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#151 |
Server: Everfrost
Guild: Mutiny
Rank: Leader with Chains
Loremaster
Join Date: Jun 2007
Location: Insomniacs Not-so-anonymous
Posts: 339
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Aquariums, make fishing useful and exciting!Seriously, add aquariums to the guild hall, and possibly even the personal house. While fishing add random drops of fish-some rare, some common, perhaps some in specific zones, etc. You could get a little lava fish from Lavastorm, or an evil looking fish from Darklight Wood. The owner could then either put the fish in his guild tank or personal tank, and he retains all rights...if the guild disbands or he leaves, the fish get placed in his bank or inventory, maybe even in a moving crate in his house. Carpenters could make the tanks and all sorts of cool little things for the fish tank, and you could even add provisioner recipes of fish food that (while not required) could do odd things to the fish like make them bigger, make them glow, add stripes, make them invisible, etc.You could even do a similar thing with trapping nodes, make small animals like maybe a hampster or a deer or something lol.I know this would require a lot of work from Domino and the art team but I think it would be awesome. I know my guild would have too much fun organizing and playing with the animals and I think a lot of others would too
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#152 |
Loremaster
Join Date: Nov 2004
Posts: 229
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ChandraVeda wrote:
One other note - if I can't get to my house vault, I sure as shinola don't want to run L&L and other quest books back and forth to decorate the guild hall. Other than my dissent on a few of those issues, lots of good stuff. These guild halls should be huge selling points and marketing tools. But forcing guilds into a crap load of weekly upkeep would be unhealthy. I really really don't want to go back to what would effectively be guild decay....
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Lost............ |
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#153 |
Loremaster
Join Date: Dec 2004
Posts: 3
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![]() I think it would be cool if the guild could purchase a guild mount. Have them be the better ones that are offered, but give them about 5 or so choices in color to avoid some repetition. Let the armor display the guild heraldry and colors. So the front on it's head would be the emblem and the saddle would show the edge. If a member leaves or is kicked from the guild their plat & status would be refunded and they lose the horse. Thinking you could make the entry level accessable by all where you could have a room to display trophies, dinning hall, party hall (where non-guildies and guildies could get together and just hang out), couple other rooms to show off what the guild has done. Then go upstairs and that door is locked unless you are a member of the guild, which leads to other rooms the guild has earned but only for their access. Other rooms: 1) Interview room, where officers could meet with potential members. 2) Not sure what you would call it but a room where everyone could meet and see what the heraldry choices are, just a way of viewing not to change. Then you could flip through them and all decide, once decided the one is gonna change it can go change it. 3) Message room, notes to members, calendar to setup raids or quest or outings. 4) officers housing, I think a way to reward officers would be great. Honestly, though I love anon. I feel a lot was lost when they did it so well. I remember watching as ppl logged in and everyone trying to figure out what mob was up and where they were going. Or camping a mob and watching everyone rush to it. It was a blast, it added excitement to being the guild to take it down. So yes, I would love to see an option where you could enter a guild war. The guild could offer up something to be lost at sign up. Or someone suggested repairing the damage done. Or, have the mascot stolen and then that guild would have to try to get it back in some way. Or all the above. When the one guild wins, make a server announcement, however make an option as to rather ppl want to see that announcement or not.Could be like, "EiD has lost their mascot to TBA". Now if this happens the winning guild would have to be open so that the losing guild can try to get it back, or after so many days have it go back by default, so that the winning team has something to show if they win yet again. Also could keep a winning tally on the players boards. If two guilds go at it, would need to lock the two in so that 5 guilds couldn't gang up on one, unless of course that guild is so sure of theirselves that they are willing to take on the server. Anyway, just ideas on different ways it could be implemented. There are some awesome ideas listed in this thread and I would love to see many of them implemented. However, I feel some things should be left in the city so that there is still some socializing with others in some form. |
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#154 |
Loremaster
Join Date: Jan 2006
Posts: 24
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Tormod@Blackburrow wrote:
I really really don't want to go back to what would effectively be guild decay.... unfortunately - my ideas were so long winded they were in three posts... i have NOOOO desire to have guild decay, i had another post after the one that tormod quoted that described my take on how i would like guild status spendable WITHOUT decaying guild levels... i am vehemently against guild level decay. |
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#155 |
Server: Venekor
Guild: Dark Vengeance
Rank: Member
Loremaster
Join Date: Oct 2006
Location: Connecticut
Posts: 4,262
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The only request I have with all the suggestions of "short cuts" to zones, instances, etc. is that they not be implemented on the PvP servers.Spires, Griff Towers, and such are strategic points in PvP to be camped, guarded or defended. Just my $.02 copper.
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#156 |
Historian
Join Date: Aug 2007
Posts: 132
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Havent read all now, so if it has been said before excuse my laciness
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#157 |
Server: Butcherblock
Guild: Crimson Alchemy
Rank: Blood Alchemist
Loremaster
Join Date: Dec 2005
Posts: 49
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![]() Guild hall has room(s) where officers can meet that do not open to non-officer members. Guild officers have thier own apartments within the guild hall. Officer apartments will allow officers alts to use the room as a "home" without having to scan through a list for access. IE click the door and enter. (for alts in the same guild) Guild officers apartment doors have the officers name on it. Guild officers can access guild bank without having to go back to town if they have a guild hall. |
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#158 |
Loremaster
Join Date: May 2005
Posts: 9
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![]() First off some of u people need to relax cuz your brains spitting out stupid all over this thread... Second a "Guild Hall" should be just that a guild hall! It should be a place that a guild would want to spend time in but at the same time a place that's practical. A guild Hall should not have harvestable nodes in it! Nor should it have venders... I could maybe see a broker or a mender as a viable option but both should be something your guild has to earn! I would also suggest maybe some sort of guild housing nothing bigger then a 3 bed rooms to avoid negating the city housing. When it comes to buying things from that persons home, I'm thinking u could probability have it so all guild sold items can be viewed at a guild herald maybe that could be stationed in the city (just an idea). Now as far as upgrades to a guild "Guild Hall" they probably will and should cost platinum, which is if the guild cloaks are any indication. I see a lot of people asking for teleports or boats witch aren't a bad idea but maybe we should look back at EQ 1 for a sec at their teleport system they have in their guild halls. The teleports work off of special stones that can be bought from a vender inside the guild hall that when placed in the device opened a limited portal to the area any member of the guild can pass threw, almost like the druid portals we have ATM. Oh and as a last idea a bank much like EQ 1 wouldn't hurt ether giving the guild leader a bank he can lock single items or make an item collectable by the officers, people that can use it or a single member in the guild would make masters and ex. a whole lot easier!
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#159 |
Server: Befallen
Guild: Guild of Calamitous Intent
Rank: Sovereign
Loremaster
Join Date: Jun 2006
Location: Seattle WA
Posts: 13
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![]() I know my ideas have been mentioned before, but it doesn't hurt to suggest them again! 1. Tradeskilling Stations the guild can either buy or earn with status or level. 2. Menders, brokers, bankers etc that the guild can either buy or earn with status or level (i.e. level 30 guild unlocks the mender for x amount of gold and status, level 40 unlocks broker, etc) 3. A place to put "work orders" created by officers or members for other members. (i.e. "Complete 5 city writs", "Collect 10 acrylia clusters" and turn them in for gold, loot, etc provided by the guild). 4. A place to post "want ads" to trade skills or goods. 5. A sort of mini-arena for guildies to spar or train, especially if they can wager loot on the outcome. (I know, I know, "why don't they play on PvP if they want to do that blah blah blah". That doesn't appeal to me personally, but I think it might be fun to be able to play with my guildmates and maybe learn something at the same time. 6. I like the idea of being able to zone to places. I know this might be an unpopular idea, but it might be cool if the guild had to do a group or raid access quest for each zone in order to get your gate. 7. Definitely a museum or hall of fame. That's all for now! Thanks! |
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#160 |
Server: Kithicor
Guild: Arcane Dawn
Rank: Leader
Loremaster
Join Date: Oct 2005
Posts: 147
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ke'la wrote:
Zabjade wrote:LoL now I have this mental image of a guild raiding the Keep of another guild just so the leader can buy from the Sales crates!!!!That feature would be a great Idea for the PvP servers and I think that the PvP crowd would love to see that. no no dont do that, include it on all servers! Not just PvP. Would be cool if it was like Old EQ 1 again. Where you could do a "Guild War" like olden times. I'm loving most of these ideas. -Let there be banners displaying your guild's Heraldry on them , two on either side of the entrance to your guild's hall. -Tavern area maybe? Like a living area where the guild can get together and joke around. Saves going through the lag in towns and that drunken dwarf yelling, " I could use another ale over here! My steins more than half empty!" Perhaps as said before in a previous post, have a bartender and Barmaid in the area for guild. - Give us a long table, with chairs that.. .. Kinda busy atm will post more later. |
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#161 |
Loremaster
Join Date: Jan 2007
Location: AZ
Posts: 37
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![]() Tradeskill area with Fuel merchant (hated in eq1 they had the machines but had to go all over H to get the mats.) A Guild Banner (based on guild lvl) could be placed in your personal house and clicked to port into the guild hall, would ease up some distance on peoples travel, knowing the game will certainly get bigger in the future as more cities come in. A banker of course, whats a guild hall without one Mender (same) A restoration room, similar to hot tube in eq1 A officers storeroom would be nice to store guild items, money etc. (as of now are tabs on guild bank are over flowing) A portal room that takes you to a set number of portals, but place cost on changing it. Just what I would like to see. |
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#162 |
Loremaster
Join Date: Oct 2006
Posts: 192
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just skimmed through alot of things will most prob have been said but portals to some zones lots of guild bank room Shops etc training room 2 guilds merge(form an alliance) Join raids like say theres a 3x raid of people somewhere(instance only pref) then someone can go to guild hall click a protal and it will ask the guild leader if he can join raid(or just raid leader) and if they accept then he is teleported to the zone there in. if you have ever playd guild wars it was pretty much you can hire bank,shops etc ide like to see it work like that and guild level
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#163 |
Tester
Join Date: Jun 2006
Posts: 42
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![]() The real question is not what we can have in our guild halls it's really WHEN WILL WE GET GUILD HALLS! I've heard over the past 18 rl months guild halls would be in the works, again I ask WHEN? |
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#164 |
Lord
Join Date: Dec 2006
Posts: 5
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I think adding craftable trophies is a must.Basically, the most rare and difficult mobs in the world (Raid Bosses, contested bosses, etc) would drop some sort of crafting material, be it a dragon's skull or a pile of magical shiny dust, or whatever. A level 70 carpenter can then craft a furniture item specifically for the guild hall that requires that material as it's primary component, and have a placeable trophy for the hall.Maybe design a system so that the materials can't be sold on the broker, or traded to another player unless they're in the same guild to deter people from selling trophies and actually having to work for them.
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#165 |
Loremaster
Join Date: Apr 2005
Posts: 40
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Daine@Everfrost wrote:
Aquariums, make fishing useful and exciting!Seriously, add aquariums to the guild hall, and possibly even the personal house. While fishing add random drops of fish-some rare, some common, perhaps some in specific zones, etc. You could get a little lava fish from Lavastorm, or an evil looking fish from Darklight Wood. The owner could then either put the fish in his guild tank or personal tank, and he retains all rights...if the guild disbands or he leaves, the fish get placed in his bank or inventory, maybe even in a moving crate in his house. Carpenters could make the tanks and all sorts of cool little things for the fish tank, and you could even add provisioner recipes of fish food that (while not required) could do odd things to the fish like make them bigger, make them glow, add stripes, make them invisible, etc.This is a great idea. I also like the idea for using it in personal housing as well as guild halls. |
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#166 |
Loremaster
Join Date: Feb 2005
Location: Land of the Short Brown Kiwi
Posts: 2,041
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Tashir79 wrote:
Daine@Everfrost wrote:Ah concur, this would be a fantastic idea, also would give carpenters soemthing else to do: making various sizes/shapes of aquariums, start off with simple round goldfish bowls all the way up to huge elaborate constructions big enough to hold sirensAquariums, make fishing useful and exciting!Seriously, add aquariums to the guild hall, and possibly even the personal house. While fishing add random drops of fish-some rare, some common, perhaps some in specific zones, etc. You could get a little lava fish from Lavastorm, or an evil looking fish from Darklight Wood. The owner could then either put the fish in his guild tank or personal tank, and he retains all rights...if the guild disbands or he leaves, the fish get placed in his bank or inventory, maybe even in a moving crate in his house. Carpenters could make the tanks and all sorts of cool little things for the fish tank, and you could even add provisioner recipes of fish food that (while not required) could do odd things to the fish like make them bigger, make them glow, add stripes, make them invisible, etc.This is a great idea. I also like the idea for using it in personal housing as well as guild halls. ![]()
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#167 |
Journeyman
Join Date: Nov 2007
Posts: 1
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![]() ok read the first page ...saw alot of great ideas...my thoughts on alliances is this.... ...dont you think that if maybe one small guild buys the guild hall and forms an alliance with another...they can move in with the guild that bought it.... share the maintenance costs and so forth...one guild maybe good with gold but not status...so the guild that bought it should be notified if the other guild is lacking on say stauts that they will be paying this month or week or whatever for status while the other guild will be out more gold...this would be an auto thing......and maybe another small guild alliance forms...they just might form a unified guild...thus enhancing not only their guild but gameplay for all...maybe transfering both guilds status + or - some percentage to be added to the new guild ie: 2 lvl 20ish guilds combine...u get 1 lvl 30ish guild...sure have 1 evil island 1 good and 1 neutral....most guilds other than true role players will have good and evil...really doesnt matter where u put the bell or even a call to guild hall spell...you would only be going to your guilds instance....love the idea of guild hall raids but it would have to be so well planned that each guild is there and willing to do it....maybe a guild poster that spans all guild halls to announce that X is going to be online at such and such a time such and such a date and would like a challenge......guild leaders only could reply and accept and if they didnt show up or lose...winning guild would get a trophy of the accepting guilds banner for their trophy wall
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#168 |
Loremaster
Join Date: Sep 2005
Posts: 69
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![]() On PvP servers, ability to raid other factions guild halls, take out their NPC's temporarly, disrupt the hall in some way. Mabye even get a reward for doing so, that you can take back to your guild hall or city, and recieve something. Oh, the ability to hire guards (or train guards) and pay them to protect your hall. Not to strong, thats what the players are for, but if your players arent necessarily in the hall at the time of attack, have hte guards slow them down. Perhaps if you hall is attacked, all guild members get a message, or in guild chat. Make it so you have to have ranks with your city to hire X amount of guards and the higher your rank, not only do you get to hire more (And pay more money hehe), but also get stronger guards, even officers mebe. Just would be neat to see some real action that can take place. Timorous Deep, just recently completed with my new alt, was so awesome. You felt like you were really in a battle zone. I havent felt that kind of 'mystery' and 'suspence' since before EQ1 pre-planes of power. I mean, at one point near chyrdok (sp) city, the spriocs and sarnak guards are constantly fighting. I had to take screenshots lol. RottkNagafen |
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#169 |
Loremaster
Join Date: Apr 2006
Posts: 11
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![]() 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.
Freeport/Qeynos Ambassador – 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.
Random Projects requested by the Ambassador – 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 any way.
- 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. - 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. - 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.
People need to maintain guild rooms – 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.
- Broker/Bank Manager get 1 room - Servants through out the Keep “For cleaning, kitchen, bar, taking care of stables… - Spell Caster gets one room, so he can maintain the power required to gate us or charge the portals that will gate us. - 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. - Priest gets one room, so he can maintain the alters of the gods. - Guild Guards get a barracks, which will have the training doll. - In addition, any other room they could require an attendant.
Housing in the Guild Hall – The 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?
- 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. - 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. - 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. - You will be able to access your personal vault by guild house or city house. - Player Housing “doesn’t depend on the Ambassador” - Trophy Room “doesn’t depend on the Ambassador” - Guild Size “doesn’t depend on the Ambassador” - Vaults “don’t depend on the Ambassador” - Access to the guildhall “doesn’t depend on the Ambassador
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. |
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#170 |
Loremaster
Join Date: Dec 2006
Posts: 356
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Daine@Everfrost wrote:
Aquariums, make fishing useful and exciting!Seriously, add aquariums to the guild hall, and possibly even the personal house. While fishing add random drops of fish-some rare, some common, perhaps some in specific zones, etc. You could get a little lava fish from Lavastorm, or an evil looking fish from Darklight Wood. The owner could then either put the fish in his guild tank or personal tank, and he retains all rights...if the guild disbands or he leaves, the fish get placed in his bank or inventory, maybe even in a moving crate in his house. Carpenters could make the tanks and all sorts of cool little things for the fish tank, and you could even add provisioner recipes of fish food that (while not required) could do odd things to the fish like make them bigger, make them glow, add stripes, make them invisible, etc.You could even do a similar thing with trapping nodes, make small animals like maybe a hampster or a deer or something lol.I know this would require a lot of work from Domino and the art team but I think it would be awesome. I know my guild would have too much fun organizing and playing with the animals and I think a lot of others would too Right on - house-placeable rare drops from nodes. But while we're making aquariums, make sure they've got the same kind of water filter as in the Edgewater Drains deep beneath Freeport - cleanest water I've seen in the game. |
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#171 |
Loremaster
Join Date: Nov 2004
Posts: 85
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so are they ever goin gto add thsi to the game?? cause i remeber when eq2 first came out 3 years ago. they where sayign that they was going to do this still waiting with all my Carpinters for this.
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#172 |
Loremaster
Join Date: Jan 2005
Posts: 1,413
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![]() Am I the only one here who thinks the majority of these ideas are crap? ... lets just add this to Guild Halls instead.... mmmkay |
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#173 |
Server: Permafrost
Guild: Nihilist Dynasty
Rank: Member
General
Join Date: Oct 2006
Posts: 9
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![]() I apologize in advance if any of these ideas have been listed before, but here are my ideas for things I would like to see implemented in the guild halls. * Guild Games - Carpenters can make gaming tables that actually trigger interactive windowed games. ( poker, chess, checkers, billiards,etc ) * Pools/Spa's - A dip in these add buffs for a duration depending on what the guild leader purchases with status for the guild. As guild levels they gain access to longer and more powerful buffs. * Music - I think it would be great to add choices for the music played in the guild hall via a music box or in the guild management window. * Gardens - Interactive plants, looted seeds ( no drop from chests  Thanks and I hope we see the guild halls soon!! |
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#174 |
Loremaster
Join Date: Dec 2004
Location: Temple of Terror, Cabilis
Posts: 1,098
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Rashaak wrote:
No, you're not the only one.
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#175 |
Loremaster
Join Date: Nov 2004
Posts: 23
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Well I am at work and cant read all of this. So I will throw out some ideas that may have already been posted.- Make all enhancements required to be completed via crafting, with a system for the guild to contract crafters, make it so the crafting work for class makes sense, not a dumb division like transmuting ended up with . Legends of Istaria had these kind of mechanics. - Layout should be configurable.- Maybe have additional options open up as guild levels, or bigger guild house foot prints.- Guild Vendor slots that sells on behalf of the guild and money goes to guild bank 4. - Player housing available in guild hall.
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#176 |
Loremaster
Join Date: Feb 2007
Posts: 46
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![]() As a druid, I really hate casting my portals over and over...so just a thought.. Can guild halls have a certain room in which druids could maintain a portal indefinitely by clicking something and staying still? As soon as you break concentration, the portal would be gone...but it would be really cool to see guild druids just sitting in one room holding portals open for anyone to step through when they're AFK. |
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#177 |
Server: Unrest
Guild: Shard Collectors
Rank: Enforcer
Loremaster
Join Date: Nov 2004
Posts: 24
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![]() Ok, here's my 2 cp worth... and for those that like to shoot down everyone that posts, just remember these are ideas for the Devs to toy with. Hopefully enuff peeps post ideas that the Devs can put together some quality products to go into the Guild Hall designs even though some of the original versions may have seen dumb, stupid, unfair, or whatever. BTW, I tend to believe that any goodies unlocked or made available for the Guild Hall should be purchased, quested, or a combo of both... and I tend to lean heavily on quest/purchase combos in addition to making the different goodies open up according to Guild level (rewards for leveling the Guild). Modes of Travel - include spires, carpets, griffons, etc that can take the Guildies to places that can currently be accessed by these modes of travel. I don't think it would be right to add portal spots to outside raid zones or other "hotspots". Make the travel available from the Guild Hall to currently accessable portal spots. When new spots open up, include those for the Guild Hall. These portals should not be something that comes as part of the base model of Guild Hall. Have these as rewards for quests to unlock the portal ability from the Guild Hall and then something that has to be purchased for the guild to use the portal (ie spires, griffion posts/stations/carpets/etc). Guild members should be purchase a spell scroll for a "Call of Guildname" for calling back to the Guild that would be in addition to their normal city call. Crafting Room - make available for the guild to purchase a crafting room that the Guild can then purchase crafting stations to place in the crafting room. A fuel merchant/recipe merchant should be rewards for quests. Each tradeskill profession would have its own quest that would need to be completed in order to unlock the respective tradeskill recipes. Guild Broker - a Guild Broker should be a reward for a quest. Once the initial quest is completed, the Guild can place items for sell on the broker with any money received depositing directly into the Guild bank designated by the Guild Leader. Players would still need their normal housing to sell items for their own profits. Dungeon - all Guild Halls should be able to do quests to unlock the Dungeon with additional quests to add Jailors etc. Carpenters of the guild can place torture devices within the Dungeon. Could possibly tie this in to ability for Guild Leaders to create quests that guildies do within the Dungeon. That would leave the possibility open for questing for Dungeon creatures to stock in the Dungeon for the quests. IE Guild Quest - Slay Moondragon in 10 minutes - solo only quest. Moondragon would be a creature that the Guild has quested for and placed within their Dungeon. Trophy Room - quested/purchased room where special Trophies can be displayed. These special trophies would come from completing Guild Raids, Raids where you receive a title, etc. This has room to be played with but the trophies are not the same as the regular player gets when completing heritage quests or legend and lore books. Guild Bank - quested/purchased room that can be decorated and quests can be done to stock bankers. Dining Hall - no Guild Hall would be complete without a large Dining Hall where Guild Parties and Meetings could be held. This room would be quested/purchased. Add quests to acquire serving maids, food/drink for the dining tables, large dining tables that display the Guild Heraldry, dining chairs, war hounds (the master's dogs always roam the dining table getting scraps from the meal), murals, serving wenches, etc. Stables - quested/purchased room. Add quests to add Guild Mounts. These mounts can be based off the current in game mounts, but with saddles etc that display the Guild Heraldry. If the person leaves the guild they will get an automatic refund of money/status used to purchase the guild mount. Housing - hmmmmm....... the Guild leader should be able to designate what ranks (guild manager feature) or individuals (right click feature) can purchase housing within the guild, the housing here should be the equal of the 6 slot housing available, limit the number of guild houses that can be purchased say to 5..... or something like that. Guild housing should require questing/purchase for availibility. Could toy with having quests to add the slots for house vault and broker slots with no more than 6 of each. Can add quests for each room of the house (ie 5 room house, have quests you can do for different room designs within the house or make available different housing layouts, with individual purchasing the housing doing the quest to acquire the housing layout they prefer. Decorations - quested/purchased option allowing for special decorations like an aquarium to stock fish from quests. Animal pens to stock different animals from quests. Trophy cases to hold the special trophies. Banners. Fountains for the Courtyard. Gazebos for the Courtyard. Quite a few things could be done with decorations. Courtyard - initial area available when a Guild Hall is purchased. Things like the animal pens could be placed in here as this would be a big open area. Ok, that's just a few things that could happen with this area. Hopefully we get these Guild Halls soon. I know I was disappointed when they were not included in the game as advertised when it released and have been eagerly awaiting their addition to the game. Its something to give a Guild flavor and to take pride in. |
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#178 |
Loremaster
Join Date: Jan 2005
Posts: 1,413
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![]() The one thing all should remember is we don't want the game trivialized too much. Sure it'll be nice to have some type of guild reward function that allows you better 'useable' items in-game and guild rewards that are more than just some extra guild vault slots and a new horse graphic. So I understand that a lot with guild halls will be more of a novelty 'for show' type of thing...basically a larger scale 5 room inn or what have you... Personally I feel the entire guild leveling/reward set up needs a complete and utter revamp, but I doubt that'll occur Anyways... 1) Coding 'new' items for Guild Halls would take a long time, so things such as Aquariums, Interactive Game Boards, Music, and whatever else is not currently in the game most likely will never be 'added' with the release of Guild Halls. Would they be nice to have? Sure! But its not something that I see happening any time soon... 2) Harvest nodes gets a big HELL NO. You can buy materials off the broker or get them from your guild mates if you need materials... Lets not trivialize things mmmkay... 3) An Arena, Sparring Room, Training room is just silly IMO, the arena in-game already is rarely used as is...so, this would be a wasted mechanic. I would much rather they revamp the Arena instead. A sparring room or training room with some HP doll, sure it'll be a nice novelty, but again...will loose its appeal after a couple months. 4) Vendor NPC's also gets a big NO. The main cities of Qeynos and Freeport are barely used as it is...and if you think these places are ghost towns already, what will it be after? Most players go back to their respective cities to repair and search the broker, so if you add these to guild halls...well, so much for the two main cities that started all of EQ2....so I think it would be a bad idea to have certain NPC vendor's within guild halls. Or if it is decided to add NPC vendor's to Guild Hall set-ups...the fee's for using those vendors should be higher and cost PSP as well. There has to be a reason to still use the city... 5) No Stables...unless your looking to board your horse, but stables need to remain a city vendor option and only attainable in the city. 6) No Inn Rooms, again...there has to be something the cities offer a guild can not.. 7) Guild Leader board...hrmm...mine as well take the GRT/LFG/LFW UI's and turn it into a bulletin board...a lot of work went into the new LFG advanced features however...but its another un-used item, I see more players using the level chats to look for group members or to look for a group . So I would much rather have just a universal bulletin board people can access rather than some guild board....
9) Bind points a well resounding NO!! The guild hall needs functionality without trivializing the already existing main cities. So...to have a 'bind point' within your guild hall would also not be a good thing...I think you would need to go back to respective cities then use the bell on the docks to go to your Guild Hall. Guild Halls...or Keeps rather...can be a useful way to bring about good interaction between your guild members, its ally's and friends, but (and I can't stress this enough) they MUST not be so useful that players completely abandon their respective cities! It's also important to leave a good number of tasks/quests that can only be done in the cities. A certain balance must be maintained that still makes the cities useful, but guild halls useful enough that guildmates actually run into each other while visiting their guild hall. Guild halls need to be something that is obtained early on in guild level, and then use items/functions/amenities there in must be obtained through either quest, guild level, or quest and guild level. However...even top tier guilds (lvl 70-80) have to decide what features will appear in their hall. No Guild Hall should have EVERY available amenity...it can't just be...HERE! Your level 80, gratz and throw it all into their laps. Their should also be specific awards that would only be obtainable by the raid type guilds, while other awards for say the group oriented guild, or the RP oriented guild. All this should help in creating uniqueness between guilds...and different guild types. |
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#179 |
Loremaster
Join Date: Dec 2006
Location: Japan...stationed
Posts: 18
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![]() Once this happens, i'll be one happy roleplayer. |
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#180 |
Loremaster
Join Date: Mar 2006
Posts: 886
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Guild halls I.M.H.O. are a BAD idea all around as they will only foster isolation. If people don't have to go into common places anymore they will stay away from the interaction with others outside the guild. It is bad enough that there are guilds that as a rule of engagement never group or interact with others. Keep the banker and broker out of guild halls at a minimum so that people are still need to interact with others...because lets face it many players are rather not interact with others. That is one reasons they play this type of games because they are incapable to to so in RL.This is a game that was developed for people to interact with each other..this change could change that aspect a lot. It is hard already to find groups of any lvl and it will be even harder after this.J.C.
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