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Guild Perks
Posted: Thu May 15, 2014 8:49 pm
by Livnthedream
Has there been any open discussion on how we are going to handle guild perks?
http://www.reddit.com/r/WildStar/commen ... ion_chart/
Even that initial unlock of the xp flask is incredibly important when looking at Elder Gem and the conversion to money.
Re: Guild Perks
Posted: Fri May 16, 2014 6:47 am
by Zippity
I'ld assume the biggest thing to help members out would be the Flask Vendors, as they are a more consistant way for members to get boosts that help themselves as well as the guild... The Enhancer's only last 7 days, and I would personally think those would only be invested into only after the permanent perks are purchased...
I'm guessing it would all depend on how quickly we gain points to invest in each tier...
Zip
Re: Guild Perks
Posted: Fri May 16, 2014 7:31 pm
by Livnthedream
As long as we play together the currency used to unlock stuff flows like water.
Re: Guild Perks
Posted: Fri May 16, 2014 10:19 pm
by bbates024
I heard the guild currency is pretty easy to come by if everyone is grouping up. This is why I hate the thought of a 14 day lockout for a guild name. We want to be forming that guild day one and getting the currency flowing.
Re: Guild Perks
Posted: Sat May 17, 2014 12:24 am
by Soransis
Some of us plan on being high level before head start is over. I also dislike the idea of a 14 day lockout for a guild name. Unless of course we find out who has our guild name and they give it up so we are able to make the guild on day 1.