SWTOR Guild Leveling, Guild Parks and Conquest Changes in 5.10
Bioware has given some details regarding guild leveling, guild perks and conquest changes in Patch 5.10.
|Guild Leveling in 5.10 | 11.09.2018, 05:11 PM|
In Game Update 5.10 we will be introducing a brand new system to the game, Guild Leveling. Guild Levels tie heavily into both Conquests and Guild Perks, so please look out for forum posts on both of those other topics to get the full picture of what is changing! Fair warning, there is a lot of information to cover so expect a fairly long post.
Here is a TLDR for you: Guild Levels are earned via Conquest Points. As you gain levels you can slot perks into your Guild Ship to provide a variety of benefits, leveling also gives you new benefits for XP, CXP, and Reputation gain.
What is Guild Leveling and How Does it Work?
Guild XP is earned by players in the Guild earning Conquest points. Players will earn 2 Guild XP for every 1 Conquest points earned. Ex: If a player reaches their Personal Weekly Conquest target of 15,000 Conquest points, they would earn 30,000 Guild XP for their Guild.
Currently, there is a weekly Guild XP cap of 8,000,000 (or 4,000,000 Conquest points worth). We expect that our very large Guilds will regularly hit the cap, but the majority of Guilds will not.
Every time a Guild levels up, a few things happen:
In a moment we are going to share some key breakpoints that exist in our plan for Guild leveling. We built these targets with two key pieces of information. The current amount of Conquest points that Guilds are earning across all yield sizes and the continued potential for Conquest point gains based on the additional Conquest changes coming in 5.10 and the added Conquest point potential from Perks.
For context on XP vs Leveling, going from level 1 to level 2 requires 1,000,000 Guild XP. Going from 2-3 requires another 1,010,000 -or- 2,010,000 total (for the math lovers out there, this curve is not necessarily incremental). We expect that Guilds which are hitting Small Yield Planetary targets will be gaining around 3 or so levels a week. This can vary greatly based on Guild size and activity.
Here are some key breakpoints:
We know that some of you may do the math on average levels per week and the breakpoints of some of these benefits and be concerned. This is one of the reasons we are also introducing a cap. We want to show you the breakpoints so that you know that this is a system with a long tail on it, that we intend to support for a long time going forward. Guild Leveling isn’t meant to be something your Guild can do in a week and then just ignore. We want to be able to provide something new that your Guild can be working towards every week!
Also, by having a cap we know the pace that the fastest possible Guilds can level. This allows us to plan when and how to introduce perks into economy. Definitely take a look at our Perk post to get your head around how Perks can affect your Guild.
This is a lot of information to digest. Please, let us know your feedback!
|Conquest Changes in 5.10 | 11.09.2018, 05:36 PM|
With all of the Guild Changes coming in Game Update 5.10, we also wanted to make some changes to Conquests. As you will learn later today on PTS, Guild Leveling and Perks are tied directly into Conquests, so there is no better time than this update to make some changes.
Please let us know your thoughts as Conquests are a big part of the Guild changes in 5.10. Thanks everyone.
|Guild Perks in 5.10 | 11.09.2018, 05:37 PM|
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?
What are our Goals for Guild Perks?
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?
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:
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.
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.
Tentative list of some upcoming Guild Perks (this is not a comprehensive list, expect changes to these before launch including removal)