- Alts on the same account can join different guilds.
- Intrigue, espionage and intelligence gathering is a legitimate aspect of the game.
- A guild may only have a single guild leader.
- Transfer of guild leadership is possible, but mechanics on transferring leadership if a guild leader has abandoned the guild have not been finalized.
- Guild masters can issue payouts to guild members.
- Minimum member count of around five individuals.
- Material and currency cost.
- Completing a quest line.
- Minimum level requirement.
- What we're trying to create is an environment where there's a duality between guilds that try to go towards population and then guilds that choose to forego population in exchange for a deeper access to passive skills that the players have access to. Will the meta be for many smaller guilds to co-locate with each other? Yes, I'm sure that will be utilized by some number of smaller guilds in order to try to combat the numbers that other guilds might have access to. I don't think that that's a bad thing. I don't necessarily know if that's a meta either, because it's going to be beneficial for larger guilds to be allied with smaller guilds that might have access to those passive abilities that they don't have access to. So, what I think the meta will actually be is probably a mixture of large guild and small guilds that exist within the alliances so that they can overcome the types of challenges that occur in objective-based gameplay for events, where you need the smaller guild with the passives to overcome the challenge rating, but you also need the numbers from the larger guilds in order to engage with the opponent at the choke points. – Steven Sharif
- Guild size can be traded off for guild progression.
- Guild alliances may be a key part in creating a larger "guild".
- Q: What’s the minimum guild size to really have a meaningful impact on the realm?
- A: This is a tough question to answer. Single individuals can have a large impact on the realm without guild support, in the form of mayorships, Artisanship, economic opportunities, etc. We’re also balancing guilds through guild levels, where guilds must choose between size and effectiveness - smaller guilds will have an opportunity to get a leg up through abilities that larger guilds can’t afford to take. At the end of the day, having clear goals and organizational structure will likely matter more than raw numbers. – Sarah Flanagan
There are mechanics that are geared towards larger and smaller guilds.
- Larger guilds can siege fortresses.
- Larger guilds won’t have access to power boosting guild ability slots.
- Small groups can do some things better than larger groups.
- Sieges will have things that smaller groups have an advantage in.
- It's important to note that the 300 is the maximum cap that is attained by leveling the guild and selecting the path of size as opposed to the path of guild skills. So the larger you choose to allow for members to join your guild, increasing that member cap, the less focused and honed the available skill options will be from a guild level up perspective for guild members. So the way that works is it plays as a balance/counterbalance to larger guilds versus smaller more honed and focused guilds. It gives them an equitable edge of participation. – Steven Sharif
- If you have more objective-based combat that revolves around high mobility and agility strong focus, organization I would expect the smaller guild to outperform the larger guild with regards to that. If you're speaking purely a numbers game and they're meeting on the field then I would expect the larger guild to perform in that. The balance comes in our play scenarios. Do we offer solely a field based combat system where you show up with the numbers you have in which case you lean heavily towards zergs or do you implement designs that feature both components of objective based combat that involves organizational rule as opposed to just having that field presence; and we intend to offer both. – Steven Sharif
- There are absolutely guilds out there that have a large following and good organizational leadership and can structure their raids well; and I think those will be the most performing in the game obviously; and that's where then guild sizes come to play creating the opportunity for division in the game to allow for this subterfuge to play a role and politics and stuff like that. But our focus is making a place for smaller guilds to be competitive with larger guilds as well. – Steven Sharif
This would likely be utilized more so by guilds than that would be solo or unaffiliated players; and I believe that the solo player they may have friends that they want to play with. That's fine, they can also still with those friends do the reservation system, but the player who is just joining the game fresh and doesn't have a community that they're part of, I don't think they really mind in that regard and will not utilize that system. – Steven Sharif
- Gear enhancements.
- Guild halls.
- Guild castles.
- Guild activities.
- Name of guild displayed next to character name.
- Guild tabards.
- Guild mounts.
- Guild coats.
- Guild barding.
- Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.
- Augments may apply at the upper tiers of guild progression.
- Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.
- Guild size can be traded off for guild progression.
- Guild halls can be unlocked at a certain stage of guild advancement.
- Guilds cannot respec their skill points once allocated. This is subject to testing.
- It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can put together and give your guild its own identity. – Jeffrey Bard
We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that thing. – Jeffrey Bard
- Progression in various PvP systems will unlock enchantment stones that grant temporary PvP-focused benefits to gear (via a socketing system). Performance is measured over six month PvP seasons.
It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments. – Steven Sharif
- Once created, the leader can invite up to three other guilds to this alliance, but this is subject to change.
- A guild may only be a member of one alliance.
- There is no member cap in an alliance, only a maximum of four guilds.
- Will the largest guilds segment off into different chapters of their guild that are part of small guilds? Absolutely that will happen; and the way that we combat the efficacy of doing that always is through how we design our encounters and our events to incorporate the use-case of where smaller guilds and their passive abilities are necessary to overcome certain challenge ratings. Will it always be most beneficial for larger guilds to do that? No, not always. It depends on what they're encountering, but you absolutely will see some guilds leveraging that for sure. – Steven Sharif
- You can only invite a number of guilds to the alliance before you must form a new alliance; and then those alliance can have a de facto friendship but they won't have any game component of connection. What the alliance system would allow is pooling of resources into by guild leaders into an alliance guild alliance bank. Will allow certain participation in different quest lines. It will allow common area chat for members and it will allow affiliations and gear that can be attained as well. – Steven Sharif
- Guilds may enter into trade agreements.
- We have a specific system that relates to being able to invite another guild into an alliance that sets a flag on those characters with regards to being able to combat them, being able to share a chat system with them, being able to participate in specific types of quests and/or alliance warehouses and guild homes; with regards to the relationship of castle sieges and participating in node warfare and node activities. If you're not in an alliance with someone, you're in a neutral state so to speak. You can have trade agreements between different guilds and then you can also have Guild Wars which shows a state of war between you guys. I think that's the baseline of how we're going to develop interaction between guilds. – Steven Sharif
- Due to the lack of fast travel, guilds will need to plan to have people in the right place at the right time. Alliances with other guilds will help enable that.
- Progression pathways within alliances.
- Guilds sharing common services with alliance members.
- Node alliances.
- Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship. – Steven Sharif
- Corrupted players can be attacked regardless of other affiliations. This is something that will be tested during Alpha-2.
- Node citizenship.
There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members. – Steven Sharif
All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship. – Steven Sharif
- When a guild reaches a certain level, its guild master is granted a certificate to enable placement of a guild hall.
- Guild halls may be placed within Baronies within the ZOI of a node.
- Only a limited subset of the guild halls available around the node are available concurrently... So you might only have two that might be available at fifth level and then three at sixth level of a node; and the guilds have an opportunity to select from the six available which three are going to be active. – Steven Sharif
- Patron guilds may also place their guild hall within (the footprint of) their patron node. These guild halls have different perks and benefits to halls placed within Baronies.
- The design of guild-halls is currently subject to active iteration by the developers.
- Guild halls can only be destroyed by a successful node siege. This contrasts with guild fortresses, which can be sieged in a guild war.
- Guild halls are objectives in guild wars.
- A guild hall only houses a single guild.
- When a guild reaches a certain level, its guild master is granted a guild freehold certificate to enable placement of a guild hall.
- Each of the five castles has its own static layout. Castle siege defenses include deploying traps and blockades within the castle, as well as hiring mercenary NPCs to defend specific locations.
- While the hard structural environment is static and not able to be- you're not building a castle if you own a castle, you're inheriting a historic ruined castle that is representative of the past because it has some tie-in to specific types of powers that we haven't gotten into from a lore perspective yet but we haven't expressed to the community. That's something that we're going to leave for the community to find out when they play. But when you place mercenaries and you place those blockades and you place those traps, that affects the level design of the castle according to the strategy you might use to defend it. – Steven Sharif
- Castle sieges occur in the open world but may become instanced based on testing.
- There is one castle located on an island that is able to be affected by naval combat.
- Castles will initially be occupied by an NPC adversary. These are the primary antagonists in the storyline. Guilds have a period of time to level up in order to siege these castles.
- These Castles are occupied when players arrive on Verra, and their current inhabitants will have to be removed before any player can claim them. Castles will be dangerous and high-level raid zones until they can be cleared, and the first group of players to do so will gain the Castle as their reward.
- Guild fortresses are objectives in guild wars. These are contested on a regular basis.
- The developers will decide if guild fortresses will be implemented in the game or shelved.
- The fortress design is also something that might be on the shelf. We haven't decided yet. We're going to look into it, but the idea behind the fortress is that this is a competitive guild hall so to speak where you have to contend for it on a regular basis so to speak; or can be taken from you necessarily. Whereas the guild hall is a structure similar to freehold structure can only be taken through successful sieges against a node per-se are not taken but destroyed. – Steven Sharif
- Recruitment tools.
- Management tools.
- Delegation tools.
- Motivational systems.
- Communication tools.
- Standard guild ranks (such as Guild leader and officers).
- Custom rank names.
- A list of available permissions per rank/role.
- Departments/micro-structures (such as battallions) within the guild structure with an associated leader.
- The idea behind guild permissions for freeholds, is that within guilds there will be micro-structures of battallions etc. If we end up allowing guild permissions for freeholds it will likely only apply to the other members within the guild's micro-structure. – Steven Sharif
- Audit logs may be available to guild leaders and officers.
- Guild stats.
- For me personally, being a guild leader of a very large guild in the past, these types of administrative functions are life savers for guild leaders... Guild leaders are a very important part of the community for MMORPGs in general and the reason for that is- think of it like a queen on the board- "I bring order to chaos". To a degree, guild leaders are that order to the chaos. They help organize- they do so through lieutenants- they delegate responsibilities. There are good leaders, there are bad leaders, but essentially it's a highly social environment and if you can find a good guild and that guild is augmented with complimentary services from the company, from the game itself, it just makes that life easier and allows them to execute better. So in my opinion that is an important aspect. – Steven Sharif
- Podcast, May 5, 2017 (47:20).
- Livestream, May 17, 2017 (58:18).
- Livestream, May 26, 2017 (47:35).
- Interview, August 8, 2018 (15:07).
- Livestream, November 17, 2017 (40:56).
- Livestream, February 26, 2021 (1:09:28).
- Interview, August 8, 2018 (9:36).
- Livestream, April 28, 2023 (1:28:14).
- Livestream, September 27, 2018 (55:39).
- Livestream, May 5, 2017 (23:26).
- Livestream, June 28, 2019 (1:25:24).
- February 8, 2019 - Questions and Answers.
- Interview, August 8, 2018 (11:52).
- Livestream, December 22, 2020 (1:09:38).
- Livestream, July 25, 2020 (1:06:43).
- Livestream, May 5, 2017 (31:08).
- Interview, July 18, 2020 (14:22).
- Livestream, May 22, 2017 (51:00).
- Livestream, May 19, 2017 (22:10).
- Interview, July 19, 2020 (36:07).
- Livestream, June 26, 2020 (1:31:53).
- Livestream, October 30, 2020 (1:11:13).
- Livestream, June 4, 2018 (1:11:19).
- Livestream, June 4, 2018 (21:37).
- Livestream, March 26, 2021 (1:15:57).
- Interview, July 18, 2020 (16:34).
- Interview, August 8, 2018 (16:12).
- Livestream, June 25, 2021 (1:25:55).
- Livestream, June 25, 2021 (1:29:26).
- Interview, August 8, 2018 (17:13).
- Livestream, January 11, 2019 (1:04:32).
- Podcast, May 11, 2018 (21:07).
- Livestream, August 31, 2023 (2:10:23).
- Livestream, March 29, 2019 (17:10).
- Interview, May 11, 2018 (58:07).
- Livestream, July 29, 2022 (1:07:20).
- Livestream, July 28, 2017 (18:07).
- Interview, April 21, 2019 (45:45).
- Blog: Exploring the Boundless Opportunities of Freeholds.
- Podcast, July 15, 2023 (6:25).
- Livestream, February 28, 2020 (1:06:51).
- Podcast, August 18, 2018 (1:12:34).
- Livestream, June 30, 2023 (1:48:17).
- Podcast, August 4, 2018 (1:54:15).
- Livestream, May 22, 2017 (56:48).
- Livestream, August 28, 2020 (1:39:02).
- Blog: 10 facts about castle sieges in the MMORPG.
- Interview, September 10, 2023 (22:29).
- Livestream, April 29, 2022 (27:42).
- Livestream, July 25, 2020 (1:22:40).
- Livestream, June 26, 2020 (1:33:10).
- Podcast, April 11, 2021 (49:40).
- Livestream, April 30, 2021 (41:18).
- Blog: Creative Director's Letter, April 14 2021
- Livestream, October 14, 2022 (58:46).
- Interview, September 10, 2023 (24:15).
- Podcast, April 23, 2018 (21:55).
- Livestream, January 18, 2018 (37:05).
- Livestream, August 28, 2020 (1:31:11).
- Interview, July 9, 2023 (1:52:20).
- Livestream, May 19, 2017 (19:23).
- Podcast, November 15, 2020 (52:50).
- Livestream, September 24, 2021 (1:24:16).
- Livestream, September 30, 2020 (1:06:14).
- Livestream, November 19, 2021 (52:35).