I don't like the concept of multiple guilds per characters, therefore I will only be in one. But my mind might change-
I don't like the concept of multiple guilds per characters, therefore I will only be in one. But my mind might change-
And that's what is great about this game. You don't have to join multiple guilds, hell you don't even need to join one to be successful thanks to dynamic events.
The point of multiple guilds is to bring each server together almost like one giant guild. It will bring the community really close so when WvWvW rolls around the servers will be very tightly knit instead of it just being all individual guilds.
Last edited by whill4; 2011-10-08 at 08:03 PM.
That got me thinking. Since Dynamic Events arn't instanced and basically open to anyone, does that mean that those "random people" who happen across the event when a large guild is taking it one becomes part of it? And if so, does that mean that guilds might be a bit more secretive about their "raid" times? Or will it be in the direction that ANet is hoping for and that random people who join with those larger guilds in the area to defeat dargons will help build a community?
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The only difference people tagging along for big dynamic events is they will become a bit harder with additional members fighting. So, as long as the randoms pull their weight it shouldn't affect the guild group doing it. Everyone from the guild will still get their rewards without the outsiders stealing them.
As for this. I can see how it can be awesome if you're in a very specific guild, say you and a bunch of RL friends become hardcore explorable dungeon runners, yet still want a bigger group for WvWvW PvP. (example).
Even if a guild were to try and keep their raid schedule a secret, people would stumble across their world DE, anyway. It'd be more like a battle of Wintergrasp, I think, if I had to liken it to anything in WoW; there may be a guild group present for the fight, but there will also be random people there, all of whom are working towards the same end goal (but without consciously directed oppostion - AI enemies instead of players). Considering how multifaceted some of these encounters seem to be, I would hope that the guild group would focus most on the more technical aspects of a fight (manning and maintaining cannons during the Tequatal encounter, for example) and then direct random passersby to focus on adds. This would lead to a stronger community, I would hope, as it really does seem to breed cohesion regardless of guild status.
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It has been said by Colin I think that dynamic events will continually poll for participation. If some guild is fighting a dragon and some other group shows up and starts attacking, the event will scale up in difficulty. If the group that shows up just stands there, the event will stay the same difficulty and they wont get any loot/karma/gold/experience. There is no kill stealing. There is no loot stealing. Everyone that participates gets a share.
This builds a community because people aren't competing with each other for a specific item. In WoW's dungeons and raids you fight a boss, hope that your item drops, and hope that another person doesn't need the item you want.
Slightly off-topic, but resource nodes can't be stolen either. If I remember correctly, nodes are individually phased. If you grab a node, someone else can come right in behind you and use that same node.
Last edited by Plagous; 2011-10-08 at 08:53 PM.
I think the multiple guilds per character is beefing up the guest privilege that existed in GW1 (think that's what it was called been like 4 years since I last played :P) It was essentially for PvP and more specifically GvG if you were a man down you could invite a friend from another guild as a guest, this meant they could travel to your guild hall, join your group and do GvG with you. the guest pass lasted around 48 hours or so then expired.
The multiple guilds sounds like a more permenant version of this and as others have said is more than likely to build up server community and get people talking to each other rather than them just being other random players in the game so things like the dynamic events and WvWvW events run a bit more smoothly.
Ok so I guess having the multiple guilds option is just an option, not a requirement, so for those who wish to play it as "a loyal member of their battle team" can still do so. That's cool I guess, and like a couple of you that have posted, I'll probably be doing the same. At most I might make like a little 3 man guild with a couple friends that can only play like an hour a week or something, just so I can talk to them.
Another detail that was brought up was the scaling of the dynamic events. This may actually be a cool way to recruit/meet new people. Since you can be in more than one guild, if you happen to come across a DE and enjoy fighting alongside the guild that started it, maybe you can join up with them. Benefit being of course that you don't have to deliberate about leaving your current guild in order to join the new one.
Being in multiple guilds does not mean you aren't loyal to them. I"ll probably meet some cool friends that I'll want to be guilded with but also have the guys I've played MMO's with for 6 years in another guild. This just allows me to remain close to both sets of friends and be able to do stuff with them all the time. It's a great addition I believe.