Quote Originally Posted by Teakwood View Post
Blaise - do you have any design ideas as to what could fill in the currently wasted potential that'd be worth the premium-cost dev time available before "once 2.0 is stable"? I know /I/ don't, other than ambiguously "moar storyline plz", but I'm legitimately interested in other peoples' design suggestions.
Forgive me if I implied any worth "before 2.0", but I certainly feel they can and should do so much with guilds in the future.

First, and most obviously, is storyline quests. I'm disappointed that there are only 3. A guild is a prime candidate for building an involved side-story. Adding up all the guilds, that is a lot of storyline potential that can keep people interested a long time. Requiring a certain progression in the main story to even begin these few quests only hinders the potential.

Guilds can also have advancing ranks, or reputation, opening a player up to better benefits for being involved in the guild as they progress through the class quests. Kinda like a mini-company, I guess. Also similar to how the guilds in the Elder Scrolls games progress, for those who are familiar with them.

And if story quests weren't enough, they could even introduce guild-specific leves or quests that can be done to increase the reputation even further.

Guild marks can also be used in a greater capacity than currently. I get so many, but currently have little use for them. Why not have unique (but not OP) class-specific gear that can be purchased with guild marks? For example, as a Pugilist, I could focus on evasion, or I could focus on raw power. Class-specific gear acquired through the guild could be designed to emphasize those. It doesn't even have to stop there. Food, traits, buff scrolls, and more!

Did I read something about titles in the future? That could be another player goal associated with guilds.

Ultimately, I feel that they are currently building Company content the way they should have built guild content.