CDI- Guilds- Guild Halls
My Proposal from previous CDI – https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Logistics-and-QOL/page/14#post4414078
MistVille !
WvW – Structure Upgrade Re-Work idea!
WvW – Art of War Guild Buffs & Keep Claiming Re-Work idea!
Can somebody explain the proposals for non-instanced Guild Halls to me? The entire point of the system is to provide an area specifically for your guild removed from the rest of the world. Non-instanced Guild Halls already exist; going somewhere on the map and telling your guild to meet you there. Guild Halls don’t need to exist on the map, and they don’t need to allow random players to stumble upon them. They need to be built specifically to the exclusion of non-guild members.
There are some good ideas in here, but honestly, the Guild Hall system from GW1 is all the game needs, with some GW2 polish. In that respect, I can’t fathom why anyone would want to take up actual space on the map for Guild Halls, let alone have them be accessible to non-members of the guild, with the exception of guesting.
Proposal Overview
Guild Halls, as seen in Guild Wars© .
Goal of Proposal
Give Guilds a private, isolated area for Guild Members to meet, spar, host GvG, Roleplay, and organize.
Proposal Functionality
Open the guild panel and click the “Guild Hall” button to be taken to the private map somewhere in the Mists or the Battle Isles and meet with other members of your guild.
Guild Halls are purchased with a Celestial Sigil, which can be earned in PvP, as a drop from a Champion Bags or World Chest, from the Fractals end reward, or from gaining ranks in WvW. Unused sigils can be sold on the trading post, or consumed to grant Guild Influence.
To Purchase a Guild Hall, speak to the Guild Registrar to preview one of the various halls. Once a desired hall has been selected, trade in the Celestial Sigil to purchase that hall for your guild. Only Guild Leaders may do this. Once purchased, a guild hall may be further upgraded for a gold cost with an armor repairer, crafting stations, a merchant and BLTC representative, and more.
Guild Halls will be about the size of a medium instance. Think Hero’s Canton or Salma district, perhaps slightly larger. Guild Halls include:
Heath of the Ages (Krytan-themed guild hall)
Heritage Courtyard (Divinity’s Reach-themed hall)
Genius’ Laboratory (Rata Sum-themed hall)
Bloodstone’s Call (Maguuma-themed hall)
Dreamer’s Sanctum (Grove-themed hall)
Unseen Ones’ Lair (Tarnished Coast-themed hall)
Swashbuckler’s Outpost (Lion’s Arch-themed hall)
Destiny’s Stand (Airship/Breachmaker-themed hall)
Spirit’s Retreat (Snow/Lodge-themed hall)
Freezing Tundra (Icebrood-themed hall)
Fallen Kingdom (Ascalonian-themed hall)
Legion Forgeworks (Black Citadel-themed hall)
And possibly more.
Associated Risks
People are too happy that GW1 halls are back, and they spontaneously combust.
(edited by Darmikau.9413)
Proposal Overview
Guild Halls should be available to all (ie not crazy expensive)
Goal of Proposal
I have a feeling that if Guild Halls are implemented they may cost zillions of Influence and only be available to people who are in large guilds. I would want them to be just as commonly available as guild vaults, something even a solo-guild could acquire. It currently costs 2500 influence to get a vault, and 52,500 influence to max out your vault capacity. I was able to achieve that in about a year on my personal guild. I would want a basic guild hall to cost less than that, preferably much less, although I suppose a truly grand one could cost more.
Proposal Functionality
It’s in line with existing systems that try not to exclude players from fun activities, and also competitive with other games that invlude personal housing options that are MUCH easier to get access to than in this proposal.
Associated Risks
Presumably it would involve tens or hundreds of thousands of these guild halls, one for most reasonably invested players, which might take up extra server space or whatever, I’m sure you guys could figure out the resources it would take and judge whether it’s worth it.
you spend complaining about it on the forums, you’d be
done by now.”
I don’t have any full proposals, just one caveat to other suggestions:
Proposal Functionality
Do not make Guild Halls as instances, in the way that other instances work in this game. Or in the way that the Captain’s Airship works. I think it’s very important that if you log out of a character while in a Guild Hall, you should log back in directly into the Guild Hall, without having to go through an extra loading screen.
This is not to say that Guild Halls should be on the open world map. They can be instances in the technical sense, simply that they should not automatically reroute to your previous location whenever you log out.
Can somebody explain the proposals for non-instanced Guild Halls to me? The entire point of the system is to provide an area specifically for your guild removed from the rest of the world. Non-instanced Guild Halls already exist; going somewhere on the map and telling your guild to meet you there. Guild Halls don’t need to exist on the map, and they don’t need to allow random players to stumble upon them. They need to be built specifically to the exclusion of non-guild members.
There are some good ideas in here, but honestly, the Guild Hall system from GW1 is all the game needs, with some GW2 polish. In that respect, I can’t fathom why anyone would want to take up actual space on the map for Guild Halls, let alone have them be accessible to non-members of the guild, with the exception of guesting.
Proposal Overview
Guild Halls, as seen in Guild Wars© .
Goal of Proposal
Give Guilds a private, isolated area for Guild Members to meet, spar, host GvG, Roleplay, and organize.
Proposal Functionality
Open the guild panel and click the “Guild Hall” button to be taken to the private map somewhere in the Mists or the Battle Isles and meet with other members of your guild.
Guild Halls are purchased with a Celestial Sigil, which can be earned in PvP, as a drop from a Champion Bags or World Chest, from the Fractals end reward, or from gaining ranks in WvW. Unused sigils can be sold on the trading post, or consumed to grant Guild Influence.
To Purchase a Guild Hall, speak to the Guild Registrar to preview one of the various halls. Once a desired hall has been selected, trade in the Celestial Sigil to purchase that hall for your guild. Only Guild Leaders may do this. Once purchased, a guild hall may be further upgraded for a gold cost with an armor repairer, crafting stations, a merchant and BLTC representative, and more.
Guild Halls will be about the size of a medium instance. Think Hero’s Canton or Salma district, perhaps slightly larger. Guild Halls include:
Heath of the Ages (Krytan-themed guild hall)
Heritage Courtyard (Divinity’s Reach-themed hall)
Genius’ Laboratory (Rata Sum-themed hall)
Bloodstone’s Call (Maguuma-themed hall)
Dreamer’s Sanctum (Grove-themed hall)
Unseen Ones’ Lair (Tarnished Coast-themed hall)
Swashbuckler’s Outpost (Lion’s Arch-themed hall)
Destiny’s Stand (Airship/Breachmaker-themed hall)
Spirit’s Retreat (Snow/Lodge-themed hall)
Freezing Tundra (Icebrood-themed hall)
Fallen Kingdom (Ascalonian-themed hall)
Legion Forgeworks (Black Citadel-themed hall)And possibly more.
Associated Risks
People are too happy that GW1 halls are back, and they spontaneously combust.
+1. GW1 Guild Hall is all that we need for a Guild Hall. Instance GH, discount merchant, place to do have a scrimmage, etc….
Archeage = Farmville with PK
I initially thought that the Guild District should be located in Lion’s Arch (see previously posted example titled Guild changes in Lions’s Arch). However, with the implementation of the mega-server, either the inability to keep guilds together on the same map would have to be solved or population per map would have to be drastically increased; if not, the stress on the frame rate might overtax poor LA. So maybe the Guild District in its entirety should be an instanced area of LA(most favored idea). Or maybe each guild specifically has an instance somewhat like one’s home instance in Divinity’s Reach or good ole GW1. This would hopefully alleviate that problem.
I do not like the idea of guild halls being in the open world, much less that they should have to crowd each other out for limited space. I feel that guild halls should either exist through their own portals, like the Home Instances or the PvP area, or they should be a shared phased structure in, where if you view it, you see your own guild hall and only you can enter it, but if someone in another guild sees it they will see their own guild hall. Perhaps if you don’t have a guild hall of your own, the phased guild hall could reflect a random guild that is active at that location.
This could be combined with Alien Menace’s “guild halls should be everywhere” idea by having several hall locations in each zone (some more than others), and you can set up wherever you like, so say I put my guild in Divinity’s Reach, if I go there I would always see my own guild, but if I go anywhere else in the world I would see a randomly selected guild hall from some other guild that has that location. The more rare location you pick, the more likely other players will see your hall when they see it.
There could even be a competitive aspect there, where the “best” guild, determined via upgrades, GvG scoring, whatever, is more likely to be visible than the “lesser” ones.
PvE Solution: Under this system, when visited in PvE, guild halls are instanced zones. There is a keep (of some kind), open lands, even events that fire off, ultimately (if left unchecked) leading to the mobs taking over the guild “keep.” Further, there is an outside area (or a cave/structure that is NOT an instance) that has difficult/high level scaling mobs and a boss or bosses. This area should be very difficult. It respawns once every 24 hours and of course, has great loot associated with it.
No, this sounds like too much quality content to seal off behind access to a large guild. This content should just be available in the game at large.
You still need to make a guild work for it just the same having a one man guild hall just because you where able to pay to make a guild and pay for the influence to “buy” a guild hall realty takes out the meaning behind having a places for your guild.
Large guilds can buy influence too. I made my deep vault without buying a single influence, just by playing a lot with my characters.
3. Currency. How do guild acquire guild halls and with what currency? How will this balance to provide the same level of satisfaction to new and old guilds?
While I assume the “macro” currency will be influence, the stuff used to unlock a “tier” of hall, I do hope that small improvements like decoration are done using the player’s choice of gold, karma, influence, and in many cases straight drops off mobs and event rewards.
Also I agree with Devata, no upkeep costs, what’s yours is yours. One of the great things about this game is no subscription fee, don’t put it into the Guild Hall system.
I love depth in MMOs. It is the main reason I play them over other genres. I assume there are other like me who feel the same way. Well, my idea to add more depth to GW2 involves the addition of new special themed zones with player/guild/alliance driven content. These zones will exist by districts that the player can select similar to GW1’s cities.
Only if this content is equally as accessible by players that are not in a guild. Content added to the game should be for ALL players, not just players in guilds.
Do not make Guild Halls as instances, in the way that other instances work in this game. Or in the way that the Captain’s Airship works. I think it’s very important that if you log out of a character while in a Guild Hall, you should log back in directly into the Guild Hall, without having to go through an extra loading screen.
This is how the PvP lobby works, I don’t see why Guild Halls can’t use the same concept.
you spend complaining about it on the forums, you’d be
done by now.”
Proposal Overview:
Craftable assets from dungeons.
Goal:
Give players something else to do with dungeon tokens.
Functionality:
Have players use either Gifts or offerings of dungeons to create certain assets from that dungeon. EG: Baelfire’s throne from CoF, Nightmare sapling from TA, hologram projectors from CoE, etc. These can be placed in guild halls.
Associated Risks: seedy deals involving selling your tokens.
Also, I’ll just link this.
- Explorer Bekk
Overview:
What functions will a guildhall have?
Proposal:
Allow (semi)permanent upgrades to the guildhall.
Add ons:
Achievement room
– Guild wide achieves
– Completing 10 of each guild mission
– Kill Teq with at least 10% of your guild present
– Trophies would be displayed on walls/shelves/pedastals/etc
Factory room for crafting
– Permanent 10% crafting XP bonus
– Permanent 25% increased craft speed
– Build a crafting station for 2 weeks.
Farming area
– Build nodes for 3 days. Nodes similar to the minerals/trees in the gem shop
Permanent PvP Arena
– Similar to the custom arena except open to the guild and paid for with merits/influence. No 30 day time limit.
Trophy Room
– Stereotypical hunters cabin with trophy heads mounted on the wall.
– Build the trophies with junk items.
Themed rooms for RPers
– Mess hall
– Barracks
– Hospital
– Balcony
– Observatory
– Swimming pool
– Things that one might normally associate with a guild but are irrelevant due to mechanics. No mechanic benefits, just fluff.
Basically, I want a reason to be there. Just having a meeting place to chat doesn’t really do it for me. After all, I can chat with guild friends through the chat channel or TS as easily as I can in the guild hall.
I just chime in with some (possible) solution to problems I see with some ideas popping up here. (I won`t say I am perfect, I just want to point them out)
Claiming space with your guildhall
Problems
- How does it work with the megsasever system?
- If it is actual space in an established ground (aka a city), does it mean they have to reserve a map configuration for every guild hall combination? Something that has to load everytime for every player.
Solution
- To reduce serverload, i wouldn`t include actual buildings in any of the hub cities.
- Put them on a seperate map, which can be updated individualy through player input (in that case any cosmetic change to the guild hall)
- Reduce loading time for others, by differntiating and limiting outside and inside decorations (for example have a building block system, instead of a free form system.)
Basicly having an outside model and an inside representation.
- If a neighborhood is not possible, include an “entrance” to the Guildhall physicaly in an city.
Proposal Overview
Immersive Guild Hall
Goal of Proposal
To make Guilds feel part of the game vs an overlay
Proposal Functionality
- A guild has to have a visual, boast-worthy element. While it must be instanced as people have mentioned, it still must look -physical-, a la the under-utilized home instance exterior. I want to feel like I am actually walking up into my guild home.
- You should be able to invite guests in, even if they can’t use much of the functionality – can you imagine a guild newb night to attract new blood, with some unique mechanic? Help Guilds help other people, I say – a group warped me up the waterfall in Lion’s Arch today, and that’s the kind of thing that draws me in.
- Guild Halls need to have physical variety. I love the idea of Guild Hall instance portals in unique places across the world, but I think cities are more practical, at least at first – maybe growing guilds choose amongst city plots (instanced), and established ones go with (limited) exotic locations?
- GLs should be able to select individual elements, both “vertically” (features, rooms) and “horizontally” (curtains, say).
- Inside the instance, I want ways to interact with my guild and my guild hall outside of combat and WvW or GvG – once every hour or two, a Group Event inside the walls of the keep, maybe? Let’s chase ‘Nearly Headless Nick’ on a jumping puzzle, in and out of windows, on furniture, on parapets!
- Immersive versions of current features like a Guild roster board, Guild Armory, Guild questing. Again, PHYSICAL representations for what are currently just… floating graphics on a screen.
Please bring the act of joining a guild, and being in a guild, to life, and I will love it and squeeze it and call it george.
Associated Risks
- No major risks, as long as entering always comes from the city portal. I agree, we need to keep the cities populated.
*What kind of mechanic might a guild hall allow to draw in potential new guildies?
*How else could a guild hall bring “physicality” to being in a guild?
CDI – Collaborative Discussion Initiative
I was thinking content developer interview.
It’s actually Collaborative Development Initiative.
Ooops! My bad. I knew I should have looked it up in the Sticky above. Lol.
Proposal Overview
Guild instance meant to showcase guild achievements and provides more reasons for guild members to work together towards a common goal.
Goal of Proposal
Provide End game content, reason for guild mates to work together, friendly competitive environment for guilds.
Proposal Functionality
Guilds would get an instance. There may be different instances guilds can choose from, maybe these can be unlocked through some guild challenges or through merit points (with a basic one given for free to cater for small guilds)
The guild zone would have various areas, a guild hall that can be upgraded through merit points, a village area providing player housing.
Guild hall can be furnished using perhaps crafting and/or buying furniture through merit points with exclusive props that need to be earned. Say beating challenges like tequalt provided during the encounter there were more then a set amount of guild members participating it would unlock a tequalt guild trophy that the guild can display in their hall. Guild missions may also have a small chance to drop some exclusive useful props such as I dont know golden thrones, fountains etc..
Perhaps regular content can also drop things that are of use to housing and guild hall furnishing such as small chance to get basic stuff like tables, chairs etc..
Guildhall can also be upgraded (things like adding new rooms or wings) with guild members working together such as through a truckload of merit points or maybe some other currency you get as guild members play together.
Finally there would be a guild hall UI where people can visit other guild’s halls and perhaps vote up the ones that look awesome which will naturally be a way to sort the list. Thus giving guilds insensitive to make their guild hall look as good as possible as well as giving players content to explore.
Risks
- If housing is part of guilds then those who dont have a guild maybe locked out of the feature unless they start their own guild.
- There may be friction between players of who gets which housing plot if housing is non instanced inside the guild instance.
- Having potentially up to 500 houses might make for a pretty large village. This may make the instance feel a little crammed.
Guild halls and keeps
Idea to have either a Guild hall in major city or a Guild keep in mists
Goal of Proposal
Giving small and large guild and those that are interested in pure RP or PvE an equal chance to have a Guild hall, as those that are more interested in PvP side of the game and possibly coming GvG war.
Proposal Functionality
Each major city has it’s own city themed Guild hall instance area. Similar to the current personal story area. Each area could have 5-10 Guild halls in the instance.
Guild halls are ready made buildings in outside appearance, but fully customizable from inside where each guild can buy furniture and place them as they want and show off trophies, they have received from dungeons and world bosses.
As there are several sizes of guilds, the halls need to be of different sizes also from lowly 5-person guild (minimum guild size to get a guild hall) to massive 500 players guilds.
Guild hall sizes and the amount of furniture/items they can have (to limit the clutter)
Apartment (5-50 persons guild) 1-2 rooms 10 items
Large apartment (10-50) 2-3 rooms 25 items
Small building (10-100) 1 story 2-4 rooms 50 items
Medium building (50-100) 1-2 story 3-5 rooms 100 items
Large building (50-250) 2-3 story 4-6 rooms 150 items
Small mansion (100-250) 2 story 4-6 rooms 200 items
Medium mansion (100-500) 2-3 story 4-8 rooms 300 items
Large mansion (250-500) 3 story 6-10 rooms 400 items
Guild hall (250-500) 4 story 12 rooms 500 items
On the outside the guilds would show their banners and possible victory banners from WvW. Inside the guilds could purchase the use of vendors, crafting stations, waypoint stones and other possible amenities.
Guild keeps are similar but have bases on ever changing world of the mists.
Each keep is build on a parcel of land that is chosen from different base layouts each similar to a region in Tyria (Ascalon, Kryta, Maguuma, Shiverpeak, Orr).
Unlike the simple halls, the guild keep consists of outer wall and inner keep. The size depends on the size of guild, but similar to the cities halls. But instead of only able to upgrade and customize the outsides, the walls and keeps can be upgraded and customized in outlook to fit the guild and also to give better protection against attacking enemies (both PvE and PvP).
Each parcel contains only single Guild keep, but each month 10 different parcels of similar keep sizes are linked together in the mist (this can be done with bridges or portals) and the guilds can go raiding their fellows in the mist. If keep is raided successfully, it is sacked and will be build again in seven days (no new cost). During this time it can not be attacked again, but also it’s vendors and crafting tables etc. are also unusable.
Land parcels must be large enough to be much more than the keep only and each have it’s own NPC monsters too. Players can influence the monsters through event chains to make them attack random keeps in the current 10 parcel world of GvG war. If such attack happens there should be sufficient numbers of monster to actually make it dangerous.
If Guild keep is attacked all the players belonging to the defending guild (representing or not) will be alerted to the fact and have an option to port to the waypoint near the keep or inside the keep if the keep has that upgrade. This happens no matter where in Tyria they are.
Guild hall level is a new category in the Guild influence tree and that limits what kinds of improvements can be bought to the hall. Possible upgrades are limit of furniture, showing of banners, waypoints, crafting tables (no crafting vendors), basic vendors (no Black Lion traders because we need to keep the cities alive too), different styles of furniture. In keeps it would also include number and level of NPC defenders, siege weapons, wall upgrades etc.
Associated Risks
Numerous. Belonging to multiple guilds and fighting against your own guild. Emptying the cities. How to decide what guild gets which building in city instances? New items and rewards to show off in the guild halls. Access to guild halls, only to members or should all be able to walk around and use the amenities? How furniture works? Can you place it anywhere and turn it around the way you like (rugs in the wall, armors and weapons in stands, shields in wall etc.)?
One of the biggest mistakes I have seen in several games have been to limit too much the customization of houses and guild buildings. Many MMO players and guilds have large ego’s and want to show off in their own way. That means being able to make the halls and keeps look like you want and not be limited with ready made furniture layouts and not being able to change things.
Best housing I have ever seen in MMO was in old SWG. Sure it was complex, but it brought it’s own economy as there were people just doing interior decorating (and getting rich making it).
With Guild Halls being a feature demanded since before the start, on the same level as Guild Capes, why is it, that it took so long (if i may ask)?
You said that they were planned, but didn`t make it to release. Can you shed some insight in “what you have thrown around so far?”
It would be nice to see your side of the creating process a bit (sketches, idea collections, etc. ), of course everything with need to know basis (hope i used that phrase right)
For my proposals, which possible have been said mostly, but I will try to split them into several aspects.
Proposal Overview
Building Block Guild Halls
Goal of Proposal
Limiting the outside/inside designs and models for the general player, while still allowing a customizeable experience and a form of progression.
Proposal Functionality
Guild Wars 1 Guild Halls were limited to a certain theme (cantha, LA, etc…) and had always the same layout based on that.
Guild Wars 2 can offer an extended take on that.
- Starting with a Main Hall, there can be additional building-parts physicaly added to the Main Building.
- Parts can be designed after certain racesand offer new functionality.
- Parts can be unlocked (cosmetic) by Guild progression and might change the look of the Guildhall from a simple Charr Camp to a Charr fortress, or something akin to the Black Citadel (just an example)
- Customizing each base part allows for a united or highly differntiated look of the Guild Hall.
Associated Risks
- Clipping and placing issues
- People might find things limiting
- Possible disconect between an inside and an outside of the Hall, which might limit GvG implementation in favor of a “neightborhood” system
Overview:
A method of paying for guild halls
Proposal:
Prereqs
Architecture 4
Economy 4
Cost
50,000 influence
100 merits
Materials
Allow an alternate cost in materials instead of merits or influence. The goal being to give smaller guilds a means of getting a guild hall. Something 20-30 people shouldn’t have a problem getting over a month.
Ex:
1000 Mithril Ingots
1000 Bolts of Silk
1000 Elder Wood Plank
1000 Cured Thick Leather
- You should be able to invite guests in, even if they can’t use much of the functionality – can you imagine a guild newb night to attract new blood, with some unique mechanic? Help Guilds help other people, I say – a group warped me up the waterfall in Lion’s Arch today, and that’s the kind of thing that draws me in.
A visitor and/or a “open to the public” system would be a good idea. Ranking members would be able to invite people to visit the guild hall, and the GM could set the guildhall to be open to anyone. That way, even if they are instanced, they could retain a slight community feel by having people being able to visit each other’s guildhall. It would also be a nice way to draw in new players to your guild.
Though, the GM would need a way to evict all unwanted visitors at a given moment. If s/he wanted to host a guild meeting, an event, RP, or GvG strategy session (if they ever add that in), I wouldn’t want any tagalongs sitting in.
To all those talking about Guild Hall visibility, a system similar to the Custom Arena can be used. The owner can set it up so only guild members can join, give a password requirement, kick anyone they want from the arena etc The mechanic/system is already in the game.
Acquiring a Guild Hall shouldn’t cost too much so even the smaller guilds can get their own Guild Hall. However, there could be different GH sizes with higher and higher costs, getting the maximum sized GH shouldn’t be easy for everyone.
Proposal Overview
Player contribution through crafting
Goal of Proposal
Enhance the ability of single members of the to contribute to the Guild and Guild Hall
Proposal Functionality
Right now the contribution of players to the Guild is based on how active they are ingame. Joining Guild Missions or just playing the game.
Enhancing the crafting system with Guild Hall cosmetics or essential parts to progress the Hall.
- Jobs are able to craft furniture or ornaments in a new section
- Jobs are able to work together, creating a synergy. For example a Woodworker creates a chair and a leatherer or tailor is able to enhance it visualy.
- If certain items are needed to progress the guild, they could be on a timer, which limits the progression. This can be shortened by several players to contribute these items.
Donating
- Players could flat out donate money to contribute to the guild, like an abo
Event Points
- Doing certain events in the world is messured. Instead of randomly giving point to the Guild, there is a progress Bar, which is filled by specific event types.
Example: If you finish a lot of jumping puzzles while being in the Guild, you help unlocking a jumping puzzle related ornament or even a Guild JP room for the Guild.
Example 2: If you do a lot of WvW events, you help unlocking ornaments or an NPC, which offers special WvW skins
This would help visually and functionaly progress the Guild Hall based on what the Members do in general.
Associated Risks
- Players might not like the timers
- Balancing the amount of contribution to unlock certain things can be problematic.
- Crafting revamping?
- Guilds might force players to do certain content, just to unlock a specific upgrade
Proposal Overview:
Guild Training Ground
Goal of Proposal:
Having better tools to train members in different aspects of the game (mainly for PvE).
Proposal Functionality:
Adding some training golems (like in heart of the mists) but we would keep PvE stats (as we already have PvP golems).
Adding a small “arena” that spawns enemies/boss that doesn’t give any loot/exp, for fast testing.
Adding a small PvP arena with limited abilities.
Associated Risks:
1v1 guild server would probably never been used anymore
Proposal Overview
A modular system that lets the guild hall grow with the guild. Influence and merits are used to buy extra rooms as permanent additions to the guild hall. These rooms can be filled with unlock guild trophies and so increase benefits.
Goals
Guild halls as a mean to promote guild loyalty, pride and purpose by progressing as a guild towards more benefits. This also replaces the build que and the current upgrade system.
Proposal Functionality
The current guild upgrade system doesn’t really work. It’s a lot of pushing buttons, looking at timers and speeding up build times for little benefit. Once you have bought all the permanent stuff, the guild can no longer progress through it. A guild hall can incorporate a progression and upgrade system. In GW2 almost everything you do as a player is good for something. Loot, xp, rank up, map completion, achievement, … The same gameplay can be implemented towards guilds, trough the guild hall. The guild hall could be someting a guild keeps expanding and improving. With influance, the guild buys adjoining rooms to the guild halls. These permanent additions can then be filled by new trophies that a guild can collect by doing a variety of content. World bosses, pvp wins, WvW rank ups, dungeons, … The trophies then controbute toward specific guild bonuses. The drop rate of guild trophies decreases in correlation to the unlocked amount of upgrades. Every room bought makes buying a next room cost more influence. And every unlock increases the cost of the maintenance staff, who have to be paid with influence.
A couple examples of rooms:
Weapon Room: Is filled with display stands of weapons unlocked by defeating world bosses and gives bonus kill xp.
Taxidermist Room: Collect exhibition mobs by defeating veterans and so provides magic find boosts.
Dungeon Room: Has dress puppets to collect the armor from all the final dungeon bosses to increase the dungeon rewards.
Map room: The floor is the map of Tyria. It’s starts out in the undiscovered state. Every time a guild member does a map completion, there is a change to unlock that part of the map room and so reduce waypoint costs.
War room: Has a big chess board in it that increase WvW stat boosts. Every time a guild member gets a rank up chest, He has a change to unlock the next board piece.
Hero room: Collect tokens of gratitude from the people by completing dynamic events to increase the rewards of gold contribution.
Combat room: Collect the pvp training guys from heart of the mists by completing personal reward tracks and increase rank gain.
Craft garden: Display perfect ores, trees, plants, jewels, lumps, ingots and increase critical gathering chance
Treasury: Acquire treasure chests from jumping puzzles, exploring, world bosses, dungeons, capturing keeps and increase gold gain.
And probably many more rooms that could work. Kitchen, apothecary, jail, …
Associated risks
It will be hard to make a system that is considered fair by small and big guilds alike. The increasing cost of new rooms, the maintenance cost of the unlocks and the diminishing drop rate of trophies should alleviate this.
The system will also have to be acceptable for PvX and specialized WvW/PvP/PvE/Dungeon guilds. Perhaps it will be necessary to let guild chose their profile and change the unlock mechanisms for guild trophies accordingly.
Claiming space with your guildhall
Problems
- How does it work with the megsasever system?
There are basically 4 options for making Guild Halls.
1. Every Guild Hall is a separate building that you can enter in the regular world.
2. Every Guild Hall is a separate building that contains an instance you are transported to.
3. Every Guild Hall is in the same building that contains an instance you are transported to.
4. Every Guild Hall is outside of the regular world. (Mists, Airships, portal to elsewhere)
The first 2 aren’t likely because of a real estate issue. I just don’t see there being enough of it.
The third is probably the most likely scenario as it involves less work than the fourth.
The fourth is what I think most people will prefer if 1 and 2 aren’t possible.
The megaserver is a primary reason why there’s not enough real estate for the first two but it won’t have any impact/relevance to the third and fourth.
Claiming space with your guildhall
Problems
- How does it work with the megsasever system?There are basically 4 options for making Guild Halls.
1. Every Guild Hall is a separate building that you can enter in the regular world.
2. Every Guild Hall is a separate building that contains an instance you are transported to.
3. Every Guild Hall is in the same building that contains an instance you are transported to.
4. Every Guild Hall is outside of the regular world. (Mists, Airships, portal to elsewhere)The first 2 aren’t likely because of a real estate issue. I just don’t see there being enough of it.
The third is probably the most likely scenario as it involves less work than the fourth.
The fourth is what I think most people will prefer if 1 and 2 aren’t possible.The megaserver is a primary reason why there’s not enough real estate for the first two but it won’t have any impact/relevance to the third and fourth.
Well…
1. It could work if the building is a blank/filler space in the open world, which only loads the assets (or placeholde rif you are in none) of the Guild you are in.
2 and 3. Still has the problem that it seperatesinside and outside. I have the feeling that is not what people want, as one of the desire to use them is GvG. If these two are seperated than there will be some loading issues, which can result in problems there i guess.
4. Would be the most logical, as they could even tie it into the GvG lore.
Every Guild has their own land, they build their Guild Hall on and for the GvG matches each Hall gets spawned in one half of a map and can be conquered by the other like in GW1.
Well…
1. It could work if the building is a blank/filler space in the open world, which only loads the assets (or placeholde rif you are in none) of the Guild you are in.
2 and 3. Still has the problem that it seperatesinside and outside. I have the feeling that is not what people want, as one of the desire to use them is GvG. If these two are seperated than there will be some loading issues, which can result in problems there i guess.
4. Would be the most logical, as they could even tie it into the GvG lore.
Every Guild has their own land, they build their Guild Hall on and for the GvG matches each Hall gets spawned in one half of a map and can be conquered by the other like in GW1.
To solve the problem of GvG they could use the Personal Story approach. The Guild Halls are actual buildings / structures out in the open, with a door and a green marker. When you join the structure of your guild hall, it will transport you to your guild’s version, for example how Salma District works.
For GvG, this new zone could contain the surroundings too, so there is a place for attackers to spawn, for example, if we see Salma District in DR as the GH, once you enter, you can see a larger area of DR too, with the enemy guild spawning nearby to attack.
Proposal Overview:
The general idea is to have customizable guild mascots which serve to welcome members to the guild hall, and give the place some more life outside of simply custom architecture. A reasonable target for this would be something like guild grunties from .hack//G.U. but Quagan or Skritt serving the role.
Goal of Proposal:
One of GW2’s strengths are a living world where NPCs chain off and have their own tracks an dialogue instead of being stationary. Having a mascot Quagan or Skritt for the guildhall could generate the same sense of life. Also unlike a banner or building, you would be able to display personality in motion. Maybe you have a skritt mascot who exemplifies your guild’s merchant focus and continuously is on the hunt for shineys. Maybe you have a guild who focuses on WvW, and a Quaggan who thinks himself a tuff guy.
Proposal Functionality:
Functionally you would have a mascot NPC who runs/walks/stumbles around your guild hall making noise and spouting dialogue. The look/gender/race would be customizable by the guild owner, along with the dialogue they spout (and an associated sound effect such as a laugh or grunt or the like). They could serve more purpose in the future, the the initial idea is to have them mostly for personality.
Associated Risks:
Being a mostly aesthetic idea that in theory could be tacked on later could easily make it back burner material. The whole idea of having cute mascots may as not be every one’s cup of tea, so this will only make a slice of the player base happy. Being effectively a mobile shout box could also annoy some people greatly who just wish to use the guild halls to get away from the hustle and bustle of the general game world. What do people think?
I won’t go through all the details, I will let others who are more passionate on the subject do that. I would like to mention this though:
When designing guild halls, don’t just make a place guild members hang out. Make them GvG maps, as in GW1. Even if initially there is no GvG, at least think ahead for GvG when designing them.
We will have a CDI phase on GvG.
Chris
How long until we get to a CDI that has nothing to do with guilds? Like one on the new leveling system or something perhaps?
you spend complaining about it on the forums, you’d be
done by now.”
Well…
1. It could work if the building is a blank/filler space in the open world, which only loads the assets (or placeholde rif you are in none) of the Guild you are in.
2 and 3. Still has the problem that it seperatesinside and outside. I have the feeling that is not what people want, as one of the desire to use them is GvG. If these two are seperated than there will be some loading issues, which can result in problems there i guess.
4. Would be the most logical, as they could even tie it into the GvG lore.
Every Guild has their own land, they build their Guild Hall on and for the GvG matches each Hall gets spawned in one half of a map and can be conquered by the other like in GW1.To solve the problem of GvG they could use the Personal Story approach. The Guild Halls are actual buildings / structures out in the open, with a door and a green marker. When you join the structure of your guild hall, it will transport you to your guild’s version, for example how Salma District works.
For GvG, this new zone could contain the surroundings too, so there is a place for attackers to spawn, for example, if we see Salma District in DR as the GH, once you enter, you can see a larger area of DR too, with the enemy guild spawning nearby to attack.
If they do what you suggest that turns the Guild Hall into a staging area for GvG which would be a very big turn off for a lot of people. A lot of people don’t care for PvP, WvW, or GvG and most guilds are a mix of people. I think fairly few are really dedicated to a specific aspect of the game. To keep Guild Halls as open as possible GvG should be segregated from Guild Halls. Having portals to GvG areas is fine, just don’t have the Guild Hall itself be an integral part of it.
To solve the problem of GvG they could use the Personal Story approach. The Guild Halls are actual buildings / structures out in the open, with a door and a green marker. When you join the structure of your guild hall, it will transport you to your guild’s version, for example how Salma District works.
For GvG, this new zone could contain the surroundings too, so there is a place for attackers to spawn, for example, if we see Salma District in DR as the GH, once you enter, you can see a larger area of DR too, with the enemy guild spawning nearby to attack.
If they do what you suggest that turns the Guild Hall into a staging area for GvG which would be a very big turn off for a lot of people. A lot of people don’t care for PvP, WvW, or GvG and most guilds are a mix of people. I think fairly few are really dedicated to a specific aspect of the game. To keep Guild Halls as open as possible GvG should be segregated from Guild Halls. Having portals to GvG areas is fine, just don’t have the Guild Hall itself be an integral part of it.
@maddoctor:
It woul work, but it would be an extra loading screen, which can be crucial if they want to use it for GvG
@Torsailr:
I am not into the PvP aspects right now at the moment (my Guild is dead, sadly), however GvG in Guild Wars 1 (which is what most are refering to) used the Guild Halls as the stage for the battles.
There was always a Guild Keeper they had to protect, while taking out the enemies one.
There is a thrill to defend your own guild. It has some familiarity. Also there is the thrill of entering the enemies stronghold, seeing their emblem everywhere, being on their turf so to speak.
Proposal Overview
Unique weapon and armor skins for the use of Guild Halls and participation within the guild.
Goal of Proposal
Encouraging players to use the guild halls beyond vendors and banks that are already easily accessible from a town hub.
Proposal Functionality
Include an armory within the guild hall layout, possibly as an unlock. Players within the guild can unlock and acquire, for a fee, unique weapon and armor skins. Skins will be earned in return for activities that benefit the guild, earning influence for the guild. Players can keep track of their progress similar to reward tracks in pvp, each game mode can give different skins, and faster progression can be earned through partying with other guild members to earn more influence.
Associated Risks
possibly too much development time and resources required to give consistent rewards over time on top of Living Story and Trading post content.
Proposal Overview
The Guild Halls Concept – Upgrading & Personalizing
Goal of Proposal
Providing an incentive to play as a guild, build up a sense of reward and activities to work towards to as a guild. They have to provide you a feeling in sense of accomplishment that puts your Guild in an unique light. Possibly even boasting about it.
Proposal Functionality
Obtaining a Guild Hall should be relatively easy. They can be bought with Gems or perhaps unlocked through the Upgrade Panel in the Guild Tab. For instance, you could purchase a Guild Halls with;
- Gems
- Influence
- Merits
- Mix of Influence and Merits
- Crafting Materials
- Mix from all of the above
However, obtaining the Halls means it starts out as a small default house. Its shaping, its size and ‘touch’ will change over time, depending on your guilds achievements. This will provide the Halls with character whereas you can clearly see the differences between guilds. In the end, guilds want to be unique, they want to be known for their achievements in the game and provide prestige for the guild.
In the end, it would be rather unfair if this 5 man guild that barely plays but does a speed dungeon run once a while has the same massive keep like this guild that frequently plays WvW together with a 20man roster and succeed in killing masses of players. It should therefore be clear, that the more active a guild is, the better the guild plays and the more achievements the guild obtains the more awesome its Halls become. Certain status from the outside but also inside.
Furthermore, Guild Halls are able to be upgraded and provided with personal character. Each segment of the game will provide different rewards and character. For instance, you could get a great throne for PVPing, awesome chairs for PVEing and amazing furniture for playing WvW. Also, Halls are able to grow overtime. As said, you start off with a small house but along the way with Guild Activities such as WvW, you are able to significantly improve your Halls towards a big keep with flags that show off your Guild Banner. A small breakdown of potential upgrades are summed up below;
- Furniture
- Custom Items (being crafted for instance)
- Size of the Halls
- Objects
- Flags
- Statues
Having items you can either win by achievements, playing as a guild together or being able to be crafted will provide a long term goal for a guild. They can work towards it together and truly show off their progression in the game. It will make the guild unique and it will show dedication from the guild.
In the end, it is very important that there is a sense of progressing with the Halls. Things such as furniture and size that is able to be improved while playing with your Guild Members. Below is a breakdown for examples that can provide you certain rewards for your Guild Halls. Items, growth, size and so forth.
PVE – Running Dungeons / Killing Teq / Worm / Fractals / Guild Missions
PVP – tPVP Guild Teams / PVP Kills / Wins / Lv80 Rank Purchases
WVW – Objective Caps / Objective Defending / Dolly Kills / Player Kills
GVG – Rankings / Wins / Win-Streak / Points to purchase
Associated Risks
The risks might be that Casual Players or fair weather warriors will become upset, as they cannot get the Halls they’d like to have which a strong guild has. Although, seeing this game lacks the sense of progression as a guild, being unique and the lack of actual rewards and achievements as a guild, it should be very important that guilds can have that progression and the sense of rewards.
Include an armory within the guild hall layout, possibly as an unlock. Players within the guild can unlock and acquire, for a fee, unique weapon and armor skins. Skins will be earned in return for activities that benefit the guild, earning influence for the guild. Players can keep track of their progress similar to reward tracks in pvp, each game mode can give different skins, and faster progression can be earned through partying with other guild members to earn more influence.
So long as you can also earn these skins through comparable activities outside the guild structure.
you spend complaining about it on the forums, you’d be
done by now.”
Proposal Overview
This would be a very brief and small idea of a simple why that a guild hall could be implemented.
– Firstly a interface that makes sense.
– At least some degree of customization/personalization.
– Guild quest board
Goal of Proposal
The problems with implementing a new type of GUI for the guild hall will take more time and development resources and most likely contain bugs to start with.
Another problem would be how would one go about customizing the hall.
both of these will be explained below.
Proposal Functionality
First the GUI. I would like to see the GUI tie into the current guild panel in the upgrades tab, under a new heading. From there the allowed guild members can purchase rooms. in such a way explain below:
– First room would be the hall. Say the hall as 6 doors.
– Each door can contain an upgrade(room) that takes a certain amount of time to construct.
– The same applies for the second room. That room say has to doors which could contain an upgrade.
In such a way one would be able to customize and move around rooms without the need for a fancy GUI interface. Note a nice map like GUI interface would be a nice implementation later on.
Second. Customization would be done with different types of skins that can be acquired over time this would be a nice way to promote ultra rare guild hall skins that would ultimately show how bada** the guild is. This only thing that I would add is the ability to customize the colour(with the dyes that they have collected) scheme of the skin.
Furniture would be part of the rooms and I would consider the ability to replace of move then in a later update because I feel that the important thing is to get the system up and running first then all these small nice changes can be added over time.
As for the currency I would like to see the guild influence points used note that will be very expensive but maybe a different currency could be used for more rare modifications. Also to help gather the currency a nice guild board inside the hall where players could gather and receive quests related to the world and maybe even post there own quests to some extend.
Associated Risks
As for the risks, I could only think that some players would think of this implementation to be far to simple compared to some implementations in other games, but I do feel that in time the advanced things should be implemented, but for now just get the basics up and running.
Guilds should be a warm and happy place where players can hang out and spend a up-seen amount of time but I should also not replace things that the cities has to offer.
One last note. Guild should be open to all on some extent and not just guild members. Guild must have the ability to brag and show of there guilds.
Please note, I am by far note the most creative guy and this is by far not the best idea I have or the coolest, but as a developer myself, I know that this idea could work in the current state of Guild Wars 2.
CDI – Collaborative Discussion Initiative
I, too, worry about small family/friend guilds being shut out of the opportunity to obtain their own Guild Hall. We could all, no matter our size, obtain one in GW1, and over time fill it with NPCs offering all manner of upgrades. I hope to see the same in GW2. It was based on Gold in GW1, it can be based on Influence in GW2, or Gold. But not merits, I hope, because some of the small guilds just can’t raise merits.
It doesn’t matter how fast the large guilds will get their Guild Halls, then, as the whole purpose is to have the Guild Hall and its functions…at least, I would hope so. Otherwise, it will be just like the other Guild-centric content released. Only for those that are of a certain active membership size.
Thank you in advance for considering the small guilds, as well.
But why use a currency at all? Would it not make more sense and more important be much more fun to unlock it with doing thinks with the guild. Like i gave an example before, do a gungeon with only guild-members ir unlock it with doing guild-missions and that sort of things.
Currency is just a little boring. You do some general things and that number then go’s up slowely and then eventually you can buy it.
But if there are ways to directly work for it that makes much more clear things to do and goals to work for with the guild. What should be one of things guild-halls should provide imho.
GW2 is enough currency based. Maybe this can be done different. And that would likely also help smaller guilds out.
Proposal Overview:
Guild Zones.Goal of Proposal:
I love depth in MMOs. It is the main reason I play them over other genres. I assume there are other like me who feel the same way. Well, my idea to add more depth to GW2 involves the addition of new special themed zones with player/guild/alliance driven content. These zones will exist by districts that the player can select similar to GW1’s cities.Proposal Functionality:
Each zone will have content that is unlock able through Gems, Gold, Dungeon Tokens, Badges of Honor, and most (if not all) other forms of currency in game at an appropriate and fair exchange rate. This is to avoid adding another currency but instead adding a vendor accepting all currencies for this feature.Each zone will include:
——————————————-
-Keeps (Strong customization options)
-Housing (Strong customization options)
-Zone exclusive mounts
-Unique Enemies (fitting each zone)
-Unique Biconic Characters (to drive extended PvE content)
-Hard Mode
-Zone Buffs/Debuffs
-Open World Boss
-Zone PvP Toggle On/Off
-Zone Guild vs Guild Matches (some instanced version of the zone maybe)Each zone will lack:
——————————————-
-Capitol City vendors (to keep Capitol Cities well populated)
-Multiple Waypoints (to encourage the use of mounts, but one or to to res.)Potential Risks:
Players may be upset with the amount of time needed to get the required funds to unlock the content. It may also make content that requires more organization than is normally done in pugs.Personally I would take the gold and gems out of it and maybe any currency. We would not want yet another gold grind. Think should be earned by playing the game. Doing a guild-mission could drop maybe a access pas? Or completing a hard guild-dungeon something like that. It would make more sense and be more fun wouldn’t you agree?
That’s why I had it so open to any currencies. So it wouldn’t just be a “gold” grind. I do like they way you are thinking though. Guild missions to unlock a guild hall. I would prefer it not have an RNG factor though. People get kittened if RNGesus hates them and it is unfair to those folks.
How about adding a couple different paths to obtain a guild zone? This way it gives guilds options and can account for guild size by scaling cost and difficulty.
1.) Guild Missions
2.) Guild Scavenger Hunts
3.) Guild Fund RaisersI would think most guilds would do the path you suggested first if for nothing else to enjoy the new content and avoid the financial cost.
On a side note I would like to see a progress bar added for the unlock regardless of the path the guild chooses.
I think that if the RNG is not extreme it should not be a huge problem. 1/10 for easy obtainable things maybe 1/100 for very kittenes. People get kittened with general loot that has 1/1000 1/10000 type of rng because you can’t really work towards that.
And adding new paths would for sure be an option while I think changes that gets added is smaller. We could of course also use the current dungeons. I suggested that in another post already. Do a dungeon with a 5 members of your guild and you unlock x and maybe have a 1/ 10 rng of getting drop y (blue-prints or an item or an upgrade, for your guild-hall). Doing all paths of a dungeon with groups that all are from the same guild would reward another unlock or item and completing all dungeons and all paths with all guild-members would unlock yet another thing.
Something like that.
Adding new paths or special guild-dungeons and other content would be great but this just gives a few options for content that is already in the game.
I have a proposal for the placing of the guild halls.
- guild halls are located in the major cities in the open world (Lion’s Arch, Divinity Reach, etc.)
- they are in separate areas above, below and behind the publicly accessible areas, not to be entered by the public.
- every city map has a place for 2 large guild halls, 5 medium, 15 small (or more, I don’t know the best numbers)
- all halls of the same size have the same layout and look the same, so it doesn’t matter to which one a guild is actually sent.
- if someone wants to enter his guild hall, he is sent to a free guild hall of the correct hall size on the current map if he is the first one to enter. If there are already guild members in the hall, he is sent to the currently allocated hall in the correct map instance (travelling to the new map if necessary).
- if all guild halls of the current city map are full, existing instances are searched for a free one. If there are no free ones, a new city map instance is created.
- players are teleported to their halls. No portals or doors exist.
- the map chat is shared between all people present on the whole map
- the say chat is shared only in the guild hall
This way, players in guild halls are still on open world maps and participate in the open world map chat – they are not hidden from the public and out of reach. They are simply on the same maps as before, but only located differently. The number of city map instances probably doesn’t change at all.
(edited by Silmar Alech.4305)
Overview
I liked the way gw1 had unlocks.
Goal
Stagger the cost of functionality. Include all the functionality – this exists in wvw already. including option to go to, and port back to original location.
Detail
So I’m all for a “guild hall” button that teleports you to the GH. Leave guild hall button would be awesome too.
I’m all for adding every crafting station, tp, merchants, mystic forge etc via some upgrade cost – influence and merits being my preferred currency.
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment
Proposal Overview
Getting the concept of Guild Halls right.…
I agree with many of your points. I don’t like pure housing zones because they usually end up being dead outside of the houses (DAoC, LoTRO). They also break immersion and lead to empty main cities when guild members spend their whole time crafting in their guild halls. This also is the reason why I’m against guild-centered WvW zones. This takes away from the current game experience because it scatters the playerbase. I also don’t see non-instanced guild halls work because of mega-server-system.
As you suggested, guild halls could be accessed through a button or via portal at specific points in the main cities (LA, Grove, etc.). Depending on the access point different themes should be available. If different race based themes are impossible due to the work associated with them I would prefer a Lions Arch theme because it displays the unity of all races. Therefore, I really like the idea of guild airships. I’d probably prefer a Sylvari treehouse or an Asuran cube, though.
Things I’d like to see within guild halls or instances:
- Sparring place (sorry… customized arenas are a drag)
- Customizable rooms (size, shape, style)
- Furniture and decorations with themes based on races
- Special furniture/decorations/trophies through crafting/achievements/dungeons/raids or open world bosses.
- Furniture vault (don’t fill up my bank please!)
- Asura gate/teleporter with various destinations across the Tyria
- Dye gardening/alchemy because the current crafting options are insufficient.
- Library/study room with access to lore (e.g. scrapped bestiary)
- Bank/trading post NPCs
- Mystic Forge
- All active guild banner buffs should be available within the guild hall
- Personal accountwide quarter/room. Home instances just don’t work.
Things I don’t want to see within guild halls or instances:
- Things which permanently pull people away from existing maps/content
- For example: Crafting NPCs. Because those would kill main cities as world hubs.
Currencies I want to see used:
- Influence (main). Don’t introduce yet another currency please.
- Dragonite Ore (furniture, dyes, exchange for influence)
- Empyreal Fragment (furniture, dyes, exchange for influence)
- Bloodstone Dust (furniture, dyes, exchange for influence)
Proposal Overview
guild hall and guild house
Goal of Proposal
Instance which can be used by guild members and guild guest.
There they can use vendors for there needs:
1. regular merchants (tools, kits, guild armor and weapons)
2. entertainment merchants (food, drinks, potions, short time installation of consumables).
This could also serve as great roleplay and meeting place for team and guild tactic discussion with training field (similar to one in pvp area).
They can use there time to do some repeating guild chain events:
- find workers tolls
- bring them material
- protect guild riches from skritts
- etc
Which will speed up guild halls upgrades by 0.1% since events are repeating.
Beside training grounds there is nod area, themed party area which can be change with help of npc (seasons, festivals), “round table” strategy meeting place and last guild house.
Guild house is where guild can display trophies, rankings, roleplay or simply just decorate. Guild house can use race themed designs.
Proposal Functionality
I have seen a lot of players idling, afking and don’t know what to do in game any more.
It would give players with extra time something to do while they are on. Guild members could fell like they are in guild and doing something for guild.
Guild event chains should be 10 events long and after end of chain there should be karma npc (where they can buy worker token). The token can be turn in for rewards at guild main butler (guild skins, minis, etc).
That should lower the use of mega server in some area. And guild members can invite guest in halls for guild player made event, that should remove taxi need and they can remove any problematic guest by kicking out.
Moving the guild related npcs in guild hall, where they belong.
Associated Risks
Setting the map cap for max number guild members + there guest, which means big lag. Balance the guild upgrades cost with guild members so that small guilds can afford them as well.
Small guilds can’t afford a lot of merits, but they can afford influence which should be cost for guild halls and upgrades.
Working out the guild halls templates (to give different selection), setting few chains event with there story, adding new guild items that can be used only in guild hall.
Setting out the building stages of guild halls, houses and areas, that can be influenced by players.
p.s. sorry for my bad English
Proposal Overview
Put guild-halls in the open world.
Goal of Proposal
Having guild be more part of the game itself and giving guild-halls more meaning, more reason to be pride of it. While at the same time keeping people in the maps.
Proposal Functionality
While it would likely be easiest to just put the guild-halls in some instance this would take away a lot from what guild-halls can be and the role guilds have in the game. If you put guild-halls in the open world it is more fun to work on your guild-hall because you know people can see it and it would also put guilds more in the game. While putting it in an instance would basically also mean you put guilds themselves away as if they are not part of the game-world.
There are many ways to implement this. From special maps to things like Retro suggested https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Guild-Halls/first#post4454383 and many other options are thinkable.
Associated Risks
That depends on how you implement it. Maybe you get places where not many people are because guilds stopped playing or maybe those places get many people while the city’s don’t. At the same time those can all be solved by the way you implement it.
Another problem is to work around the mega-servers here.
As commented before:
Guild Airships
Pros:
The concept is awesome.
It allows to introduce awesome airship GvG battles.
It exists in the current lore.
Cons:
It can be limited for small guilds.
It can detract Guild-less players from airship battles experience.
I think it can be tied with the Guild Islands in the Mists. The Guild has an island, small at first (or barely interesting), that can be connected, expanded (adding big floating rocks) and populated. An instance in the Mists, with the constructions the Guild can put (using a build queue, with resources added by guild members).
The island may have a port with a single small airship first. Every (small) airship may contain up to n guild members (5, for example).
If the Guild is big enough, the Island may start with more Airships, or a bigger Airship.
The Airships can go to explore or battle.
In explore mode, the airship navigates through the Mists, it needs a minimum crew of 2 (a Pilot and a Turret Crew). There are some missions, battle against pirates, defending locations, etc… this part can be expanded later.
In battle mode, the Airships participates in a GvG battle, (bigger airships can have more crew, like 20 for medium, or 50 for Big).
Both the islands and the airships may be customizable. Putting the Guild Emblem here and there, creating buildings and fortress like in the WvWvW, adding weapons and systems to the airships, etc etc.
I would not add nodes or other resource sources there, only the Guild-related merchants and access to the Guild Vault.
Proposal Overview
Getting the concept of Guild Halls right.Goal of Proposal
Few definitive bullets on how to approach Guild Halls.Proposal Functionality
- GH should be instanced.
- The theme for the Instances should NOT be one singular place where every guild has a “different version of the same building”. Like a Mansion or a Cave .
- Rather they must be a place or Guilds could logically coexist, even if they in reality don’t (A Neighborhood full of mansions, a mountain full of caves, The Mists, One Airship out of hundreds in the airport).
- They should be highly customizable.
- Must have different themes (Asuran, Human, Norn, Charr).
- Should be tiered, unlocking greater locations but also leaving the option of not upgrading (Tier one: Guild Cave. Tier Two: Guild Airship. Tier Three: DR Mansion). But my guild is small and pirate themed, so even when we can upgrade to a mansion, we stayed with the airship.
- Should have a sparring area for guild members.
- Should have a section where you can see information about guild mates (AP, Number of Characters, Hours Played, Little Summary about him he wrote).
Associated Risks
Not considering any of these could result in something. And no, this is not a threat.Why do you think to get it right they need to be instanced. Or for that matter why do you think any of the other things you suggest need to be in to get it right?
With all due respect, it just wouldn’t work in the open world. The main reason why GH are asked for is for guilds to have a private zone on which to gather without being interrupted. Futhermore, how could they make a customizable space for thousands of guilds with dozens of thousands of players in the open world?
Then again, do your research on ArchAge and maybe play it a while. You’ll see why is it such a bad idea.
As for the other points, having a communal building for all guilds would be inmersion breaking, as well as not having themes for it. Being able to customize your GH is a must have, you just need to read the thread.
Tiering GH is also something very important since its a form of progression, something required in MMOs.
I’ll give you the sparring area, maybe this is not as necessary as the others. I just wanted to draw attention with the wording :P
But the guild mate information is also vital because that’s the whole point of GHs: interacting with your guild members.
(edited by MakubeC.3026)
I saw it mentioned that GvG would be done at a later time, so I won’t bring that up. But I think Guild Halls should be designed such that they can be used as arenas for GvG battles. Enough said.
Proposal Overview
Guild Halls as Gathering Space, Competitive sPvP Arena, and WvW (GvG) Zone
Goal of Proposal
Players want fresh zones for pvp / wvw, and social players want a place they can interact with guildies and express the identity of the guild.
Proposal Functionality
There are three aspects to the design —- social, spvp, and wvw.
These are instanced guild halls. These instanced guild halls could come in a variety of themes and layouts (more on that later). Each guild hall would have a courtyard area (outside) and a castle area (inside).
Social
Guild Halls serve as a social hub for guilds. Guilds can restrict access to the guild hall itself by rank. Guild Halls allow players to queue up for Activities as a guild (an activity to be created favoring members of that guild, but not exclusive to them). These Activities would be unlocked via guild merits and/or influence.
Additional unlocks would be other in-game minigames like Belcher’s Bluff, a stand-alone version of some of the musical instruments in the game, crafting stations, etc. Offer up “theme packs” for guild halls e.g. mad king, wintersday, etc. for gems.
Allow areas of the Guild Hall (e.g. curtains, tapestries, etc.) to be dyed using the dye system (or a dye system).
sPvP
Guild Halls can double as a custom arena which requires only tokens for use or allows guild merits / guild influence to be used in its activation and upkeep. Using this custom arena provides the same tools as other current custom arenas, but is only administratable by those of certain rank within the guild and it is only the guild hall courtyard map. When using the Guild Hall in this way the guild members are placed in an instance of their guild hall for the match. The same rules for deathmatch / cap point apply. The Guild Hall sPvP zone is available only to guild members and can be rank-gated.
~
Why do you think to get it right they need to be instanced. Or for that matter why do you think any of the other things you suggest need to be in to get it right?
With all due respect, it just wouldn’t work in the open world. The main reason why GH are asked for is for guilds to have a private zone on which to gather without being interrupted. Futhermore, how could they make a customizable space for thousands of guilds with dozens of thousands of players in the open world?
Then again, do your research on ArchAge and maybe play it a while. You’ll see why is it such a bad idea.
As for the other points, having a communal building for all guilds would be inmersion breaking, as well as not having themes for it. Being able to customize your GH is a must have, you just need to read the thread.
Tiering GH is also something very important since its a form of progression, something required in MMOs.
I’ll give you the sparring area, maybe this is not as necessary as the others. I just wanted to draw attention with the wording :P
But the guild mate information is also vital because that’s the whole point of GHs: interacting with your guild members.
“The main reason why GH are asked for is for guilds to have a private zone on which to gather without being interrupted.”
I don’t know if that is the main reason. For me it’s part of the reason but so it having a goal, having a meaning with the guild, make guilds more part of the game. That would all work much better it the halls would be in the open world.
“Futhermore, how could they make a customizable space for thousands of guilds with dozens of thousands of players in the open world? ” There have been multiple suggestion made for that. Special maps (like in some other games) or using instances with guild-halls but showing some of them on the open world map and changing that ever week (so this week instance one is not an instance but part of the open world and next week is instance 2). That was how Retro suggested it.
“Then again, do your research on ArchAge and maybe play it a while. You’ll see why is it such a bad idea.” I did and it works a little different there but I don’t think it’s bad there. There they do it also with player housing and seeing houses pop up making the world really feel alive (what GW2 said it wanted) and the world will look different every time. I agree it also has some problems there but it would still be an example how why it could be good not why it would be bad imho.
With the other points I agree with you that they would be good especially not being forced into using a theme. In reality people could also build what they want so a mix would only make the world feel more alive. I guess the other points I do agree with I was just wondering why you would think guild halls would not be right when it would not be implemented.
But I do agree except for the sparring area that would not be necessary I think and the upgrading I do think is good but I would see it more as unlocking building blocks. The way you describe it lets me think more of the way you tier up castles in WvW in a predefines way. What I think would be sort of boring.
To be meaningful, a guild hall should offer unique game play for guild groups. It cant just be another meeting space or just for aesthetics (even though aesthetics will be important). It has to be functional and offer something NEW.
Here are a few room “ideas” that do just that. Each would cost minimal guild influence and merits to build and upgrade (except for the living spaces, which would require minimal influence “donations” to the guild).
Room: Guild Game Hall (minigames)
Suggested Format: NPCs that offer access to guild only versions of minigames, such as Sanctum Sprint, Kegbrawl, etc. (with spectator capabilities, eventually). This would work alot like the pvp custom arena (and probably couldnt offer rewards.
Room: Guild PVE Danger Room
Suggested Format: Access to “training” room similar to the candidate trials event we saw during “Cuthroat Politics” (that scales and allows full guilds) only with random monsters from around the game – with no rewards (it would just be for practice and fun).
Room: Guild PvP Sparring Arena
Idea Format: Room in the guild hall where free for all pvp rules apply (anyone can attack anyone) for guilds to let off steam and host king of the hill duels.
Room: Roleplaying Area(s)
Idea Concept: Largish, customizable zones that can be added (up to so many with each costing influence/merits) that can be fleshed out into roleplaying areas for RP guilds. (if possible, the option should exist to invite a limited number of friends into the area).
Room(s): Guild Living Spaces
Idea Format: This is where the guild hall customization would come in – and it would be individualized per player. Each player would have a small instanced “room” where they could choose (and minimally add to) a theme – including things like a small docked pirate ship or burrow dug into the ground. These wouldnt have to be big (think about the half the size of the old trading post in LA. More advanced rooms could even be sold on the gem store).
Room: Customized Guild Jumping Puzzle
Idea: A room full of “trash” piled to the ceiling that members can add to in set patterns (for a donation of influence) that becomes a more and more complicated jumping puzzle.
Room: Outer Walls/New Guild Mission (defense)
Idea Format: New addition to guild missions where a guild is tasked to defend their guild hall from tiered difficulties of opponents (scaling down for smaller guilds and up to epic proportions for larger guilds). This would include siege weaponry similar to WvW (arrow carts, ballista, mortars, oil) and involved defending both doors and walls.
Room: Guild Visitors Area
Idea Format: An area people outside of the guild could visit to get a feel for the guild’s character (idealized in the aesthetic choices in the room and “awards” for guild accomplishments). This would be used as a guild recruitment tool and would require some interface design decisions.
(edited by Blaeys.3102)
Proposal Overview
Guild castles, and guild outposts.
Goal Of Proposal
Making the guild halls seem alive and giving players a place of their own.
Proposal functionality
Guild halls should have two optional locations, 1: The castles. Major buildings in the the open world, that can be conquered though GvG. and 2: minor outposts in the open world that cannot be conquered.
The Outposts
The outposts should be instances accessible by more than one guild, much like the guild bank, what guild hall you end up in when you enter the instance should depend on what guild you represent when you enter.
Inside the guild outposts, each player should have a house of their own.
A characters “home” should be a character specific instance. The “house” should be account bound. Inside the “home” instance, possible decoration options should be available, through items purchasable through some of the merchants moving into the guild outpost.
NPC’s such as guild master craftsmen, should be bought with influence in the guild outposts.
If a player enter a guild outpost on a wrong location, the player should be stopped by guards, informing that player that they are not associated to the guild occupying the guild outpost.
Guild Castles
The guild castles should be held by one specific guild (or possibly an alliance of guilds) in the open world, with the option of being conquered by other guilds.
A characters “home” should never be located in a castle, however an outpost gate should be located in each castle.
All such NPC’s should be available at all times, in the guild castles, as should the mystic forge.
Players should be stopped by guild guards as they try to enter a guild castle, unless they are in a party with a member from the guild currently occupying the castle.
The interior of a guild castle, should never be part of the world exploration completion. Though there may be points of interests and vistas in there, they should not count.
Associated Risks
Some players may never get a hold of points of interests inside the castles.
Depending on how GvG will function, the guild castles may conflict with the system.
And another suggestion for Cris and the CDI’s
I didn’t learn about the CDI’s until I stumbled upon it on he wiki. A lot of players still don’t know about them, even though they have a lot to contribute with.
Can you announce the CDI’s in the News, so we have a chance of seeing them as we enter the game? It would be nice both because it would make Everyone aware that you’re working with us, and because we will have a chance to know “when” to be on the forum with our thoughts and ideas?
Leave it to A-net to decide whether the suggestion is possible or not.
Chris, glad to see you back, I hope all is well and that you were able to take care of everything before coming back.
There are alot of suggestions here already, and I havent read them all so some of this may be repeat.
Q1: What should a guild hall contain?
A hall should have access to crafting, guild and personal banking, a merchant, a guild commendation trader and a trading post. This is all simply what can be found in borderlands with a couple guild specific items. Since alot of people use borderlands for their banking and crafting anyway, I dont see any of these additions as being of any great extra benefit and, thus, should be a part of a typical hall that is, they should be either included in a “starter hall” or be relatively easy to get/build.
Beyond that, other useful or simply fun things could be built. Given a certain number of gift of sprockets/candycorn/quartz/whatever may come in the future, the guild hall could have these nodes available. A portal to Lion’s arch or other main cities could be built as well. Statues that increase things like crafting criticals/experience when done within the hall. Perhaps some upgrade that permanently decreases the cost of the items at the merchant within the guild hall (not by a huge amount to lessen the large small guild difference, but some amount possibly).
This could also be a place where, for some upfront cost but without the recurring cost, a permanent, though potentially smaller pvp arena could be built. This may not be a full 5v5 size arena, but perhaps something where you could do as many as 3v3 (or maybe even a larger room with an “every man for himself” mechanic large enough for a large guild to all participate. Interesting maps might include a bar brawl (no weapons just environment objects like bottles, tables, chairs), maybe something similar set in a farm. I am not big on pvp, but these things sound fun to me anyway. Of course, people should be able to invite non guild members into their hall and pvp area.
This is by no means all inclusive just some items.
(edited by That Guy.5704)
Q2: how should you build a guild hall and where should it be.
A guild hall could be in one of 2 places. Either its a completely separate instance accessible by either a portal in lions arch or by a button in the guild panel(of the 2 this would be my preference), OR, it could be in some sort of marketplace area with “storefronts” for all guilds as someone has mentioned before. if it is the storefront base it could be nice to see all the different guilds personalize their store front. However, quite a number of things could become issues. 1) large guilds might take up a ton of space. In this case, it would seem that all guilds should receive the same “storefront” space while the internals of the hall would be instanced. 2) new guilds would end up on the “outskirts” of the market as they open their hall and this market expands and be less seen then those older guilds near the center. 3) this could, unfortunately, become an area of guild “trash talking” particularly with the advent of GvG.
So how should you get a guild hall? First you should need some level of architecture leveled up for the basic area. Then, you can “build” build your initial storefront and instance for, say, 1000 T1 wood, copper, cloth and leather (or something like that) (or 500 of the refined versions since some people will have stacks of that to save space). 1000/500 should be relatively easy for a guild of even 5-6 people to simply farm if they wanted. And, perhaps, some small number of merits or influence, no amount that would be too difficult for a small/new guild to get.
This initial stage should come with access to the guild bank and commendation trader right off the bat. This is a GUILD hall after all. Crafting stations could be built in a similar way with materials either all at once, or allow each tier of crafting to be unlocked with that tier of materials. a full stack (250) of green wood logs and copper ore along with 50 of each of the fine crafting materials unlocks T1 (0-75) crafting at weaponsmith for example. Of course that cost would need to be balanced out.
Other things like the merchant or trading post could be purchased simply with merits while, still other things might be unlocks.
Enter Extra Suggestion:
Unlocks could come from some new content as well. Guild Achievements (like hero panel achievements but with the guild) These could be anything from killing something with X number or more guild members participating to have x number of guild members in synchronized dancing. Things that require a certain umber of guild members, however, should fall under the category of “fun” items so that smaller guilds are not too gated behind numbers.
You could also have guild story (would take some development) the story instances should allow up to some large number of players to access them at once. This content should scale based on that number of players so that anyone can go in and do the story when they want to see it. However, since this is a guild story, it should probably require 5 or so participants at least in order to receive guild rewards.
Or you could even gain an extra type of currency useable only for guild related things when you have some number (5?) of players participating in open world events.
Q3: not really a question…CUSTOMIZATION
Customization is built to be a big thing in GW2 and guild halls should be no different. Halls could be customizable based on any number of different things: open world areas/maps, dungeons, species (hylek, risen, quaggan, aetherblade), special events like wintersday or mad king using items gained during these events, etc. Again, acquisition from these things could be using existing items like the ability to donate dungeon tokens to the guild or from a new form of tokens that you receive when you have a full party of 5 guild members that runs the dungeon path together. For open work things, it could be similar and ideas for that can be gleaned from this thread https://forum-en.gw2archive.eu/forum/game/gw2/Revitalize-the-Game-World-Resetting-Hearts.
This should allow various themes or skins to be applied to different parts of the hall. If the marketplace/storefront approach is taken, you can customize the entryway/wall/windows of the facade based on a given theme or set of themes. The main inside entryway/lobby can have customizable parts as well from the textures of the walls and floors to various pieces of furniture and other items placed inside it. Even guild hall pets. I dont know how these might be gained, but a candycorn golem or human sized tequatl wandering the hall could be fun.
These customizations should be allowed to be changed (redecorating) be someone given that privilege within the guild, but should also be allowed to be done at any time from the list of unlocked items (a wardrobe type functionality) without a cost (similar to transmutation charge) so that halls can be redecorated easily based on time of the year and current events.
Main points though, is that basic functional stuff should be acquirable by small guilds but that most items in the guild hall (especially customizations) shouldnt be based on karma/gold but rather by some new type of token/recognition gained by completing things in a given area as a guild.
Another note. I think Guild Halls should offer enough “space” (rooms, buildings, areas, landscapes… whatever) and functionality, to be useful for Roleplaying-focused Guilds.
This way, if it’s instanced, and people can be invited, it can improve the Roleplay possibilities for those inclined to it. If the GH is a huge wasteland that cannot be used until a ton of member-hours are dedicated in form of gold, influence or whatever, it may become useless for other than larger Guilds dedicated to WvWvW or whatever forms of gaining influence exists.
Why not just modify the ‘Home Instance’(a copy of it, not player’s actual home instances) in each racial capitol to include a guild hall in it with places for crafting stations and an officer’s meeting room and common room? The ‘Home Instance’ doesn’t see enough use. It could be altered a little bit so that guilds could pick where they place a Mystic Forge, PvP NPCs, Merchants, etc.
Proposal
Guild Hall Jumping Puzzle/Guild Hall Gauntlet/Guild Collections
Goal of Proposal
To promote spending time as a guild in the Guild Hall, each Guild Hall design could have a Jumping Puzzle in it along with a new ‘Guild Hall Gauntlet’ that could be completed as a new ‘Guild Mission’. You have to survive waves of attackers and there could be different degrees of difficulty. The guild hall jumping puzzle could be added to the ‘Daily’ list of Jumping Puzzles. Guild Collections could be added to the list of Collections.
Drawbacks
Maybe there are drawbacks if developers set a static cost to purchasing upgrades. Smaller guilds would have a way harder time than large guilds in having a fully upgraded hall.