IgroMir 2009: More Cataclysm guild leveling details
IgroMir is Russia's largest gaming convention -- sort of an Eastern European Electronic Entertainment Expo (E5?) -- and Blizzard made an appearance there this week, showing off World of Warcraft: Cataclysm and Starcraft II. Besides the demo booths, visitors could look forward to panels with J. Allen Brack (the current WoW head honcho) and Chris Sigaty (SC2 grand poobah), trivia contests with the Russian Blizzard CMs, and goblin/worgen leveling contests.
But, of course, here at WoW.com we're mostly interested in Cataclysm news, so let's get right to it, shall we?
In his Cataclysm panel, Brack touched on two subjects -- Tol Barad, the new outdoor PVP zone/quest hub, and the new guild leveling system. The Tol Barad talk was apparently nothing new, but the guild leveling talk had some good information in it. Not everything discussed here is new, but some of it is, so I'll just reiterate what he said.
After the jump, of course.
Your guild will get experience for players earning rep, killing bosses, doing dailies, getting achievements, Arena and BG wins, crafting, leveling up, and more. The top 20 earners in the guild each week will have their contributions turned into XP. Previous contributions won't factor into a particular week's XP, so every member of the guild has the chance to be a top earner each week.
Guild experience, once accrued at the end of each week, will be converted into guild currency, which can be used to buy a myriad of items, including reagents, tabards, pets, profession recipes, heirlooms, and Guild Talent points.
Guild Talents will be things like a Mass Resurrection spell on a 30-minute cooldown, removal of reagents for buff spells, and increased gold drops in the world and instances. Guild leaders can respec guild talents, though the method and cost (if any) is currently unknown.
As your guild levels up, the amount of ingredients necessary for your guild recipes will get cheaper. An example would be lowering the number of Frozen Orbs (or the equivalent) necessary to craft a weapon by your guild blacksmith. The guild interface will also allow you to browse through any and all recipes available in your guild.
Guild-crafted heirlooms will cover every gear slot, according to Brack, and, like any guild-crafted item, will remain bound to the guild. If you leave the guild, your Guild-Bound items will automatically deposit themselves back into the guild bank.
Guild achievements are also in the works, such as an achievement for crafting a legendary, or for getting a certain number of players to the maximum profession level. A guild can also get an achievement automatically if a certain percentage of players in the guild have it too. It's unknown if guild achievements will provide XP or currency.
Brack also noted new Armory improvements for Cataclysm, like RSS feeds for guild news and lists of all available guild recipes.
Lastly, it'll be possible to set up a guild tax so that an adjustable portion of all looted gold goes straight to the guild bank for every member. Further details on the feature are unknown.
Getting a solid recap of the panel has proven difficult, so if any new info's come out that we've missed, we'll be sure to let you know. Blizzard EU should also have an official recap on their IgoMir 2009 page shortly.
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm you can find out everything you need to know about WoW's third expansion. From Goblins and Worgens to Mastery and Guild changes, it's all there for your cataclysmic enjoyment.
But, of course, here at WoW.com we're mostly interested in Cataclysm news, so let's get right to it, shall we?
In his Cataclysm panel, Brack touched on two subjects -- Tol Barad, the new outdoor PVP zone/quest hub, and the new guild leveling system. The Tol Barad talk was apparently nothing new, but the guild leveling talk had some good information in it. Not everything discussed here is new, but some of it is, so I'll just reiterate what he said.
After the jump, of course.
Your guild will get experience for players earning rep, killing bosses, doing dailies, getting achievements, Arena and BG wins, crafting, leveling up, and more. The top 20 earners in the guild each week will have their contributions turned into XP. Previous contributions won't factor into a particular week's XP, so every member of the guild has the chance to be a top earner each week.
Guild experience, once accrued at the end of each week, will be converted into guild currency, which can be used to buy a myriad of items, including reagents, tabards, pets, profession recipes, heirlooms, and Guild Talent points.
Guild Talents will be things like a Mass Resurrection spell on a 30-minute cooldown, removal of reagents for buff spells, and increased gold drops in the world and instances. Guild leaders can respec guild talents, though the method and cost (if any) is currently unknown.
As your guild levels up, the amount of ingredients necessary for your guild recipes will get cheaper. An example would be lowering the number of Frozen Orbs (or the equivalent) necessary to craft a weapon by your guild blacksmith. The guild interface will also allow you to browse through any and all recipes available in your guild.
Guild-crafted heirlooms will cover every gear slot, according to Brack, and, like any guild-crafted item, will remain bound to the guild. If you leave the guild, your Guild-Bound items will automatically deposit themselves back into the guild bank.
Guild achievements are also in the works, such as an achievement for crafting a legendary, or for getting a certain number of players to the maximum profession level. A guild can also get an achievement automatically if a certain percentage of players in the guild have it too. It's unknown if guild achievements will provide XP or currency.
Brack also noted new Armory improvements for Cataclysm, like RSS feeds for guild news and lists of all available guild recipes.
Lastly, it'll be possible to set up a guild tax so that an adjustable portion of all looted gold goes straight to the guild bank for every member. Further details on the feature are unknown.
Getting a solid recap of the panel has proven difficult, so if any new info's come out that we've missed, we'll be sure to let you know. Blizzard EU should also have an official recap on their IgoMir 2009 page shortly.
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm you can find out everything you need to know about WoW's third expansion. From Goblins and Worgens to Mastery and Guild changes, it's all there for your cataclysmic enjoyment.Filed under: Blizzard, News items, Europe, Cataclysm
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Reader Comments (Page 4 of 5)
Fornozo Nov 9th 2009 11:57AM
I like the guild changes.
Especially the "contributer of the week" thing. Since that makes it able for people to give some kind of reward to the person/persons who becomes contributer of the week, making more people to go out and help the guild.
and I don't see a bit problem with guild taxes.
Think of it this way, you put like a 5 copper tax on every loot. 20 kills = 1silver.
100 kills = 5 silver. This is easily done every 5 minutes with people questing/doing heroics.
And it just keeps scaling upward. And your guild bank would fill very quickly to help play for mats/food/potions/repairs.
George McBain Nov 9th 2009 11:58AM
Interested in how this will affect me as one-player-only guild (with alts).
Skem Nov 9th 2009 12:01PM
Guild Tax... out of all this information that what gets you going? Its not going to be an issue for 98% of players as its more aimed at harder-core guilds to addon and weekly fees etc can be ignored as this is much eaiser.
As for starting your own guild and getting everything I doubt it. Assume that for the first guild level it takes the top 20 performers to contribute, so if your in a solo guild that 20 weeks to get to level 1.... >ouch<
I am still very excited about guild levels, it sounding thourght through and to be a massive improvement over current system.
Mr Buggy Nov 9th 2009 12:15PM
I'm kind of curious what happens if you're tanking a boss fight somewhere wearing your guild-bound chestpiece (or whatever) and you get gkicked.
I'm also curious what happens to those guild-bound heirlooms when somebody who has them leaves but the guild bank is full.
dawnseven Nov 9th 2009 1:27PM
1. If you don't lose it immediately my guess is that it would disappear once you came out of combat. Either way it's gone.
2. Another guess but, when you used to have too many BG marks, or now if you can't loot the jousting marks at the tourney because your bags are full, they both used to show up in your mail instead. My guess would be if someone were gkicked wearing an heirloom piece and the guild bank was full, the GL would probably find it in his/her mailbox.
Telarc Nov 9th 2009 12:13PM
Guild taxes? Will we get a "Public Option" for repairs? Will this tax be progressive? Well, lets face it, if you earn more gold than the scrubs in the game, will you should be expected to pay a greater percentage. Can we extend this benefit to xp? Some players level thier toons quickly.
Re-distribution for the win...
L33T15T Nov 9th 2009 12:16PM
I wasn't aware of the guild taxing option, and I love it. I hope it stays in the final build. As a guild manager, I prefer to have the asshats leave of their own volition rather than having to /gkick them. Saves me a lot of headaches. With a tax feature, that'll be much easier for me to find the people who both have the time, decency and dedication to helping our guild to succeed. I'll be recommending to my officers that we set our tax fairly high. With the other guild leveling improvements, I suspect most of the upper-end guilds will do the same.
If you want the benefits that come with guild leveling, you should be willing to pay for it, but I hope there is some feature that will allow us to set the 'tax' based on a character's rank. I'd like the ability to set the tax lower for characters who contribute more to our success and raise it for those who do not contribute as much.
And, as other people have commented, if you don't like it, you're free to find another guild.
LDR Nov 9th 2009 1:50PM
Absolutely correct - because what you want to do is punish the characters who aren't at a high performance level yet, so that they can cover the costs of the upper-level characters. If you're using punishment as motivation, I suggest you put your hands palms-up on your own shoulders... yes, that's your ass you feel..
L33T15T Nov 9th 2009 5:16PM
And that's my whole point. You have the type of personality I wouldn't be interested in having in the guild.
"High performance" is not equal to guild contribution to me, but apparently that is your interpretation of contribution. Neither is rank based on high performance.
Since you're making this personal, let me retort, I don't know what guild you come from, but it seems you want to have everything handed to you on a silver platter. You're probably the same type of character who joins a guild, gets geared up, and jumps to the next without any sense of dedication. Well, guild leveling and guild taxing is going to make it a much bigger deal when people /gquit.
If other people are doing the work to help us reach a bigger guild level, it's not fair for those who aren't contributing to reap the same rewards.
Snuzzle Nov 9th 2009 12:14PM
Two questions I have about this new information (whch I assume no one here will be able to answer, but I posit them anyway):
!) What happens to guild-bound items when a character leaves the guild, but the bank is full? Even with all tabs purchased, I know our guild bank is nearly always full to bursting, simply because everyone in our guild feels like someone else might need the items therein, so there is far more going in than coming out. I know that our "loot paranoia" problem is unique to us, but I cannot be the only guild with a worryingly full bank nearly all the time.
2) Guild achievements and XP. What happens to these if a player who contributed to the achievement leaves the guild? Would the achievement go as well? For example, say an achievement is to have one of each profession maxed-out in the guild, including the secondary profs (a reasonable achievement). Now say the guild only has one maxed-out engineer, and he leaves for greener pastures. The achievement stays, right?
If so, we may see people selling a guild-join to help people get these achievements, or else friends guild-hopping to help their buddies get them. Which isn't really fair to people who do it legitimately.
If not, it's not really fair that the guild keeps getting set back for things which are a bit beyond their control (say, a person joins a casual guild and decides later he wants to raid hardcore, or a hardcore raider gets burned out and joins a more casual guild).
Either way it sort of sucks.
Moonkinmaniac Nov 9th 2009 12:18PM
So you could have your own guild...be the only one in it and get all the stuff for yourself?
Glaras Nov 9th 2009 12:35PM
Probably. And at the rate at which you, by yourself, would accumulate guild XP, it might mean you get 100% of nothing. Not enough details, yet, to predict what this is all going to mean, exactly.
Zarzuur Nov 9th 2009 12:18PM
I wonder if the Guild Tax is another guild talent?
Then it would _not_ be a free 10%, since your guild would be putting points into that instead of other bonuses.
Snuzzle Nov 9th 2009 12:23PM
I think it's more just a bonus for being in a guild/ having a guild.
Amaxe Nov 9th 2009 12:21PM
The new required equipment for guild members: Form 1040.
Maybe "Accountant" can be the new profession?
I kid of course. So far what I hear about it doesn't bother me
Sedna Nov 9th 2009 12:21PM
"The guild interface will also allow you to browse through any and all recipes available in your guild."
Oh thank God. I would say that every half hour, on average, someone asks our guild JCs or chanters to link their books. One poor guy is both JC and chanting; I think he gave up and made a macro.
breaklance Nov 9th 2009 12:57PM
guild taxes would be awesome for your officials. we just recently had a "guild appreciation day" to try and recover some money, most of the bank money comes from the gm personally(and we get 100g a day reps as well as reagents enchants and gems).
my only concern about such a thing is that some lowbie guild Mr.GM sets the tax at its max then one day decides to take the 10k gold he has taxed and gdisband.
amnjong Nov 9th 2009 12:49PM
I think this is a good thing, and people will love it, but it is a straight rip off of Warhammer. Like I said though, it's a good thing, if someone does something good, no reason not to rip it off.
Lantus Nov 9th 2009 12:50PM
The guild XP seems somewhat troublesome. We run a small guild (15 players at max) and only do 10m raiding. Since we won't have the advantage of more members that the larger guilds have I fell that the smaller guilds are being overlooked. Hopefully they find a way to make adjustments, or have smaller guilds band together to achieve points (IE Warhammer).
Rob Nov 9th 2009 1:02PM
As a GL I like the taxation idea so we can have guild repairs and the like. Typically the guildies who are active and know what they are doing have tons of money, they actually put in gold to the gbank. But some people just use gbank money for repairs or whatever. Which is fine, but I'd like a painless way to put money back into the gbank, instead of having the bank officer liquidate useless crap every week.