Q: What are the requirements to form a guild?
A: You have to be in a party of six, travel to the capital city and have a little money to spare.
Q: Aside from a start-up cost, will guilds have any sort of maintenance costs?
A: While there is no fee associated with maintaining a guild, there may be other features that require a monetary investment from the Guild or members, such as dues/tithes, guild store purchases, and keep maintenance fees associated with a claimed keep.
Q: How many titles can exist in a guild?
A: There are ten titles are available within the guild structure - these are fully customizable by the guild's leadership so you can tailor your guild's titles to your own specific attitudes and purposes.
Q: Is there a maximum number of characters allowable in a guild?
A: Nope! You can invite any number from six on up. The sky is the limit!
Q.What kind of rewards can my Guild gain?
A: Guild rewards come in a variety of forms, some of which are: custom heraldry options, guild cloaks, guild-only transportation options, and merchants with unique crafting components. Banners and banner tactics, which are important elements of both the Guild and RvR systems, are also rewarded through guild ranks.
Q: How does a guild gain ranks and how many ranks are there?
A: A guild can gain up to 40 ranks. Anytime a guild's members earn experience the guild's experience, and subsequently the rank, increases (much like the player progression). As long as a guild has active members earning experience or earning renown in RvR, the guild will earn experience and increase its rank.
Q: What kind of physical customization will we see in regards to guilds?
A: Guilds can earn and develop a unique, customizable heraldry that they can apply to things like banners and cloaks.
Q: What kind of advantages will a guild offer to players beyond chat and finding groups?
A: Beyond the standard features such as guild vaults, cloaks, and guild merchants, we've added a layer of game play into our guild system that goes above and beyond standard communication and grouping needs. Guilds gain ranks just like players do, and not just for bragging rights. At each guild rank, guilds gain rewards that benefit the individual guild members and the guild as a whole. Some of the rewards even enhance the role of the member and guild in PvE and RvR.
In addition, the Living Guilds system is designed to offer maximum control and organization to guild leaders without requiring them to make it a fulltime job. A robust set of tools for organizing members and guild leadership, as well as fully integrated messaging and automated news systems, makes it easy to keep tabs on your members. And the guild calendar makes it easy to organize events within your guild OR within your alliances.
Q: Is there a specific role that guilds play in the Realm War?
A: It's important to remember that - at it's core - WAR is a cooperative, competitive, STRATEGIC game. While there are tons of things for individual players to do and see and experience, your long term success depends on the performance of your Realm and army in the overall RvR Campaign. Guilds play a critical role in the Campaign - capturing and defending Keeps, forming alliances with other guilds, executing large-scale strategic assaults on enemy fortifications and territories, and capturing enemy capital cities. Capturing an enemy's Capital City will require organization, cooperation and effort from guilds and alliances.
Q: As I often play with a very small group of people (three to eight), will smaller guilds be supported?
A: Absolutely! As long as you have the minimum number of members (six), you'll be able to make use of all of the features of the Living Guilds system.
Q: Will players who have only just joined a guild gain all the benefits that the guild has earned (tactics/morale/other) right away, or will they have to be in the guild for a certain time period to gain access to such rewards?
A: A player has the potential to reap the rewards of the guild as soon as they join the guild, with one caveat. Some rewards are permission-based, so access to some rewards is left to the discretion of the Guild Leader and/or Officers.
Q: Should a guild's creator/leader be inactive for a period of time, is there going to be a method in place to "promote" a new leader so the guild can continue to grow until the original leader returns?
A: Absolutely, if a Leader has not logged in at all for more than 30 days, the Leader is removed as Leader and set to be a member. The next highest ranking member is then made Guild Leader.
Q: How will alliances function?
A: Up to 10 guilds may form an Alliance, and each Alliance may have up to 10 Alliance leaders (one per Guild), and 50 Alliance Officers (five per guild).
Warhammer: Grab Bag #25
Warhammer Online has published the latest Grab Bag, a plethora of questions from the community on a wide variety of topics. Most prominently this week is the topic of guilds:
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