Guild leveling how does it work




















This also provides new ways for Guild Leaders to recruit around specific play-styles along with rewards to encourage participation in Guild activities! How to Acquire and Apply Them? Credits must be spent from the Guild Bank, so this is a good mechanism to get everyone contributing to the cause. Reinforcement Modules is a new blueprint which players acquire by combining 10 Reinforcement Components. Once a player has 10 Components, they simply right click them to combine into a Reinforcement Module which they can then donate to the Guild.

Perks are purchased directly via their Perk Nodes. Perk Nodes exist as a new user interface on your Guild Flagship. I should pause for a moment, Guild Flagships are required to use Perks. As a part of that requirement we understand that their cost can be prohibitive to some Guilds and so in GU 5.

You are able to slot Perks based on your Flagship room unlocks, up to 6 Perks. Each Node is assigned to a specific room and that room must be unlocked to assign its respective Perk. In the interface you would simply click the node which will give you a pop-up where you can purchase and apply your chosen Perk. Assuming of course you meet the requirements, and can pay the cost.

Perk Details Perks themselves have a variety of statistics you will want to be aware of before purchasing. This perk is purchased and applied into the Forward Command Room Node for , credits. There is no Commendation or Reinforcement Module Cost. It is Tier 1 so your Guild can purchase it at any level. Once applied, this Perk will last for 28 days unless your Guild replaces it. On the 28 day mark the Perk will expire and no longer function.

This Perk grants everyone in the Guild the ability to summon access to the Guild Bank in the field for 3 minutes. Once activated, that ability will go on cooldown for 15 minutes. Last part, which may have raised an eyebrow is that this perk is a part of the Fortune set. There will be 5 Guild Perk sets at launch. This adds an extra layer of choice when placing your Perks. Does your Guild want to go after a set bonus?

Do you prefer to just choose the best 5 perks? It is up to you. There are also two types of Perks, Core and Cycling. Cycling Perks are typically more powerful with higher requirements, and are only available for a limited time. Our current plan is that they will cycle every couple of weeks or so. This gives us a lot of flexibility in being able to introduce special, powerful, limited time Perks!

Let us know your thoughts on Guild Perks! Whether you want that to be a focus of your Guild to level as fast as possible, or to just let it happen, you should be gaining Guild levels as you play. In a moment we are going to share some key breakpoints that exist in our plan for Guild leveling.

We built these targets with two key pieces of information. The current amount of Conquest points that Guilds are earning across all yield sizes and the continued potential for Conquest point gains based on the additional Conquest changes coming in 5. Two quick disclaimers: As always, everything is subject to change. It is unlikely we would make any sweeping changes from these targets until all of you get your hands on it.

These numbers are already based on Weekly Conquest data, and so we are going to be hesitant in any big changes until we see how it plays on live.

Just know that we will be monitoring this every week along with listening to your feedback to look for areas to make changes. Going from requires another 1,, -or- 2,, total for the math lovers out there, this curve is not necessarily incremental. We expect that Guilds which are hitting Small Yield Planetary targets will be gaining around 3 or so levels a week.

This can vary greatly based on Guild size and activity. There will be cosmetic rewards that may be introduced in a later patch tied to Heraldry that will take Guild Level into account. We know that some of you may do the math on average levels per week and the breakpoints of some of these benefits and be concerned. This is one of the reasons we are also introducing a cap. We want to show you the breakpoints so that you know that this is a system with a long tail on it, that we intend to support for a long time going forward.

We want to be able to provide something new that your Guild can be working towards every week! Also, by having a cap we know the pace that the fastest possible Guilds can level. This allows us to plan when and how to introduce perks into economy. Definitely take a look at our Perk post to get your head around how Perks can affect your Guild. This is a lot of information to digest.

Please, let us know your feedback! NikSunrider I am not sure I am getting your math here, Eric Quote: Originally Posted by EricMusco. Eternal Q, definitely in the wrong franchise.

Elssha Quote: Originally Posted by Elssha. Sucks to be you! Examples like that are endless, and if the goal with guild leveling is to let smaller guilds flourish again, you said you're capping it anyway! Do stuff on a toon in the guild and guild benefits. Do stuff that's a conq objective and the guild benefits in two ways! Small gripe but annoying. I expect the latter. Not a game breaker but again appears aimed at new players. Some look good though. Tailoring your conquests to your guild is a good idea.

Whereas some look pointless, like summoning Guild bank, quick travel cooldown, loot range increase. I am actually getting a bit excited about 5. Caveat though, implementation of changes like this are notoriously woeful from Bioware, resulting in patch after patch, Like previous conquest and Iokath changes. Even they say themselves,. As always, everything is subject to change. It is unlikely we would make any sweeping changes from these targets until all of you get your hands on it.

These numbers are already based on Weekly Conquest data, and so we are going to be hesitant in any big changes until we see how it plays on live.

Just know that we will be monitoring this every week along with listening to your feedback to look for areas to make changes. Might wait for the inevitable patch or two, see what it settles in to before I commit my time and money back into the game. Interesting I guess. But like everything that comes out about this game for the past 1. At least in my mind. Again, interesting. For some bonuses so I can do storymode TFB or DF or DP for the umpteenth time because the only guilds that will reliably get these bonuses are going to be the big ones full of idiots that can hardly do SM content?

I question your sanity, but have at it. Even when they release new content it does NOTHING to address the litany of issues that people have made abundantly clear are in the game that Bioware Austin chooses to completely ignore. Because nothing is going to change. Your email address will not be published.

Save my name, email, and website in this browser for the next time I comment. This site uses Akismet to reduce spam. Learn how your comment data is processed. We want to continue to ensure you expect weekly consistency in Conquest Objectives.

We are doing this for three reasons: We heard your feedback from our first round of Conquest changes that you felt that there should be Objectives in every Conquest for most gameplay styles. Create methods to allow players to earn more Conquest points. I am still working with the dev team on locking down the exact bonus but will get it for you next week.

Hey folks, There are a lot of changes coming to Guilds in 5. Guild Perks have up to 3 costs to purchase them: Credits Guild Commendations Reinforcement Modules There may also be a minimum Guild Level required, depending on the Tier of the perk Credits must be spent from the Guild Bank, so this is a good mechanism to get everyone contributing to the cause.

Reinforcement Components are a bind-on-pickup crafting material which is acquired in a couple of ways: As a part of completing your Weekly Yield Target. MMO guide writer and blogger. Haha, me too. Now I want a Guild Park. Oops fixed, had some leftover formatting left from the swtor site.

Ignoring the topic yet again. Keep going XD. Oh the humanity of it all. What you gonna do about it? Im not going anywhere your the only white knight left lmao rage on!! Two quick disclaimers: As always, everything is subject to change. Leave a Reply Cancel reply Your email address will not be published. Guild Leveling in 5. Hey folks, In Game Update 5. This is a new benefit as players can now reach higher bonuses to XP and Rep than ever before, without relying on Guild size.

Plus we have introduced a new bonus to CXP which did not exist previously. There will be cosmetic rewards that may be introduced in a later patch tied to Heraldry that will take Guild Level into account. This is a lot of information to digest. Please, let us know your feedback! Conquest Changes in 5. Guild Perks in 5. Can only be used outside of combat.

Summon Guild Bank — Summons a guild bank for the player. Cleanse Negative Effects — Remove all negative effects from the player. New Conquest Objectives Adds new Conquest objectives to your available list, based on which type of game activity you like doing.



0コメント

  • 1000 / 1000