Thread: Guild Dynamics
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Old 07-16-2005, 09:52 AM   #1 (permalink)
Delvie
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Last Online: 04-29-2007 03:00 PM
Join Date: Jun 2005
Posts: 50

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Guild Dynamics

There are going to be a lot of options within Vanguard for classes. If you include in all the harvesting professions, the crafting professions (and their specialties), and diplomacy professions you are talking a phenomenal number of choices. Take it one step further in that each of the spheres are going to include group activities such as group harvesting, crafting, etc and the number of possible needed combos goes up. Anyone else think this is going to affect the 'traditional' guild system?

I foresee a lot more alliances among different purpose guilds or even the need to belong to more than one guild. I can imagine situations where there's a need to pull several groups of harvesters together to build that great ship, or tavern, or something else. At the same time you'd need a group of crafters standing by to form up the components and another group to do final assembly - I can't imagine that inventory space is going to allow us to stockpile the supplies (at least in the beginning). Haven't even mentioned the need for caravans to transport and permits which I believe will both be facets of the Diplomacy sphere.

So we're talking a lot of people involved. Just coordinating the communication will become an 'unofficial' profession and it will be very important that everyone cultivate a wider circle of friends
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