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Posted by: Jalefor.5362

Jalefor.5362

People are suggesting that a 1 or 2 person guild should have access to a guild hall as well, but my question is “why would they need a guild hall?”

For a meeting place, and for RP purposes. In GW1my guild has fallen down to just three active members. We still use out guild hall all the time. In GW2 I manage a small RP guild with only 3-5 active members. We still want a guild hall to RP in. There’s absolutely 0 benefit to excluding small guilds from getting guild halls.

And perhaps more prominently… instead of asking “why would they need a guild hall?” how about “why shouldn’t they have a guild hall?”

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Posted by: Jalefor.5362

Jalefor.5362

Limit one hall per zone per guild (and not all zones will have plots), but a guild could establish, with enough time and effort, a presence in every zone – that would either randomly be displayed to passersby (not always the same one to every passerby, as it should be determined at login to the zone), or be displayed more often and prominently when your guild has more presence in that zone on that server.

I didn’t express clearly why only one hall per zone would be a good idea. In particular, this allows a large guild to buy the large plot and display their hall there; but if they do so, they will not push out the smaller guild who wants to display their hall in one of the smaller plots in the area. At minimum you’ll see 3-5 guilds represented on as many plots, with more active ones seen more often and larger ones more prominent (as they’re larger and will probably be on more prominent landscape)

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Posted by: VodCom.6924

VodCom.6924

On the topic of guild visibility in the open world.

How about recruiting boards ?

The recruiting board could be located close to the guild bank NPCs in the cities. Allows players to see which guild are recruiting and what are their level of requirement. Add a filter function that include “proportion of people from your server”; “size”; “sPvP, WvW, PvE, PvX centered guild” etc…

This “upgrade” should be purchasable under the category of “politics” for a small cost in influence.

Known as Reegar Else, Linda Else, Xiana Else and Thorgall Breakstone

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Posted by: Jalefor.5362

Jalefor.5362

I’m definitely pushing to have us work on some detailed brainstorming of the guild upgrade system. Here is a very short summary of discussion thus far:

  • Someone suggested that the upgrades be tied to buildings which I think has some very clear potential.
  • People have suggested a few ways to break those upgrades down but none too specific.
  • We need to discuss how the building system would incorporate old upgrades but also provide new ones.
  • What kind of new upgrades would be possible because of the system turning into buildings?
  • What changes to influence and guild progression should happen to make it more intuitive if we went with buildings?
  • How do we build customization into this upgrade system where there currently is none? Someone suggested this and there were some talk of separating clear core functionality from the unique customized features, but that is sort of where we stopped.

I’d love to see people just blue sky take a crack and fleshing out some of these ideas and then I would be happy to summarize which ones I think gel well together and try to combine them into a more cohesive design that we could then begin discussing the pros and cons of.

Jon

I’ll take a crack at some of these bullets and see what I can come up with. =]

  • Someone suggested that the upgrades be tied to buildings which I think has some very clear potential.

Hmm. Maybe a bullet-by-bullet approach isn’t the best. This one’s not got any substance to it

I’m going to do a post that is just a once-over of some ideas for building/room upgrades, including what existing upgrades might fit in to each building, how they might manifest and be represented, and what aspects might be modifiable for additional upgrades or customization.

Afterward, I’ll start up another post for the latter two points, about influence/progression and building in more customization to a progression track than the current system. Otherwise this post is just going to get out of hand. And become a case of TL;DR.

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Posted by: Zoso.8279

Zoso.8279

Trying to envision how an alliance section for a guild halls could be created without being affected to heavily by guild leaving the alliance is a tall task here is an idea that I’ve been playing around with maybe someone can expand on it or see if it is should go in the trash bin.

Guilds can create through the upgrade system an alliance “chamber” in their own guild hall where each alliance once they unlock the chamber can upgrade the look of their sections of the chamber. Im going to write out a scenario so I can better explain myself.

If a guild is not in an alliance they can still upgrade their guild hall to have an “alliance chamber”. Guild A creates “alliance chamber” (they are not in an alliance yet) in this alliance chamber it has 5 slots (for the sake of the example) the one in the middle has a huge banner of the guild emblem maybe a lions statue all very big in the center with maybe a few more decorations (all customizable by the guild). Later guild A joins an alliance with guild B and C. In guilds A alliance chamber in the 5 slots guild B alliance chamber design is placed in slot 2 and guild C design is placed in slot 4. End result would look like this. 5 slots in the alliance chamber counting from left to right slot 1 is empty slot 2 guilds B design of their own alliance chamber is displayed slot 3 is guild A design slot 4 is guild C design and slot 5 is empty.

This way if a guild leaves the alliance the only things that change are the designs of that guilds alliance chamber but once they invite another guild then the new guilds design will be displayed.

Necromancer Main

(edited by Zoso.8279)

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Posted by: Alethia.3597

Alethia.3597

Part of the issue here with discussing guild halls and alliances together is not knowing how alliances are going to be working. Are they going to be strict set alliances like GW1 or something more fluid and complicated (I tried to make a diagram which should be attached, excuse me if I don’t explain things well since I am sick).

Since I can’t brainstorm without picking something, I want to suggest at the moment that alliances are capped guild numbers that work like GW1 for strict membership, but there is one hidden group that can count as in the alliance for credit and chat, but is temporary and will have a guild tag or colour in alliance chat to show this.

The strengths I can see in alliances would be the ability to do things beyond the level of what a guild can do alone. An alliance of small guilds though will not be able to do the same things as even one large guild can do, so may still need some help.
One of the weaknesses is going to be trying to make alliances through our server communities when we have too many ties to each other and sometimes even within our guild we will have differing opinions of which guilds we should align with.

My current idea to work around this a bit is to have our guild halls link to an alliance lobby/hall as such. This should have a gate between the guild halls and the alliance hall much like the orders do, to control guests or allies to halls being unable to pass through it unless it is set to allow it.
Have it be a symmetrical hall with each guild’s influence of style choice in their slice of the pie. Somewhere in the hall allow us to put a buff on the guests in the hall so they can be counted as members of the alliance in the hidden guild slot. Depending on raid content discussion later and how long that is expected to be, the buff can have a timer so that it expires.
Most guilds I know would also like to have easy ties outside a strict alliance. I would suggest we can build asura gates or portals within our hall that allow us to walk into halls that belong to our friends, we just don’t share an alliance chat with them. It would have to be mutual choice on these portals, also with the ability to put things like DND on it to stop others walking in or allow “friends of friends” being anyone who has access to that hall can access your hall.
So big alliance “A” has guild 1 in it; small alliance “B” has guild 2. 1 and 2 have a private connection between their halls. If A allows it, the connection from 1 to 2 could allow B to come into the alliance hall and participate in something bigger than themselves. Everyone in B would be counted in the A alliance for rewards.
If friends of friends could go on to infinity and be an issue, it could be set like family trees. The alliance is the first generation, people with access to their hall could be second and those that came through that hall could be third so you could cut off how far the ties go.

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Posted by: Devata.6589

Devata.6589

On the topic of guild visibility in the open world.

How about recruiting boards ?

The recruiting board could be located close to the guild bank NPCs in the cities. Allows players to see which guild are recruiting and what are their level of requirement. Add a filter function that include “proportion of people from your server”; “size”; “sPvP, WvW, PvE, PvX centered guild” etc…

This “upgrade” should be purchasable under the category of “politics” for a small cost in influence.

I did suggest that in the QoL topic.
https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Logistics-and-QOL/page/14#post4413660

Just not sure if ot really fits in the guild-hall discussion.

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Posted by: Devata.6589

Devata.6589

Just wondering. How open world guild-halls are of the table. Is building your own guild-hall as well? So are we basically back to the most basic idea of an instance with an guild-hall that you can upgrade with different tiers (much like in WvW) and maybe decorate a little?

Or is building your guild-halls still on the table.

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Posted by: munkiman.3068

munkiman.3068

Quick illustration of an alliance hub attached (in leui of a separate hall) The hub would always be the same style and it’s entire purpose would be linking guild halls together to form one very large “hall”. When a guild leaves, there would be a “blank” template that takes it’s spot until it’s filled. No fighting, no loss of upgrade contributions, etc.

Attachments:

[TAO] Founder/Owner and Administrator for the NSP Server Website

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Posted by: Northernnliht.9514

Northernnliht.9514

Somthing a bit of the current topic:
I think instanced guild Halls would be quite a bit better.
-if they are instanced you can bring back some revamped version of the gw GH, which would make a lot of people very sentimental.
-you can have som private, aswell as some space outside the hall itself, where there can be a beach or a harbour or somthing.
-and Lastly, it would make “defend the guild hall” events much more viable. Where the guild leader can decide difficulty and so on when he starts the event, and the guild can work hard to get to higer levlels, just as in fractals. And each time they beat a lvl they recive somthing cool to have in their GH.
-If every GHwass an island, they can easily do sige gvg, where one team arrive in ships. And try too attack another guild hall. With siege eqipment and stuff.
-the GH island s could easily be merged together for more balanced gvg, where bot teams have a castle and so on.

FS – The Zaiashen Order [TZO]

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Posted by: Kai.6317

Kai.6317

I think what would be cool is if the was a new zone like wvw that is for guilds halls, like where the keeps would be there would be a guild hall instead,

the other guild halls in the same map as yours would be decided by active member count,

your guild would be able to upgrade the guild halls to have better defenses and improvements like merchants and bankers,

the guild leader would be able to make alliances or declare war on other guilds and then be able to either visit or raid their guild halls,

there could be objectives like supply camps and dolyaks that capturing would earn your guild money and resources,

the resources that your guild had secured would be stored in the guild vault that would earn interest over time, the longer the resources and money are in there the more you would earn,

the guild vaults can only be emptied to a safe vault that had no interest rate once every hour and not when enemies are attacking, any enemy that manages to get to your vault will be able to loot it,

anyway just a few ideas

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Posted by: Jalefor.5362

Jalefor.5362

Before I dig into Jon’s requested conversation topic about upgrades, I wanted to take a moment to spill my thoughts on maintenance costs / degradation of assets in a guild hall.

Many players balk at the idea of there being recurring maintenance costs and a backward creep in progress. While I initially was in this boat, the more I thought about it the more I think it’s a good idea, and I’ll go into why. But the crux of the issue is that it rewards activity, and provides a metric for judging when a guild hall is “dead” and no longer needs to be hosted by ArenaNet actively.

Rewarding activity is obviously always going to be a goal of any system implemented in a game. The more you play, the better off you are, the more lively the community, the more revenue the game generates, and the longer the game will survive and entertain.

That said, maintenance costs are often viewed as a “drain” on players’ perceived gains they acquire while playing. The influence system made this a little less of an issue by segregating the currency used for guild development from the currency players see themselves gaining regularly. Still the situation exists where players are consistently pressured by their guild to join in activities that generate influence at the expense of whatever else they were doing – instead of just rewarding players for whatever they choose to do while wearing the guild’s colors.

But considerations about the need to adjust the balance and means of generating influence aside, the regular costs are not a bad thing. It gives players minor goals to aim for, and encourages collaboration constantly with other guild members.

Consumable effects like the “+5% gold for kills for 24 hours” upgrade, effectively amount to be the same as a recurring maintenance cost of 3 merits and 300 influence per 24hrs for a permanent effect, but with a little more flexibility in when you choose to and choose not to “pay the bills”. Additionally they take up a build slot for 24 hours as well, which means in order to keep the lights on, you can’t do anything else with that build slot.

Adding in a “maintenance” cost to a feature that provides a constant effect (with some initial investment up front but then no build-time required after that), allows more flexibility with what your guild chooses to spend resources on, while simultaneously allowing you to have those lasting effects with a reasonable expectation of continued activity required to maintain them.

The institution of guild halls, especially instanced and customized, provides a good opportunity to revisit some of those effects. It would be easy to add an “administration fee” or “rent” figure to upgrades to the building (as well as the construction of a building on a particular piece of realestate) that makes sense within the lore of the game. Build on a huge plot of land near a great landmark, and construct 52 rooms, all custom decorated? You’re going to be paying taxes on the property, and paying wages of administrators and workers to populate all of your guild hall.

What penalty for not paying? While the most realistic solution would require far too much complexity, as you chose what to and what not to pay for, a simpler solution would be to provide a simple interface for guild officers to check and uncheck various features they have built. If they uncheck a feature, that wing of the hall may have a door closed or be boarded up until reactivated, but the cost of running the upgrade will not be included in the accumulation of ‘fees’ the guild is required to pay (monthly?).

At the end of each month, an amount of accumulated fees is deducted from the guild’s resource pool (whatever that resource is). If the fees are not paid, the hall goes into default. If after another month the fees are still not paid, the guild hall instance gets turned off. The guild hall still exists with all of its features and customization in data, but Anet no longer has to host an instance for it or serve it to players whose entire guild are inactive currently.

To turn the lights back on, a guild member just has to log in and start accumulating influence for the guild again, pay off the fees, and move on.

The fees should be such that a Greatly reduced number of players can still support a guild hall with all of its features intact, but a completely inactive guild will eventually “turn off” their guild hall from the world, so only active guilds are seen in guildhall-town (or whatever the guild halls get represented as)

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Posted by: munkiman.3068

munkiman.3068

Just wondering. How open world guild-halls are of the table. Is building your own guild-hall as well? So are we basically back to the most basic idea of an instance with an guild-hall that you can upgrade with different tiers (much like in WvW) and maybe decorate a little?

Or is building your guild-halls still on the table.

I still envision Arena giving us the assets and “some” customize ability, similar to halls in the original and combined with something similar to HoM. I just don’t see a sandbox with an editor and all that stuff working very well.

[TAO] Founder/Owner and Administrator for the NSP Server Website

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Posted by: munkiman.3068

munkiman.3068

On the topic of guild visibility in the open world.

How about recruiting boards ?

The recruiting board could be located close to the guild bank NPCs in the cities. Allows players to see which guild are recruiting and what are their level of requirement. Add a filter function that include “proportion of people from your server”; “size”; “sPvP, WvW, PvE, PvX centered guild” etc…

This “upgrade” should be purchasable under the category of “politics” for a small cost in influence.

It could be like advertising where you pay a fee (influence maybe) to post your guild info. Although this is probably a more QoL thing, which was discussed. Still a cool idea though. Let’s put up billboards in LA! I’m kidding

[TAO] Founder/Owner and Administrator for the NSP Server Website

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Posted by: Donari.5237

Donari.5237

I’m sorry, Jalefor, but I just cannot support maintenance fees. Now, temporary things paid for as desired like the current banners? Sure, and that can be how you describe, with non-functional hall sections that get activated for a limited time at a cost but were designed from the get-go to be temporary. If there’s some system of removing the publicly viewable areas of “silent” guilds, fine, but turning the lights back on should not require anything more than logging in and going to the hall. No backlog of fees.

Though the longest I’ve stayed away from GW2 since launch was this summer’s two week visit to my parents who needed their computers for their own activities, I know others who go for months, by choice or because they’re deployed or have a baby or whatever. This game was touted at its start and sold in part on the premise that you would not fall behind or lose anything no matter how long you were gone.

I lost plots in DaoC and in LotRO thanks to not paying taxes. In DaoC it was just that life distracted me for one week longer than the pay-period >< And boom, house, land, trophies, furniture, everything, GONE. In LotRO I lost the spot in my guild’s chosen neighborhood and while the contents were saved in a box, it was a nightmare of inventory management to redistribute them in my new, not so nicely located house.

Both times I found myself giving up on the games. Not solely due to that, but final straws are final straws. I doubt I’m unique in that, especially given the ballyhooed game philosophy here that was a -huge- part of the draw. Relax, you won’t lose anything except seeing what the game’s doing while you’re away.

Again, I’m fine with browsing tourists not seeing your place if no one’s home. But not with the place being at all difficult to reclaim when the prodigal returns.

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Posted by: zenleto.6179

zenleto.6179

Quick illustration of an alliance hub attached (in leui of a separate hall) The hub would always be the same style and it’s entire purpose would be linking guild halls together to form one very large “hall”. When a guild leaves, there would be a “blank” template that takes it’s spot until it’s filled. No fighting, no loss of upgrade contributions, etc.

Well done. Guild members being able to see the Alliance hall in such a way may even foster a stronger loyalty to the Alliance as well.

Fire up the Hyperbowl ma, we’re going to town!

Would you like some hard cheeze with your sad whine?

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Posted by: Jalefor.5362

Jalefor.5362

I’m going to do a post that is just a once-over of some ideas for building/room upgrades, including what existing upgrades might fit in to each building, how they might manifest and be represented, and what aspects might be modifiable for additional upgrades or customization.

Afterward, I’ll start up another post for the latter two points, about influence/progression and building in more customization to a progression track than the current system. Otherwise this post is just going to get out of hand. And become a case of TL;DR.

Sorry Jon. Life got in the way. I’ll be back another time and might be able to devote the intended time to going into details!

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Posted by: Baltzenger.2467

Baltzenger.2467

I think Lanfear’s question is what happens if the guild you are repping swaps alliances and no longer is in the alliance that made the hall — how do you handle man-hour investment in an alliance hall if for reasons fair or foul you need to go separate ways?

Yes, this is precisely what I was asking. I know in GW1, my guild was in several different alliances over the multitude of years that I played. Sometimes alliances just don’t work out for a variety of reasons and guilds go their separate ways.

What happens in such a case, when the guilds split, to all the effort that was put into these ‘shared’ halls. The man hours, the funds, etc. When they join another alliance that has it’s own shared hall already, do they now have their hall, the old shared hall, and then the shared hall for the new alliance as well? This could get cumbersome. Do they lose the old shared hall instead and thus all the effort put into it? That could really tick some people off. Or do shared halls simply no longer exist if the alliance does not exist? Could this not be a double edged sword – ie, as much deterant as incentive to build such an item?

Yeah this is a real problem. This could completely preclude Alliance functionality on our Guild Halls discussion. Can we have some ideas to beat this problem please and see if we can solve it?

Chris

I can think of several options that would solve this situation.
1.- Alliance Halls customization is restricted to rental:
Alliance Halls could be part of a big building on the Major Cities, where you can “rent” a Hall, there can be some level of customization (acquiring certain services + space), all tied to an amount of gold that you have to pay for a set amount of time you will be using it, the more things you get on your Alliance Hall, the more expensive it gets. This solves the situation when alliances break up, since you just stop paying the rent.

2.- Alliance Hall is a separated tree on the Guild Hall progression system:
You can develop your Guild Hall to have an Alliance Hall, the investment is made by a single guild, and stays with said guild. Now we introduce the “Guild Key”, this could be an item, or a tab on the Hero Panel, where you get registered to the different Guild Halls you can access to, with different levels of membership, be it, “Guest”, “Member” or “Alliance Member”, and depending on the level of access you get, is where you can access inside of the Guild Hall. This puts the control on the owners of the hall, where they can set the level of access required for each room of their hall.
If the alliance breaks up, all you have to do is remove ex-alliance members from your access book (if you add an option to add “guilds” instead of members to the access book, it would be easier to manage)

3.- Rooms on Guild Halls could be demolished for resources:
Each room on a Guild Hall will hold record of each resource spent on its construction, if you need to destroy one, you will get back “some” of the resources (can be an 80% of them, depends). That way if you need to demolish an Alliance Hall, you will get some of the investment made, and if it is built in conjunction with other guilds, it should record which guild sent which resource.

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Posted by: Devata.6589

Devata.6589

Just wondering. How open world guild-halls are of the table. Is building your own guild-hall as well? So are we basically back to the most basic idea of an instance with an guild-hall that you can upgrade with different tiers (much like in WvW) and maybe decorate a little?

Or is building your guild-halls still on the table.

I still envision Arena giving us the assets and “some” customize ability, similar to halls in the original and combined with something similar to HoM. I just don’t see a sandbox with an editor and all that stuff working very well.

Sure I expect some customize ability but is ‘some’ enough. We are in 2014 and whatever GW2 will come will needs to be able to compete with what their competitors have to offer or else they might have a 2 year old MMO that is getting surpassed by there competitors (of what some are even older). Maybe there engine can not handle it but that would be a problem.

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Posted by: munkiman.3068

munkiman.3068

Just wondering. How open world guild-halls are of the table. Is building your own guild-hall as well? So are we basically back to the most basic idea of an instance with an guild-hall that you can upgrade with different tiers (much like in WvW) and maybe decorate a little?

Or is building your guild-halls still on the table.

I still envision Arena giving us the assets and “some” customize ability, similar to halls in the original and combined with something similar to HoM. I just don’t see a sandbox with an editor and all that stuff working very well.

Sure I expect some customize ability but is ‘some’ enough. We are in 2014 and whatever GW2 will come will needs to be able to compete with what their competitors have to offer or else they might have a 2 year old MMO that is getting surpassed by there competitors (of what some are even older). Maybe there engine can not handle it but that would be a problem.

I think we still have to take in account the design direction Arena has chosen for GW2, it’s mostly a themepark type game and because of those previous decisions, we simply have to at least think in those constraints to be productive. Realistically i’m sure they could add some sandboxed stuff, but it very likely would be a go back to the drawing board type thing. Just theorizing here.

I actually think guild halls weren’t really a big feature in the design process, this might be due to a focus on keeping the social interaction on a server (or now with megaservers, a regional) level. The idea of guild halls take away from that a bit. These are all obviously my personal take on it, but i still think we have to really “sell” them on the ideas presented, if we want to see them get into the game. Regardless, i still think it’s fun to think about this stuff, even if there’s 0 chance of it seeing the light of day.

[TAO] Founder/Owner and Administrator for the NSP Server Website

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Posted by: VodCom.6924

VodCom.6924

Quick illustration of an alliance hub attached (in leui of a separate hall) The hub would always be the same style and it’s entire purpose would be linking guild halls together to form one very large “hall”. When a guild leaves, there would be a “blank” template that takes it’s spot until it’s filled. No fighting, no loss of upgrade contributions, etc.

Thought about this while I was starting to read you post. That’s an engaging idea. I wonder if GW2 has a technology to generate maps on the fly like this. IIRC, only fixed versions of the existing maps are stored on our hard drives.

Any dev can answer this ?

Known as Reegar Else, Linda Else, Xiana Else and Thorgall Breakstone

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Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

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Just wondering. How open world guild-halls are of the table. Is building your own guild-hall as well? So are we basically back to the most basic idea of an instance with an guild-hall that you can upgrade with different tiers (much like in WvW) and maybe decorate a little?

Or is building your guild-halls still on the table.

We can totally continue to chat about ideas around how a guild hall can be built/upgraded. Jon is discussing that right now with the CDI group.

Chris

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Posted by: Baltzenger.2467

Baltzenger.2467

While doing some research, I found something interesting that is happening on TERA korea.

http://vimeo.com/103889876

I think some of the things shown in that video resemble many of our ideas, specially what we discussed about Airships. Food for Thought.

(edited by Baltzenger.2467)

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Posted by: daft inquisitor.1605

daft inquisitor.1605

I just want to chime in that I do like that idea for the “central hall” joining 5 guilds together, as an alliance feature. I think it looks interesting, but I’m just wondering how that would impact the building of separate guild halls. Would that possibly stunt the growth or how you’d be able to design your hall, with needing to have one “entryway” no matter what?

Baelyyrn [Zero Brigade]
Mechanist Gregory [BEER]
Arondight Unfading [ZB]

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Posted by: Alethia.3597

Alethia.3597

I just want to chime in that I do like that idea for the “central hall” joining 5 guilds together, as an alliance feature. I think it looks interesting, but I’m just wondering how that would impact the building of separate guild halls. Would that possibly stunt the growth or how you’d be able to design your hall, with needing to have one “entryway” no matter what?

Think of the gateway into the hub as being fluid. It could be like the gate from EB into Obsidian Sanctum, but a guild could put it anywhere in the hall they liked. From the central hub looking out you could see the halls, but not necessarily through the entry point.

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Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

-snip-

I’d love to see people just blue sky take a crack and fleshing out some of these ideas and then I would be happy to summarize which ones I think gel well together and try to combine them into a more cohesive design that we could then begin discussing the pros and cons of.

Jon

I’ll take a shot.

I feel the way guild upgrades are currently in place there is place for some instances of interaction between them but there is also plenty of room for upgrades to be a completely separate thing. I think the majority of buildings should be attached to a build tree that would allow for maximum customization without the technical dilemmas that may pop up by making it too much of a sandbox type deal. That said current upgrades could most certainly certainly tie in!

You want to build a war room in your hall? Art of War T1 is required for a smaller room with plain maps of the mists plastered on the walls. Available sizes and features ramp up the higher your AoW research tier is. T5 art of war is required if you want a larger room with an entire wall dedicated to a detailed map of all 4 wvw maps with each objective showing what colour owns it at that time. T6 would grant you access to build a large strategic table (or 4 – 1/map) in the middle of the room complete with map elevations and 3d objective models also indicating what colour owns each.

Upgrading politics tiers could help you gain influence or the ability to do quests as a guild for each major faction to get them to release their architectural designs to your guild, allowing for you to unlock different themes for each of the buildings that you have available to you. Each level of politics you have researched could allow for either more advanced themes or for you to influence more than one major faction. Asuran outsourcing could also hold an integral part by only allowing for constructions of extremely rare/complex buildings/structures that would only be available through recipes with precursoresque drop rates.

Economy could serve much the same purpose as politics, but instead you could do it for the minor factions to get themes from them. A yak stable/ranch could also be made available once the guild has unlocked a guild vault transport at some time if you wanted to tie a specific building to it as well.

Architecture could play a bigger role when it comes to guild hall construction. Say you want to build anything other than a basic guild hall. You’re going to need the guild workshop upgrade. Lets say this workshop is actually physically present in the instance without being intrusive and comes with an NPC, lets call him Bob. Bob takes care of organizing all of the current construction projects that the guild is currently working on, and has the capability of handling multiple projects the more tiers of architecture you have researched, up to 6 once maxed.

Bob gives the option to open a new UI panel. This would show the current projects being built by the guild at the time. Clicking on a specific project would bring you to a screen similar to but far less polished than this: http://i.imgur.com/SpQliuI.png (Anet needing a pro UI dev? Send PM pls.) Each empty box would contain a certain part you need for Bob to construct the building. Each wall, roof, floor, door, support column, staircase, ramp, railing, light source, etc. could have its own box that needs to be built – more boxes for the size of the project/guild. Here’s where player crafting can come in. There’s the option to either slot things into where they would most make sense and/or make 2 new crafting ‘unofficial’ professions that only exist within the guild hall itself; carpenter and mason for the construction of large wooden and stone structures that require quite a few raw mats. (might need some granite/marble/slate/sandstone nodes? IDK, I’m just throwing stuff out there.) Current metalworking crafts could make metal fasteners needed while jeweler could make decorative things or produce gold leaf and worked gemstones that get inlaid in the walls. Chef could have paints. Artificer could make different lighting fixtures. Tailor could learn rare recipes to craft giant tapestries to fit in slots on certain walls and would allow for additional customization guild to guild.

Crafting options would be virtually limitless. Once Bob has all the required pieces he can start his crew on construction. I believe this method of crafting would allow for a vast scale of cost vs size of different buildings so every time a guild accomplishes something no matter how big or small the guild and the scale of their project they would feel like their guild hall is theirs alone and that they’ve accomplished something.

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Posted by: Arewn.2368

Arewn.2368

I’m also a fan of the “central room connecting individual guild halls in an alliance” idea. Seems like an easy and effective solution. Everyone has their own stuff, so splitting is easy, but everyone is still connected and able to intermingle and benefit from each others hall.

With regards to Guild Hall customization, could we get some indication of what the scope we can expect is? I don’t imagine we’ll be able to build every wall “The Sims” style since GW2 doesn’t strike me as being built with that kind of thing in mind.
So to what degree do you foresee being able to customize our halls (in a broad sense, no promises expected). Are we looking at a selection of static presets that will get linear upgrades with pre-determined positioning? or on the other end of the (expected) spectrum, something like skyrim where you can piece together a building using a selection of pre-made parts, choice of location, and then have some reasonably flexible interior decoration options?

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Posted by: Devata.6589

Devata.6589

While doing some research, I found something interesting that is happening on TERA korea.

http://vimeo.com/103889876

I think some of the things shown in that video resemble many of our ideas, specially what we discussed about Airships. Food for Thought.

Hmm I wonder if the person who came up with that idea had it from TERA. Nonetheless, it even more so underlines what I was saying to munkiman. Whatever Anet comes with needs to be able to compete with all these competitors.

Imho that means that if you down one element (liken open world) then you have to up another (like building but that can also be something else).

A basic guild-hall with some tier upgrading system and maybe some basic customization will not be able to compete with those competitors, it would be the lesser system.

But thats my personal view on things.

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Posted by: Devata.6589

Devata.6589

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

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Posted by: Baltzenger.2467

Baltzenger.2467

While doing some research, I found something interesting that is happening on TERA korea.

http://vimeo.com/103889876

I think some of the things shown in that video resemble many of our ideas, specially what we discussed about Airships. Food for Thought.

Hmm I wonder if the person who came up with that idea had it from TERA. Nonetheless, it even more so underlines what I was saying to munkiman. Whatever Anet comes with needs to be able to compete with all these competitors.

Imho that means that if you down one element (liken open world) then you have to up another (like building but that can also be something else).

A basic guild-hall with some tier upgrading system and maybe some basic customization will not be able to compete with those competitors, it would be the lesser system.

But thats my personal view on things.

Well, to be fair, what is shown in the video is still on development, and will be released on korea only, so I don’t think so, also, Airships are kind of a thing in GW2. Not that I care if someone saw something on another game and suggested it here, in my opinion, you have to look everywhere, and take the best from it.

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Posted by: Astralporing.1957

Astralporing.1957

If two alliances break apart my opinion is that each alliance should keep an instance of the original one and can carry on from there separately.

If a guild leaves an alliance the above solution is completely unworkable as it will lead to cloning and gaming of the systems we are brainstorming.

The harsh design would be if a guild leaves or is kicked it is back to square on or the more complex solution would be total number of pertinent progression points are available to spend on a new Guild Hall that belongs to the guild or can be spent on a Guild Hall of an existing or new alliance.

Chris

I am not sure if Guild Alliances even need a separate progression system. I see them more as convenience, than another tier of upgrades over individual guild ones.

Examples:
Communication and community: Shared Alliance chat channel, shared alliance MOTD, shared meeting ground. Munkiman’s Alliance Hub idea would fit right there – the visuals of that hub could depend on how advanced the individual guilds of the Alliance are.

Guild Missions: When a guild mission is started by any member of the Alliance, every player belonging to the same alliance can participate and receive rewards as if they belonged to the guild that started the mission. Alternatively (in case there’s a fear that people would not want to run the mission for their own guild, if they have already received rewards from an allied one), maybe we could offer two types of rewards per mission (as always, capped per week). One main reward, for your own guild missions, and one (lesser) assist reward, for doing the mission for an allied guild.

Shared functionality: Belonging to a Guild Alliance might offer for every guild the advantages of guild upgrades belonging to other guilds in the alliance. The guilds would be free, of course, to pursue those upgrades on their own, just in case. And of course it doesn’t need to cover all possible upgrades – some might be sharable, while others would need to be researched individually.

It’s also possible for guilds to offer other advantages to each others. For example, one of the ideas i had was a version of “Asuran contractors”: Any guild in the alliance could “donate” to their alliance their currently unused production slots, which other guilds could use to hasten their own upgrades.

In such a system, Guild Alliance is a dynamically generated construct – if a guild joins, or leaves the alliance, the Alliance automatically gets adjusted. There’s no need to worry about dividing alliance investments to individual guilds, because there are only individual investments here.

Actions, not words.
Remember, remember, 15th of November

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Posted by: VodCom.6924

VodCom.6924

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.

Known as Reegar Else, Linda Else, Xiana Else and Thorgall Breakstone

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Posted by: Brujeria.7536

Brujeria.7536

I am usually against guild halls. They would have to bring a lot to the table to make me like them. A simple place to meet with a guild and having all kinds of merchants at hand and for prestige/money sink reasons wont justify this addition.

If they are being introduced id like it to be part of GvG style, where the fights actually are based in and around the guildhall you built. Id love to be able to craft traps, siege weapons or mechanics, walls, npcs or ghostly defenders, this all on a balanced table (set amount of max traps, max npcs). Id think about it as creating a tower defense game (like sanctum 2), time gated crafting of stuff to create your own playground. Part sandbox, the areas should be instanced and fixed, as well as the guildhall size, but you can define the inside and area around it to a certain degree.

It basicly should have a real meaning and purpose, it shouldnt become another “list argument” in mapchat like join: guild X we have TS, homepage, all upgrades, guildhall, weekly guild missions" just to show off that you are a big guild.

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Posted by: Devata.6589

Devata.6589

While doing some research, I found something interesting that is happening on TERA korea.

http://vimeo.com/103889876

I think some of the things shown in that video resemble many of our ideas, specially what we discussed about Airships. Food for Thought.

Hmm I wonder if the person who came up with that idea had it from TERA. Nonetheless, it even more so underlines what I was saying to munkiman. Whatever Anet comes with needs to be able to compete with all these competitors.

Imho that means that if you down one element (liken open world) then you have to up another (like building but that can also be something else).

A basic guild-hall with some tier upgrading system and maybe some basic customization will not be able to compete with those competitors, it would be the lesser system.

But thats my personal view on things.

Well, to be fair, what is shown in the video is still on development, and will be released on korea only, so I don’t think so, also, Airships are kind of a thing in GW2. Not that I care if someone saw something on another game and suggested it here, in my opinion, you have to look everywhere, and take the best from it.

Haha that was not meant as a negative. I was just wondering because it’s so closed to that initial suggestion. You are right, you have to look everywhere.

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Posted by: Devata.6589

Devata.6589

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.

Uhhm.. not sure why you are asking me. But I think everybody would appreciate it if there could be a good summarize of this CDI. And no there is none at this moment.

Edit: I just remembered we did have a summarize before: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Guild-Halls/page/7#post4459255

(edited by Devata.6589)

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

The only request I have is: please give small guilds (2-5 people) something to strive for, too.

Your post did me realize something.. What are people talking about when they talk about small guilds?

I am talking about 15 active (So online at least once every 2 weeks) people.

In all honestly I personally would think 2 – 5 is so little that would be the same as making it available to every-body’s personal guild what I would think as undesirable.

But what are other people talking about when they talk about small guilds?

Well, let’s look at the game itself. Ask people to name one important guild in GW2, and most people will give the same answer. “Destiny’s Edge”.

With that as our in-game example of a small guild, 5-6 seems fair. The biconics fit that as well. But, do they have guild halls?

Well, for Destiny’s Edge, I’d look at Eir’s house. It’s a big house, with extra land around it, and statues of important people (including one guild member) decorating the area. Sounds like a small guild hall to me, and I’m sure they’ve held meetings there.

The biconics have The Dead End. They may not own it, but they’re using it. I’m sure there’s some rooms in the back and cellar that they can use if need be. Again, sounds like a small guild hall to me.

How do we make it work? Let’s assume that there’s not going to be an upkeep charge, first of all. (Seriously, let’s avoid that, it sucks.) If there’s a range of small guild halls starting small and growing up, then the first one can be pretty cheap, and the price can climb with each size upgrade. A larger guild will get a bigger hall faster, but even a small guild can save up some influence to get there eventually.

When we move into large guild halls, you can charge merits as well as influence. These can be the long term goals for bigger guilds, and smaller guilds will still be able to have a guild hall for themselves. It’ll just be smaller, which is really only logical.

Thank you! Yes, something like this would work perfectly for me and my guild mates.

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Posted by: munkiman.3068

munkiman.3068

I just want to chime in that I do like that idea for the “central hall” joining 5 guilds together, as an alliance feature. I think it looks interesting, but I’m just wondering how that would impact the building of separate guild halls. Would that possibly stunt the growth or how you’d be able to design your hall, with needing to have one “entryway” no matter what?

Think of the gateway into the hub as being fluid. It could be like the gate from EB into Obsidian Sanctum, but a guild could put it anywhere in the hall they liked. From the central hub looking out you could see the halls, but not necessarily through the entry point.

Playing devils advocate here, there are definitely some hurdles to overcome. One point brought up earlier is population cap. Doing some fairly well known mental numbers (based solely on teamspeak numbers) lets say these maps could technically hold somewhere between 180-320 players. Obviously these maps can’t be entirely fluid, since my pentagon model assumes 5 guild per alliance, that’s a potential of 2500 players. This is most probably out of scope. So each section would have to be instanced.

This provides a challenge (how much of one i have no idea, but there’s my “out of the box” thought i can’t work out). I thought about the central hub being uniformly consistent so that the adjacent view is equal on all sides. However, you would still need to “zone” into the central hub and of course, that hub could and likely would, be full, from time to time. That’s one point. Another is how seamless that transition would be. I look to Destiny for a seamless zone transition, but that too may be out of scope and we’d have to deal with portals.

Another point to this is if Arena could theoretically make it so we could see adjacent maps layout knowing full well those could change over time. Guild A leaves, we need to load another view. Obviously we wouldn’t be able to see players running around those maps.

Lastly, and not so “big o deal”, can Arena create maps that join up seamlessly? I’m thinking of this on a GvG level too (even though that’s not part of the convo). Can we have a GvG that joins 2 maps when triggered? I dunno, but that would totally expand on the variations of maps and learning how to properly fight on those maps, dynamically.

Lots to think about with a proposal like this, which is totally not my own, but an adaption of several ideas and a concept to “solve” alliance hall ownership.

[TAO] Founder/Owner and Administrator for the NSP Server Website

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Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

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 . . .

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.

(edited by Tobias Trueflight.8350)

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Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

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.

Seeking assistants for the Asuran Catapult Project. Applicants will be tested for aerodynamics.

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Posted by: Alethia.3597

Alethia.3597

Playing devils advocate here, there are definitely some hurdles to overcome. One point brought up earlier is population cap. Doing some fairly well known mental numbers (based solely on teamspeak numbers) lets say these maps could technically hold somewhere between 180-320 players. Obviously these maps can’t be entirely fluid, since my pentagon model assumes 5 guild per alliance, that’s a potential of 2500 players. This is most probably out of scope. So each section would have to be instanced.

Looking at the quote there I was meaning the location in each guild hall zoning into the hub could be wherever they like in the hall and moveable when more things get built probably, but in the hub the hall is seen in a static direction in the distance not through the portal as such. So it doesn’t impact how we build our halls in style because we have to build facing east because we are on that spoke of the alliance hub.

On the rest here, I can’t see it being non-instanced without killing our load times like LA does for a lot of us. If the hub is fairly simple to load it shouldn’t be too hard to go one hall load, hub load next hall load.

Being an international guild with a predominantly US base, I would hazard a guess that apart from a very few guilds we aren’t going to have everyone possible on at once. If the hub was going to fill with say an alliance meeting, maybe the gate NPC or something could zone you straight to one of the other halls if you talked to them.

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Posted by: Alethia.3597

Alethia.3597

Lastly, and not so “big o deal”, can Arena create maps that join up seamlessly? I’m thinking of this on a GvG level too (even though that’s not part of the convo). Can we have a GvG that joins 2 maps when triggered? I dunno, but that would totally expand on the variations of maps and learning how to properly fight on those maps, dynamically.

Lots to think about with a proposal like this, which is totally not my own, but an adaption of several ideas and a concept to “solve” alliance hall ownership.

Sorry I missed this bit (stupid cold, I can’t concentrate).

I made a suggestion a few pages back that we choose a set piece fortress outer for our hall with a blender piece which was the best I could come up with at the moment. It was back here: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Guild-Halls/4467153
I still need to brainstorm more on it before we hit the GvG discussion.

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Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

I’d love to see people just blue sky take a crack and fleshing out some of these ideas and then I would be happy to summarize which ones I think gel well together and try to combine them into a more cohesive design that we could then begin discussing the pros and cons of.

Jon

Okay, I could try to shoot for the moon with ideas but . . . this is going to sound harsh.

  • People have suggested a few ways to break those upgrades down but none too specific.

That’s because I don’t have the interest in going fully into designing this to “setting the place settings on the tables” . . . that sort of thing isn’t what I thought we were supposed to do. I assumed, much as in the last round, something more vague and less defined is desired. I know in my post, at least, I gave a vague categorization but it should be good to go from there to a listing.

  • We need to discuss how the building system would incorporate old upgrades but also provide new ones.

What new functionality should be added? I can’t think of any necessary additions to functionality which could take place without stepping on already-existing content. Or potentially adding imbalance into the game due to the additions. I can, indeed, brainstorm about seven:

  • What kind of new upgrades would be possible because of the system turning into buildings?

Library: A guild member can use a consumable item which will then ‘tag’ all enemies they kill for a short period of time. These enemies carry “lore tags” which can then be collected and collated into various books to read over which would tell more about these enemies. The more entries you complete, the better your Library looks over time and the more respectful some visiting Priory scholars might be to you.

Practice Yard: A space where guild members can try out weapons against specific targets. I mentioned this before, basically being like the ancient Battle Isles’ area where you could attack vs heavy/medium/light targets or at various ranges.

Banquet Hall: A guild member can lay out a feast food item which will last until a reset timer happens. Similarly, they can buy feasts of more basic or more exotic types to host which can function as banners but with other effects (and some may or may not stack with banner effects). When a feast is not active, it’s possible to get a basic “Nourishment” buff off the table not unlike low-level food effects without paying for it.

Orrery: If you don’t know what this is, it’s an observatory with large moving parts representing celestial bodies in motion and is supposed to be used to discern what exactly it may mean. What’s this for, then? Why, horoscopes. Think of the Lunar Fortunes of old Cantha, and crank it up. Pay the person in charge a small pittance for a long-term effect which can effect your character in a number of ways . . . or barely at all.

Shrine: Depending on what motif you choose for your guild hall, you can get your very own shrine to one of the Six Gods, Spirits of the Wild, Pale Tree, or charr heroes. Interacting can grant a single-shot buff to Karma/Experience on the next event you succeed in. (Note: Despite rumors, there is no Spirit of the Wild named ‘Silver Monkey’.)

Research Lab: A small chamber where an NPC is available to help you work on those Trait Masteries you either don’t want to do, or can’t complete. Call this the “hotfix” for that mess and never touch Traits again. This is strictly another alternative method to earning Traits.

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Posted by: Tobias Trueflight.8350

Tobias Trueflight.8350

  • What changes to influence and guild progression should happen to make it more intuitive if we went with buildings?

For some ideas of buildings, scrap Influence’s . . . influence entirely and make it necessary for a guild to earn and work for their changes. Like the above Library concept. For others, revise Influence so the costs can be brought down and shared to other currencies or methods of unlocking – again, it can be suggested materials can play that role of forking over planks, bolts, or ingots to be needed in some amounts relative to the size/scope/level of the upgrade.

Or, if we shoot for the sky, let’s trash the whole Influence system.

Build in new Dynamic Events (and potentially revamp old ones) whose purpose is to provide guilds with resources for their upgrades. Create a “Guild Architect” whose job is to keep track of these resources and direct players to events (from low level to high level) which can yield them. Therefore to get the upgrades, the guild has to go out in the world and do things.

Or, if they’re not interested in helping Tyria and are focused on the Mist War, they can earn resources from taking/defending supply camps in the Borderlands/EB. (Not on the Edge of the Mists.) Or they can do sPvP for a reward track for resource gain. Boom, three modes of play, three methods of accumulating resources. Just try to balance them out so it’s equally advantageous.

  • How do we build customization into this upgrade system where there currently is none? Someone suggested this and there were some talk of separating clear core functionality from the unique customized features, but that is sort of where we stopped.

A couple levels to the concept. First, when you pick out your new hall, you choose a motif. Charr, Norn, Sylvari, Human, Asura. This motif dictates how your hall’s general shape is and what arrangement it is in.

Now for customization. You can opt to side-grade rather than up-grade to move a modular feature (any basic functioning room) to another spot it could take up. Or you can opt to use some of the resources to alter what your base looks like. Say you picked a Sylvari hall, but for some reason you prefer it to look like a Nightmare Court settlement – no problem! Get proper resources and do a little work against the Court and now you can opt to redecorate with those assets.

Heck, maybe you can get yourself bonafide pieces of ancient Tyrian history if you find the proper events and gather resources enough. Who wouldn’t want an inactive Searing Cauldron in their meeting hall? Or how about some (carefully cleansed) Orrian architecture, as it was meant to appear in the glory days of that country? How about, just for giggles, a replica of one of Zinn’s “masterpieces” to stand and occasionally chatter?

Even better, pull the “trophy hall” idea from the old horizontal progression CDI which I know I floated as part of a discussion over player housing and bring it to life – the guild can use its influence (not Influence) to start a world boss which does not generate a bonus chest but instead allows a special furnishing to unlock and be used. Come on, Rox cannot be the only one allowed to have a genuine chunk of Tequatl’s tail, no matter how much it stinks.

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Posted by: Nacht Fuchs.3762

Nacht Fuchs.3762

I’m definitely pushing to have us work on some detailed brainstorming of the guild upgrade system. Here is a very short summary of discussion thus far:

  • Someone suggested that the upgrades be tied to buildings which I think has some very clear potential.
  • People have suggested a few ways to break those upgrades down but none too specific.
  • We need to discuss how the building system would incorporate old upgrades but also provide new ones.
  • What kind of new upgrades would be possible because of the system turning into buildings?
  • What changes to influence and guild progression should happen to make it more intuitive if we went with buildings?
  • How do we build customization into this upgrade system where there currently is none? Someone suggested this and there were some talk of separating clear core functionality from the unique customized features, but that is sort of where we stopped.

I’d love to see people just blue sky take a crack and fleshing out some of these ideas and then I would be happy to summarize which ones I think gel well together and try to combine them into a more cohesive design that we could then begin discussing the pros and cons of.

Jon

How do we build customization into this upgrade system where there currently is none? Someone suggested this and there were some talk of separating clear core functionality from the unique customized features, but that is sort of where we stopped.

→Let people use a little version of your gw2 editor!

It would be nice to customize your guild by actually “building” you guildhall!
Integrate certain plug-and-drop building blocks and let people put them on certain areas of an instance or the open world.
“Building blocks” example:
walls—> with all variations available to the wall like corners, gates stairs etc.
npcs—> etc
can be unlocked by guild progression.

I guess guildwars already contains some stunning fortress styles that would be available to players to play around with.

If this would be realized in an instanced system instead of an open world system, you would only limit yourself though. You could give guilds certain areas on the worldmap to build guildhalls on and thereby creating a real alliance/guild world system.

I guess that is off the table! Right?

Actual GuildWARRRR maybe? plz? :-D

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Posted by: Devata.6589

Devata.6589

I’m definitely pushing to have us work on some detailed brainstorming of the guild upgrade system. Here is a very short summary of discussion thus far:

Maybe we don’t need real upgrades as in tiers. Sure unlock a few basics like a guild-back, repair-guy, guild-vendor.

But let us build (and so in that manner) build the rest of the guild-hall the what we like to see it. If the basic center is delivered thats enough.. There be no need to upgrade that.

Put blue-prints in the game (and so forget about influence) that we can use to build the rest of the guild-hall the way we like it. Then that is a way of ‘upgrading’ your guild-hall.

Just upgrading your guild-hall with multiple tiers (like WvW keeps) is not very creative or inspirational. It would then be clicking a few buttons in your guild-window waiting a few weeks and oow look there is our fully upgraded guild-hall. It can and should be so much more.

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Posted by: DragonWhimsy.6489

DragonWhimsy.6489

People are suggesting that a 1 or 2 person guild should have access to a guild hall as well, but my question is “why would they need a guild hall?”

For a meeting place, and for RP purposes. In GW1 my guild has fallen down to just three active members. We still use our guild hall all the time. In GW2 I manage a small RP guild with only 3-5 active members. We still want a guild hall to RP in. There’s absolutely 0 benefit to excluding small guilds from getting guild halls.

+1 to this.

And for those who don’t know, small RP based guilds are some of the people that would be most excited for Guild Halls.

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Posted by: Goose.8195

Goose.8195

In GW1, guild halls were one of my favorite features of the game. I loved the convenience, as well as the privacy. I liked being able to hit “g” and have all of the merchants at my fingertips. I liked hanging out with friends in the hall and just talking sometimes. I would really like to see this transfer over to GW2, which is why I am glad to see the discussion shift towards instanced guild halls.

As far as accessibility goes, I think anyone who plays GW2 and is in a guild of any size should be able to “unlock” a guild hall. Since there has been a lot of discussion around how to unlock it and how to accommodate for a larger guild while not punishing a small guild here is my suggestion:

Make guild halls purchasable with gold. It’s used for basically everything else, so why not guild halls? But here is the twist, increase the cost based on the instance size the guild wants to purchase. On top of this, make part of the cost also based on the number of people inside the guild. Say a guild of 1 person is limited to only purchasing an instance (guild hall), that holds up to 10 people, BUT as the guild grows this can be upgraded upon with more gold. Whatever the maximum instance size is (and consequently guild hall) could be purchasable by your large guilds with 100, 200, 300+ members. This would allow every guild of every size guild accessibility straight from the start. Everyone can contribute to the purchase of the guild hall.

Once you have a guild, merchants and crafting stations could be available through gold unlocks, similar to Guild Wars 1. These merchants are a flat, reasonable rate for any size guild (same as GW1). I understand that GW2 wants to have a strong community, but people should not be forced to go to LA or whatever other big city if they just want to make a quick stop in at the GH to craft a few sharpening stones. If you want tight community in large cities like that, then add more real content to those cities that encourages people to go there! Chances are if I’m making a quick LA stop for a merch or crafting station, I’m not talking to anyone in map chat anyways. As far as a system for fully customizing guild halls, I don’t really have a good idea on what that could be yet, but some of the other suggestions have been alright (blue prints/crafting/etc). Just make it scale to the size of the purchased guild hall, and as the guild hall gets larger it could inherently become more impressive (More members = more achievements? just an idea).

I do also like the idea of keeping GvG in mind (if this will be introduced in the future) while considering the development of guild halls, which is why I think guild halls themselves should be strictly cosmetic (no strategic GVG advantage to having a guild hall with tons of upgrades and stuff like that) BUT have a separate choice for maybe a fortress or something (similar to your choices in GW1 for guild halls). Maybe the entrance to the actual guild hall could be the only thing used in an actual guild battle, and would house the guild lord, while keeping everything else about the guild hall cosmetic.

Another point (if anyone made it this far), is that guilds are all about the members. I love the idea of being able to showcase accomplishments based on members. Maybe if members unlock legendaries, these can go on display in the guild hall, or if certain titles are unlocked, a statue goes on display similar to the hall of monuments. Achieving certain milestones as a guild together could also result in special banners and other cosmetic things in the guild to kind of show it off. The larger and more active the guild, the easier the grandest and impressive cosmetic upgrades could be achieved. Basically, a system that rewards individual activity as well as guild activity so that small guilds aren’t left out (if a group of 5-10 members are extremely active and have accomplished a lot of cool achievements then they would be awarded for this, but as the guild hall instance gets larger the more impressive the cosmetics could be).

The last thing I just wanted to support was the idea of a central “hub” zone for alliances. Since alliances come and go, I like idea of a central area that anyone from any of the guild halls (guilds) associated with the alliance could port into to meet up with the group. I have also seen the idea of utilizing alliances to help build up smaller guilds, or “share” benefits. Maybe it could be an option for the large guild to actually use some of their “influence” (or whatever the cost of upgrades might end up being), to directly help the smaller guild. This way if the alliance splits, everyone keeps what they earned and no one was forced to give anything to other guilds.

That’s all I have for now, and sorry if I ended up repeating a bunch of stuff that was said already, but I’m really excited to see where this discussion goes!

[BBN] Big and Beautiful Norns
You dont have to be one to love one.

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Posted by: munkiman.3068

munkiman.3068

Lastly, and not so “big o deal”, can Arena create maps that join up seamlessly? I’m thinking of this on a GvG level too (even though that’s not part of the convo). Can we have a GvG that joins 2 maps when triggered? I dunno, but that would totally expand on the variations of maps and learning how to properly fight on those maps, dynamically.

Lots to think about with a proposal like this, which is totally not my own, but an adaption of several ideas and a concept to “solve” alliance hall ownership.

Sorry I missed this bit (stupid cold, I can’t concentrate).

I made a suggestion a few pages back that we choose a set piece fortress outer for our hall with a blender piece which was the best I could come up with at the moment. It was back here: https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Guild-Halls/4467153
I still need to brainstorm more on it before we hit the GvG discussion.

I know you did, i read most of the threads i could. I pulled some of my thoughts from your post, at least for the gvg stuff. sadly i dont have the time to quote everyone. Hope you understand. I’m certainly biased on what i thing GH’s “could be”, sorry i didn’t quote your post directly. I didn’t have the chance to respond. But yes, i thought it was a good idea, for sure!

[TAO] Founder/Owner and Administrator for the NSP Server Website

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Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

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If two alliances break apart my opinion is that each alliance should keep an instance of the original one and can carry on from there separately.

If a guild leaves an alliance the above solution is completely unworkable as it will lead to cloning and gaming of the systems we are brainstorming.

The harsh design would be if a guild leaves or is kicked it is back to square on or the more complex solution would be total number of pertinent progression points are available to spend on a new Guild Hall that belongs to the guild or can be spent on a Guild Hall of an existing or new alliance.

Chris

I am not sure if Guild Alliances even need a separate progression system. I see them more as convenience, than another tier of upgrades over individual guild ones.

Examples:
Communication and community: Shared Alliance chat channel, shared alliance MOTD, shared meeting ground. Munkiman’s Alliance Hub idea would fit right there – the visuals of that hub could depend on how advanced the individual guilds of the Alliance are.

Guild Missions: When a guild mission is started by any member of the Alliance, every player belonging to the same alliance can participate and receive rewards as if they belonged to the guild that started the mission. Alternatively (in case there’s a fear that people would not want to run the mission for their own guild, if they have already received rewards from an allied one), maybe we could offer two types of rewards per mission (as always, capped per week). One main reward, for your own guild missions, and one (lesser) assist reward, for doing the mission for an allied guild.

Shared functionality: Belonging to a Guild Alliance might offer for every guild the advantages of guild upgrades belonging to other guilds in the alliance. The guilds would be free, of course, to pursue those upgrades on their own, just in case. And of course it doesn’t need to cover all possible upgrades – some might be sharable, while others would need to be researched individually.

It’s also possible for guilds to offer other advantages to each others. For example, one of the ideas i had was a version of “Asuran contractors”: Any guild in the alliance could “donate” to their alliance their currently unused production slots, which other guilds could use to hasten their own upgrades.

In such a system, Guild Alliance is a dynamically generated construct – if a guild joins, or leaves the alliance, the Alliance automatically gets adjusted. There’s no need to worry about dividing alliance investments to individual guilds, because there are only individual investments here.

I like your thoughts around Alliances in terms of there QOL functionality. This was something discussed heavily in phase 1 and Alliance functionality doesn’t have to include guilds.

To be clear Alliance were put forward as a suggestion focusing on allowing smaller guilds to help each other out and thus under that light there is progression and loss.

I am just trying to see if there is a solution to issues raised with Alliance progress functionality.

Chris

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Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

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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