View Full Version : Guild Housing Needed
Sakar
03-25-2006, 02:54 AM
<div><p>Hello,</p><p>We need guild housing - not just apartments that some character rents and makes available to other members. The best example of good guild housing is AC1. Guild housing is important for many reasons but most importantly camaraderie. When a guild organizes activities they should have a common, easy to reach place to start whether it is for a monthly guild meeting or a raid. Guild members should have a place that they can hang out with their fellow guild mates any time of the day or night as well (not just in guild chat). Here are some thoughts:</p><p>1. Each guild member should be able to portal to their guild house. Locate the portals within the various towns surrounding the two major cities. A guild portal would be tied to a particular town and players could use their re-locatable "Call of Quenos/Freeport" to get to that town and then run to their guild house portal. Separately, another spell could be used such as "Call of the Guild House" to directly portal to it instead. The first option one keeps everyone in touch with the various towns and new players (hint new recruits) and does not create "ghost towns".</p><p>2. The guild house should be located within it's own instance, but have both an inside and a limited outside to it. For example, a guild house could be on an island overlooking the ocean or within a valley surrounded by a forest/mountain range. The outside grounds would be open and spacious allowing the guild to have a meeting outside or just to allow a player to stroll the grounds and look around. Having both an inside and outside makes the guild house interesting and a fun place to hang out. The dev's could even go as far as adding a few mobs on the outskirts for variety based on what the terrain resembles (snakes in a Feerott style jungle for instance).</p><p>3. The type of guild house would be chosen up front by the guild leader as well as the location. For instance, a guild may desire a castle style house high up on a cliff overlooking some ocean or an Antonican style house deep within some woods or even some type of large hobbit dwelling nestled within rolling grassy hills. These could be either pre-designed by the dev's or better yet would would have a full design interface (ala new character design) that the guild officer could pick and choose from (location, type of house, number of rooms, forest, lake, ocean view, etc). I favor the second one as it really makes the whole guild house selection very personal the way the guild wants. Since it is an instance it makes no difference if everyone chooses the same look and feel - hehe no home owners association here - <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />.</p><p>4. Crafting stations could be added to the guild house (every type) as well as attracting a permanent NPC vendor to buy ingredients from and sell to. In addition, a guild market board would also be locatable within the house to allow guild crafters/members to buy and sell to other players.</p><p>6. A guild house treasury would also be available (independent of the guild bank) to allow guild members to store resources, etc for the crafting stations or just loot. Access permissions would be the same as the guild bank.</p><p>7. The initial cost and size of the guild house would be based on the guild rank and what members are willing to pay for cost/upkeep. Guild crafters would still be making rent reducing furniture to make their guild home cozy and would have access to new formulas for outside furniture such as fountains, patio furniture, statues, etc. HOWEVER, the cost for the guild house and it's upkeep needs to be reasonable otherwise only the wealthiest players on the server may take advantage of guild housing. Every guild at some minimum rank should be able to afford a house and if willing, pay for a really great place!</p><p>8. As a guild climbs in rank, they should have the ability to upgrade their house or location - say one time only. This way they can start out with a rather limited house and upgrade to that dream castle in the future.</p><p>Any comments or suggestions?</p><p>Sakaran</p></div>
Solkarr
03-25-2006, 03:10 AM
<div></div>cool ideas, although the teleporting to it seems unlikely. but a great dream/wish list, and very attractive ideas.
ncrawler
03-25-2006, 03:55 AM
some off its a great ide, but alot customizing that wuld never happend <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />and I wuld rather see this beeing something you culd buy when your guild hit 50/60 or so, as a finley rewared for you task for the city, so you must work for it and not get one as soon you reach guild lvl 10<div></div>
Astery
03-25-2006, 10:37 AM
yay, i like it!Good old AC1 times <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />))))))))))) allegiance/mansion recall
<div></div><p>I really like this post and think the OP has some great ideas. Although our guild has a guild house, I don't get that same sense of comraderie that I felt in a game like my beloved AC1. I like the idea of being able to purchase a guild mansion outside in the wilds somewhere. This would be housing that a guild would really need to work on to buy and maintain. Having a recall ability to the guild house/mansion is a really neat idea and would give guildies a way of meeting up quickly.</p><p>Anyway, well thought out and written post. </p><p> </p>
koinor
03-28-2006, 06:04 PM
<div></div><div>this post didn't show up in my search so i made a new topic here</div><div> </div><div><a href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=gameplay&message.id=50115" target="_blank">http://eqiiforums.station.sony.com/eq2/board/message?board.id=gameplay&message.id=50115</a></div><div> </div><div>together there are great ideas and would make a wonderfull addition to the game</div><p>Message Edited by koinor on <span class="date_text">03-28-2006</span><span class="time_text">05:05 AM</span></p>
Aeroslin
03-28-2006, 09:05 PM
I'd like to see some of the implements put in for SWG... playermade cities for example. I also liked the idea of 'hiring' merchants to work inside the guild hall, or home, or store, or whatever you want to establish. A guildhall should have their own treasurer, ie banker, inside their hall. These should be perks of guild level advancement, not just having a new line of guild bank slots appear or additional pointless junk be available on the city merchants.<div></div>
Vicio
03-29-2006, 04:28 PM
Yuo know, instead of saying "bump", I'll just say something useful sounding.I would like guild halls to have teleports to all member's houses also.<div></div>
Maroger
04-02-2006, 02:21 AM
<div></div><blockquote><hr>Sakaran wrote:<div><p>Hello,</p><p>We need guild housing - not just apartments that some character rents and makes available to other members. The best example of good guild housing is AC1. Guild housing is important for many reasons but most importantly camaraderie. When a guild organizes activities they should have a common, easy to reach place to start whether it is for a monthly guild meeting or a raid. Guild members should have a place that they can hang out with their fellow guild mates any time of the day or night as well (not just in guild chat). Here are some thoughts:</p><p>1. Each guild member should be able to portal to their guild house. Locate the portals within the various towns surrounding the two major cities. A guild portal would be tied to a particular town and players could use their re-locatable "Call of Quenos/Freeport" to get to that town and then run to their guild house portal. Separately, another spell could be used such as "Call of the Guild House" to directly portal to it instead. The first option one keeps everyone in touch with the various towns and new players (hint new recruits) and does not create "ghost towns".</p><p>2. The guild house should be located within it's own instance, but have both an inside and a limited outside to it. For example, a guild house could be on an island overlooking the ocean or within a valley surrounded by a forest/mountain range. The outside grounds would be open and spacious allowing the guild to have a meeting outside or just to allow a player to stroll the grounds and look around. Having both an inside and outside makes the guild house interesting and a fun place to hang out. The dev's could even go as far as adding a few mobs on the outskirts for variety based on what the terrain resembles (snakes in a Feerott style jungle for instance).</p><p>3. The type of guild house would be chosen up front by the guild leader as well as the location. For instance, a guild may desire a castle style house high up on a cliff overlooking some ocean or an Antonican style house deep within some woods or even some type of large hobbit dwelling nestled within rolling grassy hills. These could be either pre-designed by the dev's or better yet would would have a full design interface (ala new character design) that the guild officer could pick and choose from (location, type of house, number of rooms, forest, lake, ocean view, etc). I favor the second one as it really makes the whole guild house selection very personal the way the guild wants. Since it is an instance it makes no difference if everyone chooses the same look and feel - hehe no home owners association here - <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />.</p><p>4. Crafting stations could be added to the guild house (every type) as well as attracting a permanent NPC vendor to buy ingredients from and sell to. In addition, a guild market board would also be locatable within the house to allow guild crafters/members to buy and sell to other players.</p><p>6. A guild house treasury would also be available (independent of the guild bank) to allow guild members to store resources, etc for the crafting stations or just loot. Access permissions would be the same as the guild bank.</p><p>7. The initial cost and size of the guild house would be based on the guild rank and what members are willing to pay for cost/upkeep. Guild crafters would still be making rent reducing furniture to make their guild home cozy and would have access to new formulas for outside furniture such as fountains, patio furniture, statues, etc. HOWEVER, the cost for the guild house and it's upkeep needs to be reasonable otherwise only the wealthiest players on the server may take advantage of guild housing. Every guild at some minimum rank should be able to afford a house and if willing, pay for a really great place!</p><p>8. As a guild climbs in rank, they should have the ability to upgrade their house or location - say one time only. This way they can start out with a rather limited house and upgrade to that dream castle in the future.</p><p>Any comments or suggestions?</p><p>Sakaran</p></div><hr></blockquote>Tell them they only just need to use the code from EQ1 with a bit of tweaking.
<div></div><p>^^^</p><p>Maroger, never played EQ1. Not sure if you are being sarcastic but did EQ1 have guild housing similar to what the OP describes here? I think the OP has some great ideas. Just saw another thread with a guild housing wish list as well. We all know that dusting off "old pieces" of code is not a trivial process nor is the OP asking the development team to do that. I think there are some great ideas here and we can all have wish lists can't we...........................:smileywink:......... ............ ?</p>
The other day I logged on to eq1 for a guildies birthday, and it was nice to once again see the guildhall full of people I've known since the early levels.In eq1 the guild halls are nice staging areas for guild groups and raids. They are also convenient because they have guild bankers, normal bankers, tradeskill stations, and merchants that stock the basics. They also have the regen hottub and a portal to most major areas.I don't know why the @#$% it is taking so long for eq2 to implement them. Unless they are holding them back as a feature of a future expansion. <span>:smileymad:</span><div></div>
Junkisfunk
04-03-2006, 11:33 PM
<div></div><blockquote><hr>Liol wrote:The other day I logged on to eq1 for a guildies birthday, and it was nice to once again see the guildhall full of people I've known since the early levels.In eq1 the guild halls are nice staging areas for guild groups and raids. They are also convenient because they have guild bankers, normal bankers, tradeskill stations, and merchants that stock the basics. They also have the regen hottub and a portal to most major areas.I don't know why the @#$% it is taking so long for eq2 to implement them. Unless they are holding them back as a feature of a future expansion. <span>:smileymad:</span><div></div><hr></blockquote><p>Wait! Guild housing for EQ1 can't be that old. I left about 3 to 4 months after LDoN and there were no guild housing. You speak as if it was put in a long time ago. Hmm...</p><p> </p>
Cynto
04-04-2006, 12:05 AM
<div></div><div></div><blockquote><hr>Junkisfunk wrote:<div></div><blockquote><hr>Liol wrote:The other day I logged on to eq1 for a guildies birthday, and it was nice to once again see the guildhall full of people I've known since the early levels.In eq1 the guild halls are nice staging areas for guild groups and raids. They are also convenient because they have guild bankers, normal bankers, tradeskill stations, and merchants that stock the basics. They also have the regen hottub and a portal to most major areas.I don't know why the @#$% it is taking so long for eq2 to implement them. Unless they are holding them back as a feature of a future expansion. <span>:smileymad:</span><div></div><hr></blockquote><p>Wait! Guild housing for EQ1 can't be that old. I left about 3 to 4 months after LDoN and there were no guild housing. You speak as if it was put in a long time ago. Hmm...</p><p> </p><hr></blockquote>LDoN Was about 5 EQ1 expansions ago, and over 3 years ago if memory serves me right. So in terms of MMO's go, thats a pretty long time ago. Guild housing came in after the GoD expansion, but not too much longer I don't think. So its been at least 2 if not nearly 3 years that they've had it, almost half the life of EQ1.<p>Message Edited by Cynto on <span class="date_text">04-03-2006</span><span class="time_text">04:05 PM</span></p>
Equinon
04-04-2006, 12:49 AM
<div></div><p>Love the idea of Guild Housing.......been begging for it for a year now. Played EQ1 and Guild housing has been there for over 2 years, probably more now. Guild housing didn't seem that hard of a task in EQ1 and with EQ2 being a more "advanced" version of the game, you would think it would be here already. My guess is the same as a previous post.......they are waiting for a future expansion. This would go the same for the Armor Dyes introduced with the Luclin expansion of EQ1. Obviously EQ1 is more advanced than EQ2 in many aspects, but hopefully EQ2 will "catch up" and offer these very nice abilities. EQ2 may have better graphics, more instances, more quests and a generally better gameplay (with the exception of all classes slowly become generic), but EQ1 offered some abilities that should have been in EQ2 ages ago.</p><p> </p><p>Add this to the wish list again......oh, wait........it's already on there. Bah, been there since LU9 ;P [Removed for Content]</p><p> </p>
DarkLegacy2005
04-04-2006, 02:51 AM
<div>I second this post</div>
Maroger
04-04-2006, 07:02 AM
<div></div><blockquote><hr>Equinon wrote:<div></div><p>Love the idea of Guild Housing.......been begging for it for a year now. Played EQ1 and Guild housing has been there for over 2 years, probably more now. Guild housing didn't seem that hard of a task in EQ1 and with EQ2 being a more "advanced" version of the game, you would think it would be here already. My guess is the same as a previous post.......they are waiting for a future expansion. This would go the same for the Armor Dyes introduced with the Luclin expansion of EQ1. Obviously EQ1 is more advanced than EQ2 in many aspects, but hopefully EQ2 will "catch up" and offer these very nice abilities. EQ2 may have better graphics, more instances, more quests and a generally better gameplay (with the exception of all classes slowly become generic), but EQ1 offered some abilities that should have been in EQ2 ages ago.</p><p> </p><p>Add this to the wish list again......oh, wait........it's already on there. Bah, been there since LU9 ;P [Removed for Content]</p><p> </p><hr></blockquote>EQ1 had a lot of fun things that EQ2 just doesn't have -- the big central room, the hot tubs, the teleporters, the armour dyes, the face command. I loved the armour dyes and buying the dye was expensive enough that you didn';t do it every day. Also you could experiment with the face and the armour dye without making a committment to change. I tried a lot of different colors and faces without every having to make one of them final.
Rappy
04-04-2006, 12:59 PM
Been wanting this for a long time myself. You could make the guild housing vary in styles in addition to some of the other options above.<ul><li>Desert sands tents around an oasis</li><li>Dwarven mine (one in lavastorm would look amazing)</li><li>Tree house</li><li>Stone Castle</li><li>Ice palace</li><li>Halfling house style such as those in RV</li></ul>You could place the zone into such environments in the various zones these could relate to, providing more use of some of the older zones.Just happy thoughts on the future <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>
Sakar
12-19-2006, 07:31 PM
<DIV>Hello, </DIV> <DIV> </DIV> <DIV> Just wanted to revist this thread. Guild housing has so many benefits to the player community and now that the EOF update is out the door, I think it is time for SOE to give it a serious look. Why should our guildmates just be a bunch of text in a chat window? True camaradarie comes from the virtual face to face as in RL. Anyone that has played the old AC1 game prior to and post guild housing - it made such as difference to the "family" feel of the game and I think contributes to long term interest.</DIV> <DIV> </DIV> <DIV>Sak</DIV>
Rarlin
12-19-2006, 08:23 PM
I love the ideas in this thread and hope that they are being seriously considered by the development team. Being on an RP server, this also has some nice thoughts for an RP environment for the guild...<div></div>
<P>I'd love guild housing. Mainly because right now the only zone I suffer from immense lag is the appartement we took in SQ as our "guild house". We need something that is bigger and better portalised or whatever occlusion system they're using.</P> <P> </P><p>Message Edited by Jenoy on <span class=date_text>12-19-2006</span> <span class=time_text>10:28 AM</span>
The Happyhawke
12-19-2006, 09:58 PM
<DIV>in the game guild wars the guild hall was on an island off the coast of the main continent, you could choose several styles of hall and island, in eq2 you could include venders brokers bankers crafters an arena etc, all you do is add a Bell on TS and Nek to this island that way everyone could get there easily, also they could add something simillar to a tavern where there are rental rooms off the guild hall so members can rent theyre own room within the hall, also a bind point option for the hall would be cool, to stop wealthy players sponging off this idea everything would need to be paid fore, to add a broker it costs 50pp to add a mender it costs 30pp to add a banker it costs something else, this would enable you to customise your hall and the surrounding island, the island wouldnt need to be very big just a beach a bit of forest then a mountain with a castle/hall on top, you could have something like a barbarian long house as one choice, a fortified castle as another, an enchanted spires sort of choice, too, also the custimisations could be added with guild levels, for example, at guild level 30 you can buy a hall, at 40 you can get menders venders and brokers etc and at 50 and 60 more stuff, like maybe an arena, or a druid ring or combine spires for wizzies and druids to send the guild out to do battle across the shattered lands, </DIV>
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