CDI- Guilds- Guild Halls
Re: “What happens to the alliance guild hall…”
The answer is simple: Alliances as an entity do not get guild halls but rather an instanced place to call home which does not receive upgrades (perhaps aside from cosmetic revisions) and thus nothing is lost if the alliance dissolves for whatever reason.
This doesn’t allow small guilds to work with others in regard to progression of the guild hall though.
Chris
Not necessarily true. I co-run a small guild and while we haven’t attempted guild missions or anything, we do pretty good for ourselves. We had a small guild in GW1 and were still able to kit out our hall with everything.
Small guilds are not incapable of doing things in the game to build out a guild hall if the requirements are set forth that way. If the guild has to raise a set fee to purchase the hall and then pay out for other additions, they could do so. They may not get it done as quickly as the larger guilds but it could be done.
I’m on the fence about alliance halls. While I think they have potential benefits, I am leery of how the politics would work if the alliance hall was customizable. I think it is necessary for it to be instanced but have limited custom features in it. Most of the custom options, be it NPCs or decorations should be with the guild halls.
Why do you think that it would be a hurdle for small guilds to work together. If multiple guilds want to take on a guild mission for a single guild, the alliance hall is a place to meet. It is a lot easier than trying to do it on a PvE map or central city.
I think we can all agree small guilds need some help, but let me introduce them to a way to “support” the small guilds via alliances (not my idea but i love it) Guild sponsors (i wish this forum had a better search function). I known at least in some (maybe many cases) transferring excess influence and merits to smaller guilds would be a really nice feature of alliances. Balance on Arenas side however might be a problem.
I suggested donating influence to smaller guilds in the QoL thread but more as a convenience to help out friendly guilds.
The problem with guild-halls is that a guild then would need to have a befriended guild who would want to help them out.
Besides you should really wonder if the guild-hall and all the upgrades should be based on influenced. Pressing a button and waiting for a new upgrade. Much more boring it can not get while so much more is possible. The pro’s of most other options (like collecting the blue-prints in the world) are also that small guilds can do it and it give guilds also more to do in the world.
Influence is the least creative and inspirational way of doing this.
First day off in a while, so I’ll be digging in and catching up shortly. My notes for this thread are about three handwritten pages so far.
Feel free to check here if your suggestion has already be posted and catch up with other contributions.
I hate to be “That Guy”, but you skipped my post on page one, despite it being referenced about half a dozen times in this thread and not being a duplicate suggestion (neighborhoods are referenced, yes, but that’s maybe 1/3rd of my suggestion).
Message recieved, I suggest we continue this discussion using PMs. I do not claim to be perfect and I am opened to improvements.
(edited by VodCom.6924)
Morning All,
Due to recent events I must confess that I am only properly knowledgeable up to roughly page 12 but I want to jump in and start discussing things with you. I hope that is ok.
I want to emphasize that my questions, thoughts, and brain storming are theoretical and should not be taken as a given. With that said I want to start at the foundation.
Ok lets assume that in the world of the CDI Guild Halls have a lot of horizontal progression such as the ability to create buildings, upgrade them and customize the whole experience. What is the smallest guild size that this would be suitable for. Even more specifically is it ok to have a ton of progression in this Guild Hall example and have small guilds work through it.
An idea I wanted to throw into the mix would be could small guilds have a shared Guild Hall with an Alliance?
Chris
I honestly believe that if you don’t want to make it impossible for small guilds to expand, all quality of life components should be fairly easy to get for all guild sizes. Like with the game itself, big coffers and long time spent grinding should be rewarded with cosmetic items.
Large guilds should be able to build large expanses with statuaries and other grand decorations, but the functions of a guild hall should be found in any size guild.
I couldn’t agree more. Merchants, the BLTC, repair vendors etc. should all be fairly easy to get. Making your Hall look “Legendary” should be the grind.
Lets talk about that being the hard work. Not ‘grind’ because it should take take and work but it should not be a boring currency grind like we have already so many of.
Unless we can do airship battles, I don’t want any Guild Airships
This. Airship have more gameplay-type value than Guild Hall value. Unless we’re talking about something like Wizard Tower.
Air-ship battles, or events in the airmaps where you fight against dragons and so on.
Again I’d rather say we introduce airships and airmaps as a type of gameplay, rather than attempting to combine it with guilds halls (which might in practice limit what could be done with airship-combat). Although the effort to do something like this… would be intense…
The air-ship idea was more in the line of the Wizard Tower and Zephyr Sanctum. So it would take away most of the negatives. You could build pretty much what you want and it could still be very big. No issues with pots, the ship would simply despawn when the last guild-member logged out and spawn back again when the first logged in again.
Events in those air-maps like fighting where more like a nice extra.
FYI I would not put a hard gate on number of guildees required for Guild Hall creation.
1.) Is it OK for it to take more time for smaller guilds to get upgrades than for larger guilds only because of size? If so, why?
Because any sort of artificial restriction would have to be, well fairly intense, in order to allow a 5 man guild to progress at the same pace as a 300 man guild. In fact the restrictions would have to be so restricting that most likely players in large guilds would feel as if they’re being punished for being in a larger guild.
You get a guild hall I get a guild hall, when we get together we get another alliance guild hall with functionality specifically aimed toward an alliance (thus guild specific functions aren’t shared via the common guild alliance hall. I can build up my guild hall without having to worry about the divorce because we’re not in community of property, thus I get to keep my own stuff and not share them.[/quote]
So you are concerned with larger guilds feeling “punished” but the current game totally punishes small guilds. Example: There are quite a few large guilds with over 2 million influence and more right now. They could run a week’s worth of Karka Queen and not even notice their Influence drop. Small guilds can’t even run it once a month. I am not saying it should take longer for a large guild to earn this stuff. I am saying that large and small guilds should earn upgrades at the same pace.
I think people have it so ingrained in their minds from previous games that guild stuff has to be a grind that they lose sight of the fact that the leveling curve in this game is flat so why can’t the guild curve be the same? The fact is, by the logic you used above small guilds are being punished in game right now. Large guilds would be punished by earning stuff at the same rate as small guilds with guild halls should they ever be implemented? I don’t agree with that assessment at all.
So you are concerned with larger guilds feeling “punished” but the current game totally punishes small guilds. Example: There are quite a few large guilds with over 2 million influence and more right now. They could run a week’s worth of Karka Queen and not even notice their Influence drop. Small guilds can’t even run it once a month. I am not saying it should take longer for a large guild to earn this stuff. I am saying that large and small guilds should earn upgrades at the same pace.
I think people have it so ingrained in their minds from previous games that guild stuff has to be a grind that they lose sight of the fact that the leveling curve in this game is flat so why can’t the guild curve be the same? The fact is, by the logic you used above small guilds are being punished in game right now. Large guilds would be punished by earning stuff at the same rate as small guilds with guild halls should they ever be implemented? I don’t agree with that assessment at all.
How do you propose large guilds and small guilds get the upgrades at the same pace? How are you going to “restrict” large guilds from getting upgrades faster than small guilds?
So you are concerned with larger guilds feeling “punished” but the current game totally punishes small guilds. Example: There are quite a few large guilds with over 2 million influence and more right now. They could run a week’s worth of Karka Queen and not even notice their Influence drop. Small guilds can’t even run it once a month. I am not saying it should take longer for a large guild to earn this stuff. I am saying that large and small guilds should earn upgrades at the same pace.
I think people have it so ingrained in their minds from previous games that guild stuff has to be a grind that they lose sight of the fact that the leveling curve in this game is flat so why can’t the guild curve be the same? The fact is, by the logic you used above small guilds are being punished in game right now. Large guilds would be punished by earning stuff at the same rate as small guilds with guild halls should they ever be implemented? I don’t agree with that assessment at all.
I agree that the current system is bad but “I am saying that large and small guilds should earn upgrades at the same pace.” is very unfair. If you have 500 people working towards something it makes sense that they get stuff much faster then if you have 5 people. As long as every guild can get the basic elements they need it’s fine.
Making the stuff better or more beautiful or unlock all gadgets is then something a bigger guild can easier do and there is nothing wrong with that.
Re: “What happens to the alliance guild hall…”
The answer is simple: Alliances as an entity do not get guild halls but rather an instanced place to call home which does not receive upgrades (perhaps aside from cosmetic revisions) and thus nothing is lost if the alliance dissolves for whatever reason.
This doesn’t allow small guilds to work with others in regard to progression of the guild hall though.
Chris
Not necessarily true. I co-run a small guild and while we haven’t attempted guild missions or anything, we do pretty good for ourselves. We had a small guild in GW1 and were still able to kit out our hall with everything.
Small guilds are not incapable of doing things in the game to build out a guild hall if the requirements are set forth that way. If the guild has to raise a set fee to purchase the hall and then pay out for other additions, they could do so. They may not get it done as quickly as the larger guilds but it could be done.
I’m on the fence about alliance halls. While I think they have potential benefits, I am leery of how the politics would work if the alliance hall was customizable. I think it is necessary for it to be instanced but have limited custom features in it. Most of the custom options, be it NPCs or decorations should be with the guild halls.
Why do you think that it would be a hurdle for small guilds to work together. If multiple guilds want to take on a guild mission for a single guild, the alliance hall is a place to meet. It is a lot easier than trying to do it on a PvE map or central city.
I’ve found small guilds able to advance guild progressions in multiple areas involving guild influence (architecture V, politics VI, etc. where tasks required to achieve such are not directly tied to numbers. Guild missions on the other hand are restrictive as set up such that a small guild cannot realistically achieve them (for the most part), even gradually. Thus I’d suggest influence over merits as currency for guild-hall production, but other means of producing halls that do not require multiple members all working at once (crafting, spending gold, etc.) could reasonably allow small guilds to advance their guild halls over time.
Personally I was disappointed that guild missions are quite so exclusive to medium or larger guilds, and hope guild halls will in no way suffer similar restrictions.
As for alliance halls -though I favour guild alliances, I should think such alliances could simply use a given alliance member’s guild hall for meeting, and just rotate among the membership to possibly meet at various halls on different occasions. Guild A could host one meeting, B the next, etc.? So long as solid (not feature-lacking) guild halls are available to small guilds and not exclusive to larger guilds, I would not think an alliance should need its own hall independent from member halls? Such would avoid difficulties over alliances breaking up or shifting memberships and squabbling over an “alliance hall” in the breakup.
Re: “What happens to the alliance guild hall…”
The answer is simple: Alliances as an entity do not get guild halls but rather an instanced place to call home which does not receive upgrades (perhaps aside from cosmetic revisions) and thus nothing is lost if the alliance dissolves for whatever reason.
This doesn’t allow small guilds to work with others in regard to progression of the guild hall though.
Chris
Not necessarily true. I co-run a small guild and while we haven’t attempted guild missions or anything, we do pretty good for ourselves. We had a small guild in GW1 and were still able to kit out our hall with everything.
Small guilds are not incapable of doing things in the game to build out a guild hall if the requirements are set forth that way. If the guild has to raise a set fee to purchase the hall and then pay out for other additions, they could do so. They may not get it done as quickly as the larger guilds but it could be done.
I’m on the fence about alliance halls. While I think they have potential benefits, I am leery of how the politics would work if the alliance hall was customizable. I think it is necessary for it to be instanced but have limited custom features in it. Most of the custom options, be it NPCs or decorations should be with the guild halls.
Why do you think that it would be a hurdle for small guilds to work together. If multiple guilds want to take on a guild mission for a single guild, the alliance hall is a place to meet. It is a lot easier than trying to do it on a PvE map or central city.
I’ve found small guilds able to advance guild progressions in multiple areas involving guild influence (architecture V, politics VI, etc. where tasks required to achieve such are not directly tied to numbers. Guild missions on the other hand are restrictive as set up such that a small guild cannot realistically achieve them (for the most part), even gradually. Thus I’d suggest influence over merits as currency for guild-hall production, but other means of producing halls that do not require multiple members all working at once (crafting, spending gold, etc.) could reasonably allow small guilds to advance their guild halls over time.
Personally I was disappointed that guild missions are quite so exclusive to medium or larger guilds, and hope guild halls will in no way suffer similar restrictions.
As for alliance halls -though I favour guild alliances, I should think such alliances could simply use a given alliance member’s guild hall for meeting, and just rotate among the membership to possibly meet at various halls on different occasions. Guild A could host one meeting, B the next, etc.? So long as solid (not feature-lacking) guild halls are available to small guilds and not exclusive to larger guilds, I would not think an alliance should need its own hall independent from member halls? Such would avoid difficulties over alliances breaking up or shifting memberships and squabbling over an “alliance hall” in the breakup.
while some missions do require large guilds, wouldn’t the effect of alliances help alleviate the numbers problem?
About the connecting guild-halls. Have a look at this suggestion from Retro on page 1.
https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Guild-Halls/first#post4454383
Is anybody managing a new thread to summarize this CDI-topic ?
If not, do you mind if I start one ? I’m starting to get lost.
Go ahead VOD that would be awesome. Which reminds me i need to send out goodies to those who helped with logistics on the last phase.
Chris
I wish i had time to sort every post in these CDIs. Some days i can do conglomerate posts, but most times I really wish i could just dig deeper into concepts.
All is well with the world, and i’m glad to participate! Thanks Chris, you (and i’m sure several others at Arena reading) is enough for us to continue this journey with everyone involved. I love the re-caps, those folks definitely deserve a medal, or something. A giant hug, i dunno? Can we all get group hug?
Thanks for hosting this stuff.
Thank you all for participating.
Chris
Re: “What happens to the alliance guild hall…”
The answer is simple: Alliances as an entity do not get guild halls but rather an instanced place to call home which does not receive upgrades (perhaps aside from cosmetic revisions) and thus nothing is lost if the alliance dissolves for whatever reason.
This doesn’t allow small guilds to work with others in regard to progression of the guild hall though.
Chris
Not necessarily true. I co-run a small guild and while we haven’t attempted guild missions or anything, we do pretty good for ourselves. We had a small guild in GW1 and were still able to kit out our hall with everything.
Small guilds are not incapable of doing things in the game to build out a guild hall if the requirements are set forth that way. If the guild has to raise a set fee to purchase the hall and then pay out for other additions, they could do so. They may not get it done as quickly as the larger guilds but it could be done.
I’m on the fence about alliance halls. While I think they have potential benefits, I am leery of how the politics would work if the alliance hall was customizable. I think it is necessary for it to be instanced but have limited custom features in it. Most of the custom options, be it NPCs or decorations should be with the guild halls.
Why do you think that it would be a hurdle for small guilds to work together. If multiple guilds want to take on a guild mission for a single guild, the alliance hall is a place to meet. It is a lot easier than trying to do it on a PvE map or central city.
To be clear as discussed earlier not having alliances as part of Guild Halls in this discussion does not stop small guilds from being able to progress in this area. The idea for alliances came about in regard to potential faster progression.
There seems to be a lot of confusion about this so for the time being lets take alliances out of the Guild Hall discussion as we are just spinning our wheels.
Chris
About Open world vs. Instanced GH: what if we sort of combine both? Guild claims some structure in the open world, unused by events, PS and NPCs and it becomes entry point for instanced Guild Hall. Non-guild players can see some basic decorations, like tag and icon, and props tied to upgrades.
Players of the guild that owns the building can enter it’s instanced version. Instanced version is “bigger on the inside” and has interior tied to location, i.e. asura lab or sylvari leaf house for building in Maguuman, human tavern or house for building in Kryta, etc.
Pros:
- GH has Open World noticeable representation.
- GH are spread around the world.
Cons:
- Limited amount of buildings in each area (can be solved by adding more houses, or zone part specifically for houses) .
- Guild members can’t see the exterior without leaving GH.
This is a really good idea.
Chris
Didn’t I already suggest this up-thread when talking with Devata?
Edit: Seems I did . . .
Sorry if i missed it Tobias. Sometimes ideas shine through more after evolution of the discussion.
Chris
Also, I don’t care entirely about full credit. I’m sure someone else brought it up well before me. Bad ideas are like that
Nonsense it is a good idea. Sorry for not picking up on it earlier.
Chris
@Chris,
Could we take a look at the other end of the spectrum with guildhalls at some point. I know everyone wants to make sure small guilds get in on the fun and I think we have that in order.
I would like to know how guilds are going to stand out, you have 100 guilds with 100 guild halls how do you stand out? What rare/difficult content stuff could you have? what sort of unlocks would this give? What would you do to ensure there are “prestige” rewards for guildhalls in each area of the game? How would you ensure they remain rare and don’t become a fixture in every guild hall?If people have a problem with skill being the lockout for the high end stuff how would they gate it instead? Bare in mind that anything that doesn’t act as a Y/N* barrier would eventually be overcome/gained by a large amount of guilds.
*(Pass/fail , you either succeed completely and get the reward or you fail and get nothing, tokens , or partial gain would lead to oversaturation)
Yep let’s foucs ont his for a while and discuss progression of a Guild Hall.
Chris
Hi fellow contributors,
I have started a summary thread for the Guild Hall CDI.
Feel free to check here if your suggestion has already be posted and catch up with other contributions
And try to stick to the proposed posting format suggested in the OP. It makes the summarizing job much much easier.
Thanks a lot VOD
@Chris,
Could we take a look at the other end of the spectrum with guildhalls at some point. I know everyone wants to make sure small guilds get in on the fun and I think we have that in order.
I would like to know how guilds are going to stand out, you have 100 guilds with 100 guild halls how do you stand out? What rare/difficult content stuff could you have? what sort of unlocks would this give? What would you do to ensure there are “prestige” rewards for guildhalls in each area of the game? How would you ensure they remain rare and don’t become a fixture in every guild hall?If people have a problem with skill being the lockout for the high end stuff how would they gate it instead? Bare in mind that anything that doesn’t act as a Y/N* barrier would eventually be overcome/gained by a large amount of guilds.
*(Pass/fail , you either succeed completely and get the reward or you fail and get nothing, tokens , or partial gain would lead to oversaturation)
Yep let’s focus on this for a while and discuss progression of a Guild Hall.
Chris
Note this also includes Beacon mechanics.
Chris
P.S: I am in content reviews all day so it will be hard for me to catch up until tomorrow morning.
@Chris,
Could we take a look at the other end of the spectrum with guildhalls at some point. I know everyone wants to make sure small guilds get in on the fun and I think we have that in order.
I would like to know how guilds are going to stand out, you have 100 guilds with 100 guild halls how do you stand out? What rare/difficult content stuff could you have? what sort of unlocks would this give? What would you do to ensure there are “prestige” rewards for guildhalls in each area of the game? How would you ensure they remain rare and don’t become a fixture in every guild hall?If people have a problem with skill being the lockout for the high end stuff how would they gate it instead? Bare in mind that anything that doesn’t act as a Y/N* barrier would eventually be overcome/gained by a large amount of guilds.
*(Pass/fail , you either succeed completely and get the reward or you fail and get nothing, tokens , or partial gain would lead to oversaturation)
Yep let’s focus on this for a while and discuss progression of a Guild Hall.
Chris
Note this also includes Beacon mechanics.
Chris
P.S: I am in content reviews all day so it will be hard for me to catch up until tomorrow morning.
I’m not 100% sure how to see beacon’s. But the whole air-ship idea, instanced or not. If you where to see fly over one of those guild-hall air-ships (animated, not that the guild really did fly over) would that be a type of beacon you talk about?
@Chris,
Could we take a look at the other end of the spectrum with guildhalls at some point. I know everyone wants to make sure small guilds get in on the fun and I think we have that in order.
I would like to know how guilds are going to stand out, you have 100 guilds with 100 guild halls how do you stand out? What rare/difficult content stuff could you have? what sort of unlocks would this give? What would you do to ensure there are “prestige” rewards for guildhalls in each area of the game? How would you ensure they remain rare and don’t become a fixture in every guild hall?If people have a problem with skill being the lockout for the high end stuff how would they gate it instead? Bare in mind that anything that doesn’t act as a Y/N* barrier would eventually be overcome/gained by a large amount of guilds.
*(Pass/fail , you either succeed completely and get the reward or you fail and get nothing, tokens , or partial gain would lead to oversaturation)
Yep let’s focus on this for a while and discuss progression of a Guild Hall.
Chris
Note this also includes Beacon mechanics.
Chris
P.S: I am in content reviews all day so it will be hard for me to catch up until tomorrow morning.
I’m not 100% sure how to see beacon’s. But the whole air-ship idea, instanced or not. If you where to see fly over one of those guild-hall air-ships (animated, not that the guild really did fly over) would that be a type of beacon you talk about?
Yep a Beacon mechanic is a way to show of your guild and its progress.
Chris
About Progression, of all what I have seen I still think collecting / unlocking blue-prints in the world (no influence, no gold) and build, customize and add functions your guild-hall with the help of them still seems like the most interesting and engaging way of progression.
It would also solve the big guild / small guild issue because you could easily lock stuff you think any guild should have access to behind content easy doable for smaller guilds. (like a dungeon path)
About Progression, of all what I have seen I still think collecting / unlocking blue-prints in the world (no influence, no gold) and build, customize and add functions your guild-hall with the help of them still seems like the most interesting and engaging way of progression.
It would also solve the big guild / small guild issue because you could easily lock stuff you think any guild should have access to behind content easy doable for smaller guilds. (like a dungeon path)
This is a cool idea. Anything that cycles players through fun content is a win.
Chris
@Chris,
Could we take a look at the other end of the spectrum with guildhalls at some point. I know everyone wants to make sure small guilds get in on the fun and I think we have that in order.
I would like to know how guilds are going to stand out, you have 100 guilds with 100 guild halls how do you stand out? What rare/difficult content stuff could you have? what sort of unlocks would this give? What would you do to ensure there are “prestige” rewards for guildhalls in each area of the game? How would you ensure they remain rare and don’t become a fixture in every guild hall?If people have a problem with skill being the lockout for the high end stuff how would they gate it instead? Bare in mind that anything that doesn’t act as a Y/N* barrier would eventually be overcome/gained by a large amount of guilds.
*(Pass/fail , you either succeed completely and get the reward or you fail and get nothing, tokens , or partial gain would lead to oversaturation)
Yep let’s focus on this for a while and discuss progression of a Guild Hall.
Chris
Note this also includes Beacon mechanics.
Chris
P.S: I am in content reviews all day so it will be hard for me to catch up until tomorrow morning.
I’m not 100% sure how to see beacon’s. But the whole air-ship idea, instanced or not. If you where to see fly over one of those guild-hall air-ships (animated, not that the guild really did fly over) would that be a type of beacon you talk about?
Yep a Beacon mechanic is a way to show of your guild and its progress.
Chris
Ah ok. in that case, if the guild-halls would be a sort of air-ships what I just said might be an option, else I think Retro’s idea https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Guild-Halls/first#post4454383 is also a nice option. When having instanced guild-halls in mind.
Personally I think the guild-hall should be what represent the guild. (when talking about guild-halls).
About Progression, of all what I have seen I still think collecting / unlocking blue-prints in the world (no influence, no gold) and build, customize and add functions your guild-hall with the help of them still seems like the most interesting and engaging way of progression.
It would also solve the big guild / small guild issue because you could easily lock stuff you think any guild should have access to behind content easy doable for smaller guilds. (like a dungeon path)
When you are talking about progression, it is about the visuals of the GH, the functionnalities or both ?
Because it can become easy to lock stuff behind challenges that are possible only for large guilds (eg. hosting tequatl), which brings back the inital problem.
About Progression, of all what I have seen I still think collecting / unlocking blue-prints in the world (no influence, no gold) and build, customize and add functions your guild-hall with the help of them still seems like the most interesting and engaging way of progression.
It would also solve the big guild / small guild issue because you could easily lock stuff you think any guild should have access to behind content easy doable for smaller guilds. (like a dungeon path)
When you are talking about progression, it is about the visuals of the GH, the functionnalities or both ?
Because it can become easy to lock stuff behind challenges that are possible only for large guilds (eg. hosting tequatl), which brings back the inital problem.
Hi Vod,
How you progress in the upgrades of your guild halls, buildings, QOL features, merchants, activities, and whatever else you can think of (-:
In short the content and how you achieve it.
Sorry for not giving more details earlier. Busy Busy Busy.
I will do a better job of this in future.
Chris
P.S: I know there have been quite a few posts on this already. I just want to focus conversation around this at the moment.
GW2 “end game” is about fashion, playing around and giving yourself different looks. The old PvP lockers allowed for a lot of playing around with armour skins that you have unlocked, as well as getting better previews than the preview window. Unfortunately that functionality no longer exists.
A potentially neat idea would be to basically bring that functionality back for a sort of “Guild Hall fashion room” upgrade so to speak, where people are free to change their looks without eating up their transmutation charges. Perhaps even give upgrades to allow for “free” hair style kit usage within this designated area as well. You would actually have to spend the charges/hair style kit to keep the look outside this designated area.
This would allow for a lot more use of skins that may otherwise not see as much use due to the trans charge restrictions, bringing back the functionality of the pre-wardrobe PvP lockers for testing out unlocked armour looks.
(edited by Surbrus.6942)
GW2 “end game” is about fashion, playing around and giving yourself different looks. The old PvP lockers allowed for a lot of playing around with armour skins that you have unlocked, as well as getting better previews than the preview window. Unfortunately that functionality no longer exists.
A potentially neat idea would be to basically bring that functionality back for a sort of “Guild Hall fashion room” upgrade so to speak, where people are free to change their looks without eating up their transmutation charges. Perhaps even give upgrades to allow for “free” hair style kit usage within this designated area as well. You would actually have to spend the charges/hair style kit to keep the look outside this designated area.
This would allow for a lot more use of skins that may otherwise not see as much use due to the trans charge restrictions, bringing back the functionality of the pre-wardrobe PvP lockers for testing out unlocked armour looks.
Superb QOL idea.
Chris
About Progression, of all what I have seen I still think collecting / unlocking blue-prints in the world (no influence, no gold) and build, customize and add functions your guild-hall with the help of them still seems like the most interesting and engaging way of progression.
It would also solve the big guild / small guild issue because you could easily lock stuff you think any guild should have access to behind content easy doable for smaller guilds. (like a dungeon path)
When you are talking about progression, it is about the visuals of the GH, the functionnalities or both ?
Because it can become easy to lock stuff behind challenges that are possible only for large guilds (eg. hosting tequatl), which brings back the inital problem.
I am talking about all. The way I see it the most basic stuff you really want every guild to have you can lock behind a little influence (so you starter guild-hall with a guild-bank and so on). But after that the rest you lock in the game.
And yes it’s possible to lock stuff behind things smaller guilds can’t do. But then make sure you don’t do that with stuff you want all guilds to have access to. Unlocking a huge tower in the form of Tequatl (as an example) can easy be locked behind a guild having to start Teq and then he needs to be defeated. A small guild might then never be able to get that tower but that should not be a big problem.
Lock a portal to LA after completing all dungeons paths of Arah with only guild-members. Even small guilds can do that. (Just examples here)
So you are concerned with larger guilds feeling “punished” but the current game totally punishes small guilds. Example: There are quite a few large guilds with over 2 million influence and more right now. They could run a week’s worth of Karka Queen and not even notice their Influence drop. Small guilds can’t even run it once a month. I am not saying it should take longer for a large guild to earn this stuff. I am saying that large and small guilds should earn upgrades at the same pace.
I think people have it so ingrained in their minds from previous games that guild stuff has to be a grind that they lose sight of the fact that the leveling curve in this game is flat so why can’t the guild curve be the same? The fact is, by the logic you used above small guilds are being punished in game right now. Large guilds would be punished by earning stuff at the same rate as small guilds with guild halls should they ever be implemented? I don’t agree with that assessment at all.
How do you propose large guilds and small guilds get the upgrades at the same pace? How are you going to “restrict” large guilds from getting upgrades faster than small guilds?
Go back through the thread and you will see what I have said on the topic.
GW2 “end game” is about fashion, playing around and giving yourself different looks. The old PvP lockers allowed for a lot of playing around with armour skins that you have unlocked, as well as getting better previews than the preview window. Unfortunately that functionality no longer exists.
A potentially neat idea would be to basically bring that functionality back for a sort of “Guild Hall fashion room” upgrade so to speak, where people are free to change their looks without eating up their transmutation charges. Perhaps even give upgrades to allow for “free” hair style kit usage within this designated area as well. You would actually have to spend the charges/hair style kit to keep the look outside this designated area.
This would allow for a lot more use of skins that may otherwise not see as much use due to the trans charge restrictions, bringing back the functionality of the pre-wardrobe PvP lockers for testing out unlocked armour looks.
I guess we’ll have to integrate a room with control of the light conditions as well.
Some armour/sylvari look nice only in very specific lighting conditions.
It can also be of use for some guild group screenshots.
Perhaps even give upgrades to allow for “free” hair style kit usage within this designated area as well. You would actually have to spend the charges/hair style kit to keep the look outside this designated area.
I would be ALL for this, yet I wouldn’t mind seeing discount advantages added too. And this is coming from a player who has an account-bound perma hairstyle kit already.
I’ve always thought that changing cosmetics should always be affordable in MMOs. So if some sort of individual guild member earned currency were added, sort of a return on the Influence we’ve been earning for our guild, that would be neat.
That self-earned currency (possibly with a guild upgradable earning rate) would allow members to spend as an alternative to things like transmutation charges and hair styles.
That’s just my added brainstorming. Not to be seen as a condition or criticism to your idea.
It can also be of use for some guild group screenshots.
Do I hear the dawn of improved screenshot functionality?
Where do I sign up?
Perhaps even give upgrades to allow for “free” hair style kit usage within this designated area as well. You would actually have to spend the charges/hair style kit to keep the look outside this designated area.
I would be ALL for this, yet I wouldn’t mind seeing discount advantages added too. And this is coming from a player who has an account-bound perma hairstyle kit already.
I’ve always thought that changing cosmetics should always be affordable in MMOs. So if some sort of individual guild member earned currency were added, sort of a return on the Influence we’ve been earning for our guild, that would be neat.
That self-earned currency (possibly with a guild upgradable earning rate) would allow members to spend as an alternative to things like transmutation charges and hair styles.
That’s just my added brainstorming. Not to be seen as a condition or criticism to your idea.
True, this game needs a barber.
would be fun to have a job in the guild-hall, to customize someone elses look… including the dyes on armor and hair/skin color and cut.
Yep a Beacon mechanic is a way to show of your guild and its progress.
Chris
Woo Hoo a BACON mechanic!!! Who doesn’t love bacon? I’m in!
Oh… Beacon mechanic. Nope. I’m out.
I’m just not into the whole airship as a guild hall. Especially if guild halls are open world instead of instanced. How would an airship fit into an open world concept with other ground halls. I just don’t see it happening. Or happening well.
I’m just not into the whole airship as a guild hall. Especially if guild halls are open world instead of instanced. How would an airship fit into an open world concept with other ground halls. I just don’t see it happening. Or happening well.
What about flying peaceful fractal islands?
About beacons:
Based off two existing features (finishers and influence participation rules), guilds could unlock finisher-like animations to be displayed at specific times during active play. These could appear…
In dungeons / fractals
- At a specific location at the end of a successful path/fractal
- Upon killing any champion and/or legendary type mob
In open world PvE
- Upon killing any champion and/or legendary type mob
- Upon completion of meta events
In WvW
- At captured sentries, camps and fortifications in some way (either a lingering effect or perhaps whenever the sentry or lord enters combat)
- As a lingering effect upon a dolyak’s death until it spawns again
In sPvP - Upon tournament win (I have no idea where it’d be displayed though)
In WvW and sPvP, this could take a different form like giving key NPCs a unique-looking model.
Triggering the animation
These animation would be displayed in a way inspired by the current influence rules; a set number of players would be required to trigger them. This has a major flaw in non-instanced areas, however. Perhaps the animation of the guild with the most member present upon event completion could be the one chosen.
Acquisition
Guilds could start out with a basic animation similar to the Guild Finisher and could upgrade its visuals or acquire new ones through different means, such as:
- Guild Reward Tracks covering all game modes, their progress being tied to completing content with multiple guild members (the same as the trigger rule above) and/or tied to completion of guild activities.
- Upgraded Guild Hall tiers, i.e. unlocking existing and future architecture/politics/etc. milestones
This rough idea requires a lot more thought. The one thing I want to underline here is to have players be active in the game in order to show off their guild’s progression. Doing a dungeon and realizing “Whoa! I’m actually running with a super sPvP guild tonight!” or being in WvW and hearing “Guild XYZ is at it again — we keep losing our yaks and camps!” (though this already happens) would be quite neat I believe.
edit: Please do not mind my username. I do have guild content’s interests at heart!
Tarnished Coast
Yep a Beacon mechanic is a way to show of your guild and its progress.
Chris
Woo Hoo a BACON mechanic!!! Who doesn’t love bacon? I’m in!
Oh… Beacon mechanic. Nope. I’m out.
I’m just not into the whole airship as a guild hall. Especially if guild halls are open world instead of instanced. How would an airship fit into an open world concept with other ground halls. I just don’t see it happening. Or happening well.
The airship guild halls were only one suggested way of implementing the halls system, and only one suggestion of how the beacon system would be implemented.
Please, don’t abandon the discussion just because you don’t like the idea of airships. For starters, it’s already been essentially taken off the table (for now) in the discussion. So, feel free to just speak your mind about what you think would work well, or what you would like to see.
Really, there are hundreds of ways the “beacon” system could be implemented. It’s just a name that was taken to mean, “Way of expressing your guild’s presence and achievement in the world”. It could literally be anything, not necessarily a physical beacon, or an airship, or anything else already discussed.
(Chris already said to kind of step away from the “open world” system for the time being, and it was pretty much assumed that the airship guild halls would be an open world thing, especially how they would show their presence.)
Mechanist Gregory [BEER]
Arondight Unfading [ZB]
I vote that Super Adventure Box is an upgrade available for guild halls as well!
Maybe even a super adventure themed Guild Halls as well
>.>
I vote that Super Adventure Box is an upgrade available for guild halls as well!
Maybe even a super adventure themed Guild Halls as well
>.>
Would pay 2000 gems for SAB guild hall.
www.getunicorned.com / northernshiverpeaks.org
I vote that Super Adventure Box is an upgrade available for guild halls as well!
Maybe even a super adventure themed Guild Halls as well
>.>
Would pay 2000 gems for SAB guild hall.
Can we have Finn’s Tree House instead?
Best guild hall ever.
Mechanist Gregory [BEER]
Arondight Unfading [ZB]
About beacons:
Based off two existing features (finishers and influence participation rules), guilds could unlock finisher-like animations to be displayed at specific times during active play. These could appear…
In dungeons / fractals
- At a specific location at the end of a successful path/fractal
- Upon killing any champion and/or legendary type mob
In open world PvE
- Upon killing any champion and/or legendary type mob
- Upon completion of meta events
In WvW
- At captured sentries, camps and fortifications in some way (either a lingering effect or perhaps whenever the sentry or lord enters combat)
- As a lingering effect upon a dolyak’s death until it spawns again
In sPvP- Upon tournament win (I have no idea where it’d be displayed though)
In WvW and sPvP, this could take a different form like giving key NPCs a unique-looking model.
Triggering the animation
These animation would be displayed in a way inspired by the current influence rules; a set number of players would be required to trigger them. This has a major flaw in non-instanced areas, however. Perhaps the animation of the guild with the most member present upon event completion could be the one chosen.
Acquisition
Guilds could start out with a basic animation similar to the Guild Finisher and could upgrade its visuals or acquire new ones through different means, such as:
- Guild Reward Tracks covering all game modes, their progress being tied to completing content with multiple guild members (the same as the trigger rule above) and/or tied to completion of guild activities.
- Upgraded Guild Hall tiers, i.e. unlocking existing and future architecture/politics/etc. milestones
This rough idea requires a lot more thought. The one thing I want to underline here is to have players be active in the game in order to show off their guild’s progression. Doing a dungeon and realizing “Whoa! I’m actually running with a super sPvP guild tonight!” or being in WvW and hearing “Guild XYZ is at it again — we keep losing our yaks and camps!” (though this already happens) would be quite neat I believe.
edit: Please do not mind my username. I do have guild content’s interests at heart!
The finisher already exists (while bugged and you have to buy it with gems :S). However how is any of this guild-hall related? That is what I am missing here. When we talk about beacons and guild-halls I see it as how do you involve or make your guild-hall visible even if it’s not in the open world.
I think the point is that airships are not a particularly creative guild hall option. No offense to people who like airships. Super Adventure Box Guild Hall? Awesome. How about a hall in the hollowed-out body of an Elder Dragon? Awesome. In a volcano? Amazing. Underwater in a dome? That sounds cool. In the catacombs below Divinity’s Reach? Sign me up! Why not a Guild Hall that’s also a huge jumping puzzle? (I hate jumping puzzles, but that’d still be cool.)
The thing that’s irritated me about “airships that float” is that it’s crowded out a lot of really interesting discussion we could be having about other types of guild halls, things that could happen in them (transformed models or armor, effects, SAB-ization, etc).
www.getunicorned.com / northernshiverpeaks.org
I vote that Super Adventure Box is an upgrade available for guild halls as well!
Maybe even a super adventure themed Guild Halls as well
>.>
Would pay 2000 gems for SAB guild hall.
I want game-play not gem-pay. (Want me to pay, sell me an expansion)
I would complete all SAB levels with a group of 5 guild-members to unlock SAB in the guild-hall.
How about that?
I think the point is that airships are not a particularly creative guild hall option.
I think the true issue is that people are downsizing what they think of when they think “airship”. There’s a very wide range of things that can be done with just an “airship” tag, but people are purposely using lowest common denominator for it, because they’re afraid of “making the airship too big” for gods-only-knows what reason.
You can do as much with an airship guild hall as you could do with a ground guild hall. The only thing limiting it is your imagination.
Personally, I would love a floatilla, a whole fleet of airships tethered together, acting as a guild hall. Each airship would have something different. One could be your crafting stations, one could be a meeting hall, one could be private quarters…
See? I’ve just taken the “boring airship idea”, and did something different with it.
Mechanist Gregory [BEER]
Arondight Unfading [ZB]
I vote that Super Adventure Box is an upgrade available for guild halls as well!
Maybe even a super adventure themed Guild Halls as well
>.>
Would pay 2000 gems for SAB guild hall.
Can we have Finn’s Tree House instead?
Best guild hall ever.
Well if you would be able to build your own guild-hall and we could earn blue-prints for models (like walls and so on) in the world. I would think SAB would be able to drop / unlock blue-prints for that sort of models / blocks to let you build that for yourself.
You see that is why i’m such a big advocate for building the guild-hall yourself and blue-prints in the world. It sends you in to the world to collect what you want and then let you build the guild-hall that you want.
I think the point is that airships are not a particularly creative guild hall option.
You can do as much with an airship guild hall as you could do with a ground guild hall. The only thing limiting it is your imagination.
Personally, I would love a floatilla, a whole fleet of airships tethered together, acting as a guild hall. Each airship would have something different. One could be your crafting stations, one could be a meeting hall, one could be private quarters…
See? I’ve just taken the “boring airship idea”, and did something different with it.
Totally understand what you’re saying, but saying “it’s not just an airship, it could be SEVERAL airships” still doesn’t get me excited.
When Fractals came out, they could have just been unrelated mini-dungeons. Instead, they gave us peeks into semi-historic events, some seen, some yet to be seen. Why shouldn’t guild halls do the same?
This game is best when it brings up that sense of adventure and intrigue. Sure, airships are neat, but we had airships at launch with the Pact. Been there, done that. Guild Halls give us the opportunity to go somewhere new or strange or perplexing. We should be embracing that opportunity!
And sure, airships can be part of it. But if it’s airships and only airships, I’ll be horribly disappointed.
www.getunicorned.com / northernshiverpeaks.org
GW2 “end game” is about fashion, playing around and giving yourself different looks. The old PvP lockers allowed for a lot of playing around with armour skins that you have unlocked, as well as getting better previews than the preview window. Unfortunately that functionality no longer exists.
A potentially neat idea would be to basically bring that functionality back for a sort of “Guild Hall fashion room” upgrade so to speak, where people are free to change their looks without eating up their transmutation charges. Perhaps even give upgrades to allow for “free” hair style kit usage within this designated area as well. You would actually have to spend the charges/hair style kit to keep the look outside this designated area.
This would allow for a lot more use of skins that may otherwise not see as much use due to the trans charge restrictions, bringing back the functionality of the pre-wardrobe PvP lockers for testing out unlocked armour looks.
I guess we’ll have to integrate a room with control of the light conditions as well.
Some armour/sylvari look nice only in very specific lighting conditions.
It can also be of use for some guild group screenshots.
You wouldn’t even need one room for that, you could have this option in every room through a building manager. All you have to do is craft different lighting fixtures and install them via the building manager. You could also do this for tapestries and banners as well, craft them and slot them onto walls so there is an option too add some 2d art to the halls as well; making each hall more unique. I wouldn’t even stop there, you could add craftable paints and a ton of other options that you could swap in and out for each potential room.
I think the point is that airships are not a particularly creative guild hall option. No offense to people who like airships. Super Adventure Box Guild Hall? Awesome. How about a hall in the hollowed-out body of an Elder Dragon? Awesome. In a volcano? Amazing. Underwater in a dome? That sounds cool. In the catacombs below Divinity’s Reach? Sign me up! Why not a Guild Hall that’s also a huge jumping puzzle? (I hate jumping puzzles, but that’d still be cool.)
The thing that’s irritated me about “airships that float” is that it’s crowded out a lot of really interesting discussion we could be having about other types of guild halls, things that could happen in them (transformed models or armor, effects, SAB-ization, etc).
Those things would be unrelated anyway. Because you would be able to have a all the things you mention as guild-ship.
Anyway the only reason it came up here was as a beacon. You could let them fly over. While only one of the options.
SAB? Finn’s Tree House?
Nah, Hall of Monuments.
When Fractals came out, they could have just been unrelated mini-dungeons. Instead, they gave us peeks into semi-historic events, some seen, some yet to be seen. Why shouldn’t guild halls do the same?
This game is best when it brings up that sense of adventure and intrigue. Sure, airships are neat, but we had airships at launch with the Pact. Been there, done that. Guild Halls give us the opportunity to go somewhere new or strange or perplexing. We should be embracing that opportunity!
And sure, airships can be part of it. But if it’s airships and only airships, I’ll be horribly disappointed.
You do understand that you could do almost the same an airship as with a ground guild-hall. But because it’s mobile you can do many things with airships you would never be able to to with ground-halls.
Of what I am really trying to ask. What are you referring to you would like to see. What opportunity you are referring to that apparently is not possible if your guild-hall has the ability to float?
However now open world guild-halls are from the table many pro’s to guild-halls are as well. Still I do what what things you are talking about.
Because you would be able to have a all the things you mention as guild-ship.
You can have these things in a ship?
Super Adventure Box Guild Hall
Hollowed-out body of an Elder Dragon
Volcano
Underwater in a dome
The catacombs below Divinity’s Reach
Though to be fair, you very well could have a jumping puzzle on an airship. I don’t necessarily want to argue specifics, just keep in mind that limiting yourself to an airship means there’s lots of other potentially amazing ideas that aren’t being considered. Mine are examples, but I’m sure there are other far better ideas we haven’t heard yet.
Never start the creative process by narrowing your options.
www.getunicorned.com / northernshiverpeaks.org