guild-functionality

Latest

  • Elder Scrolls Online struggles with downtime and disables guild functionality

    by 
    Justin Olivetti
    Justin Olivetti
    04.02.2014

    Smooth, polished, and... offline? Elder Scrolls Online's NA megaserver was down for the better part of today for "inventory-related issues," although these have been addressed and the game is back up and running after over 12 hours of work. The devs pushed out a small patch when the server came back up that fixed various issues, including broken quests that blocked player progression. It also appears that guilds have been neutered for the time being: "All guild functionality has been temporarily disabled. We will notify you when it has been turned back on. When guild functionality is returned, all guild-related tools and functions will be as they were before we turned them off." One bright spot for the day is that the Elder Scrolls Online soundtrack is now available on iTunes. [Update: ZeniMax just announced downtime for the EU megaserver.]

  • Star Wars: The Old Republic looks to the future [Updated]

    by 
    Matt Daniel
    Matt Daniel
    12.13.2011

    You may think that now that Star Wars: The Old Republic's early start underway and moving nicely, the developers over at BioWare are sitting back and enjoying a celebratory glass of champagne (or bottle of whiskey). You would be wrong, however, because a new post on the official site shows that BioWare is already looking toward the future. But what can players expect from the future of The Old Republic? Guild functionality is high on the priority list, and players can expect everything from guild banks to guild capital ships in the future. UI customization is also "a very big priority" to BioWare. The studio also has "an entire team dedicated to adding content and features to [PvP]." The space system, the legacy system, and the galaxy as a whole are also on board for future updates. For the full details, just head on over to the official SWTOR site. [Update: The team has also just posted an address to those who are not yet part of the early access pre-launch. We've included the contents of the message behind the break. Thanks to Onyx for the tip!] Star Wars: The Old Republic is finally here, and the Force is with Massively! We've prepared a Hutt-sized feast of class introductions, gameplay guides, lore roundups, and hands-on previews to help you navigate the launch period and beyond. And don't forget our weekly SWTOR column, the Hyperspace Beacon!

  • RuneScape launches clan support

    by 
    Jef Reahard
    Jef Reahard
    04.12.2011

    The long-running browser-based MMO known as RuneScape has a new (and long-awaited) update in store for its loyal players. Today marks the addition of clan support to the free-to-play fantasy title, and the patch offers a number of tools to assist players in organizing and maintaining the RuneScape equivalent of the traditional MMO guild. The latest game update from Jagex features new clan chat channels, a new clan camp social hub area on the world map, and customization options including mottos, motifs, and colors (which are evident on clan capes and a territory marker known as the vexillum). Jagex has also added clan-specific gameplay content in the form of rated clan wars, allowing for clan vs. clan challenges and associated leaderboards. Finally, Jagex is gifting each clan with a personalized web presence including public and private forums, stats, and membership details. More information about RuneScape clans is available at the game's official website.

  • Cataclysm: Guild cap revised, now 1,000 members

    by 
    Mathew McCurley
    Mathew McCurley
    10.08.2010

    After a very vocal community outpouring and harsh response to Blizzard's announcement that guilds would be hard-capped at 600 members, the policy has been re-evaluated and the cap has been raised to 1,000 members per guild in patch 4.0.1. While there are not a huge amount of guilds that go over the 1,000-player limit, those multitudes of players came out in anger over Blizzard's decision to set a hard cap. Now, with that cap raised, these guilds may potentially fall under the new rules, keeping their organizations intact. Hit the jump for the full announcement.

  • Cataclysm: New 600-member hard cap imposed on guilds

    by 
    Fox Van Allen
    Fox Van Allen
    10.05.2010

    Large guilds face a certain number of unique challenges. Beyond the usual demands of leading large numbers of players, guilds with memberships greater than 500 have an unfortunate tendency to break the guild interface. Up until now, this has been more of a nuisance than anything else -- Blizzard has never imposed a hard cap on guild membership. (WoW Insider's very own guild, <It Came from the Blog>, stands at 1,100 members, for example.) Blizzard was keenly aware of the problems that these large guilds suffered, promising earlier in the summer to address them for Cataclysm. Well, not-so-great news, members of giant mega guilds: Blizzard is effectively throwing in the towel on large guilds and imposing a hard cap of 600 members effective the moment patch 4.0.1 goes live. While the official blue post by Mumper says this will have no effect on 99.9 percent of guilds, this move could effectively devastate the remaining 0.1 percent. The full text is available after the break.