamento que concedem benefícios temporários focados no PvP para o equipamento (através de um sistema de encaixe) O desempenho é medido ao longo de temporadas de PvP de seis meses.[27]
Não é como se você fosse necessariamente adquirir essas melhorias uma vez e depois está pronto para o PvP no que diz respeito a seus encantamentos, mas em vez disso terá de participar continuamente mês após mês a fim de continuar a ter esses encantamentos encaixados nos seus slots.[18] – Steven Sharif
Ver também
Referências
- ↑ 1.0 1.1 1.2 1.3 1.4 Entrevista, 2018-08-08 (9:36).
- ↑ Transmissão ao vivo, 2023-04-28 (1:28:14).
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 Transmissão ao vivo, 2018-09-27 (55:39).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 Transmissão ao vivo, 2017-05-05 (23:26).
- ↑ Transmissão ao vivo, 2019-06-28 (1:25:24).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Entrevista, 2018-08-08 (11:52).
- ↑ 8.0 8.1 8.2 8.3 8.4 Entrevista, 2018-08-08 (15:07).
- ↑ Transmissão ao vivo, 2017-11-17 (40:56).
- ↑ Transmissão ao vivo, 2021-02-26 (1:09:28).
- ↑ 11.0 11.1 11.2 Podcast, 2017-05-05 (47:20).
- ↑ Transmissão ao vivo, 2017-05-17 (58:18).
- ↑ Transmissão ao vivo, 2017-05-26 (47:35).
- ↑
- ↑ 15.0 15.1 15.2 Transmissão ao vivo, 2020-12-22 (1:09:38).
- ↑ 16.0 16.1 Transmissão ao vivo, 2020-07-25 (1:06:43).
- ↑ 17.0 17.1 17.2 17.3 17.4 17.5 Transmissão ao vivo, 2017-05-05 (31:08).
- ↑ 18.0 18.1 18.2 18.3 18.4 Entrevista, 2020-07-18 (14:22).
- ↑ 19.0 19.1 19.2 19.3 19.4 Transmissão ao vivo, 2017-05-22 (51:00).
- ↑ 20.0 20.1 20.2 Transmissão ao vivo, 2017-05-19 (22:10).
- ↑ 21.0 21.1 Entrevista, 2020-07-19 (36:07).
- ↑
- ↑ Transmissão ao vivo, 2020-06-26 (1:31:53).
- ↑ Transmissão ao vivo, 2020-10-30 (1:11:13).
- ↑ Transmissão ao vivo, 2018-06-04 (1:11:19).
- ↑ 26.0 26.1 Transmissão ao vivo, 2018-06-04 (21:37).
- ↑ Entrevista, 2020-07-18 (16:34).