QoL proposal: Sea of Guilds

  • Pirate Guilds update;
    A new way to sail together
    This proposal is to provide a fully fleshed out idea for the community (and hopefully Devs) of what Guilds could bring to the game, as it has been a highly suggested idea for as long as I have been in the community.

    Basic outlines:
    50-100 players max
    3 tiers of management roles
    In-game chat channels
    Guild tags
    Pirate log of achievements
    Guild log of achievements
    Guild levels
    Guild cosmetics
    Guild competitions

    Guild prerequisites
    Guilds can only be created after reaching the rank of Pirate Legend and Athena 20, for a price of 1 million gold, however, a guild can be joined at rank 25 in any faction for free.

    50 players max at the basic level
    After the creation of a club, up to 49 more pirates and fly the flag of the guild. Setting a maximum limit on how much control a guild has over the community. Sure, a more popular guild can be advertised more and be known more among the community, however, compared to unlimited members they do not have complete control over an extreme amount of members.

    3 tiers of roles
    Each role will have less control over options and settings in the guild than the one above it. Top rank is Captain, exclusive to the owner.
    Guild Pirate Captain
    Guild Pirate Commander
    Guild Pirate Member

    In-game chat channels

    When playing during a session, using certain keybinds, players can access a guild-exclusive text chat (Either coloured green or with a green [Guild] tag next to it for incoming messages) that is used to communicate with Guildmates whether it’s to find a crew or search for assistance. Can be toggled on/off.

    Guild tags

    When exploring the world, you may meet players from other clans. To help identify the player or clan, a special clan “tag” can be placed beneath the username.

    Username
    [Clanname]
    Title

    Pirate log of achievements

    Logging in to see the main menu, players will be shown a new “Guild” tab at the top of the screen. Navigating over to it will open a larger menu for the Guild chat, a list of guild members, depending on your rank a list of management options, and 2 “Log of achievement” tabs, one of which is for pirates to show off their most recent achievements. Extremely rare achievements such as Legendary Sea Dog may also allow your clanmates to congratulate you, and for each clan member who congratulates a pirate, gold, or possibly even Ancient coins may be rewarded.

    Guild log of achievements

    Alongside the Pirate Log of achievements, the guild will have certain goals and achievements they can work towards, which contribute to Guild Levels.

    Guild levels

    Guild levels increase by completing Guild achievements and show benefits for the whole guild. Throughout 10 levels, guilds and guild members can earn:

    • Guild title and logo flag
    • Guild logo sails and hull
    • Guild cannonflare and wheel
    • Guild cannons and anchor
    • Improved guild badge quality (Fancier border from fabric to silver, wood badge background to marble)
    • Increased member count from 50 to 75
    • Improved Guild title and Guild figurehead
    • Guild cutlass and flintlock
    • Guild blunderbuss and eye of reach
    • Guild costume set, improved guild badge quality (Silver to Gold, Marble background to metallic background), guild member maximum to 100, guild prestige system, and improved guild sails and figurehead.

    Guild competitions

    Throughout all the friendliness of the guild system, some pirates may find the guild system uninteresting and somewhat pointless, however, guild managers can start a ‘Guild competition’, which will reward players for completing specific tasks in a race to meet whatever requirement desired. Similar to that of the Plunder Pass trials, except competitive between guildmates. A task can be set by managers, as well as time to complete it before a stalemate is called and no winners are chosen. Completing the tasks and being selected to win will reward winning contestants with gold and a chunk of reputation for the company of their choosing.

    Please take your time through this and provide feedback on where I could've improved, I'd really like this to go somewhere and reach a place of higher consideration!

  • 15
    投稿
    10.1k
    表示回数
    communityjust for funfeedbackgeneral
  • If you want to make guilds dont restrict them to the top 1%.

    It's a social component for the game, it should be open for everyone from the get go.

  • @talvheet I see where you're coming from, but reaching level 25 takes little to no time, and joining one can last a while, at least until you get off your feet. Perhaps Athena 20 was a bit intense but Pirate Legend has decreased in difficulty to get, and wanted something more for the endgame to unlock and work towards.

  • @gallerine5582
    Example. I have been playing since launch, with one year break.
    I dont do athena because it's a boring grind.

    Why should I, a long time player be blocked from social content that I find boring to do?

    Social component of the game should not be behind any walls.

  • @talvheet said in QoL proposal: Sea of Guilds:

    Example. I have been playing since launch, with one year break.
    I dont do athena because it's a boring grind.

    Yes I get that, but you only have to be level 25 to join a pre-existing guild, so only 1 person you know has to have Pirate Legend, which isn't even that hard to get anymore

    Why should I, a long time player be blocked from social content that I find boring to do?

    You're not at all blocked from it, because I've said several times you only need to be ranked 25 in anything to join a guild, and that's simply to discourage people from getting alt accounts for exploits or whatever may come with it, and also so you woul have some time under your belt instead of being a burden just joining the first guild you can and asking for carries through everything

    Social component of the game should not be behind any walls.

    The difference between a hurdle and a wall is a hurdle is easy to pass, like rank 25, and a wall is a challenge to overcome, like pirate legend (compared to level 25)

    It just feels like not much has been read in my response. I get it, you don't want to do athena stuff, that's why I admitted it was going overboard with A20 to create one, but very little is stopping anyone from JOINING one, because who wants a guild leader to know nothing about the game, that's just gonna reflect bad on the leader and might discourage them from doing anything guild related, compared to being a Legend and going "Ok so I have an understanding of what's going on here, I should be capable of doing this now"

  • Last night I tried to argue in the Pirate Legend chat that inexperienced players should learn how to do voyages faster.

    It did not end well because ultimately people play how they like and it wasn't my position as an experienced player to tell other players what they should do and how they should play.

    Now in this thread's context, blocking a social component behind a wall because you assume players are not only competent enough to reach Reputation 25 in a pre-existing trading company, reach Pirate Legend, but to also reach Athena's Fortune Reputation 20.

    As much as I like to see some post max reputation content, this isn't the strongest way to do it. No one truly has a proper "post-game" plan, but setting up something that only veteran players can start just blocks out a little too much content at once, and invites unnecessary leadership roles. A leader is defined by their actions and knowledge, not by a shiny title they grinded out on an alliance server.

  • I don't see any point for the game to support something like this, but maybe on the website would be nice. Link user accounts together in a guild / friend list, making it easy to see each other's reputation and other stats.

    The rest of this stuff can be organized by the guild themselves however they want through their own website / discord / whatever method they prefer. I think tying cosmetics to it is just going to lead to people creating cosmetic unlock guilds which really serve no purpose.

  • @Gallerine5582
    Want to make a guild?
    Start a discord/YouTube/twitter/anything
    Invite some people you know and the people you find in open crews.
    Ask guild members to fly a certain flag to distinguish themselves.
    Want prerequires? Make it a flag tied to commendations.
    Want to be able to join a guild member's game? DM them.
    In the Sea of Thieves, you can make things that don't exist exist.

  • @nex-stargaze said in QoL proposal: Sea of Guilds:

    setting up something that only veteran players can start just blocks out a little too much content at once,

    The almost 4 years of mostly non-veteran content isn't enough for those players? Keep in mind, they would only need to reach level 25. That isn't even a hard requirement.

  • Some things I'd change:

    • Guild relationships, allow Guilds to either be friendly, neutral, or hostile with each other. Allows more content through Guild rivalries, and also negates the cap in a creative manner, so a larger group can create and ally multiple guilds, but smaller Guilds can also join that alliance to not be left behind. Also creates power struggles with multiple Guild leaders in the alliance.
    • PL is a hard enough requirement as it is for Guild leader, especially if it costs gold to set up. I doubt you'll get an overabundance of Guilds lowering the requirements slightly.
    • As for members, the Guild should decide member requirements, to cater to their preferred play style (tools not rules).
  • I rather not have random kids build Guilds.

    I rather stick with the Factions and have them Branch into guilds.
    Do you Represent..Gold Hoarders....wait a min...
    Oh we have Emissary's.

  • Wouldn't this create almost as many Guilds as there are solo sloopers ? A lot of complaints that the guild achievements can't be reached solo &c ?

  • What would be the purpose of this? The server size is extremely limited so there is no way to play with everyone. Alliance servers are already a thing if you are looking for that kind of gameplay. I think your current system would serve as nothing more than a way to chat across different servers, which we can already do via discord and other applications. The only way I see this kind of content implemented in the game is if the server size increases significantly, and the devs put some kind of epic event in the game that would require players to fight on a larger scale and therefore require more ships/men, or if the event provided you with a ship that required like 4 crews to manage properly. I don't see the server size increasing to that magnitude, and both of the cases I provided would require tremendous amounts of work,balancing,etc.

  • I would be concerned about the rankings. I wouldn't want a ruthless pirate captain or commander start thinking they're better than their members simply because of their position when their attitude would prove otherwise.

    I largely agree with @Mr-Whaletoes - you can do it already without having to ask the game to change for you, or for anyone.

    I'd also like to remind you of this portion of the Pirate Code that essentially goes directly against the idea of rankings:

    Article 4
    All Crewmates Are Equal.
    Let each crewmate be respected as equal and free to follow their own bearing, speak openly and vote in affairs of the voyage.

  • I've read this over a couple times now, and it just doesn't do it for me. I think the Emissary System does a lot of this, not that there couldn't be some tweaks to that system that could make it a little closer to a Guild system without strictly enforcing it. To make it feel more like the Emissary system is throwing your lot in with a Faction (at least temporarily) we could do a couple of things that I wouldn't find terrible:

    • Reaper Flags will be accepted by Factions so long as you are an Emissary of the Faction (and will payout based on the Emissary Multiplier) to better give incentive to taking on the Reapers
    • Reapers will continue to accept all Flags, including Reapers as it is now, and will accept Flags from other Emissary Ships or non-Emissary Ships (these two not granting the Multiplier) keeping Flag collection as the primary focus of the Faction
    • Factions could encourage cooperation while at the same time not discouraging betrayal or back stabbing through allowing the Alliance Payout benefit to apply the Emissary Multiplier to Loot the Alliance sells that matches with your Emissary, this could encourage both cross Faction Alliances and same Faction Alliances a little more as well as encourage Alliances to be Emissary to begin with (though Alliance servers would get drastic benefits from this, but I don't think we should always have to account for people cheesing the game when considering what we can do for the broader environment - Rare says they are monitoring all that and if it becomes a big problem they do have options available to solve it)

    If that were all done just right, you would get something that feels a little more like a Guild system (just a more SoT session based gameplay twist on it), and I think it might open the door for more types of player interactions to be a little more common (natural smaller Alliances might form a little more often between same Emissary Ships, a small number of encounters with other players might have a slightly better chance of not being immediately hostile even if an Alliance isn't formed, and you'd still have the options of betrayal).

15
投稿
10.1k
表示回数
communityjust for funfeedbackgeneral
15 / 5