Guild forts

  • Disclaimer this is not a safe Zone.

    So I was thinking just earlier imagine claiming a sea fort under your guilds emissary. This would allow members of The Guild to join the server on the sea fort. In order to set that up one person would have to claim a sea fort with a guild represent with guild emissary clear the seafort and raise the guild flag on that seafort. Then a limited amount of people will be able to enter the sea fort when joining the server of that fort. Perks is a new way to join game, can be hired to join the active ship crew, can hangout, can party, can protect loot, can defend the fort. Cons must swim, use rowboat, or be hired to ship crew to leave. Guild forts also make use of the jail by making members of ship crew to be placed their instead of the ship brig. If you die on the sea fort you will respond on the seafort. If a member of your guild decides to be an jerk and sell your loot before that you earned fret not because of what he sells everyone at the Seafort gets.

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  • I don't think players will be able to claim any structures on the map because this creates a huge problem when merging servers together.

    If they add any 'guild housing' type feature, it will likely be on an instanced server outside of the game world.

  • can protect loot

    Nope.

    Just give guilds a hangout, off the main seas. In say the Sea of the damned or inside the area building. Nothing else. Small place to gather the crew and set sail.

  • @acnologia1403 said in Guild forts:

    Disclaimer this is not a safe Zone.

    So I was thinking just earlier imagine claiming a sea fort under your guilds emissary. This would allow members of The Guild to join the server on the sea fort. In order to set that up one person would have to claim a sea fort with a guild represent with guild emissary clear the seafort and raise the guild flag on that seafort. Then a limited amount of people will be able to enter the sea fort when joining the server of that fort. Perks is a new way to join game, can be hired to join the active ship crew, can hangout, can party, can protect loot, can defend the fort. Cons must swim, use rowboat, or be hired to ship crew to leave. Guild forts also make use of the jail by making members of ship crew to be placed their instead of the ship brig. If you die on the sea fort you will respond on the seafort. If a member of your guild decides to be an jerk and sell your loot before that you earned fret not because of what he sells everyone at the Seafort gets.

    Speaking for myself, this is a horrible way to join the game. I'm unable to buy/collect supplies, see what emissaries are out there, raise an emissary....heck I don't even have a ship at this point, so if I see a world event I want to go to right away, I'd have to take the mermaid, find the ship on some random island, sail it to the outpost to buy/gather supplies, and it's already taking longer than it would had I simply spawned at an outpost. If another ship comes along, how am I to "protect" the seafort they're simply trying to do? The cannon range there isn't the greatest, and with such a limited supply (and where I have to run to) it makes it pointless.

    Don't fix what isn't broken please.

  • Anything that takes more people out of high seas will just make high seas a worse experience. PvE players are the ones who want guild hideouts, PvP players will be the only ones left on the seas.

  • Ummm If someone has activated a guild fort you don't think they'll be generous and leave supplies there also what supplies would you need other than food and cannonballs. If I started a guild forts I would first grab a rowboat and supplies. Also u wouldn't be alone there. Most importantly it's not forcing you to choose this option it's giving you the option to choose this option hence why it's called an option. It's for those that want to join the game and just hang out and do nothing just relax in a fortified environment. Those cannons have the exact same range as a ship Cannon the only difference is that you're not on a moving vessel. This idea is purely for hangout and getting hired to new Crews. As for supplies have you never been to a Seafort they are riddled with supplies heck I always make it a thing to go there first because of how much supplies they have. I'm not going to lie your argument is terrible it's almost as if you've never tried a Seafort out never thought about how to use it you probably just go to it for the loot. You want to play the game where you can raise an emissary then join the normal way and the represent your guild doing so you're not being forced to join the guild seafort.

  • @burnbacon but then where's the risk

  • @potatosord I mean technically Guild forts would still have PVP they still have to actively protect what's there

  • @acnologia1403 It would have them permanently stuck at one island. If you don't know its there, they are pointless.

  • @acnologia1403

    You’re taking away a sea fort. Easy money location that are mostly near outposts and players like to sail to them and do them. We have commendations and even deeds for season pass that require it.
    If players start taking command of these, you’re taking away good fast gold for the less time playing players.

    Most guilds don’t want the risk of players attacking them. Kids don’t wanna pvp outside hourglsss it seems. So why would anyone?

    It silly.

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