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12-18-2007, 05:33 PM #1
Age of Conan guild discussion - need input from veterans of MMO's!
Though Age of Conan is not too be released until the end of March and we don't know the full details on every aspect of the game. I thought it would be a good time to get some ideas on what everyone would like to see in a TG guild. Specifically from those MMO veterans who have played games where experience in the maintenance of a guild is key.
Besides the universe and lore, lack of elves and dwarves
, focus on combat and varied world, Age of Conan has kept my interest by offering player built and maintained cities and sieges. Certainly, PVP will be a focus but I think player built cities and laying siege to rivals will be of particular interest to TG. I can just hear the tremble of our Rhino and Mammoth mounts as we lay siege! Team work is a primary reason we play at TG and Age of Conan seems to offer more than any MMO I've seen.
I have no experience playing an MMO. I did play a very small amount of D + D Online but not enough to graduate with any type of knowledge. I started the Age of Conan thread section simply out of interest of the game as it looks like the MMO I've been waiting to play. If someone with more experience in MMO's wants to step up and take a leadership position than all means as we would all benefit from the experience. I need the help of veterans, or if you are new to MMO's like me, any sound idea(s) to getting us started.
Some questions I just brainstormed:
-What does it take to run a well organized guild?
-Do we focus on raids? PVP? Citie maintenance? Sieges?
-Are there guild leaders? Rank and file?
-Do we want to form up with an exisitng guild?
-Or do we want a guild? Perhaps we may just find it better to be a loose collection of players that want to enjoy the game on a casual bases?Last edited by TheFatKidDeath; 12-18-2007 at 05:53 PM.
|TG-9th| TheFatKidDeath
"Born to Party, Forced to Work."
http://www.theonion.com/content/node/55640 - Check me out on The Onion
http://www.theonion.com/content/vide...ssfully_avoids - I'm on the local news!
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12-22-2007, 06:51 PM #2
Re: Age of Conan guild discussion - need input from some veterans of MMO's.
Guild would be great, although not the one that Raids (a la WoW), that would be a drag.
Member status should not be void, regardless of X amount of hours a day/week you play.
PVP battles most definitely. In a sense same as raiding only vs a much more advanced AI, I guess it would be jut 'I'
.
Join another guild only if they share the same core values as TG based on.
Crafting - everything crafted should be given free to the members of the guild, the materials required for items would be provided to the crafter by the person that need that given item.
The idea to help guild mates and not to profit from them.
Economy - if its anything like pre NGE-SWG, we need to corner the market in highest quality weaponry and armor.
When anyone thinking to get new gear, TG crafters would be synonymous with high(est) quality
.
I am sure more storming will come along closer to March

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12-22-2007, 08:21 PM #3
Re: Age of Conan guild discussion - need input from some veterans of MMO's.
Good ideas T.
I've never particapated in one so why can a "raid" be a drag? Is it the logisitics of putting one together? Time it takes?|TG-9th| TheFatKidDeath
"Born to Party, Forced to Work."
http://www.theonion.com/content/node/55640 - Check me out on The Onion
http://www.theonion.com/content/vide...ssfully_avoids - I'm on the local news!
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12-22-2007, 09:23 PM #4
Re: Age of Conan guild discussion - need input from some veterans of MMO's.
Depends how many people will be in the guild, and the max people required for the raid, I do recall its 25 in AoC.
Although like with any other game at TG, same games played on other servers "pub" servers, is a whole different(frustrating) experience. Therefore it might be not that bad for raiding.
In most hard core guilds in WoW, there are specific schedules they would raid at, which pretty much went as the basis for raiding for any guild. Strict schedule and attendance.
Another reason I'm not all keen on raiding is that PvP is far more satisfying then Pve for same reasons the type of games we play here on TG.
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12-22-2007, 09:55 PM #5
Re: Age of Conan guild discussion - need input from some veterans of MMO's.
I disagree with Turbinator on some points. PvE raiding is crucial to guild success. MMORPGs are always growing in the PvE setting so the guild will need to raid and progress through the raids in order to grow and succeed.
The first thing you should do would be to form the guild and get a good foundation built ASAP. Guilds provide bonuses in XP gained, Gold/Iron/Stone/Wood collections, and mount speed for the PvE aspects of the game. With a good solid guild you get a jump start on progression.
With progression comes more knowledge. To progress to the point where you can corner the market as Tubinator suggests you have to grind and grind a LOT. That means getting there first and setting the bar then holding that place so you are the first and last person people come to. This may mean focusing on several 'guild crafters' who take in all the resources in order to master their crafts the fastest. Better goods for guildies means faster progression, mean more material, means better goods for sale, means better goods for guildies. Its a long term investment vs a short term satisfaction deal.
As soon as you have the resources and a base for it you need to craft a city quickly. Having a city will both be a mark of success for TG as well as a place to centralize our activities. We can sell goods automatically with city vendors and generate revenue for the guild as well as host PvE raids on the NPC city for materials and interest from players. With interest comes reputation and with reputation comes power.
Once we have a PvE base to keep operations running we can focus on PvP. PvP is a bandaid for when you don't have enough PvE content. The benefits for excelling in PvP are generally inferior to excelling at PvE. However, if we can get PvP going we can expand our operations and gain even more reputation with whichever server we are on. By turning around our gains through investments in PvE we can build, man, and maintain a PvP battlekeep quickly and effectively. With contacts made through our PvE city we can also broker deals with guilds for defensive and offensive alliances so that we aren't constantly attacked. If people know we will defend our battlekeep and have alliances to back us up, we will be attacked less than if we were a relative newcomer without any reputation. This is a vicious cycle. If we have a reputation we will keep our reputation unless a superguild challenges us for our reputation, however without a reputation we will need to challenge a superguild for a reputation.
If we're starting out in PvP I suggest we either take over an uncontrolled Battlekeep property or get a mutual assistance pact with another strong PvE guild to stage attacks so we both have battlekeeps. This will give us a strong foothold in the PvP aspect of the game.
Raiding provides your members with better gear and prestige as well as guild reputation. If your guild raids then people who want to raid will join your guild. If your guild doesn't raid, then people who want to raid will leave your guild. This is the current problem with TG-WoW and why we're floating under the radar. Without a strong raiding aspect in PvE you will never have enough of a reputation to succeed in other areas of the game. However, raiding is an endgame thing and seems like it will be the focus of the 70-80 aspect of AoC. It should be something we plan for, but not something we aim for. Build a reputation through crafting, teamwork, and progression and we'll have enough momentum to surpass that point when we get there.
You're going to need good leadership who will put a face to the guild. People who are active, knowledgeable, and encouraging while being able to explain that short term hardships are for long term rewards. People may not understand why they have to give up material they collect to the guild in order to help someone advance their crafting or build some building they don't need instead of working on their own crafting progression. Having a good guild is one that encourages people to give up their personal achievements for the good of the guild and that is VERY hard to do.
Oh yeah! For the love of all you hold dear go on PUGs (Pick Up Groups). Guild runs are all fine and dandy, but it creates cliche groups and hides guild members from public view. If you run with other guilds and other people at random and show off your awesomness then you spread the word of TG to the masses and gain reputation and members along the way. Its also good for guild diplomacy if you have a reputation as a guild of players who know what they are doing and will do their job effectively.
Storming a battlekeep in PvP of a guild of nobodies is easy to start and easy to succeed. Doing so against a guild with a name across the realm of good players who have friends within several other guilds and who will beat the crap out of you, steal your lunch money, then sow the grounds of your city and battlekeep with salt out of spite is a lot harder to get support for.My sanity is not in question...
It was a confirmed casualty some time ago.
Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off.





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12-22-2007, 10:02 PM #6
Re: Age of Conan guild discussion - need input from some veterans of MMO's.
Thats a lot of noise. But sounds good.

The hungry, ignorant man immediately grasps that he is handed a fish, but is bewildered when handed a net. The man who shivers in the cold thinks happily of the man who invites him to sit by his fire, and somewhat poorly of the man who loans him an axe, flint and steel.
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12-23-2007, 02:01 PM #7
Re: Age of Conan guild discussion - need input from some veterans of MMO's.
I will be playing AoC mostly for its PVP not PvE raiding, I will get level 80 through PVE and thats where it would end for me, raiding I'll try but veeery seldom.
I doubt PVE raiding in AOC will be any different from WoW, you got same 25 peeps in an instanced area, but we shall see.
AoC is designed with PVP in mind 1st, and Pve 2nd, thats the feeling I got from following it since 2005, and reading devs previews, quotes etc.
Also great example about TG-WoW, this is exactly why I did not bother raiding in WoW.
Check AoC further cause I am getting the feeling that you think it will be PVE centric like WoW and most other MMOS.
In fact from every preview and description from devs its PVP 1st.
If TG AOC guild ends up being PvE raid focused to extent you are describing I would be disappointed not to play in this guild.
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12-23-2007, 04:26 PM #8
Re: Age of Conan guild discussion - need input from some veterans of MMO's.
Turbinator, you make good points... BUT, you're wrong on one fine point. AoC was NOT designed for PvP first... it's a PvE first game, heck... it can be played single-player (devs said this). Warhammer on the other hand is a PvP first game (basically DaoC in warhammer verse). As of now, the actual PvP mechanic for AoC is still not fleshed out. It's not really known what the actual benefits will be for taking a Keep and maintaining it in the PvP zones. Beyond that it's just your standard arena and dueling minigames. That being said, there's a HUGE potential here for someone like you (Turbinator) to basically be the "Maximus" of the guild, basically the General of the Armies of the North (PvP realm in AoC is actually in the North I believe).
IDEALLY, maintaining an FB in a PvP zone would give you phat resource bonuses that you could apply to your main Guild City, all the while expanding your empire. Like I've said before, the success of the PvP element depends solely on how beneficial it is to PvP in the first place. If the better content, gear, and resources are to be had in PvE... then PvP in any MMO ultimately fails. Hopefully, Funcom learns to balance the two and make the benefits near equal or perhaps PvP a bit more beneficial. If I was Lead Designer at Funcom I'd simply make it so Guild Cities couldnt realistically grow beyond a certain point without venturing into the Hinterlands and raping resources from others in PvP... that'd be damned cool.
I'm with Tarenth when it comes to the Guild City. THAT above all else should be the prime focus. The amount of content having a Guild City opens up is amazing in AoC, it's not really an option not to have one for a guild that has the resources to pull it off.
All this being said, AoC is offering a system unseen since SWG (pre-NGE). Having taken part in a vast Guild City in SWG (the biggest actually), I can tell you it is cetainly NOT an easy thing to do or to maintain. It takes a huge commitment from the guild and is nearly a full-time job for the leadership. Our Guild Mayor actually ended up working for SOE and marrying a girl he met in-game. His prior girlfriend dumped him because his whole life revolved around maintaining the Guild City. Moral is, it can be greatly rewarding, but it can break a guild also.
A nice tip I have is, the City Mayor should NOT be the guild leader. Those jobs are two separate things entirely. In SWG our mayor ended up leading the guild and we had an Economy degreed girl end up becoming the new mayor (by democratic vote). If you plan on leading a guild for AoC, plan on doling out a lot of responsibilities to others... otherwise you'll go crazy. Same goes for a City Mayor (once a city is made). Hopefully the Guild UI in AoC is extensive enough that guilds can be creative with their own content and control. This is Key!
As for end-game Raiding, I loved it (when I did it). I hearken it to Co-op missions in Ghost Recon or Arma. I also love PvP, but in any game, PvP always seems pretty bland unless it's done on a large scale. Judging by AoC's design, you're basically forced into large-scale PvP if you plan on taking an opponents territory... which is a good thing.
All in all, a good guild needs to offer BOTH good PvP and PvE to be a truly great guild. The emphasis at release should be entirely grouped lvling and PvE, however. PvP can be organized by a "General" of sorts for those that want to participate, but it shouldnt be the emphasis until the core of the guild has neared Endgame IMO. Now, if the Devs balance the game so that PvP is so vastly superior to PvE before endgame, that's a different story.. obviously that's something we'd want to take advantage of. But, that's something I dont forsee.
I know in WoW (before BC), TG always had a pretty tight-knit core group of PvPers.. guys like "Zeeg" and a few others (zeeg ended up becoming famous on the server and basically had the best gear for a LONG time). Many times people supplemented their PvE gear with PvP earned items. So, there's no reason a guild cant offer both. You just have to have the playerbase and leadership to do it. Zeeg was basically the PvP zen-master, but he wasnt the greatest at anything PvE oriented... that was just his style. It was great to take a break from grinding or questing and hit him up on TS to crack some skulls though.
So in closing, I think we've established you need a pretty Democratic leadership (guild leader, officers, city mayor, pvp generals, etc.) and malleable guild in AoC to be a great guild, along with a powerful "Army" of sorts. AoC is one game that has more features than any other graphical-MMO ever created... it's a tough challenge but I think TG is in more of a position to excel at it than any other gaming community, simply by virtue of our gaming diversity and prowess at both PvP and PvE oriented games.
p.s.
I think some people are a bit confused at the myriad of PvP/PvE choices AoC provides. To clarify (someone correct me if I'm wrong), your Guild City can only be attacked by NPC cities that pop up around you, and vice versa. If you decide to build or storm a Keep in a PvP Zone, that of course can be attacked by other players, etc. Now, if there will be a PvP SERVER where even Guild Cities can be attacked by players, I dont know... but, it seems doubtful right now. Ideally, a smart guild would pop their Guild City right on the border of a PvP Zone... to make it easier to launch attacks from. Feel me?
The interesting "risk" factor in AoC is not only can you lose your city to maintenance costs (ala SWG), but also to enemy NPC-invaders. That is just DAMNED cool. Be prepared to swap phone numbers for guildmates so at 3am you can hop online to defend your city.
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12-23-2007, 05:44 PM #9
Re: Age of Conan guild discussion - need input from some veterans of MMO's.
Thing is, image TG guild has X amount of players online, say 50, and 25 of those will be used for PvE raids, so you are left with 25, which is not enough to attack a keep, or to defend one.(as per devs 100+ people involved).
Point I am trying to make is, in WoW it was simple u have a Raiding schedule, and between that schedule you did BG's, thats how most guilds went about "end game".
In AOC where PVP is actually a lot more then a simple BG in WoW, you have juggle folks between PVP and PvE, who wants what and when, now we CAN do both should we have a constant 100 players or so active.
Anyhow we shall see, like I said though I would be surprised to see folks from TG community, thats based mostly on player vs player games, would be doing PvE raids more or for most part then PVP.
On another note, lets move the subject along, I've read something about 5 different levels of quality resources will have, which brings back memories of SWG.
In February lots of questions/doubts and etc would be cleared up.
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12-23-2007, 07:48 PM #10
Re: Age of Conan guild discussion - need input from some veterans of MMO's.
Well yah, what you're talking about has more to do with scheduling then player numbers. Obviously, if the guild is attacking a Keep everyone is expected to play their part to take it (if the gains are worthwhile). If I'm just "screwin around," as a guild-leader I dont expect people to devote their time to it. That goes for PvE or PvP. And in reality, if TG-AoC gets anywhere near the playerbase TG-WoW has, it wont be a problem fielding a PvE Raid and a PvP Raid at the same time. The difficulty will be finding the leadership to do both.
No guild raids every night anyways. It gets tedious and can be a serious time-sink. Smart guilds will learn how to mix it up.
Anyways, all this is jumping the gun because none of us has even played AoC yet. For all we know there wont be enough endgame to worry about it in the 1st place. Or, the lvl grind could take 6 months to do. Or, PvP wont even be ready for release.
As for crafting, I sure as heck would like to know more about it. It's obvious they're emulating some of the Sandbox of SWG, and we all know how important crafters were in that game.
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12-24-2007, 02:38 AM #11
Re: Age of Conan guild discussion - need input from some veterans of MMO's.
SWG crafting.... OOOHH!!

The hungry, ignorant man immediately grasps that he is handed a fish, but is bewildered when handed a net. The man who shivers in the cold thinks happily of the man who invites him to sit by his fire, and somewhat poorly of the man who loans him an axe, flint and steel.
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12-24-2007, 03:51 AM #12
Re: Age of Conan guild discussion - need input from some veterans of MMO's.
PvE cities will be in instances of X player cities and Y NPC cities where X=Y unless you destroy an NPC city of vice versa. That's mentioned in the FAQ and Lore sections. I seriously doubt that it will be 'on the border' of the PvP realm, but that's not to say you can't travel from one to the other easily. All player cities will be visitable by all players unless the gates are barred, but we're left in the dark at how that is done.
Gambit has the description of PvP down from what we've heard from developers and press releases. There are 80 PvE levels (20 done by single player) and 20 supplemental PvP levels. PvP is mostly accomplished by battleground esque minigames such as capture the flag and taking points and holding them. At the end game stage you will have infrequent large scale offensive and defensive actions in the bloodlands if your guild has the means to support a battlekeep or tower. Keyword there. INFREQUENT as in once every week if not month. Offenses are clearly denoted when the attacking force sets up a war tent outside the area they want to attack and the defenders are given prior notice when that attack will take place, both sides then have a window of oppertunity to destroy or defend either side. That means if you're going to do a large scale PvP seige you are going to give ample notice of when and where that attack will be. You will also need a strong PvE base in order to do a PvP seige or defense because war engines and resources are built up during the set up stage at your war tent with resources collected for the PvP assault.
Success in PvP means not PvPing in AoC. If you are successful and you have the means to defend yourself then that means people will be more reluctant to stage an assault because they will waste resources in failure (and I'd assume you would take resources in victory). However, if you have and hold a PvP battlekeep that also means attacks against other battlekeeps would be pointless because you can't have two. Your guild will be left defending seiges and maybe raiding other battlekeeps just for kicks, or hiring yourself out as mercenaries to guild contacts in order to help attack/defend for their battlekeeps. The later would be interesting since we could effectively 'hire out' squads and platoons of guild members to people making seiges. Those proceeds could then be split amonsts the mercenaries with a tithe to the guild as another source of income.
PvE and PvP should both be the goals of the guild. You will need both to be successful as a guild whereas the individual player may only need to focus on one aspect or the other if you feel like it. However, because the street is one sided where you need a strong PvE base to be successful in PvP but you don't need a strong PvP base to be successful in PvE the primary focus of the guild at the start and while we grow should be the PvE aspect of the game with the eventual goal of branching into PvP. That way we will have the foundations to be strong in PvP and don't get sucked into an endless cycle of losing battles and wasted resources. PvP is fun when you win and can cause the death of your enemies and lamentations of their women. Not so much when you get the crap beaten out of you and lose a large investment for nothing to show for it.
Okay...that's wrong. Its STILL fun, but its just less of cheery moment.
AoC will steal a lot of ideas from a lot of different MMOs which will make it the most diverse game avalible. It will also have near limitless oppertunities which we can take advantage of. Suffice to say I'm stoked over this game. ^_^My sanity is not in question...
It was a confirmed casualty some time ago.
Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off.





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12-24-2007, 04:36 AM #13
Re: Age of Conan guild discussion - need input from some veterans of MMO's.
Per my readings Guild Cities CAN be placed near the Bloodlands PvP realm (just not inside). Obviously, these will be the most prime locations for Guild Cities and you can expect those plots to get bought up pretty quickly. There's an obvious strategic advantage having a main base that close to the frontline. Those guilds that can plot a city quickest obviously get the best real estate.
This brings me to my next point... it's a VERY touchy decision exactly where you place your City. I'm not exactly sure of the distances involved in AoC, but in SWG city placement was crucial to making it easy to farm decent areas of the map, both for resources and for killing NPCs. Getting a handle on the terrain from release day 1 will be important... errr, lvl 20+.
I'd like to say PvE is the only avenue to effective PvP, but the fact is we dont know enough about PvP yet. In WoW, avid PvPers earned generally the best gear in the game and were coveted assets for every guild, and highly recruited. If AoC does a similar system, you can bet many people won't spend much time worrying about PvE stuff until they've exhausted the PvP lootz. On the guild level, those pvpers contribute the gear/skills they learned in pvp battle... so they're important to develop alongside the avid PvEers.
Gotta have it all most likely.
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12-24-2007, 05:36 PM #14
Re: Age of Conan guild discussion - need input from some veterans of MMO's.
I was in a successful guild in WoW called Checkmate, Dragonmaw server before BC. This guild did both PvP and PvE. We setup loose schedules for Raiding because some of the most coveted PvP equipment were in Instances. I.E. Molten Core. Zul Grub, Onyxia and others. There were days we'd get owned by PvP'er why? Simple. They had higher Tier equipment, that they had to RAID to get.
To make a Great guild you must use all avenues of the game, from PvE to PVP to Crafting to gain any advantage over other guilds. To shy away from one area because it's a hassle or boring or wtf ever is not good guild leadership. It takes the whole guild to make a guild. And that's where guild mates strong points come into play. If we have good PvE'er, then they work on gathering the PvE gear. But remember, if AoC does it where you can only get rare gear by looting it in person, everyone is forced to raid to get that rare loot and the PvE'er will know where to go and how to get it. If people are good at PvPing, then they are organizing those that are not so good at it. And the crafting people, need to get back to work, you filthy dogs. No just kidding, they are the backbone of the guild, without them, the guilds coffers are always running low.
I would shy away from Merging with another guild. It tends to be a guild killer. There are two ideas of what a guild does, even if on the surface they appear to be everything our guilds about and more. Then, usually to make the new members happy, you put some of their leadership in your leadership spots. Then members in your own guild have hurt feelings cause they were working towards those leadership spots as well. Alliances are much more enduring IMO. They have no say or ability to change policies within the guild. Which, if the systems working, you wouldn't want to change anyways.
There's many MMO's I have played and in most, I was never in a guild. I like exploring more then anything in games like this. I started in the original Ultima Online, before EQ was thought of, then EQ, DaoC, SWG, Eve, WoW, RF Online, Beta'd Vangaurd, DnD Online, and some others. I like MMO's a lot, and have seen a lot of good things and bad things in each game. You cope with the bad and you exploit the good to your advantage.
Just my two cents on it....



Curiosity is going to kill this Cat.
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12-25-2007, 04:59 PM #15
Re: Age of Conan guild discussion - need input from some veterans of MMO's.
A Merger is definately not a good idea with guilds in MMORPGs, but alliances and diplmoacy will be a must in AoC. The large scale seige PvP in AoC aren't groups of similar sized people facing off against each other, but armies with distinct advantages and disadvantages. The defenders will get walls, buildings, the home field advantage, as well as whatever NPCs spawn and the attackers will have seige weapons and move manuverability. There will be times when we may need to ask for help from outside the guild to defend or attack against a greatly superior force and that is where diplomacy is a must.
Also, it would be boring to just sit around and wait for someone to attack us so having defensive alliances with other guilds not only increases our 'standing army' but gives avid PvPers a valid excuse to skip over to someone else's town and crack some heads in the TG name. ^_^My sanity is not in question...
It was a confirmed casualty some time ago.
Light, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to hide the bodies of the people I had to kill because they ticked me off.





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