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1

Sunday, June 10th 2012, 8:21am

Basic Guilds

Hi Folks,

I'm not sure whether this can be answered just as a technical question, but I hope so. Guilds appear to serve 2 related purposes in this game:
- interpersonal - folks to chat with; folks to do instances with; folks to give/get help
- benefits associated with the guild area, buildings, quests etc. not available to those not involved in any guild. This would include the library (working off death debt) and the buff-providing pillars, and probably more I don't know about. I believe these need to be built up by the guild members, so there's presumably a bit of a difference between brand new guilds and older established ones.

Let's skip the interpersonal aspects - that's not a technical question ;-)

What should I expect for tangible guild area benefits? What's normal for "established" guilds, brand new upstarts, young and growing guilds, etc.?

I imagine this may vary with server, particularly if some servers have existed longer than others, so if it does, I'm thinking of Remi in particular.

Also, I notice that guilds advertise themselves as "level x" - I suspect guild level puts a cap on eg library level - but does it also put a floor on it, ie to reach guild level x, you need library level y, pillars z, etc?

Thanks for any light you can shed on this.

2

Sunday, June 10th 2012, 2:58pm

No, you dont need building to increase guild levels. Just mats, runes and gold.

Tangible benefits is what you see - library (most important building, of course), buff towers for personal use, stable for your mount, place to gather mats (slow way, usually only done when you are afking anyway), etc. Also, titles from SW eventually get to be worth wearing as they add a decent bonus to your attributes and give you usable skills to apply in combat.
-- Rustyx --- 92R / 92S / 92M on Reni (Guild KnightShift). Yes, running the new FOTM R/M, cause I am not elf enough to be WD/S.

Oh, and people who have more than 3 classes are clinically insane.


Murkalael

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Location: Santo Andre - SP - Brazil

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3

Sunday, June 10th 2012, 10:11pm

Well as a new guild member I must point out that some costs for buildings on the beggining are a real theft!!! 5000 guilds ruines for a throne? We barelly were able to gather 600...

4

Monday, June 11th 2012, 4:13pm

Quoted from "Murkalael;535872"

Well as a new guild member I must point out that some costs for buildings on the beggining are a real theft!!! 5000 guilds ruines for a throne? We barelly were able to gather 600...


As you level and gear up, guild runes will come more quickly, especially if you're under level, but overpowered for an instance. However, even as a 70/70, I sometimes still get multi-drops from an instance boss 20-25 levels under me (EXTREMELY RARE though).

Also, level 57+ world bosses drop great big stacks of guild runes, 190 at a time (not a typo). Also, you get guild runes from Siege contribution packages, special runes that give 100 runes from some seasonal events.

HOWEVER, as a member of a guild that is fairly active in siege, I'll tell you that the REALLY, REALLY hard thing to get for contributions is rubies (mainly needed for guilds that are siege oriented).

Quoted

Originally Posted by Satiar
Noooooo, but I sense they're just sharpening their nerf hammer. You know, so it hurts more when it goes in :/

GarryL

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Location: Australia

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5

Monday, June 11th 2012, 6:15pm

Here's a bit of advice about guilds that really should be considered.
Don't make a guild, join one!
The guild list on all servers consists of very, very many more failed & abandoned guilds than it does active functioning guilds.
I would bet your server has many already levelled & upgraded guilds that could really use a few new members.
"I can stand brute force but brute reason is quite unbearable. There is something unfair about its use. It is hitting below the intellect."
Oscar Wilde

6

Monday, June 11th 2012, 11:32pm

What GarryL said... too many beginner guilds out there grabbing up the new players, and leading them down an abandoned road that eventually encourages them to quit playing. Join a guild that's been around for a while, something like level 8 or higher (at least). Most of the work has already been done for you, and you can jump in with as many benefits as possible, then that which you can contribute will go to making the guild castle even stronger for you. Stick with them too, cause guild hopping usually just leads to sacrifices you've grown accustomed to.

If you happen to be in a guild that has a good castle, with good benefits, and some of your friends are in one of those "succubus guilds," let them know that there's a much easier path, that's already been paved for them. Don't let them suffer in a guild that's gone nowhere and will eventually go nowhere. Established guilds are where it's at.

Additionally, don't be fooled by those guilds with minimal constructions... like level 1 towers and library and such... the ones with level 3 or 4 buildings (or higher), thrones & higher level quest boards are the ones to respect.