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With all the concern lately about alliance sizes, alt guilds , I'd like to see a discussion here solely about Guilds, Alliances and some new systems I'd like implemented with NAPS and Wars.

Albion Online Guilds, Alliances, NAPS and Wars

With all the concern lately about alliance sizes, alt guilds , I'd like to see a discussion here solely about Guilds, Alliances and some new systems I'd like implemented with NAPS and Wars. I have my own ideas I'd like to bounce around everyone here and see what you guys think. I'm adding some quality of life changes as well.

 

Remove alliances from the game. This will be replaced with a new system that will allow you to set Allies.

 

GUILDS

Guilds now cost X amount of silver to create. This means in the millions, something around 10 million for example.

 

Introduce a World of Warcraft like guild creation system. This means you must have a certain amount of signatures to create a guild. For example 10 people have to agree to making a guild and sign to it before the guild can be created.

 

After leaving a guild, you may not join a new guild for 3 days. This will make players think very carefully about their decisions.

 

Your guild must pay a weekly tax to exist in the world of Albion. You will see the timer in your 'G' tab that will tell you when these payments will happen. Once the timer hits 0, it will take the money out of your guild bank and start a new week. If you fail to pay the fee, a disband timer will commense and after 'X' amount of days the guild will automatically disband. If your guild doesn't have the sufficient amount of money after the timer hits 0, the price you must pay will go up from that point up to the day of disbanding.

 

Guild cap remains at 300, however instead of it being 300 players, it will be 300 accounts. This way you can have all your characters in the same guild without taking up guild slots. Credit to @Kilp for that idea, unless someone else came up with it but I believe he did.

 

These 5 changes should help get rid of the problem of alt guilds

When inspecting a Guild, the Guild Master's name is shown to everyone to make contacting other guilds easier.

 

The Guild Master may change the permissions of the ranks in their guilds.

 

ALLIANCES

You may set specific guilds to be your allies but you wont be under the same tag anymore

 

Your guild decides who you ally with and a guild that you are currently allied with can ally a guild that you are not allied with. Example since that seems a bit confusing: KDS allies Red Army. Red Army allies Money Guild. Money Guild is not allied with KDS unless they ally each other.

 

Alliance chat remains but is changed a bit. Since you can only chat with the guilds that you are allied with, there is an option when creating a tab that will let you choose which Guilds you would like to speak to in this tab. You can include all guilds your allied with or a single one. Also there will be an option to show guild tags before the players name.

 

You cannot schedule a GvG against a guild that you are allied with.

You may invite allies to GvG for your guilds fights.

You cannot kill allies.

 

Guild Master's must sign an agreement(basically like checking a box or something of the sorts) and invest money into being allied with each other. Read NAPS to learn more about this system.

 

Allying another guild will have a base cost, 5 million albion online silver for example on creation on top of the silver they are investing into the alliance.

 

The way this whole interaction works is by meeting at a NPC that both Guild Master's will click on and start the process between each other. At this NPC you will also be able to see ALL current Allies and NAPS in the game.

 

Albion Online Guilds, Alliances, NAPS and Wars

 

So you might be asking. Klien, how does this help stop people from making giant alliances? Well that answer is actually quite simple. Lets take Zerg or Envy for example. Most guilds in both alliances did not enjoy being in such a large alliance in the first place. No one ever wants to have to deal with this type of situation, so I'm proposing a way to combat it. With these changes, there is no longer a single guild in charge of an alliance because being allies is a mutual agreement. This system supports more so the guilds that want to be allied for the long term and want to support each other. I promise you that there is guilds in both Zerg and Envy that didn't want to be allied with one or the other. So lets point down why this issue came to be. The game was getting into a boring state. There just wasn't much to do in terms of content so this caused guilds to join one of the mega alliances to have some fun. There was 3 major reasons for joining either side, 1 is because people were bored, another is because they were forced to because of their position on the map and lastly because they wanted the other side dead. If you have to go through the process I've recommended for each guild you will ally with on top of paying the cost, you best bet that guilds are going to choose very carefully who they ally with. Ultimately though, this is a game where the players make the decisions and decide for themselves how the world is handled. If there ever comes a large group of people that want to attempt to be the dictators of the game, then so be it! Alliance system or not they will try to do it. At that point you have some European history repeating itself in Albion and if you know your history, you know how it ended each time.

 

NAPS

You can now set a NAP with another guild that will make it unable for either guild involved to schedule a GvG against each other. A NAP may be created and broken by Guild Master's.

 

There will be an in game mechanic for both Guild Master's to sign (really just click a button) an agreement. In this agreement they can choose a certain amount of silver to invest into this NAP.

 

If a NAP is broken without both Guild Master's signing the contract again and disbanding the NAP, the guild that breaks it must pay the silver that their side invested into the NAP.

 

Example: KDS has a NAP with Eight Team. Both sides invest 5 million silver into a NAP and sign the agreement. KDS breaks the agreements and therefor the 5 million silver put into the agreement from KDS is transferred to Eight Team and Eight Team gets their 5 million back as well.

 

If the NAP is ended peacefully by both Guild Master's, each guild gets back the silver they invested into the NAP.

 

The way this whole interaction works is by meeting at a NPC that both Guild Master's will click on and start the process between each other. Breaking the NAP is also done at the NPC. At this NPC you will also be able to see ALL current Allies and NAPS in the game.

 

Some people are going to ask, do we really need a formal NAP system in Albion online? To that I say, why not? In Albion Online, if you are playing the political game, you know that a system like this would be a giant relief and would also be exciting to have. At the moment its just like, "hey we wont attack you if you don't attack us...okay?? haha".

 

WARS

In order to schedule a GvG against another guild, you must declare war on them. This is also done at the NPC involving Allies and NAPS.

 

When declaring war on another guild, you have made them red to your guild at all times. This means in green/yellow/red/black (or whichever zones will stay after the map rework) both guilds will be able to attack each other at any time, flagged or not. You could exclude green zones but I left it in there because I like the idea.

 

This also means in yellow zones you may kill each other.

Cities would still be a safe zone for everyone. Or there could be black zone cities that would be unsafe for guilds at war? Its a possiblity.

 

Maybe have a cap on how many wars you can declare at a single time(kind of like black desert system, also goes hand in hand with the new criminal system)?

 

On a side note, I also thought of maybe having it so that 2 or 3 other people from both guild's excluding the Guild Master, lets say Right Hand's for example, must be in attendance when creating an Alliance or NAP. This would work the same way the Guild Master's signing would work, both Guild Master's would sign that they agree and once all 4 or 6 other members sign that they witnessed this so to say, the Alliance or NAP is complete. This goes hand in hand with avoiding the current system of everything being able to be done so easily and quickly with no repercussions.

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