In Medieval times, Guilds were groups or societies of people that shared the same profession. These would work together to get the highest possible profit, and to protect the economy. In Guild Wars we see this too, although Guilds are not really profession based but more what part of the game interests the players most. But these specialized Guilds are mostly seen in PvP as for example HA Guilds and GvG Guilds. PvE has 'title grinding guilds' and 'elite mission guilds' but I think everyone can agree with me that specialization in PvE guilds isn't as big as those in PvP.
So, this is where my first idea comes in. I suggest in GW2 Anet implies an extra option in guild creating, namely the 'Guild Type Option'. This option would allow Guild creators to pick between a list of types. This is the list that I came up with:
1. Corsair Guilds.
2. Mercenary Guilds.
3. Imperial Guilds.
4. Bandit Guilds.
5. Assassin Guilds.
So, this is all nice of course, but does this make Guilds any different from eachother? No, it doesn't, but that's where my second idea jumps in.
Although we have Dungeons and Elite Missions, Guilds in PvE don't have something as GvG; where a guild is forced to play together, and where the real team feeling exists. So what I came up with was the following; Guild Missions. Just as GvG these missions would start in the Guild Hall, but these wouldn't be PvP, but PvE. This is also where the difference between the Guild Types actually exists:
Corsair Guilds would for example get a mission in which they land a ship on a coast, than the ship would be attacked by Krytan Guards. The Guild has to defend the ship, after which it has to escort a group of goods carrying NPC's to a nearby corsair market. The reward for the Guild, next to the loot gained from dead guards, would be a certain amount of goods depending on how many NPC's they kept alive.
That's the idea. An Assassin Guild would be infiltrating in a Undead Camp of Palawa Joko, after which they slay the Mordant Crescent leader of the camp. Their reward would be an armor piece for each of the participating Guild members.
Mercenary's would be hired to kill a group of rebel's, or to escort an important person, after which their reward would be cash money.
Etc etc, Imperial Guilds would clear a main road of bandits with their reward being weapons and Bandit Guilds would get all sorts of loot depending on their mission.
These missions would be in teams of 12 or 15 (seems to be the most balanced), and would be in an instanced area.
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Thread: Guild Types and Guild Missions.
02-08-2008, 18:39 #1
Guild Types and Guild Missions.
02-08-2008, 19:33 #2
well i'm not sure this would work with guilds, but perhaps more with "jobs" or "clans", because Guilds as we know them in Guild Wars represent a group of players united in a sort of club...
If there would be "clans" than each player would be able to chose a clan membership as well as guild membership...clans would provide certain bonuses (similiar to bounties at shrines we have in GW1) and rewards for completing special clan related quests and missions...
Than perhaps players would be able to attain clan titles, so perhaps something like this:
Player Name (guild)
Member/general/captain of the corsair clan
....i dont know it's just an idea, and i feel like it would work better than if guilds where changed...and than again if this would apply for guilds than there should be another type of guild/alliance, like the current guilds....
02-08-2008, 19:52 #3
I wouldn't like that, just because if they went through all the trouble to make 5 cool missions like that, I wouldn't want to be forced to play only one because of my guild type.
02-08-2008, 19:56 #4
Guild missions would be a good idea if there are options to play them as PUGs. But cutting players out of content because of the guild type they are in is a bad idea. In the end you'd either have guilds changing types all the time or players jumping between guilds depending on what they want to play - or that these missions won't be played much at all.
02-08-2008, 20:30 #5
Well just as in nowadays GvG's I guess you can have GH guests participating in those events, as long as the majority of the players is in the hosting Guild. That would give everyone the possibility to play all the missions.
I just figured having different guild types would actually create more roleplaying, and that's why I like this idea. At this time in GW everyone is a good hero who saves lives and helps poor people in need, and that's not realistic. People should have the opportunity to be real pirates and bandits, and since a Fable-like system would be too much to implant in a MMO, I thought this would work.
03-08-2008, 05:12 #6
I wouldn't like Guild Types because that kinda restricts people to certain activities, I like my well-rounded everything guild, because I like to do almost everything in the game.
Guild missions would be cool though, but not if it meant have guild types.
Sure, it may create rollplaying but it could also, in a way destroy it. Just because I rollplay one way on one character doesn't mean I want to do the same on all my characters (my assassin's a bandit, but my monk's a hero type thing), because I'm in a guild. Like, I said, I like to do everything.
Last edited by Elex Aio; 03-08-2008 at 05:15.
03-08-2008, 18:38 #7
03-08-2008, 18:49 #8
...however wheter this is wise or not is a totaly different topic...
03-08-2008, 21:09 #9
and what about guild-less ppl, do they have nothing?
03-08-2008, 23:13 #10