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#1 |
Loremaster
Join Date: Sep 2005
Posts: 2,145
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![]() I was wondering what new features might be coming to guild halls with the expansion. Are we supposed to be getting any new amenities, or any other changes or additions to our halls?
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#2 |
Loremaster
Join Date: Jul 2005
Posts: 824
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![]() Galldora wrote:
yes but we dont know what |
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#3 |
Loremaster
Join Date: Nov 2004
Posts: 321
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![]() Would be nice to get chromonmancers. Hate going to Q harbor then having to go back to guild hall to head out to my destination
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Master Sage Burp 80 Conji/80 Sage/80 tranmuter=240 levels of poofda Master Armourer Bubb 32 Zerk/80 Armorer faction Twinkerhell 80 Shadowknight on Q side Fupu 66 conji/80 Provi Lreeza 51 monk/80 Weaponsmith Knave 51 Ranger/68 Woodworker Oscarm 80 Defiler/80 Alchy/80 tinker Lyrilanon 80 Carpenter |
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#4 |
Loremaster
Join Date: Dec 2004
Posts: 118
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![]() What I would really love to see, but probably won't happen, are for each of the tradeskill classes to be able to "craft" an addition onto the guild hall. These rooms, when completed, would confer bonuses to any member of the guild. Provisioner - builds a Kitchen. All members gain 10% extra duration to food. Sage - builds a Library or Observatory. All members gain +20 ICPR Weaponsmith/Armorer - work together to build a Forge. All members gain 5% armor effectiveness and +1 melee crit. Carpenter - ..... hmm.... maybe make it so the Carpenter has to frame all the additions before the other classes can go in and finish them off. Alchemist - builds a Laboratory. All members gain +15% charges/duration on poisons/potions. And so on. These additions could require enormous amounts of raw materials, and several tradeskillers of each type plugging away at them for several days. The more crafters you have of each type, the faster you can put up an addition. For instance, your weaponsmith could start assembling a Hammer, another an Anvil, while your armorer builds the Bellows for the forge room. Each "component" of a room could require multiple full pristine combines - so you could bring your provisioner to the Kitchen, do 20 combines on the new stove to make it 20/100. Meanwhile another provisioner comes in and does 10 combines on the pantry they've been working each day, to make it 60/80 - almost done. I played Age of Conan briefly (a few months) and they had a similar system. It was one of the few things that game did well, as building up your Keep was a major focus for most guilds, and a great source of pride. |
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#5 |
Loremaster
Join Date: Sep 2008
Posts: 26
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![]() legion i absolutly love this idea. would give all us crafting guilds something to focus on . but how bout the carpenter making bedrooms so it gives members + out of combat health regen or some such.....my fiance is a carpenter i know she gets miffed cause she sorts gets left out of the " needed" catagory....except when someone wants a strongbox or a new fountain. would be nice to see the carp get something that really added o a class the same way alchemist make pots and prov make food |
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#6 |
Server: Butcherblock
Guild: Ronin
Rank: Officer
Loremaster
Join Date: Aug 2005
Location: Anchorage Alaska
Posts: 435
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![]() Great idea I love it! I also agree that the carpenter should make "bunker" for the guild providing out of combat health and power boost. this would be nifty! |
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#7 |
Loremaster
Join Date: Dec 2004
Posts: 118
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![]() Hey good input guys, I like where you're going with the Carpenter. I was kinda flailing on them, so I figured let them frame each room (which might make them the most valuable of all, as they have to do their thing first before anything else gets going). But the bunker/bedroom idea for extra regeneration is even better. They could take the system further and require each addition to have components crafted across all tiers. This would use up some of that lingering supply depot materials, and also allow *every* crafter in your guild to feel like they are contributing, not just the 80's. So in your bunker - the level 80 Carps could tackle the big stuff - the bunks. Your mid-tier carps could make the footlockers for each member to store their clothes, and your baby carps could furnish the nightstands or something. Obviously, the higher level crafters could work on the lower level stuff as well - but the room itself would not confer ANY bonuses until 100% completed. How about a few more: Tailor - Clothes Closet - hey we all have to wear basic shirts/pants under our armour or robes. The quality of those textiles could help protect against the elements and other dangers of the world = +50 to all Resists. Woodworker - ? Jeweler - ? Should Tinkers/Transmuters be able to make a room as well? |
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#8 |
Server: Splitpaw
Guild: Synergy
Rank: Officer
Lord
Join Date: Nov 2008
Posts: 390
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![]() I would like the promised guild only broker to make an appearance... |
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#9 |
Loremaster
Join Date: Sep 2005
Posts: 2,145
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![]() Wullail@Splitpaw wrote:
This could be pretty handy. Seems like it might free up a lot of space in the guild banks and allow us to rethink how we use the bank. I wonder how it would work. Would we have separate sales crates for the items being offered to guildies only? Would these crates be in addition to what we have now? As for all the wonderful ideas regarding crafters being able to build additions onto the guild halls, I'd LOVE to see a feature like that added. I do hope we'll be seeing some useful and enticing new amenities with the expansions -- and I trust that we will, I was just wondering if there were any rumors floating around as to what they might be.
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