Josh Drescher explains WAR's living guilds
Filed under: Video, New titles, Warhammer Online, News items
This month we get a look into one of the many cool aspects of Warhammer Online: living guilds. This important Warhammer Online feature is explained by the dreamy Josh Drescher (that's right we said dreamy, just look at those honest eyes) who yet again explains the system in such a way that we cannot help but woo over him -- we mean it, the system.
Anyhow, living guilds are EA Mythic's response to the many different problems with running a guild in MMOs. Everything from the complexity of running a website -- which you don't need with the bevy of features WAR's living guild system offers -- to giving players a powerful reason to join guilds and participate with other guild members in the first place. Did we need yet another reason to be extremely excited for Warhammer Online? No, but it really doesn't hurt to have more of them.
Anyhow, living guilds are EA Mythic's response to the many different problems with running a guild in MMOs. Everything from the complexity of running a website -- which you don't need with the bevy of features WAR's living guild system offers -- to giving players a powerful reason to join guilds and participate with other guild members in the first place. Did we need yet another reason to be extremely excited for Warhammer Online? No, but it really doesn't hurt to have more of them.


















Reader Comments (Page 1 of 1)
Leshrac said on 12:15PM 5-07-2008
Kick ass. The more I hear about the game I more I like it. Guilds are pretty deep in WHO.
Reply
Yaisha said on 2:22PM 5-07-2008
I am happy to see more games adding these kinds of features.
Ragnarok Online has a similar guild system. Guilds level up from player experience (although it does actually take from your leveling exp) and the guild must hit a certain level before you can take a hold a fort. (like WAR, anyone can fight but you must be an established guild to take/hold)
Also leveling up gives you abilities like players getting buffs from being near the guild leader and the most important ability comes in the form of the leader being able to call the guild to himself.
Although in RO the flags are only used to teleport yourself around the fort. (to give a defending advantage)
However I REALLY REALLY hope that they put some kind of size cap on guilds in WAR. With a size cap it becomes more about player skill, guild strategy and forming alliances rather than just who has the larger army of nublets to zerg rush in.
RO has a size cap and although there arn't enough players left on the game for most guilds to even hit the cap, in the past I think it really helped to keep the PvP wars more about skill and less about sheer numbers.
Lately I had been feeling disappointed by a lot of the news coming out of WAR but things like guild wars are what really matter and what can make the game fun.
I've always thought guild VS guild is where it's at, who actually cares about their 'faction'? Most people have characters on both sides in faction based PvP games anyway. However guild competition is very fierce. It is much more fun to fight for the honor and glory of a guild that you really feel a part of rather than a faction of faceless people driven by NPC story.
Don't get me wrong, I love story lines but they arn't as effective in driving pvp.
Reply
Leshrac said on 5:02PM 5-08-2008
Also, this guy is so much more tolerable to watch and listen to then that other guy, the English guy - Barnett? OMG - I would watch his movies with the sound turned off, he was more interested in being funny, zany and cheeky then just giving us the facts.
Reply