Thread: Guild Dynamics
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Old 07-16-2005, 01:08 PM   #3 (permalink)
Zeex
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Last Online: 08-04-2005 12:27 AM
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Re: Guild Dynamics

Quote:
Originally Posted by Delvie
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.
I've seen this sort of thing work two ways in the past. One was in DAoC where name of the game was RvR combat. I played on MLF server as a Hiborian. We had two main guilds that did alot of the work in a seperate sector, DROW was a big influence on the actual combat and a smaller guild, Stonecutters, were almost entirely focused on tradeskills and the building of seige weapons. For the most part everyone else fell in between.

In Horizons there were massive tradeskill efforts involved that had to be performed not just with a few guilds, but truly server wide. What usually ended up happening was the highest skilled craftsmen sat at the construction site, while runners brought the materials needed for construction from the nearest town. Lesser craftsmen shaped the raw materials for the runners to carry. This was by and large coordinated by two larger guilds who opened a chat channel for anyone that wished to participate to join in.

We'll have to see what the actual impact of the spheres in seperate areas are to determine it's impact on a guild setting, but hopefully there will be something more to guilds than just a tag and that could change everything.
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