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Old 07-16-2005, 09:52 AM   #1 (permalink)
Delvie
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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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Old 07-16-2005, 11:05 AM   #2 (permalink)
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Re: Guild Dynamics

Im very interested in learning more about what Sigil is planning to do with guilds. I sincerely hope there is more to them besides a roster and chat channel.
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Old 07-16-2005, 01:08 PM   #3 (permalink)
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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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Old 07-18-2005, 11:28 AM   #4 (permalink)
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Re: Guild Dynamics

I beleive that The 'Guild' in a traditional term will pass away in Vangaurd...I think the system will grow..Having more focus guilds that work for one goal...such as harvesting or metalworking...A guild of highly trained workmen?...I beleive it will make Guilds and groups more rounded instead of just a group of people to raid with. Bringing people together...I beleive that guilds in Vanguard will build a better commuinity.
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Old 02-28-2006, 04:15 AM   #5 (permalink)
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Re: Guild Dynamics

/target Thread
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Old 02-28-2006, 04:23 AM   #6 (permalink)
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Re: Guild Dynamics

Right, I'm also very much looking forward to guilds in Vanguard. As has been said in this thread, we're probably entering a new era when it comes to guilds.

Personally, I think the interdependence between guilds will form strong bonds and make a tight-knit community. Possessing decent communication skills will in fact be crucial, and organization will be a topic to discuss on various forums.

Hopefully (I can dream) this will also prevent a single guild (or a few guilds) becoming so powerful that they can basically do everything themselves, hence segregating them from the rest of the community.

I'm not saying Vanguard will be the be all end all MMORPG for guilds, but it looks like it will be an improvement - if not due to the guild mechanics, then because of the impact on the community as a whole.
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Old 02-28-2006, 07:51 AM   #7 (permalink)
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Re: Guild Dynamics

I am sure I read that we will be able to join several guild like organisations.

My concerns are that players will progress at greatly different speeds in different spheres. Some adventurers may stop and spend a month or to town building or ship construction, Crafters need to tag along with Adventures both of whome are high level in different spheres.

Forming groups of very mixed levels may become an exp and TLC nightmare.
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Old 02-28-2006, 08:09 AM   #8 (permalink)
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Re: Guild Dynamics

Possible, although I doubt it - it's something I expect Sigil to have taken care of.
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