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Unread 11-19-2011, 10:43 AM   #1
SiegaPlays

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Join Date: Jul 2005
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Been working with an idea of how to add more guild hall layouts and epic guild crafting for different tiers. This is the result so far... (originally posted on EQ2X forums, but since they are going poof, here goes...)

The Crafted Guild Hall - meta quest achievement

Purpose of the quest line:

  • Alternate guild layouts undependent city faction.
  • Adding epic guild crafting achievements.
  • Putting a twist of purpose and new recipies into levelling tinkering.
  • Adding new types of work orders to level crafting with, though they lack the benefit of guild status, they do give the guild something.

Adding Minoru Nurwin, the worldtravelled building entrepreneur, what he does not know is not worth knowing about building techniques and architectural styles.

He offers quests:

  • "The Making of a Guild Hall" with 9 possible layout styles from all xpacs. This is a T1 size guild hall. It should be possible to change the layout style without redoing the quest. One room should have some contruction look about it (like a barred hole in the wall or ceiling) to lead up to next level meta quest. 
  • "Expanding the Guild Hall" which adds another floor to the exisiting guild hall. Requires having the done "The Making of a Guild Hall" and level 30 guild minimum. Can only be completed at lvl 50 minimum. This is a T2 guild hall.
  • "The Outside of a Guild Hall" which adds another floor and outside walled area to the existing guild hall. Requires having done the "Expansing the Guild Hall" and level 50 guild minimum. Can only be completed at level 70 minimum. This is a T3 guild hall but proportionally smaller than that of a city T3 guild hall since it builds on the T1+T2 contruction.
  • "The Travelled Guild Hall" which adds embassy areas around the world. This is repeatable a number of times for different areas and can be done at level 70 guild minimum. A way to add beach front area, lake area, mountain cave area, field area, etc. for those with a real yin for decorating their guild hall. Each area is its own zone with its own inventory count, but share amenities with the main guild hall area. The prior quests is NOT a requirement, as access to the areas is with a portal amenity which can be placed in any type of guild hall.

"The Making of a Guild Hall", T1 guild

Prerequirement: lvl 10 guild

Guild leader picks up the quest: "The Making of a Guild Hall" from an npc (Minoru Nurwin, Building Entrepreneur) on Isle of Mara.

Quest: The Making of A Guild Hall

Quest objectives:

  1.  Complete harvesting materials
  2.  Complete crafting building elements
  3.  Complete gaining the goodwill of the neighbourghs
  4.  Reach guild level 30
  5.  Throw a worldwide party!

A 60 day (maybe 30?) instance opens for all members of the guild.

The instance is a normal crafting society instance similar to the ones in Freeport and Qeynos areas, but the npcs are:

A Supply Manager

A Crafting Manager

A Society Debutant

A Fuel Merchant

The instance work tables only accept quest relevant recipies.

Stage one: Harvesting materials

A Supply Manager offers up supply gathering work orders to guild members. The size of the same tier gathering obsession quest but including the same number of adornment materials too. 

To finish the stage:

  •  Turn in 30 tier 2 gathering orders
  •  Turn in 30 tier 3 gathering orders

When stage requirements are complete, the guild leader talks with the supply manager to open the next stage. The meta quest the guild leader has updates.

Stage two: Crafting build elements

A Crafting Manager offers up craft work orders depending profession and skill. Using tier 2 and 3 materials (from the invisible instance harvesting depot that was filled during first stage :p), but the fuel of the profession skill level of the guild member (no need to bother people with trivial recipies).

To finish the stage

  •  Turn in 30 carpenter work orders
  •  Turn in 30 provisioner work orders
  •  Turn in 30 woodworker work orders
  •  Turn in 30 armorer work orders
  •  Turn in 30 tailor work orders
  •  Turn in 30 weaponsmith work orders
  •  Turn in 30 jeweler work orders
  •  Turn in 30 alchemist work orders
  •  Turn in 30 sage work orders

When stage requirements are complete, the guild leader talks with the crafting manager to open the next stage.  The meta quest the guild leader has updates.

Stage three: Gaining the goodwill of the neighbourghs

A Society Debutant offers up goodwill quests on behalf of the Isle of Mara inhabitants. Using tier 2 and 3 materials, but the fuel of the tinkering/adornment level of the guild member.

To finish the stage:

  •  Turn in 30 tinkering orders
  •  Turn in 30 adornment orders
  •  Turn in 30 "make nice" markers from Nurwin inhabitants
  •  Turn in 30 "make nice" markers from Augren inhabitants
  •  Turn in 30 "make nice" markers from Ventur inhabitants
  •  Turn in 30 "make nice" markers from Far Seas Trading Company inhabitants

"Make nice" markers are gifted to members who complete nice smalltalking with random people in the village. Multiple fails to make nice during such conversations can lead to that guild member not being able to make nice through conversation again due to villagers being crossly offended.

NB! This stage needs to be completed by before the 60 day lockout on the crafting instance runs out - look at it like a raid instance you want to clear before reset.

When stage requirements are complete, the guild leader talks with the society debutant to open the next stage. 

Stage four: Reach guild level 30

When the stage is complete, the guild leader talks with Minoru Nurwin again, who suggest to hold a party in the new guild hall.

Stage five: Throw a worldwide party!

The stage is complete, when the guild leader click the guild hall door and activates it, a worldwide party invite goes out and for the next 24 hours, npcs from the building team and inhabitants from Isle of Mara will be there at the guild hall entrance to party on with "make nice" vendor prices on temporary items, foods, drinks and whatnots party goods.

*******

T1 is pretty easy, all stages can be completed solo, even if it is a lot of work. Soloing a guild is a grind.

T2 is something similar, but with collaborate groups for the crafting stages, like the Isle of Mara crafting dungeons. Soloing this would be a hard grind.

T3 is something similar, but with collaborate raid stages. Soloing this not much of an option.

T4 is hard mode, and the end reward is different every time it can be done.

While I admire people who sets out to move a guild through the levels, I do not see a need to downsize the quest to make it easier for such a person. A guild is a team of players with the same goal and ambition, in this case building a guild hall. Try asking for a feature that count the numbers of raiders in a raid and scale the raid encounter to the number - then ask if endgame raiders thinks it as much an accomplishment to earn a title of the big wohoo slayer if the raid for 20 man is doable scaled down to a one man show. The crafted guild hall is intended as a crafting accomplishment equivalent to a raid the same level - gather the people needed, gear the people up, go through the motions, do the work, earn the upgrades.

The setup I describe may need som tweaking, I am not much of a number person, but I do not consider it out of the realm of the possible and it does keep consistent with current practice for questing and crafting dungeons.

... could write more, but I imagine a similar approach to doing the sequels, though Minoru and the entrance to the crafting area for the quest would be a free guild hall amenity (like the ground keeper) for inside access as long as the guild leader is on the quest -- and since I am not sure this type of quest line is even wanted outside my own head, it is simply too much work writing up every part of the chain.

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Siega/Dangara, retired European player

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