Username:    Password:    Remember Me?         

Guild vs Guild - Reverie World Studios Forums

Go Back   Reverie World Studios Forums > Kingdom Wars > Main Square
Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Thread Tools Display Modes
Old 01-21-2011, 09:24 AM
Ohnoto Ohnoto is offline
Junior Member
Join Date: Jan 2011
Posts: 12
Ohnoto has a default reputation
Default Guild vs Guild

I'm part of a large gaming community and I've got a few questions on how the Guild features will be.

As part of a guild, will there be a guild city, separate from player cities that guild members can send resources and units to build and defend? If not, this would be a cool feature :-)

When attacking someone, will you be able to have guild members bring their armies as well and attack the same person together?

I'm just hoping that being a part of a guild in this game is more than just a tag, but can actually be something that is built up and has some meaning :-)

Old 01-21-2011, 09:31 AM
bravekilla bravekilla is offline
Junior Member
Join Date: Aug 2009
Posts: 11
bravekilla has a default reputation

Wouldn't guild overkill this ? Basically, you are already a nation not a single unit trying to form a army. Might be good to do small alliances... but having overwhelming nations allying other nations who are just picking on small ones while just allying the big ones would kinda kill it, no ?
Old 01-21-2011, 09:36 AM
Ohnoto Ohnoto is offline
Junior Member
Join Date: Jan 2011
Posts: 12
Ohnoto has a default reputation

I'm not saying it wouldn't. I agree that it would, I am just wanting to see if that is possible or not.

I certainly wouldn't be happy to get attacked by a group of members from a guild, but if it were to be allowed and happen, my guild would team up against them.
Old 01-21-2011, 09:47 AM
Dalkor Dalkor is offline
Orc Sect:
Join Date: Jan 2011
Location: Northern Idaho
Posts: 47
Dalkor has a default reputation

They could add barrier's, Like Alliances/Guilds of this size cannot attack Alliances/Guilds of that size, which don't necessarily have to be based on numbers of troop's, but could be based on economy of the region and what not.

But seeing the huge battles that would take place because of this would be amazing!
Old 01-21-2011, 02:38 PM
LiTos456's Avatar
LiTos456 LiTos456 is offline
Reverie Moderator - Ambassador
Join Date: Mar 2009
Location: Local Disk C:\
Posts: 1,675
LiTos456 has a spectacular aura aboutLiTos456 has a spectacular aura about

Its a huge world and each city state is still controlled by only one person. This being RTS you could really say that your whole army is the equivalent of one character in a 3rd person game. While there hadn't been much details about guilds yet, I reckon there will be a system in place and DoFSource will also have external support for it.
ATTENTION NEW MEMBERS: Please read "Posting and YOU!" and the forum's "Code of Conduct" before making any posts.
Please read the official FAQ thread before asking any questions! If you don't find your answer use the search function!
If you have questions about the beta, please check the official beta questions thread before posting anything!
Don't bump old threads, don't spam, be nice and enjoy your stay.
Old 01-22-2011, 01:18 AM
Arachnid Arachnid is offline
Junior Member
Join Date: Jan 2011
Posts: 12
Arachnid has a default reputation

I'd definitely like there to be a reason, beyond someone to talk to while playing, to join an alliance, etc. If there are no tangible benefits, I'd be hard pressed to join one for any reason other than that my alliance "might" decide to help retaliate against someone who attacked me...if they feel like it.
Old 01-24-2011, 05:08 AM
pkdavid pkdavid is offline
Human Sect:
Join Date: Mar 2010
Posts: 80
pkdavid has a default reputation

I agree, there should be a covenant brings a lot of things, otherwise I see no advantage to be inside.
Old 01-24-2011, 07:30 AM
lordsabbath88 lordsabbath88 is offline
Junior Member
Join Date: Jan 2011
Posts: 19
lordsabbath88 has a default reputation

I would prefer the solution one city - one player. Because we're a sort of "king" of our cities, and i suppose that guilds may form a sort of alliance, so when a member of that guild is attacked, another member of that guild could run to help defending, or such things..
Old 01-24-2011, 07:34 AM
darkviju darkviju is offline
Junior Member
Join Date: Jan 2011
Posts: 28
darkviju has a default reputation

The advantages of belonging to a guild are as in the real life I suppose. They won't attack you, and if you get attacked, they maybe help you.
Old 01-24-2011, 10:17 AM
TriggerHappyNDB TriggerHappyNDB is offline
Elven Sect:
Join Date: Jan 2011
Location: Colorado
Posts: 58
TriggerHappyNDB is just above average reputation

My main question about the nature of guild vs. guild combat is of exactly how large scale the battles themselves can be. Guilds, presumably, can have dozens of members, but surely no one battlefield can harbor that many people with all of their army camps, units, and so forth.

So exactly how many players can battle one another at a time? Are we talking 4v4, 5v5, even 6v6 matches? And can these matches happen at one of the involved players' settlements, with 6 enemies attacking him/her and he and 5 allies defending the city, or must they happen on open terrain?
TriggerHappyNDB :: "O happy bullet! This is thy chambre... There combust, and let me die."

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is On
Forum Jump

All times are GMT -6. The time now is 09:30 AM.

ESRB Rated T
USK 16

privacy policy   |   Copyright © Reverie World Studios INC.

Kingdom Wars and Reverie World Studios are trademarks of Reverie World Studios, Inc. Developed by Reverie World Studios, inc. All Rights Reserved. All other trademarks are property of their respective owners.
Powered by vBulletin® Version 3.6.4
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.