+ Reply to Thread
Results 1 to 4 of 4

  Click here to go to the first Archeage Team post in this thread.   Thread: Guild Content.

  1. #1
    Junior Member
    Join Date
    Oct 2018
    Location
    California
    Posts
    12

    Guild Content.

    I think its about time to address what ArcheAge is truly lacking. Guild activity. There is essentially NOTHING to do as a guild that benefits the guild and provides any type of challenge.

    Doms have been absolutely worthless ever since 90% of the games gold can be ran in safe zones and peace treaties are easy to up keep. Reason being there is NOTHING of value in the guild prestige shops. Misagon crystals and boxes. Pretty much all you get.

    How about ANYTIME instances, not these rush to get home and get online, small windows of time that leave people with utter frustration if they have a poor net day.

    10 and 15 man dungeons need to be introduced into the game Fall of hiram does not cut it because, as large as the window is, It still conflicts with end game content, which once again, has a window.

    Its like you may as well run the servers from reset to reset +4 and then shut off half the servers, There is little to no point to be on after that. Run packs to diamond shores or freedich? Labor gate. PvP someone for hours? No benefit what so ever. Respawn timers suck, what is the point of them? let pvp deaths not run the timer so more people don't have to sit twiddling their thumbs and can enjoy fighting.

    Just some Ideas.

    We could make it worth it to go to the enemy continent somehow? 4 World bosses every 6 to 8 hours for a possibility of 3 crates that require an arm and a leg to open is a drop in the bucket. Where's some espionage? Sabotage? can we have wars over community center progression... CAN TURNING IN BLUE SALT BONDS FOR RESIDENCY ACTUALLY BENEFIT SOMEONE???? I may be asking too much but we have a lot of old systems that need to be revised and revamped to meet the new needs set upon the players.

    Just sayin.

  2.   This is the last Archeage Team post in this thread.   #2
    Community Manager Baan's Avatar
    Join Date
    Jun 2020
    Posts
    53
    Thank you for the feedback! As the AA team we are constantly brain storming as to how we can push guild content more and these kinds of posts are helping us a lot! I will note your suggestions down and definitely share them with the team and we will hopefully take some small steps on guild activities very soon

  3. #3
    Junior Member
    Join Date
    Oct 2018
    Location
    California
    Posts
    12
    Thanks,
    I've been Guild Leading in AA for about 3 years. I'll give some express points that bother me.

    -Lack of reward: The best you can hope for for being in a guild aside from community is a nice buff once bosses get killed. The Prestige shop is lacking, thus there is no reason to have it other than keeping your guild on permanent Dom Protection. Flaming Pinions, Unbound Tempers, Serendipity Fragments, Crest Gear maybe? Something needs to be added to make the prestige shop alluring.

    Speaking of that same lack of reward: Dominions. There is little to no reason to engage in them except over bragging rights and spawn point manipulation. Not to mention they can be entirely evaded by simply staying in Mirage Isle once the dominion starts and it can be brought to a draw. So perhaps instead of Paying 100g on the side of one guild to engage in a dom, perhaps both guilds can wager something when the dom starts.
    Perhaps introduce another Currency to act as a guild bank (Prestige, Donated gold, Quest completion points, however you decide it) and guilds with only a certain amount of said points can dom another guild.
    --Have a Draw end in a loss of points for both guilds: Both aggressor and Defender losing Half of the points wagered by the aggressor.
    --Wins are worth double the wager, the additional points taken from the loser.
    Use for the points: Let the points be spent by the guild leader or elected officers to activate certain buffs, increased gold value on packs, better production time, combat buffs both PvE and PvP, make us choose something specific to the activities we plan and make only 1 available at a time.

    Point Being, Dominions need to offer something more for people to engage in them freely.

    -Lack of Activity: Theres nothing to do. Point blank period. If you aren't at whats considered content, which is the Timed world bosses that spawn once per day, You're literally just floundering around in guild chat asking 4 members to hold your hand thru some out dated dungeons or carry some tradepacks/cargo with you. We need Challenging world bosses that can take more than a few hits from 50 players in Erenor gear. Perhaps make shadowbeasts that threaten the community centers. Maybe Revamp old dungeons to have 10 to 15 man instance forms, change the vendor price of Abyssal Shards so that each of them have somewhat of a Gold pay out, and make more dungeon drops available to be salvaged for archeum.
    -- If we go with the boss route, have them drop Evenglow Lunarite or Superior glow lunarite, it doesn't have to be a crate outright and instead of long 6 to 8 hour timers and daily limits, have them respawn every hour or 2. That way if you aren't in the few hundred players killing world bosses, you and 10 other members from 4 other guild could still go do something.

    Just a few elaborations.

  4. #4
    Quote Originally Posted by Baan View Post
    Thank you for the feedback! As the AA team we are constantly brain storming as to how we can push guild content more and these kinds of posts are helping us a lot! I will note your suggestions down and definitely share them with the team and we will hopefully take some small steps on guild activities very soon
    I played a mmorpg awhile back and they created a Guild only dungeon to help get items for gear. It did help bring guild members together, and helped them help each other.

    The other thing we had was an area which has a type of "open arena". The arena was open to everyone - and they could simple walk in. It had a long hall and opened up to a platform with stairs. There was a small region around the platform and a definte beginning and end to the peace zone - and the areana zone (battle).

    Now every weekend mobs would spawn and everyone engaged in pvp on the stage - and - tried to kill the mobs for drops (potions, experience items, etc.)

    During the week days and times around this event - the guilds would bring in their members and spar. They used it as a training zone. No lost honor - just instruction.

    When the guilds were not using it - people would enter as teams and do this also.

    Again - on the weekends there were events with mobs to help hone skills.

    It was a type of invasion.

    __

    Every month, there was one more event which was streamed and it was where players signed up for a fight - and their gear was rendered equal all across the board. They literally had to know their skills. It was a 1vs1 with rounds.

    What made this different is that it was open for view to all. The end winner got something - I don't remember what.

    __

    This is different because it was open to everyone. We went in as a guild every weekend to help teach our new ones to spar. We learned better defense and attack.

+ Reply to Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts