Log in

View Full Version : Guild Halls


LaurnaRose Fauldorn
08-09-2007, 11:57 AM
<p>Not really sure where this should go.  Since they are looking for our ideas for guild halls, I thought it would be nice to put all our ideas in one nice neat thread for their viewing pleasure. </p><p>A guild hall should be purchaseable by all guilds and the size should be based on the level of the guild.</p><p>Guild halls should be located in an area of each city that is not highly guarded by city guards and easily accessable from the outside (near thieve's way zone-ins come to mind) or they should be located outside of the current cities so that oppositely alligned guid members still have access to the guild hall.  </p><p>Guild halls should have unlimited vending slots and the guild leaders should be allowed to dictate what guild classes are allowed to place vendors in the guild hall.</p><p>Guild members of opposite allignment than the guild hall is located may still use the guild vendor slots.</p><p>Guilds should be allowed to commission NPCs such as a banker, a broker, and a crafting merchant (sells fuel/recipes).</p>

Sunkais68
08-09-2007, 12:06 PM
I actually agree with every one of your ideas. I think also that if the guild has a cape, their logo should be hanging from banners hung from the castle, just as a nice touch. As long as it's somewhere decently unguarded and accessable by characters of either alignment, it'll be good. We need vendors mostly.

Silverpaws
08-09-2007, 12:23 PM
Im pleased it will NOT be in the harbor or efp.  It was totally unrealistic to have a door to a hall and magically, your freeport/qeynos guildmates are there too.  A portal or bell is the right way to go. <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=266139#2921942" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...=266139#2921942</a>  /smirk Halls should have increasingly better things inside based on the guild level of the guild. 

Bozidar
08-09-2007, 04:32 PM
<p>IMO, NPCs (servants) would be an awesome idea.</p><p>guild level 10, you get a mender, and an NPC who sells food/drink/crapgear stuff.</p><p>Guild level 20, you get a fuel vendor, and a tradeskill book seller.</p><p>Guild level 30, you get a banker, and some kind of city merchant?</p><p>Guild level 40, a Broker (note, note a marketboard, a live broker), and your tradeskill guy can sell books from the DOF expansion now, throw in a new type of city merchant.</p><p>Guild level 50, you get an Achievement NPC, and your tradeskill guy can sell books from the KoS expansion.</p><p>Guild level 60, new city merchant?  I dunno.. running low on ideas here!  How about a language NPC to sell you all your city languages?</p><p>Guild level 70, you get a private dock, a bell, and a guy to sell tickets.</p>

Wilde_Night
08-09-2007, 08:12 PM
There is a larger thread dedicated to Guild Halls at - <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=375433" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=375433</a>

Peysel
08-10-2007, 01:26 AM
A noticeboard where we can leave notes for all guild members to read when they click on it.  An example of usage might be a note requesting someone harvest a particular type of raw for the raws storage area.  Another example might be requisitions for armour, or boxes or something else a player needs made by a guildie .  This would improve communications and be an aid to helping eachother when we are not all online at the same time.  It could even be useful to the busier guilds who may have several ongoing events that members would want to keep track of.  These noticeboards could be made by carpenters <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />  A couple of special tapestry recipes for the guild Tailor or Carpenter (I'm a carpenter but imo it should be tailors who make them - rugs too!) that bear the guild logo (as seen on the cloaks perhaps) would be great. A Fridge or food storage furniture item that all guild members could access, with a very large number of slots to accomodate the varying provisions needs classes and levels have.  I would suggest there be a 'page' for each tier, like how there is a guild bank 1,2,3,4 for example. Another type of food storage item might be one that holds all provisioners raws and fuels, (including the loams they sometimes use) unless the fuels would all be stored in something else. Weapon racks and other types of containers currently used for broker selling, could possibly be adapted to make something similar that when placed in the guild hall can be freely accessed by the guildies, perhaps with similar locking abilities as the guild bank has when set. These are just some things that came to mind.  I'm looking forward to this so much!  One thing I hope guild halls can have is an area outside, with sky.  We could make our own gardens, and we could finally use that stone furniture!  A small river for swimming practice would go nicely.  Training areas, where we could practice our combat skills, raise slashing or crushing after changing weapon types, and even a special mat where members can spar (with no armor costs) if they wish.  Useful if you haven't played a particular class for a while and need to get back into the feel of things.  This could be indoors or outdoors. A goblin gambler vendor, who should not speak until spoken too, stick him with the keg of beer and you're good to go. Stables - nuff said Postbox. Crafting writ giver, complete with the desk/notepad that lets you start it <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> Visitor access to certain areas (perhaps not on pvp - but it would be great on pve), perhaps an outdoor area for them too.  Guild leaders and officers should be able to specify which type of visitor various doors will allow. Guild Pet - a special pet that can be trained by the guild and used to fight against another guilds pet.  Perhaps a special mini-arena area could be set aside for this with some sort of betting system.  Only one pet per guild would be allowed, and winners could take home a trophy for their trophy room???

Naithachal
08-10-2007, 05:39 AM
<p>A workorder NPC where Guilmembers can place orders for the Guildcrafters. For example you give the raw materials to the NPC and select the Item you want to be created. Any Crafter of your Guild can then go to this NPC and check for Orders. The Crafter wo did the Order should not get any Items in his inventory instead the Items would be taken directly from this NPC when the crafting process takes place. The final Item then lands on the NPC and only the Guilmember who deposited the Order can fetch it. Propably for a Price (price of the raw's used for the Crafting process) which goes to the crafter. </p>

Mr. Dawki
08-10-2007, 10:08 AM
<p>nevermind put it in the other guild halls thread</p>

Bramwe
08-10-2007, 10:46 AM
You get an "Easy" button for everything.

NSchindler
12-08-2007, 12:53 PM
<p ><span>I have seen ppl posting about guildhalls taking away from activity in each city. I have thought about this and wanted to post my idea to keep the activity going in each city. Freeport/Qeynos are cities that are sponsoring these guildhalls, so I believe we need a mediator that comes into the guildhall once a month and gives use tasks to complete, so Freeport/Qeynos will outfit our guild with the ppl we need to run it. Let us call him the Freeport/Qeynos Ambassador. </span></p> <p ><span> </span></p> <p ><b><span>Freeport/Qeynos Ambassador</span></b><span> – Comes to each guild once a month and requests one of three random projects to be done each month. If projects are done, Freeport/Qeynos will grant the employment of all the ppl we will need to run our guildhalls for the upcoming month. If we do not do this we will still get the guildhall, guild housing, access to vaults and guild bank, but we will loose access to the rooms that require ppl to maintain them. </span></p> <p ><span> </span></p> <p ><b><span>Random Projects requested by the Ambassador</span></b><span> – These are all quest that have been setup in the game to be repeatable, so there is always something to do each for each guild. This will also keep people going to Freeport/Qeynos even though they can access most of the content through there guildhall. If the guild doesn’t do the tasks directed by the Ambassador they will loose access to the rooms below and will end up going to Freeport/Qeynos, but they will not loose there guildhall.</span></p> <p ><span> </span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Go to the jointing city “Freeport/Qeynos” and do X amount of writs. They need us to help the different faculties in Freeport/Qeynos with requests.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Go to the jointing city “Freeport/Qeynos” and do X amount of guild raiding writs. They need us to help combat major threats in Norrath and spread the fame of Freeport/Qeynos.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Go to the jointing city “Freeport/Qeynos” and do X amount of crafting writs. They need us to help keep there guards well equipped and up to date with the latest gear.</span></p> <p ><span> </span></p> <p ><b><span>People need to maintain guild rooms</span></b><span> – The only way to get access to all the rooms is by guild level, so at guild level 20 you get your first room. More things of course could be added, these are just some of the big ones I seen so far. </span></p> <p ><span> </span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Broker/Bank Manager get 1 room</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Servants through out the Keep “For cleaning, kitchen, bar, taking care of stables…</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Spell Caster gets one room, so he can maintain the power required to gate us or charge the portals that will gate us.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Menders/Trade Skill Merchants get a room big room many be even an instance, so we can setup the crafting stations. Note that Crafting stations will still need to be purchased through the city merchant and then placed into the instance.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Priest gets one room, so he can maintain the alters of the gods.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Guild Guards get a barracks, which will have the training doll.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>In addition, any other room they could require an attendant.</span></p> <p ><b><span> </span></b></p> <p ><b><span>Housing in the Guild Hall</span></b><span> – So bigger the house in the city “Freeport/Qeynos”. The bigger the house in the guildhall. This will allow every one to have access to the same size in houses. Why would I want to join a guild, if I am going to get an apartment and not a 4-bedroom house like I have in the city?</span></p> <p ><span> </span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Your housing in the guild depends on the size of your house in the jointing city. “Freeport/Qeynos” For example if you have an apartment you will only have an apartment size house in the guild.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Depending on your rank in the guild, you will receive a discount on city housing, so they can afford a bigger house and they still get something for rank. This could be setup for only officers and above. </span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Still need to pay for your housing in the city to maintain the house in you guild. This will help keep the activity going in each city.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>You will be able to access your personal vault by guild house or city house.</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Player Housing “doesn’t depend on the Ambassador”</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Trophy Room “doesn’t depend on the Ambassador”</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Guild Size “doesn’t depend on the Ambassador”</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Vaults “don’t depend on the Ambassador”</span></p> <p ><span><span>-<span style="font-size: 7pt;font-family: "Times New Roman";">         </span></span></span><span>Access to the guildhall “doesn’t depend on the Ambassador</span></p> <p ><span> </span></p> <p ><span>These are just some of my ideas and if you find you like them or can add to them please let us all know what you think.</span></p>