Typically I don’t do responding to community posts, but yours is surprisingly considered, and I have had additional thoughts after more testing.
You say that guild skills will make for a good resource drain. I’d agree that if the footfall alterations work as hoped, we’ll need a good coin-sink other than shop tax. But then why limit it to people in guilds? It would be better to make coin sinks that affect the entire player-base irrespective of play-style.
You say that the buffs are minor, but that’s exactly the excuse that lets big divides happen. Buffing one play-style over another because ‘it’s only a small buff and won’t really make much difference’ repeatedly soon builds up to be a big difference. Unless they’re planning on adding buffs you can ‘only’ get if you’re not in a guild…
Ok, but… why? Just because that’s the way other games work, it doesn’t mean that Boundless has to. If the multiplayer aspect of a game isn’t good enough that people WANT to engage in it without further encouragement, surely that’s an area that needs improvement, not just adding incentives.
And because every good post tries to offer solutions to presented problems: a personal observation / potential for improvement. As far as I could tell on testing (because I had nobody nearby to test with), guild skills have a flat costs. A much better idea would be to have the those cost based on the number of members, and then if you really want to keep '‘community incentives’, then fractionally reduce the cost-per-person based on the total number of members (capped, so it never becomes free). So, using example figures: Base Buff costs 200 per person. Guild X has 1 member, Guild Y has 5 members, and guild Z has 50 members.
The maths would be something like:
(base_cost * ((100 - max(number_of_members, 50)) / 100)) * number_of_members
.
Guild X pays 198 (198 per person)
Guild Y pays 950 (190 per person)
Guild X pays 5000 (100 per person)
That would enable much fairer access to game features without forcing a play-style. And yes, I do understand there would be things to work out, like (Why wouldn’t everyone leave the guild, trigger the buff and then join again), but that doesn’t mean there aren’t solutions.