Nov 21, 2007, 05:31 PM // 17:31
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#1
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Academy Page
Join Date: Sep 2007
Guild: MIST
Profession: N/
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Guilds in GW2
I'm not entirly sure if this is the correct place to be putting this but i apologise if it isnt.
People have discussed many things about GW2 races,classes,HoM etc. But i have not seen anyone asking the question
"How will my guild/alliance translate into GW2?"
Well if anyone could answer this i'd be very grateful, i was wondering whether or not we are going to have to make entirly new guilds for GW2 if so that would mean having to create enitrely new guilds and inviting my guildies and alliance members back.
If the guilds are going to be carried through how will i use my guild hall, how will GW1 players and GW2 players of the same guild interact with one another? Perhaps appear as ghost like entities to one another within the hall?
Any information would be appreciated and once again i apologise if i have posted this in the wrong place or this has already been covered.
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Nov 21, 2007, 05:35 PM // 17:35
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#2
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Ascalonian Squire
Join Date: May 2007
Guild: Shatners New Order of Borealis
Profession: Mo/
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You won't be able to have GW1 characters in the same guild as GW2 characters, they are two stand alone games that will not be linked like that, I'm guessing that all guilds will have to be rebuilt, but no one knows for sure, since GW2 isn't out yet.
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Nov 21, 2007, 05:57 PM // 17:57
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#3
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Wilds Pathfinder
Join Date: Oct 2007
Guild: [BAAA] guest me NOW
Profession: Mo/
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I remember that being asked when GW2 was first announced. I think what gaile said was that the leader of a GW1 guild will be able to reserve that guild name for GW2. Just like character namesBut 100% sure on that.
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Nov 21, 2007, 06:17 PM // 18:17
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#4
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Forge Runner
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GW1 and 2 are not the same. For all we know, guilds in GW2 could work very differently. So cross-linking guilds between the two games is very unlikely to happen.
Talking of guilds, I'd like to see them become more important in GW2. Believe it or not, this is a major gripe I have with Guild Wars: the name itself lacks significant relevance to the game. There are guilds, there are GvGs, there were some historical 'guild wars' described in the lore... but as a title, I don't think it describes the game in its entirety particularly well. GW2, with new features like persistent areas, has the opportunity to improve on this.
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Nov 21, 2007, 06:31 PM // 18:31
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#5
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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Quote:
Originally Posted by King Symeon
GW1 and 2 are not the same. For all we know, guilds in GW2 could work very differently. So cross-linking guilds between the two games is very unlikely to happen.
Talking of guilds, I'd like to see them become more important in GW2. Believe it or not, this is a major gripe I have with Guild Wars: the name itself lacks significant relevance to the game. There are guilds, there are GvGs, there were some historical 'guild wars' described in the lore... but as a title, I don't think it describes the game in its entirety particularly well. GW2, with new features like persistent areas, has the opportunity to improve on this.
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Good points...
however, I'm not sure how much impact they should have on the game.
I deeply resent the Factions grind-reward to Guilds by giving them access to cheaper materials and Elite areas... (and before I get flamed, the fact they did not repeat this "mistake" in Nightfall or GWEN speaks well).
So, yes to Guilds having more impact on the world (I don't mind Guild controlled towns, as long as it's cosmetic); but let's not have Guilds disrupt the game for those who chose not to join a Guild, or join a more casual one.
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Nov 21, 2007, 09:59 PM // 21:59
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#6
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Forge Runner
Join Date: Nov 2005
Location: Among dead bodies.
Guild: The Republic of Sky Pirates
Profession: E/
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My guess is that since names are going to be reserved (ie. no one can steal my Dalila Thompson) you can recognize your pals at a glance should they stick with their GW1 character names.
Also many guilds have a forum up somewhere so it's easier to communicate about shifting to GW2
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Nov 22, 2007, 04:02 AM // 04:02
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#7
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Academy Page
Join Date: Feb 2007
Location: Oregon
Guild: Light Infantry Brigade
Profession: R/
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As an added note, I would really enjoy seeing a Guild Leader Tag for the leaders of Guilds.
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Nov 22, 2007, 04:07 AM // 04:07
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#8
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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Quote:
Originally Posted by roperratt
As an added note, I would really enjoy seeing a Guild Leader Tag for the leaders of Guilds.
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That would be cool. It's one key click for a guildie to know who the leader is, but people outside the guild can clearly see if the guy mouthing off or messing up in a match is the leader of a certain guild.
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Nov 22, 2007, 08:08 AM // 08:08
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#9
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Wilds Pathfinder
Join Date: May 2006
Location: San Francisco native
Profession: Mo/P
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Well...
How could guilds be made more significant to game play?
Good ideas and bad:
Some of these ideas are probably very bad, some of them might have merit with a little work. They're mostly just brainstorming on how Guilds might be made more important.
- A guild bank system. A 'Guild Xunlai' that has a lot more storage than the regular Xunlai.
- A guild Hall with crafting stations that operate at a discount. Which means either you bring your mats to the guild weaponsmith for an x% discount to make a sword, or you are a sword-maker and the 'rental fee' on the anvil and forge at the guild hall is zero or lower than the one in town.
- decoratable guild hall rooms. Each member gets a 'room' in a guild hall that they can wallpaper, furnish, set up monuments in, and so on.
- Enter PvP from the guild hall only.
- Guilds get to bring more players into instances. If a PUg can bring X, a guild can bring X+Y.
- Customized items can still be used by another guild member if customized to the guild rather than the character.
- Guild mini-pets. If your guild beats a certain instance or a certain PvP goal all members get a mini-pet for as long as they are members. Every birthday of a guild also gives access to a guild birthday pet. If you leave a guild you lose these guild-pets, but if you join a guild you can use its pets.
- Guild title track skills. As a guild progresses its members gain access to certain skills. Progress being through instances, PvP, birthdays, or whatever.
- Guild gates. Once X% of the members of a guild unlock a certain map location, any guild member in that guild's guild hall can map from there to that location even if they have never been there.
- Guild costume options. Rewards for certain game objectives could be to add hairstyles, festival hats, special shirts, or whatever to guild members - allowing them to visit a 'hair salon' or 'costume shop' and apply these, or use them on new characters.
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Nov 22, 2007, 11:24 AM // 11:24
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#10
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Forge Runner
Join Date: Sep 2006
Location: Blighty
Guild: The Legion of the Blue Blade
Profession: R/Mo
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I'd love for guilds to have a central role in GW2. Its true that the title misplays the role of guilds in GW1. Although they provide a nifty cape and a group of likeminded people, they never really affect PvE in a major way, obviously they are a big part of PvP, but thats only half the game.
I like a lot of the the ideas from the above poster.
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Nov 22, 2007, 11:43 AM // 11:43
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#11
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Ascalonian Squire
Join Date: Feb 2007
Location: Ireland
Guild: None at the moment :(
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But GW2 is obviously gonna be linked to your GW account to allow transfers of monuments from GWEN, and seeing as your guild is linked to your account, I can't see why the same guild can't be present in GW2...
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Nov 22, 2007, 11:57 AM // 11:57
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#12
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Desert Nomad
Join Date: Aug 2005
Location: in my GH
Guild: Limburgse Jagers [LJ]
Profession: W/
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Quote:
Originally Posted by arcady
- A guild bank system. A 'Guild Xunlai' that has a lot more storage than the regular Xunlai.
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Good idea. I'd love that. Only accessible by guildies, and some sort of officer control.
Quote:
Originally Posted by arcady
- A guild Hall with crafting stations that operate at a discount. Which means either you bring your mats to the guild weaponsmith for an x% discount to make a sword, or you are a sword-maker and the 'rental fee' on the anvil and forge at the guild hall is zero or lower than the one in town.
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Yes!
Quote:
Originally Posted by arcady
- decoratable guild hall rooms. Each member gets a 'room' in a guild hall that they can wallpaper, furnish, set up monuments in, and so on.
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Don't forget fully customizable guild halls themselves!
Quote:
Originally Posted by arcady
- Guild mini-pets. If your guild beats a certain instance or a certain PvP goal all members get a mini-pet for as long as they are members. Every birthday of a guild also gives access to a guild birthday pet. If you leave a guild you lose these guild-pets, but if you join a guild you can use its pets.
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Nice idea, but not the last part. If you weren't there, you can't get the item!
Quote:
Originally Posted by arcady
- Guild title track skills. As a guild progresses, its members gain access to certain skills. Progress being through instances, PvP, birthdays, or whatever.
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I think that would be extremely unfair to the gameplay.
Quote:
Originally Posted by arcady
- Guild gates. Once X% of the members of a guild unlock a certain map location, any guild member in that guild's guild hall can map from there to that location even if they have never been there.
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Advanced guild-maptravel? hmm, might be a good idea. Better than running members all the time.
Quote:
Originally Posted by arcady
- Guild costume options. Rewards for certain game objectives could be to add hairstyles, festival hats, special shirts, or whatever to guild members - allowing them to visit a 'hair salon' or 'costume shop' and apply these, or use them on new characters.
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or existing characters?
I agree on the fact that guilds should have more meaning in GW2.
In Gothic 2, you had existing guilds in the game you could join, such as the mercenaries, the guards of a town, a secret thieves guild you had to find first, then qualify for it, which I thought was extremely cool.
I'd like that kind of feeling for guilds in GW2.
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Nov 22, 2007, 12:53 PM // 12:53
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#13
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Jungle Guide
Join Date: Sep 2006
Location: Europe
Profession: W/
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Quote:
Originally Posted by arcady
- Guilds get to bring more players into instances. If a PUg can bring X, a guild can bring X+Y.
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How about no to this? Not everyone's in a guild, or wants to be in one... Also it'd kill PUGging even more, and put guildless players at a huge disadvantage.
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Nov 22, 2007, 01:02 PM // 13:02
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#14
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Forge Runner
Join Date: Jun 2006
Location: US
Guild: Old Married Gamers {OMG}
Profession: W/
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i think it would be cool if we could not be tied to one guild for all of our characters.....have a PVP toon in a PVP guild and a PVE toon in a PVE guild etc
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Nov 22, 2007, 01:18 PM // 13:18
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#15
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Furnace Stoker
Join Date: Apr 2006
Location: Cheltenham, Glos, UK
Guild: Wolf Pack Samurai [WPS]
Profession: R/A
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Quote:
Originally Posted by Coridan
i think it would be cool if we could not be tied to one guild for all of our characters.....have a PVP toon in a PVP guild and a PVE toon in a PVE guild etc
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thats one thing I hate about other MMO's
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Nov 22, 2007, 03:16 PM // 15:16
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#16
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Banned
Join Date: Jun 2007
Location: defiinitely noyb
Profession: Mo/
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Quote:
Originally Posted by Coridan
i think it would be cool if we could not be tied to one guild for all of our characters.....have a PVP toon in a PVP guild and a PVE toon in a PVE guild etc
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Why not just start a PvP Guild? Why ask for more restrictions/less options? See, this is what's wrong with the community. They need to open their eyes and stop wishing more nerfs, restrictions, shooting-themselves-in-the-foot suggestions or gripes/complaints. Those're the things that have turned GWars sour. GW2 is going to be rework because nothing more than a select few weapons and all titles will be transferrable. Also, the click-to-move function is non-existent in GW2. Have fun using a controller or keyboard for 100% of your movement when it comes out. LoL
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Nov 22, 2007, 10:30 PM // 22:30
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#17
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Banned
Join Date: Jul 2007
Location: All over Tyria, Cantha, & Elona
Guild: The Eternal Night Vanguard [TEN]
Profession: R/
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Personally I'm okay either way. I can see both sides of the picture. Guilds could be passed down through generations so old ones could stay, or they'd disappear over the years and new ones would have to be created. So if I have to make my guild all over I don't mind, I just hope it's not too expensive considering I'd be starting from scratch. When I first started playing, the friend that got me hooked gave me cash to get started. hehe I wonder if we'll have guild halls in Guild Wars 2 and what they'll be like.
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Nov 22, 2007, 10:32 PM // 22:32
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#18
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Forge Runner
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I think GW2 should be completley new, well organised guilds will stay together and lesser organised ones wont but thats the price they'll have to pay. I agree that there should be more usefulness of guilds but I really dont have any suggestions what that could be.
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Dec 04, 2007, 03:32 AM // 03:32
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#19
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Ascalonian Squire
Join Date: Jan 2006
Location: Australia
Guild: Dragon Estos [DgnE]
Profession: R/Mo
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All I really want is to be able to reserve my guild name so that it doesn't get taken by other people :P If that's in then Guild Wars 2 is going to be awesome lol
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Dec 04, 2007, 04:23 AM // 04:23
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#20
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Wilds Pathfinder
Join Date: May 2006
Location: San Francisco native
Profession: Mo/P
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Keep in mind that my list was a brainstorming list - they weren't meant to be good ideas.
That said...
An idea that guilds could bring X+Y where without a guild it would just be X might kill PUGs, but unlike heroes it would kill them by increasing socialization.
I'm of the opinion that if GW2 has heroes and henchies, it might as well not even bother being an online game or having guilds.
With the guild mini-pets idea, I'd say if you left a guild you'd lose the ability to use its pets.
The same with guild map travel unlocks, an idea I'm getting from another NCsoft game btw: City of Heroes. In that game, once you find all of the exploration badges in a zone, you unlock the ability for your guild to be able to buy a teleporter to that zone from its super-base. Obviously a direct translation of that idea makes no sense in Guild Wars - but the basic theme of 'hey, my Guild owns this turf - we can get there easier' has potential if translated right.
It also has room for runner abuse if not done right. Join guild X for Y-coins, get ported to endgame zone Z, then leave guild...
My biggest concern is that outside of certain forms of PvP, guilds have zero purpose in GW1. They don't give you anything really useful.
I'd like to see that change, and I'd be curious to see what other ideas other people might have for how it could be changed.
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