April’s WAR Newsletter was all about guilds — a much anticipated facet of the game, particularly with the promised guild beta starting this summer. WAR promises to boast a huge suite of tools and a vibrant guild structure, as is fitting a game where players will almost need to be in a guild to derive the game’s full potential.
You can watch a podcast on the “Living Guild System”, read up on them in this month’s Grab Bag, or just skim these highlighted notes — and then check out my thoughts following:
- Guilds will require a minimum of six people to form (going to a capital city to do so), and no maximum guild population is set
- There will be a guild store that requires money to buy from; likewise, a guild can ask for dues from members
- Up to 10 titles/ranks can exist in a guild, fully customizable
- Earned guild rewards include: custom heraldry, guild cloaks, guild-only transportation, merchants with unique crafting components, banners and banner tactics
- Unique guild heraldries can be applied to both cloaks and banners
- There will be guild vaults
- Guilds can earn ranks (like characters) to gain rewards that benefit both the guild and the players, in both PvE and PvP situations
- Every activity a player does in the game helps their guild advance in levels
- They promise “robust tools” to help guild leadership organize and run their guilds, including integrated messenging, automated news, and guild calendars
- Guilds play crucial roles in the overall campaign, which includes capturing keeps, forming alliances with other guilds, and engaging in capital city capture
- Small guilds will have access to the same features as large guilds
- Guild rewards can be permission-based
- The guild system will automatically demote an inactive guild leader (of 30 days or more) and promote the next highest officer to that position
- Alliances are formed with up to 10 guilds banding together, each guild contributing an alliance leader and alliance officers
- Guild banners are earned at a certain guild rank, and can be customized with trophies
- The guildie who holds the banner is the Standard Bearer, and while they are holding the banner, they cannot use abilities and tactics on the battlefield
- Guild banners grant guildies nearby a morale bonus, and lets the Standard Bearer use special abiltiies (such as granting a speed bonus or knocking back enemies)
- Banners can be captured in RvR
- Guilds earn guild tactics, which can be slotted into the 3-slot guild banner
- Guilds can eventually have up to three unique banners available at any one time
- Only guilds can claim and control Keeps — although anyone can attack them
For those of you who are used to “going it alone” in MMO’s — soloing all the way to the level cap to prove that you can make it, baby! — WAR all but demands that you take a serious, hard look at joining a guild. Trust me, guilds aren’t as scary or demanding as you might imagine. Sure, there’s the midnight virgin sacrifice every fortnight, but it’s more of a Rocky Horror Picture Show sacrifice, so don’t sweat the murder charges.
I’ve always said that my stay in other MMO’s would have been considerably shorter had I not been in a good guild. MMO’s are social monsters, and to know that you’re not alone, but that you have the support and fellowship of good friends… that gives a game a deeper layer than you’ll ever know elsewise.
Aside from the company and the joy of banding together for a bit of ultraviolence, WAR is upping the ante why you should consider guilds. If you currently are or are planning on being a guild officer, then most likely you’re already drooling over the guild tools (like the calendar, extensive notes, messenging) that other games like WoW could only dream of. But what would a WAR guild offer the lowly neophyte?
Since WAR is all about realm vs. realm conflict, realm pride is a crucial part of the game. Realm pride makes you feel like you “belong” — just like you would to a sports team or any social group. Breaking it down further, when you join a guild, WAR wants you to feel strong pride and identity with that guild. Guilds are essentially small armies, each with their own theme and logo to set them apart. You have all banded together for battle, and as much as you contribute to the success of your guild, your guild opens up all sorts of options previously unattainable to you.
Look at it this way: guilds are the difference between driving your standard, economy car, and cruising around in a souped-up sports car. You are still driving, but your experience is radically upgraded. Guilds will offer players all sorts of goodies, such as a guild store, guild vault, tactics, Tome unlocks and so on. On top of that, you have to admit that it sounds a lot more fun to get together with your friends to assault and capture a keep, benefiting from your guild banner bonuses, than to just be a solitary player joining a mob, yet feeling isolated from them.
I think many players will experience that “something special” moment the first time they’re with a guild that captures a keep and gets to witness their own guild banner flying off the keep’s walls. In a very real way, you are claiming and owning a part of the game world, instead of merely existing alongside of it. How can you not want to be a part of this?
Random Thoughts From A Stuffy Nose
August 25, 2008So… you know how the other day I was musing comically about “skipping” my first day of class for this semester to hit Warhammer Online’s head start date? I wasn’t really serious, of course, but irony likes to take a chunk out of my butt now and then even so. I called the seminary today to find out where my booklist was — full of enormous chunks of paper that could most definitely kill a man if they were flung with any serious force — and the registar lets it slip (wait for it) that classes start next Tuesday.
*blink* As in, September 2nd. This was, I told her, good information to know, as I would’ve probably skipped my first two weeks of classes and not even known about it. You know how you have those dreams about high school or college classes that you somehow skipped and it’s finals day and you don’t remember ever going to that class? I think I almost had the real life version, today.
Anyway…
Mark Jacobs came back with even more words, including feisty adjectives, detailing some of the problems and glitches of the preview weekend. I kind of admire him for this, in that he didn’t spend much time tooting Mythic’s horn (which, of course, makes a “waaagh!” sound), even though in my opinion they did far more right than wrong for this event. He just launches into the identified problems and how they’re looking at fixing them. One BIG little note that he made looks to correct one of my concerns of the game: they’re looking to implement a 0.3 second queue timer so that after you hit a first skill, you can queue up a second skill shortly thereafter. It should make combos and skill chains easier to pull off, and I appreciate that. I always liked how City of Heroes would let you queue up a second skill while your first one was going off.
There’s just a crapton of new info out there, and even though we’re weeks yet from release, you could probably dive into the new databases and wikis and forums and theorycrafters to min/max your WAR experience before you ever touch foot in the game. You can spoil huge chunks of the Tome of Knowledge unlocks, experience other people’s gameplay vicariously through videos, and come up with a streamlined power leveling path to 40. I’m sure there are people out there doing all that, and more.
Me? I’m okay with a short WAR break here. Ever since getting into beta, I’ve put up a shield around my gameplay experience that’s limited me to enjoying A B and C, but not D-Z. I don’t care whether or not my first week is perfectly planned so that I get the jump on everyone else and dominate scenarios, I just want to be able to slowly enjoy the game, squeeze out all of the enjoyment in each zone, and go at my own pace. I also realized that over the past couple months, I’ve really weaned myself from my daily necessity (addiction?) to logging into a MMO for my gameplay downtime (fix?). It’s pretty nice to not feel pressured to play every night, but to enjoy a wider assortment of activities for my evening hours. And it’s going to help over the next couple weeks when I really won’t be able to play, even if I had the time.
Finally, I have a small request to make — a couple friends and I are still feeling out options for a good Order (Core ruleset) server. We’ve found a couple promising guilds, but we’re not quite sure about the fit yet. I’m insanely pickly when it comes to guilds, because I know from experience that if I don’t fall in with the right sort of people and structure, it just kills the gameplay for me. I need a guild that has a great sense of humor, that isn’t uptight, yet is structured and led and motivated. Mature personalities/older gamers always a plus, and somewhere between a level of “just six guys” and “five MILLION guildies!” would be great. If you’re in such a guild or know of one, please point me in that direction. It’d be great to check out some more guilds while we’re waiting for launch!
Posted in General Commentary, Guilds, WAR | 11 Comments »