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Player created guilds


Started by Exillus
Post #79928
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I just finished looking at some Guilds curently recruting, but I don't find any thing I like. Will the players themselves be able to establish a guild in game with others, or do we ahve to choose a guild from the list?


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Post #79931
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lol :D
Of course you can make your own guild.



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Post #79935
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Maybe he meant a guild like the Thieves Guild or the Mages Guild.

Well, I don´t think so, as ingame, in world Guilds come with a skill tree. For sure you won´t ever be able to make up your own skill tree. And Story Content... and quests... But man, would be cool ;)


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Post #79979
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They could do a guild skill tree that the guild leader puts points into as your guild levels up.


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Post #79998
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(July 17th 2013, 10:36 AM)Epicfailville Wrote: They could do a guild skill tree that the guild leader puts points into as your guild levels up.

Yeah, cause that wouldn't über-buff players in guilds, vs. players not in guilds..

I like the idea but it would create an imbalance..


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Post #80020
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It's in other games. You don't make it like damage increases or anything, it's just stuff like extra exp and gold drops, mass rez, rally banners, just a few things to benefit the guild as a whole.


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Post #80047
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Maybe a movement speed boost but it should not punish people who aren't in guilds


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Post #80080
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(July 17th 2013, 02:38 PM)Epicfailville Wrote: It's in other games. You don't make it like damage increases or anything, it's just stuff like extra exp and gold drops, mass rez, rally banners, just a few things to benefit the guild as a whole.

Capturing enemy keeps in the PvP area already does some of this, if im not mistaken.
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Post #80083
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(July 17th 2013, 12:33 PM)The Danish Dude Wrote:
(July 17th 2013, 10:36 AM)Epicfailville Wrote: They could do a guild skill tree that the guild leader puts points into as your guild levels up.

Yeah, cause that wouldn't über-buff players in guilds, vs. players not in guilds..

I like the idea but it would create an imbalance..

heaven forbid they provide incentives to being more social in an mmorpg. . .


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Post #80096
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(July 17th 2013, 07:48 PM)Rickter Wrote:
(July 17th 2013, 12:33 PM)The Danish Dude Wrote:
(July 17th 2013, 10:36 AM)Epicfailville Wrote: They could do a guild skill tree that the guild leader puts points into as your guild levels up.

Yeah, cause that wouldn't über-buff players in guilds, vs. players not in guilds..

I like the idea but it would create an imbalance..

heaven forbid they provide incentives to being more social in an mmorpg. . .

Creating incentives to be social? I'm all for that. Making those incentives make yourself noticeably stronger just for being in a guild? I don't want that anywhere near ESO, because all it would do is make people flock to the super guilds to get the buffs and let the little people be damned.


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Post #80101
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(July 17th 2013, 09:15 PM)vigk vagk v2 Wrote:
(July 17th 2013, 07:48 PM)Rickter Wrote:
(July 17th 2013, 12:33 PM)The Danish Dude Wrote:
(July 17th 2013, 10:36 AM)Epicfailville Wrote: They could do a guild skill tree that the guild leader puts points into as your guild levels up.

Yeah, cause that wouldn't über-buff players in guilds, vs. players not in guilds..

I like the idea but it would create an imbalance..

heaven forbid they provide incentives to being more social in an mmorpg. . .

Creating incentives to be social? I'm all for that. Making those incentives make yourself noticeably stronger just for being in a guild? I don't want that anywhere near ESO, because all it would do is make people flock to the super guilds to get the buffs and let the little people be damned.

guild based incentives already exist in games like GW2 and it in no way affects the overall outcome or success rate of content completion. I think you are taking the implications to the extreme and assuming the worst from that type of system.


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Post #80125
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Well experience boosts, a skill line u can only get by joining a guild, basically making content which speeds levelling and gives abilities which may be really useful may be a tad much. Any incentive should be a social incentive, like access to a shared bank, streamlined crafting shopping, etc. things which make being in a group easier and rewarding. Someone who chooses to play solo shouldn't hafta level for longer or miss out on a valuable skill line.

Unless they include an extra solo player skill line. That's how they did it wi vampirism and lycanthropy. You can have one but not the other
This post was last modified: July 17th 2013, 11:31 PM by Ferroc


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