I think a lot of core mechanics need to be implemented before hand. At the moment the only point for a guild is a social aspect of the game and it’s incredibly important to find a community that enhances your play time. We have a huge actual lack of content, game wise, and especially guild wise.
Just like Territory Wars is in development obvious systems to enhance it through guild functions can be too. Whether guilds can provide extra mechanics like buildings and structures that give minor to great advantageous buffs. To creating resources that can help on the battlefield either for Territory Wars or everywhere. The options are quite exciting. IMC is definitely aware of War of Emperium. Aiming for a system with purpose and intertwining mechanics that help immerse people and integrate themselves into the world should be your goal.
Outside of Terrirtory Wars, Guild Warring is pointless and aside from creating grief. I am for a system that promotes PvP. The involvement of a Guild Towers is extremely limiting. It’s needed for declaration and when it’s destroyed, it’s the sole announcement declared to the server as a “psuedo” victory. There’s no determined victor and no point system. A Guild Warring system between two guilds can be for entertainment and extremely successful on that value alone. There doesn’t need to be a reward system but obviously minor scoring or things like trophies/banners showing victories can be enough reason and a nifty cosmetic for a Guild Tower. Usually competition is enough and guilds who want to feud should be able to whenever.
If a broader mechanic towards warring between two guilds is pushed please make sure that it’s OPTIONAL.
By default your guild should be declared as Neutral. If you’re interested in warring just like Territory Wars the toggle should be to declare hostility. There should be a timer when you declare hostility, to allow other guilds an opportunity.
There’s been complications before and it’s imperative to protect guilds that wish to be peaceful. Open world PvP and griefing go hand in hand and honestly the function should of been inverted long ago.
As far as current mechanics, my personal qualm is with the current storage system and distribution system is in a bad spot. The new chests system requires trades for guilds that prefer to reward contribution. The example being the the Guild Leader opens the chest and has to manually distribute the resources through the trade window.
We just reward a chest chance per participant at Guild Missions, but we chose this option to protect the use of trades. A more controlled system to utilize material distribution can help greatly with over all health of a guild player base and future mechanics you’d like to implement. It promotes unity and should be a tool that rewards people who want to come together and improve a guild mate’s experience. Taxing your players to use your trades when simply people want to help their guild mates or friends is one of your most unattractive systems no matter how much you try to justify it because of botters, sellers and IMC profit on tokens. Raising the cap on trades is a simple fix and please be generous on the amount if that solution you ever pursue.
If guilds were to get crafting, materials should be storable and distributable. Maybe when we get professions in the game or at least systems that intertwine with multiple functions a storage function can be a proper tool.
Guild Wars 2 has an amazing Guild Hall function, with only tying one profession as a cosmetic silver sink. Costs money to level, costs resources to build. Materials you can donate are controlled by a limited list but it’s for expanding buildings, and making wonderful furniture, statues and even platforms It is a great way to add another silver sink into the game that helps create objectives for a community. It adds value to the economy and ToS has an inflation on useless resources. You have a great foundation to start making better systems that work together.
As a minor note I’d like to see changing guild emblems be quite cheaper, 6, 4 or 2 Million. I realize inflation is something you want to combat but I think people who frequently swap icons will be willing to spend more money than never because of how high it costs. We have variants of our emblem and would like to display creativity at a more affordable price.
edit: This is something that I completely forgot about, increasing rewards based on participation is what I want to see more of inside and outside of guilds. I’m more for the idea who shows up to Guild Missions, should be rewarded for their playtime. It’s the same thing with World Bosses, where ranked cubes obviously have better chances, but I digress. I’d like to see players get rewarded more for their time and correlate minor rewards for everyone through guild missions.