• Hey folks,

    There are a lot of changes coming to Guilds in 5.10. Be sure to read up on the Conquest changes and especially all about how Guild Leveling works. Guild Leveling is especially relevant to understanding Guild Perks. Let’s start with what Guild Perks are, how you get them, and how you use them. At the bottom of the post I will include a very large list
    of some very specific Guild Perks we are looking at using.

    What is a Guild Perk?

    Simply put a Guild Perk is something that can apply to your Guild to give it a specific benefit. Maybe you want to have increased mount speed when you are out and traveling. Maybe your Guild is Flashpoint focused and so you want some extra rewards from Flashpoints. These are examples of some of the things you can accomplish with Perks.

    What are our Goals for Guild Perks?

    What we want to be able to do is to give your Guild the power to really focus in on what you enjoy! Perks give a mechanism where players can effectively say “We are a PvP focused Guild” and mean it in new ways. Now, not only are you like minded players, but you can focus perks, benefits, and additional rewards to your chosen playstyle.

    Guild Perks along with Guild Levels provide great incentives for Guilds to remain active. This also provides new ways for Guild Leaders to recruit around specific play-styles along with rewards to encourage participation in Guild activities!


    How to Acquire and Apply Them?

    Guild Perks have up to 3 costs to purchase them:

    • Credits
    • Guild Commendations
    • Reinforcement Modules
    • There may also be a minimum Guild Level required, depending on the Tier of the perk

    Credits must be spent from the Guild Bank, so this is a good mechanism to get everyone contributing to the cause. Guild Commendations are earned in a couple of ways:

    • When your Guild Levels up

      • 5-10 per level
    • When/if your Guild reaches an Invasion Yield Target

      • Small Yield - 70 Commendations
      • Medium Yield - 80 Commendations
      • Large Yield - 90 Commendations

    Reinforcement Modules is a new blueprint which players acquire by combining 10 Reinforcement Components. Reinforcement Components are a bind-on-pickup crafting material which is acquired in a couple of ways:

    • As a part of completing your Weekly Yield Target.
    • A rare chance to acquire during harvesting if you have the “Harvesting Yield I / II / III” Guild Perk equipped.
    • Can be earned by completing specific Heroic Missions on Ossus if players are in a Guild group with the “Ossus Reinforcement” Perk active.

    Once a player has 10 Components, they simply right click them to combine into a Reinforcement Module which they can then donate to the Guild.

    Perks are purchased directly via their Perk Nodes. Perk Nodes exist as a new user interface on your Guild Flagship. I should pause for a moment, Guild Flagships are required to use Perks. As a part of that requirement we understand that their cost can be prohibitive to some Guilds and so in GU 5.10 their cost will be lowered from 50,000,000 down to 15,000,000.

    You are able to slot Perks based on your Flagship room unlocks, up to 6 Perks. Each Node is assigned to a specific room and that room must be unlocked to assign its respective Perk. Basically, each Perk has a Node (room) requirement and reminder, the Bridge is unlocked by default with Guild Ship purchase.. Here are the Nodes:

    • Two Nodes

      • Bridge
    • One Node Each

      • Forward Command Room
      • Starboard Command Room
      • Port Command Room
      • Engine Room

    In the interface you would simply click the node which will give you a pop-up where you can purchase and apply your chosen Perk. Assuming of course you meet the requirements, and can pay the cost.

    Perk Details

    Perks themselves have a variety of statistics you will want to be aware of before purchasing. Let’s give you an example of a Perk and talk about each of its components.
    This perk is purchased and applied into the Forward Command Room Node for 900,000 credits. There is no Commendation or Reinforcement Module Cost. It is Tier 1 so your Guild can purchase it at any level. Once applied, this Perk will last for 28 days unless your Guild replaces it. On the 28 day mark the Perk will expire and no longer function.

    This Perk grants everyone in the Guild the ability to summon access to the Guild Bank in the field for 3 minutes. Once activated, that ability will go on cooldown for 15 minutes.
    Last part, which may have raised an eyebrow is that this perk is a part of the Fortune set. There will be 5 Guild Perk sets at launch. This adds an extra layer of choice when placing your Perks. Does your Guild want to go after a set bonus? Do you prefer to just choose the best 5 perks? It is up to you. Since I used Fortune in the example above, here is
    Fortune's current set bonus (which is acquired by slotting 4 Fortune perks):

    • Increase Critical Chance by 5% in Operations and Flashpoints
    • Increase Efficiency and Critical Chance for all professions by 2%

    There are also two types of Perks, Core and Cycling. Core Perks, such as Summon Guild Bank, typically only cost Credits and are always available. Cycling Perks are typically more powerful with higher requirements, and are only available for a limited time. Our current plan is that they will cycle every couple of weeks or so. This gives us a
    lot of flexibility in being able to introduce special, powerful, limited time Perks!

    Let us know your thoughts on Guild Perks! We are really excited about this system as it really gives players the power to tailor their Guild to be exactly what they want.

    -eric

    Tentative list of some upcoming Guild Perks (this is not a comprehensive
    list, expect changes to these before launch including removal):

    Spoiler anzeigen


    Group Resurrection - Grants an ability to all
    guild members which resurrects your entire party. Can only be used
    outside of combat. 6 hour cooldown. 14 day duration.
    Summon Guild Bank - Summons a guild bank for the player. 15 minute cooldown. 28 day duration.
    Cleanse Negative Effects - Remove all negative effects from the player. 6 hour cooldown. 14 day duration.
    Movement Speed Boost - Increases speed by 10/20% for one hour. 6 hour cooldown. 28/14 day duration.
    Stat Boost - Increases Damage or Crit or Mastery or Endurance by 3/5% for an hour. 6 hour cooldown. 28/14 day duration.
    Passive Stat Boosts - Increase Endurance by 6/9/12% or Mastery by 4/6/8% in Flashpoints or Operations. 28/28/14 day duration.
    Increased Energy Regeneration - Increases energy regeneration by 3% for 1 hour. 6 hour cooldown. 28 day duration.
    Increase Received Healing - Increases incoming healing by 3% for 1 hour. 6 hour cooldown. 28 day duration.
    Profession Research/Crit chance bonus - Increases Efficiency or Crit
    Chance for all professions by 5% for 1 hour. 6 hour cooldown, 28 day
    duration.
    XP Increases - Increases experience gains by 3/5/7%. 14/14/28 day duration.
    CXP Increases - Increases Command experience gains by 3/5/7%. 14/14/28 day duration.
    Rep Increases - Increases reputation gains by 5/10/15%. 14/14/28 day duration.
    Conquest Point Increase - Increase conquest points awarded by 10/20%. 14/28 day duration.
    New Mount Skills - Adds a shield/AoE knockback/speed boost ability usable while mounted. 14 day duration.
    New Conquest Objectives Adds new Conquest objectives to your available
    list, based on which type of game activity you like doing. Can add
    Flashpoints, Operations, Warzones, GSF, or Crafting objectives.
    Harvesting Yield - 5/10/15% chance to gain more items while harvesting.
    Also can grant Reinforced Components (required for high-tier guild
    perks). 28 day duration.
    Reduced Harvest Time - Reduces time to harvest nodes in the world by 15/30/45%. 28/28/14 day duration.
    Crew Skill Efficiency - Increases efficiency for gathering/mission/crafting crew skills by 3/5/7%. 28 day duration.
    Crew Skill Critical - Increases critical chance for gathering/mission/crafting crew skills by 1/2/3%. 28/28/14 day duration.
    Crew Skills - Increase harvest yield, harvest time, gathering efficiency, and/or crit chance for Crew Skills.
    Sprint Speed - Increases sprint speed by 50/75/100%. 28/28/14 day duration.
    Mount Speed - Increase mounted speed by 10/15/20%. 28/28/14 day duration.
    Decreased Quick Travel Cooldown - Decreases cooldown time by 60/90/120 seconds. 28 day duration.
    Ossus Daily Quest - Adds Reinforced Components as rewards for Ossus repeatable quests. 28 day duration.
    Reduced damage while stunned - Reduces damage while stunned by 5/10%. 28 day duration.
    Increased group content rewards - Increase XP, CXP, and Rep in
    Flashpoints/Operations/GSF (and Valor in Warzones) by 5/7/9%. 28 day
    duration.
    Increased adrenal/stimpack duration - Increase duration of adrenals and
    stimpacks in Flashpoints/Operations by 10/20/30%. 27 day duration.
    Increased Ops crafting drops - 5/10/15% for crafting kit to drop from bosses while in a guild group. 28 day duration.
    Cost Reductions - Reduce cost of GTN Commission or Repairs,by 5/10/15%. 28 day duration.
    Increased AoE Loot Range - Increase the range at which enemies can be looted by 50%. 28 day duration.


    Quelle

  • Hier mal nen Youtube-Video wo mal einiges gezeigt wird und wie ich das so gesehen habe , kommt auch wahrscheinlich endlich das Member-Log :thumbup: , wo man Austritte usw sehen kann, nicht vergessen das dass noch alles vom TC ist und sich unter Umständen noch ändern kann :

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  • Das ganze kommt mir ein bissel so vor wie zu Ende von SWG , fast alles was sich die Spieler gewünscht haben kam nach und nach auf die Live - Server .

    *Setzt sich den Aluhut auf* Das Ende ist nah :D .

    Allerdings ist das für mich immer noch viel zu wenig um für SWTOR nen Abo abzuschliessen :| .

    Aber was will man auch erwarten , bei vielleicht noch einem Dev der vermutlich sogar nur Teilzeit arbeitet ;) .