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
Patch 5.3 interview with Ghostcrawler
Mystery of the Unborn Val'kyr
The latest patch 5.3 news
All of the latest Mists of Pandaria news






Reader Comments (Page 5 of 5)
Drahliana Nov 9th 2009 1:04PM
I think the problem was the fact that they're calling it a guild tax when it really isn't. since the guild members aren't being charged
This is actually more of a guild bounty payment, a guild being rewarded for the performance of it's members, think of it as a tip from the local population rewarding it's heroes.
ciserman Nov 9th 2009 1:54PM
my only question, how will it work for larger guilds? right now in alea iacta est we can't even use the in game guild panel for anything aside from the message of the day since it only shows up to 500 random members at once, as long as they increase that limit I would be happy with anything else.
Socialcockroach Nov 9th 2009 2:56PM
The only thing that kind of worries me about these guild improvements is that currently, if the top members in the guild are selfish, then every one else is forced to either leave, or tough it out. I think that if a guild is going to provide as many benifits as cataclysm is promising (and there will probably be more benifits unveiled later), there should be a simple /vote type function so the guild can overturn what a guild master might want to impose.
Also, I think that there should be guild advancement that is in some ways not controled by the GM. Say, your status in the guild is determined by how much you participate (i.e. being in the "top 20 earners" consistantly, level requirements, guild donations, guild raid/bg participation, etc.). Instead of just handing out ranks at a whim, a guild master could set up his or her ranking structure, and choose what sort of requirements are needed to reach said rank and the rest happens automatically. In addition, a GM could also impose some sort of rank decay that would require a minimum level of continued guild participation to maintain said rank. Also, I think that guild ranks should spill to alts automatically.
This would help to keep the guild's best benifits being kept away from the majority of the guild. I know that many of us have been in guilds we really liked, done a lot to support said guild, and never even got to be an "officer" in the guild simply because we weren't one of the GM's personal irl friends or something.
Other than that, I am a huge supporter of having more guild functionality. A great way to make guilds more of a tight knit and helpfull community.
Saithir Nov 9th 2009 7:48PM
Pointless, or at least, not going to work for everyone.
We have a raiding guild with Trial, Alt, Raider, Class Leader ranks. Why would my alt that has an Alt rank be advanced automatically to Raider rank because I've done that and done some alt raids with it, put some gold in the bank, done some pvp and some other random stuff? Or even better, I do a lot of the same on my main and it spills to my alts, so they gain Raider rank. Pointless again.
Sense, it makes none. Also you tell tales of rank decay which is a complete steamy pile of crap.
Another thing, is that I don't want to suddenly become an "officer". It's not just a rank name, the officers in guild and the guild leader are the people doing a lot of work. Do I want that work? No thanks.
Saithir Nov 9th 2009 7:50PM
Apparently the comment system sucks so I can't edit stuff...
Disregard the "done that and" stuff, it's getting late here and I forgot to delete it when I deleted an earlier part about getting reputation or kills.
Socialcockroach Nov 12th 2009 7:53PM
Saithir, you miss the point entirely. It must be late where ever you where when you made your comment or you would have understood what I was talking about. As things stand right now, yes, my comment is pointless. But come cataclysm, being part of a guild will give you access to many, many more functions than ever before. This will mean that guild masters will have to choose to whom they want all these new benifits given which will then be what ranks are used for. Now, say you want some of these benifits that you earned on one of your alts (maybe, you earn the access to guild heirloom items/recipies say). Now, the change would be done automatically and bam, you have the access you need. Also, the requirements to meet a specific rank would be set by a GM so if a rank requires raid participation, then that settles that. And finaly, the rank decay. This would also be an optional thing and for exactly the same reasons that DKP decays exist. If you don't understand the perpose for that, then I am completely wasting my time in replying to a nay-sayer who comes off as a snarky douche. Then again, posting after this thread has been open for so long feels equally pointless but what ever.
soonerwolf Nov 9th 2009 3:06PM
Don't call the "tax" a "tax" because it's not. Call it "raid rewards" or something less... scary. :)
catharsis80 Nov 9th 2009 5:40PM
I am neutral on the subject of guild tax, but I do find it...interesting...that people rant and rave IRL about tax, yet on this thread there seems to be more IN FAVOR of guild tax than against it. Hmmm.....
Guapa Nov 11th 2009 8:08AM
I never complained about RL taxation in general.
I only complain about the idiotic ways my government finds to spend the money.