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View Full Version : Call to my guild.


Baccalarium
01-18-2009, 02:01 AM
<p>Perhaps this crafter related perhaps not, but it would be nice if crafters could make some call of the guild items, for when there are non-guildies grouped or raiding with a guild that has a strategist/flag that they would let those players use.</p><p>Some small number of charge items that you could hand out to those that needed during a raid to invite them to your hall to use the flag to go to next zone. They should be stackable so a handful of them can be kept available to hand out to the those that join you.</p><p>For guilds that are close allies, it might be nice for a crafter to be able to create a magic door like the ones you can buy with status, but when placed in someones house sends them to the guild hall it was crafted in.</p><p>All such items would still obey restrictions placed on access to the guildhall by the leaders of the guild.</p><p>Know its nothing game breaking, just seems like it would be handy.</p><p>Edit:  original post being misunderstood,  seems like more understanding after this longer one:</p><p><cite>Baccalarium wrote:</cite></p><blockquote><p>/shout They already have permission to use the strategist, the bells, and the druid ring in the guild hall. That is NOT the question.</p><p>/say</p><p>The issue is that our guildies can get to a new zone by way of the guild hall but can't offer that help to our friends and allies. We're a casual guild with casual groups and raids. Groups and raids are often with ally guilds, and friends of members that are not in the guild. We may travel to different zones as people both in and out of guild join and leave the group or the raid. Yes they can get to us, yes they can get to the guild hall. But while we zone to the hall in one step, they may have to travel many zones. I though it would be friendly to be able offer a ride to those friends and allies we're fighting with.</p><p>I'm sure I said raid too quick and many take that to be something much more formal and regimented than I'm referencing. Lets perhaps just stick with a group. You start a group, someone runs to the zone and drops a flag, meanwhile you get a couple non-guildies to fill up the group They happen to be allies that have a token item with them, or their guild has a magic door to your guild because you've given their guild one in the past. Rather than those two having to make their own way either to your hall or to the zone they pop over to your hall, and use your flag. Later when you choose a new zone to go to they can call to your guild with you and everyone can to the next zone together.</p><p>Since the call to the guild mechanic and guild hall doors already exist its hardly a completely new mechanic. The permisions for who can enter the guild hall and use the amenties are all the same. If you give a token item to someone that doesn't have permission to your hall, then it can do nothing when they try to use it. Tie it to the existing call of the guild timer to prevent it being abused as a alternate call of the guild.</p><p>Clearly I'm failing to communicate. Thanks for your time.</p></blockquote>

Deson
01-18-2009, 02:07 AM
I'd like the translocation beacons to have permissions so that anyone can attune to and call to them within permissions. The transport doors could also have lists that display the guild halls you have specific access to.

Kendricke
01-18-2009, 04:00 AM
<p>If it's tradeable, then it's sellable.  How would you prevent open broker sales of such items?</p>

Baccalarium
01-18-2009, 05:27 AM
<p><cite>Kendricke wrote:</cite></p><blockquote><p>If it's tradeable, then it's sellable. How would you prevent open broker sales of such items?</p></blockquote><p>Would there be a harm in being able to sell them?  Not sure it would matter if it was sellable.   But if its tied to call to the hall it was crafted in or the guild of the player that it was crafted by, I'm not sure that there'd be a huge market. </p>

Spritelady
01-18-2009, 06:42 AM
<p>We often have non-guildies or unguilded alts attend raids.  It is a simple matter of giving them friend access to the guild hall while I am sitting there at the strategist. Then they too can come and use it.</p>

Seidhkona
01-18-2009, 11:54 AM
<p>When I was furnishing the Legends of the Tundra guildhall, I knew I wanted others to be able to come and enjoy the fabulous decorating that my guildfolk were doing. And I knew that we'd have friends visiting and needing to travel afterwards.</p><p>So I set up the permissions to allow anyone to come in and visit the hall, and the same open permissions on transport devices. The crafting stuff, bank and the like are restricted to guildfolk.</p><p>If folk are going to be attending a raid, then they need to know to assemble at your guildhall, ahead of the raid start time. Set up teh guildhall to let folks come in, and the strategist to allow anyone with friend access. You can then set your regular raiders as Friends, or extend those permissions for one evening only.</p>

Baccalarium
01-18-2009, 01:36 PM
<p><cite>Sigrdrifa@Lucan DLere wrote:</cite></p><blockquote><p>When I was furnishing the Legends of the Tundra guildhall, I knew I wanted others to be able to come and enjoy the fabulous decorating that my guildfolk were doing. And I knew that we'd have friends visiting and needing to travel afterwards.</p><p>So I set up the permissions to allow anyone to come in and visit the hall, and the same open permissions on transport devices. The crafting stuff, bank and the like are restricted to guildfolk.</p><p>If folk are going to be attending a raid, then they need to know to assemble at your guildhall, ahead of the raid start time. Set up teh guildhall to let folks come in, and the strategist to allow anyone with friend access. You can then set your regular raiders as Friends, or extend those permissions for one evening only.</p></blockquote><p>So when your raid calls to the guild,  how is it that you get the non-guildie who doesn't have a guild hall, or whose guild hall is on the other side of the world to come to your guild hall to use your strategist?    Yes I know and have already set the permissions so that our non guild member friends can come use the strategist,  but when the rest of us call to the guild they can't call to our guild,  so they have to run to the next zone, or run to our guild hall.   Depending on if they have a guild hall or where their guild hall is located this can mean the raid or group has to wait for them to run all over to get to whereever our runner has planted a flag and the rest of the group travels to quickly.</p><p>I'm suggesting items that let you take better advantage of the fact you're willing to share your guild hall with firends needing to travel with you places,  or for whatever reason you'd like them to be able to access you're hall more easily.</p>

Seidhkona
01-18-2009, 03:15 PM
<p><cite>Baccalarium wrote:</cite></p><blockquote><p>So when your raid calls to the guild,  how is it that you get the non-guildie who doesn't have a guild hall, or whose guild hall is on the other side of the world to come to your guild hall to use your strategist? </p></blockquote><p>Um, I assume you are talking about level 80 folk. They can do a wide variety of things. They can go to another guildhall in their city and use their transport bells etc. They can go from their city to TS or Nek and thence to the other city. There are so many travel options for getting places fast.</p><p>At 80, my paladin has these personal travel options, even without using bells and such:</p><ul><li>Hoof it.</li><li>Call of Qeynos.</li><li>Return to Splitpaw (port to Splitpaw then pop out in Thundering Steppes).</li><li>Call of Ro (port to Maj'Dul)</li><li>Worker Sledgemallet (port to Jarsath Wastes)</li><li>Stein of Recollection (which can be set to a wide variety of taverns across Qeynos, Stein of the Alesmith is the same)</li></ul><p>I expect people coming to a raid to plan ahead and not be trying to travel at 2 minutes before the raid start time. At two minutes before the raid, I expect them to have their hineys ready at the assembly point and doing any last minute buffs.</p><p>I also expect raiders to come equipped with their own potions, repair kits, poisons, arrows, food, drink, signets etc. and be fully repaired to start. These are not 5 year olds in your raid force. They can be grown-ups.</p>

liveja
01-18-2009, 03:19 PM
<p>Something like this might be useful to those people who aren't in a guild, I suppose. But even for those people, I think they'd be better off just joining a good guild.</p><p>I gotta agree with Sig, for the most part ... it's not a BAD idea, I just think there are other, better ways around the issue that already exist for most players.</p>

Gisallo
01-18-2009, 06:21 PM
<p><cite>Baccalarium wrote:</cite></p><blockquote><p>Perhaps this crafter related perhaps not, but it would be nice if crafters could make some call of the guild items,  for when there are non-guildies grouped or raiding with a guild that has a strategist/flag that they would let those players use.</p><p>Some small number of charge items that you could hand out to those that needed during a raid to invite them to your hall to use the flag to go to next zone.   They should be stackable so a handful of them can be kept available to hand out to the those that join you.</p><p>For guilds that are close allies,  it might be nice for a crafter to be able to create a magic door like the ones you can buy with status, but when placed in someones house sends them to the guild hall it was crafted in.  </p><p>All such items would still obey restrictions placed on access to the guildhall by the leaders of the guild.</p><p>Know its nothing game breaking, just seems like it would be handy.</p></blockquote><p>How about give them friend permission for the period of the raid so they can use all the stuff and then just remove the permission when the raid is over?  No crafted items needed, no new mechanics, simple a quick.  Heck I think this is fair simply because if your guild is inviting someone to a raid you NEEDED another body.  They are likely going to need repairs after the raid and since they got broke helping you they should get the discount for repairs off of your Guild Hall mender.  But as I said once they drop raid group just remove the friend access and your still secure.</p>

Baccalarium
01-18-2009, 08:05 PM
<p><cite>Gisallo@Lucan DLere wrote:</cite></p><blockquote><p><cite>Baccalarium wrote:</cite></p><blockquote><p>Perhaps this crafter related perhaps not, but it would be nice if crafters could make some call of the guild items, for when there are non-guildies grouped or raiding with a guild that has a strategist/flag that they would let those players use.</p><p>Some small number of charge items that you could hand out to those that needed during a raid to invite them to your hall to use the flag to go to next zone. They should be stackable so a handful of them can be kept available to hand out to the those that join you.</p><p>For guilds that are close allies, it might be nice for a crafter to be able to create a magic door like the ones you can buy with status, but when placed in someones house sends them to the guild hall it was crafted in.</p><p>All such items would still obey restrictions placed on access to the guildhall by the leaders of the guild.</p><p>Know its nothing game breaking, just seems like it would be handy.</p></blockquote><p>How about give them friend permission for the period of the raid so they can use all the stuff and then just remove the permission when the raid is over? No crafted items needed, no new mechanics, simple a quick. Heck I think this is fair simply because if your guild is inviting someone to a raid you NEEDED another body. They are likely going to need repairs after the raid and since they got broke helping you they should get the discount for repairs off of your Guild Hall mender. But as I said once they drop raid group just remove the friend access and your still secure.</p></blockquote><p>/sigh Am I speaking in a foreign language?</p><p>/shout  They already have permission to use the strategist, the bells, and the druid ring in the guild hall.       That is NOT the question. </p><p>/say</p><p>The issue is that our guildies can get to a new zone by way of the guild hall but can't offer that help to our friends and allies.    We're a casual guild with casual groups and raids.  Groups and raids are often with ally guilds, and friends of members that are not in the guild.   We may travel to different zones as people both in and out of guild  join and leave the group or the raid.   Yes they can get to us, yes they can get to the guild hall.   But while we zone to the hall in one step,  they may have to travel many zones.    I though it would be friendly to be able offer a ride to those friends and allies we're fighting with.</p><p>I'm sure I said raid too quick and many take that to be something much more formal and regimented than I'm referencing.    Lets perhaps just stick with a group.  You start a group,   someone runs to the zone and drops a flag,  meanwhile you get a couple non-guildies to fill up the group   They happen to be allies that have a token item with them,   or their guild has a magic door to your guild because you've given their guild one in the past.   Rather than those two having to make their own way either to your hall or to the zone  they pop over to your hall, and use your flag.    Later when you choose a new zone to go to they can call to your guild with you and everyone can to the next zone together.</p><p>Since the call to the guild mechanic and guild hall doors already exist its hardly a completely new mechanic.  The permisions for who can enter the guild hall and use the amenties are all the same.  If you give a token item to someone that doesn't have permission to your hall, then it can do nothing when they try to use it.   Tie it to the existing call of the guild timer to prevent it being abused as a alternate call of the guild.</p><p>Clearly I'm failing to communicate.     Thanks for your time.</p>

erin
01-18-2009, 09:36 PM
<p><cite>Baccalarium wrote:</cite></p><blockquote><p><cite>Gisallo@Lucan DLere wrote:</cite></p><p>/sigh Am I speaking in a foreign language?</p><p>/shout  They already have permission to use the strategist, the bells, and the druid ring in the guild hall.       That is NOT the question. </p><p>/say</p><p>The issue is that our guildies can get to a new zone by way of the guild hall but can't offer that help to our friends and allies.    We're a casual guild with casual groups and raids.  Groups and raids are often with ally guilds, and friends of members that are not in the guild.   We may travel to different zones as people both in and out of guild  join and leave the group or the raid.   Yes they can get to us, yes they can get to the guild hall.   But while we zone to the hall in one step,  they may have to travel many zones.    I though it would be friendly to be able offer a ride to those friends and allies we're fighting with.</p></blockquote><p>Well yes, you did poorly communicate at first, you made it sound like they couldn't use the flags.  So that was problem number 1.</p><p>Secondly, most people appear not to see this as an issue, if the people aren't in your guild then they have to make their way on their own to the group or raid.  /shrug</p><p>Its just not considered a big deal.</p>

Oh
01-18-2009, 09:40 PM
<p><cite>erin wrote:</cite></p><blockquote><p>Its just not considered a big deal.</p></blockquote><p>Travel in EQ2 is already easy enough, Although I will admit that if your "friends" that are raiding with you don't have a guild hall with the druid it makes it alittle bit more anoying to get around. Other then that the cities provide good mechanisms to get around as is. Hense why I personally don't like your sugguestion, but meh /feedback it in game the dev's might have a different point of view.</p>

Gisallo
01-18-2009, 09:55 PM
<p><cite>erin wrote:</cite></p><blockquote><p><cite>Baccalarium wrote:</cite></p><p>Well yes, you did poorly communicate at first, you made it sound like they couldn't use the flags.  So that was problem number 1.</p><p>Secondly, most people appear not to see this as an issue, if the people aren't in your guild then they have to make their way on their own to the group or raid.  /shrug</p><p>Its just not considered a big deal.</p></blockquote><p>Yeah pretty much. </p><p>Now that I understand what you are saying I think it would dilute the whole guild hall Concept.  I know a 100% hard core Role Playing guild on LdL that is just about a month away from having a Tier 3 guild hall with all amenities except the Guild Hall Strat with 4 months worth of rent in the escrow account.  If they didn't want the escrow they would have it now.  Yes an RP guild, not a raid guild.  Really getting the guild halls is NOT as hard as one would think.  Its not easy but not impossibly hard either.  If you were to create these items then it would dilute the hard work of  the guilds that got them.</p><p>If the people are trusted enough, give them perma friend access.  At worse they call home and bell to the Guild hall entrance.  Now I could see having a crafted item that gives you an extra home city Call, but I think crafted items to go directly to other guild halls would create a situation where some guilds would say "why should we invest all that status and plat into a guild hall?  We have a deal with Guild X, we'll just use theirs." </p><p>Now one thing that I think would be nice is setting up a guild alliance system.  You have it set up so the flagged GL's can create an alliance between their guilds.  The doors people have in their homes then give you the option of gating to any of the guild halls that you have an alliance with.  City of Heroes has a similar set up called Coalitions.  When you click on the Hero/Villian Base portal it pulls up a window that says "Your Base" and then runs down the list of the Coalition Members as well and you can pick where to go.   This way you still have ease of movement but haven't diluted the work that goes into making a guild hall.    </p>

Noaani
01-19-2009, 12:05 AM
<p>Currently, the only game mechanic benefit of being in a reasonably successful guild is to do with travel.</p><p>Giving us the ability to hand that out to non guilded players would render that benefit useless, as the exact same is avalible to anyone, guilded or not.</p><p>While it would be nice to offer others the ability to use your guilds amenities, why not tell them to put some work in to their own guild and buy their own? or why not tell them to merge with a guild that already has those amenities (such as your own).</p>

Deson
01-19-2009, 12:14 AM
<p><cite>Noaani wrote:</cite></p><blockquote><p>Currently, the only game mechanic benefit of being in a reasonably successful guild is to do with travel.</p><p>Giving us the ability to hand that out to non guilded players would render that benefit useless, as the exact same is avalible to anyone, guilded or not.</p><p>While it would be nice to offer others the ability to use your guilds amenities, why not tell them to put some work in to their own guild and buy their own? or why not tell them to merge with a guild that already has those amenities (such as your own).</p></blockquote><p>Besides call to guild hall, the request isn't much a change from what's already in game. If they had changed the Call to [City] to reduce the recast as was hinted when the Call to Guild perk was announced, this could almost be moot in the current travel environment.</p><p>Saying that otherwise successful guilds should merge solely for the guild hall perks continues to ignore the social realities that have existed since launch; many guilds are in alliances and are otherwise fine with how they are. The lack of an interface for alliances in many of the guild centric activities in game has always been frustrating and the OP is just another aspect of it.</p>

Gisallo
01-19-2009, 12:43 AM
<p><cite>Noaani wrote:</cite></p><blockquote><p>Currently, the only game mechanic benefit of being in a reasonably successful guild is to do with travel.</p><p>Giving us the ability to hand that out to non guilded players would render that benefit useless, as the exact same is avalible to anyone, guilded or not.</p><p>While it would be nice to offer others the ability to use your guilds amenities, why not tell them to put some work in to their own guild and buy their own? or why not tell them to merge with a guild that already has those amenities (such as your own).</p></blockquote><p>While I agree with you regarding soloers, join a guild if you want the stuff, Since an Alliance would be up to BOTH guild leaders who cares.  They could have any number of reasons for wanting to do it.  Maybe a hard core raid guild that also wants an alt guild and doesn't want to have to put as much effort into the alt guild?  Maybe one large guild made up of adventurers and another small "crafting" guild want to join forces because each compliments the other?  Maybe simply two or more guilds that get along REALLY well and want to work together but still maintain their own identities?  Since ultimately it would be up to the GLs to make the decision and any could opt out when ever they want to who cares?  It almost sounds like you see getting a tier 3 guild hall as a recruiting tool and it still would be, but the alliances as I outlined I think would be better for the community overall.</p>