CDI- Guilds- Guild Halls
small crazy idea to give incentive to do content with guild-mates: shared loot
Grouped players (from a guild) don’t have only access to their own loot but their party-member’s loot as well. You have to choose which one’s loot you’ll take for your own BUT the loot is still free to take for everyone else in your party as a copy.
An associated risk with this idea is loot inflation and power creep. And this is something that will be highly skewed toward zerger farms and will disadvantage solo players a lot.
I do understand that you want to improve loot systems and make them less frustrating. If you want to get in this type of research, I suggest you look at DKP loot systems and the classic loot systems
TL; DR : Marcus, don’t try to reinvent the wheel when someone has already designed a car.
And we are derailing the thread here.
The first step in improving the loot is to make most Account bound on acquire and Soul bound on acquire items (like ascended rings and fractal weapon skins) PARTY BOUND so party members can distribute them among them freely and without consequences (they are “useless” items anyway)
We can tweak and improve the system once this is done and go from there.
Keep all these ideas about the loot for the next CDI and try to flesh them out. I think this is relevant for raids, not for GH.
Bump,
And actually I have a suggestion ready for the Raid section on a reward system that uses no RNG or tokens that you might like Marcus.
11x level 80’s 80+ Titles 2600+ skins , still a long way to go.
4) Intergrate the guild halls into the world so you can see them in the distance and can walk up to a portal to enter your one; have guards or something block you from the others unless you are a guild leader shopping for a new hall.
Blocking people from seeing it would not integrate, it would segregate. Individual guilds should have permission control over who comes to give them a look-see but the game itself should not. Nor should only guild leaders have access to seeing all the choices, though via permission control they might set it up so only they can actually implement a choice for the guild.
I believe the general thrust of CDI commentary has been to find ways to make the guild hall system inclusive, an enhancement to game play, and broadly accessible.
May be a bit late but here it goes.
1. The Halls should fit within the world’s themes and there should be at least a few different ones to choose on the first release, much like GW1’s varied selection.
2. They should be fleshed out visually and seem livable. Examples: dining hall, sleeping quarters, training areas, war planning room. And maybe a ship if you go the route of making every guild hall an island a la GW1.
3. Traders and bankers so that the hall will have a practical use and give guildies something to do as they form up between runs.
I believe the general thrust of CDI commentary has been to find ways to make the guild hall system inclusive, an enhancement to game play, and broadly accessible.
My overall impressions on this CDI :
– We want to play the sims with our GH
– We want Anet to allow guilds of all sizes to enjoy the basic functionnalities of the GH
– guild should have beacon mecanics.
– GvG is highly desired, whether inside the GH itself or not. (Some would like their GH to be a customisable GvG map)
– Guild upgrades should be reworked
– Influence and merits have problems, but we did not find a consensual solution in the CDI
– there should be multiple ways to acquire GH
– if the GH are developped, they will be mostly instanced (sorry for you fans of airships. The idea is cool, but the devs are more on the side of instance)
– alliances have been mentionned. Several good ideas about alliance GH but we need a good solution to manage divorces in alliances
– there is a demand for more guild content in WvW, the game mode where guilds are the most relevant and most militarised
Nothing is this list will be developped for sure by Anet. A CDI is a suggestion box, not an official statement.
My final suggestion is : Anet, do not forget to polish the content that already exist in the game (dungeons, fractals, world bosses, UW combat etc…) before commiting your team to create a new feature. Otherwise people will be frustrated to no end.
An excellent summary! As is all your work.
I’ll comment that GvG is highly but not universally desired. It should definitely be an accessible or even major function but not a core purpose or required element as there are plenty of people that will not touch PvP content. Guilds that eschew such things should not be barred from a useful and fun guild hall.
Chris……we lost Percy man…lordy mercy we lost Percy
)-: Things seem to have been an issue though.
Chris
Ok cool let’s start it of then Donari:
Note these are my personal top three priorities:
1: The ability for guild members to be able to show of their prowess and achievements through Guild Halls and their own avatar customization.
2: The ability for players to work together in a fun way to build something different and exciting.
3: The ability for smaller guilds to enjoy guild halls.Chris
Le Bump
Chris
Bump.
We will wait a few more days for folks to post their top three priority’s. Could those who are doing summaries please post them (Orpheal and Vod)
Then on Monday I will put our proposal together and then on Wednesday we will begin Phase 3: Raiding!!
Chris
Bump
We have an event tomorrow so we will start Raids on Wednesday. Meanwhile final bump.
As many folks have said, thanks for an awesome CDI.
Chris
We have an event tomorrow so we will start Raids on Wednesday. Meanwhile final bump.
As many folks have said, thanks for an awesome CDI.
Chris
Question!
Will it be wrong/ off-topic to discuss how the battle system functions in large-scale content once we start discussing raids?
I ask this not only because it’s important for the quality of raiding, but also because GW2, as a whole, seems to be moving (or desires to move) into a larger-scale direction, with fans asking for (and devs showing interest on) raids and GvG (aka, large-scale organized pvp), on top of the already existing WvW and open-world boss events.
Yet, the combat system was clearly designed with small-scale pvp combat as a priority, with some stand-out clarity and design issues on anything bigger than 5-party content (and even so, some of those issues are already present on small scale content).
Perhaps, discussing one topic can directly affect the other, and vice-versa?
We have an event tomorrow so we will start Raids on Wednesday. Meanwhile final bump.
As many folks have said, thanks for an awesome CDI.
Chris
Question!
Will it be wrong/ off-topic to discuss how the battle system functions in large-scale content once we start discussing raids?
I ask this not only because it’s important for the quality of raiding, but also because GW2, as a whole, seems to be moving (or desires to move) into a larger-scale direction, with fans asking for (and devs showing interest on) raids and GvG (aka, large-scale organized pvp), on top of the already existing WvW and open-world boss events.
Yet, the combat system was clearly designed with small-scale pvp combat as a priority, with some stand-out clarity and design issues on anything bigger than 5-party content (and even so, some of those issues are already present on small scale content).
Perhaps, discussing one topic can directly affect the other, and vice-versa?
hi Diogo,
This is an absolute necessity to discuss in the CDI. I am looking forward to this particular subject the most.
Chris
I believe the general thrust of CDI commentary has been to find ways to make the guild hall system inclusive, an enhancement to game play, and broadly accessible.
My overall impressions on this CDI :
– We want to play the sims with our GH
– We want Anet to allow guilds of all sizes to enjoy the basic functionnalities of the GH
– guild should have beacon mecanics.
– GvG is highly desired, whether inside the GH itself or not. (Some would like their GH to be a customisable GvG map)
– Guild upgrades should be reworked
– Influence and merits have problems, but we did not find a consensual solution in the CDI
– there should be multiple ways to acquire GH
– if the GH are developped, they will be mostly instanced (sorry for you fans of airships. The idea is cool, but the devs are more on the side of instance)
– alliances have been mentionned. Several good ideas about alliance GH but we need a good solution to manage divorces in alliances
– there is a demand for more guild content in WvW, the game mode where guilds are the most relevant and most militarisedNothing is this list will be developped for sure by Anet. A CDI is a suggestion box, not an official statement.
So is this a decent summary? Seems decent enough list of things… wished we could discuss the beacon mechanics a bit more… although I’m probably one of those people who wanted a combo open world / instanced guild halls so I’ll just assume it’s a bad idea given merit only by my own personal biases.
Do hope ANet do something similar to wild star where our instances have an outside and an inside (this way we can get an airship theme i.e the outside has a very cloudy sky box).
My final suggestion is : Anet, do not forget to polish the content that already exist in the game (dungeons, fractals, world bosses, UW combat etc…) before commiting your team to create a new feature. Otherwise people will be frustrated to no end.
Always good advice.
hi Diogo,
This is an absolute necessity to discuss in the CDI. I am looking forward to this particular subject the most.
Chris
That’s interesting, because I’ve never done a single raid in my life, but I might have a few things to say and suggest for this game’s combat system when applied to any large-scale environment.
(edited by DiogoSilva.7089)
So is this a decent summary?
No it’s not a decent summary, it’s my personnal understanding and view of what has been said. As a casual that played this game for 2k hour, I do percieve things differently.
Thanks anyway
(edited by VodCom.6924)
4) Intergrate the guild halls into the world so you can see them in the distance and can walk up to a portal to enter your one; have guards or something block you from the others unless you are a guild leader shopping for a new hall.
Blocking people from seeing it would not integrate, it would segregate. Individual guilds should have permission control over who comes to give them a look-see but the game itself should not. Nor should only guild leaders have access to seeing all the choices, though via permission control they might set it up so only they can actually implement a choice for the guild.
I believe the general thrust of CDI commentary has been to find ways to make the guild hall system inclusive, an enhancement to game play, and broadly accessible.
I think you misunderstood me a little bit. The guild halls that I was thinking about are set halls that don’t change in looks, and many guilds can get the same one. For example a Ascalon themed guild hall that has a physical location in Ascalon with a portal to going into it, and many guilds can have this hall as theirs, but if someone was in a guild that was using lets say a Kryta themed guild hall and they walked into the Ascalon one then they would be entering a empty zone since there is no guild associated to that instance (hence guards to stop people from entering a empty instance with nothing in it).
I see. But what if people wanted to see an Ascalon themed one without building one first? Or if guilds wanted to show off their halls to others?
Guild halls should be instances that you can access via the open world.
eg: place a couple of portals on each map, lets say near a mountain for a cave style guild hall or a swamp for a swamp style. this gives each guild a sence of individuality.
A guild leader would select one of this portals as their guild hall, It could be implemented like claming a keep in WvW.
since they are instances many guild would be able to choose the same location minimizing the need for too many locations and still give the feeling of beeing a part of the open world.
you should be able to unlock guild halls via the architecture upgrades in the guilds control pannel, this gives access to this feature to all guilds equaly regardless of size.
guild halls should have the ability to be upgraded with crafting stations, gathering nodes, vendors etc, that can be purchased via comendations or influence.
this are just some ideas.
Since this is probably the last day of this CDI just have to say its been a fun one. Before we started I had a feeling it was going to be a good one full of opinions and it did not disappoint. Cant wait for the GvG one. Ill mostly be reading the Raid one.
last day?
Lets see what this CDI will result, they had alot of good brainstorming here.
Proposal for Tyria Wide Guild Halls
Simple idea of guild halls across the entire map in Guild Wars 2.
Obviously we cannot have open world guild halls, so my proposal is that you add a guild hall emblem on the floor of where the guild hall will be and the guild banner for the guild owning that hall. The guild can purchase these after maxing out the guild and place the banner on a preset guild hall emblem. These emblems must have a lot of locations, once all locations in a map are taken no more could be created.
Goal of Proposal
The problem here is guild halls on paper would be best in open world not instance, but unless there is a generic new island, say in the heart of the mists, that is not possible.
My fix to this is to add a “portal” to connect the two instances. As my proposal says a guild emblem on the floor with a guild banner/flag of that guild that currently owns the guild hall.
Guild Hall Functionality
This theory will work and function properly within Guild Wars 2. Again guild missions are already in effect and in my theory guild halls will use that in addition to one more feature. Upon clicking the banner you’ll be sent to the guild hall. If the Guild hall is located in the NSP it will be mountain like and snowy, with or without Norn themed buildings. While say Queensdale would be Human or Centaur themed. etc etc. Either these can be isolated by themselves as an instance or all of them together in one huge instance separated by a far distance and floating islands (in the air). You could see the foggy shape of the next guild hall next to you but cannot get detail (to lower performance costs).
As a guest you can visit but cannot use any of the vendors or interact with any of the “guild hall item and activities”. This lets you see how the guild is set up and help assist in seeing if that guild is the guild you want to join. Additionally all the guild information can be displayed here according to the guild leader. Think of it like a message of the day but for the guild as a whole that others can view.
For guild vs guild, guild halls could be used for this by creating a map for GvG below the islands, and either use portals from the guild hall to that map, or jump below and instantly teleport there.
Lastly winning or losing a war with a guild can give a chance of losing or gaining a guild hall. this would add dedication to the guild for winning, as a server is to WvW in a sense. (this idea is more of a WIP thought needing a lot more thought and planning. It should be included much later than actual guild halls.)
Associated Risks
I see the risk being lag and frame rate issues along with a few other performance problems. Exploits may be a problem but I cannot predict what they could be.
As for the WIP thought I fear people complaining about losing their guild hall being an issue. A hopeful fix is adding a rematch option to fight that guild with priority over others to win it back.
Officer of Power Overwhelming[ZERK].
First term Forum PvE Specialist.
(edited by Riku.4821)
last day?
Lets see what this CDI will result, they had alot of good brainstorming here.
Agreed.
Ok so I am rather busy today so I will get us moving onto Raiding tomorrow or Friday.
i do apologies but I have been quite busy, has anyone counted up our priority order? If not I will get it done.
Chris
Thanks to you too Chris, as my first participation on a CDI, I quite enjoyed it, and I’m looking forward to join the next one too.
The future looks promising
last day?
Lets see what this CDI will result, they had alot of good brainstorming here.Agreed.
Ok so I am rather busy today so I will get us moving onto Raiding tomorrow or Friday.
i do apologies but I have been quite busy, has anyone counted up our priority order? If not I will get it done.
Chris
Maybe next time we should start a google form or something like this for ease of calculation ?
However, it will narrow the liberty of posters to state what their priority exactly is.
I am really sorry that real life has kept me too busy to realize that this CDI was going on now. I have speed read through it and had a couple of thoughts about the issue of guild halls and alliances that doesn’t seem to have been considered other than briefly.
It seemed to me that one approach that could work assuming instanced is to place guild halls in the mists, and in the event of an alliance, to position them in proximity to one another within the same instance with land or sky bridges, or whatever connecting them to either one another directly or to some common piece of land. With a decent algorithm this shouldn’t be that hard and would support alliances with multiple guilds. If a guild leaves the alliance, then they simply won’t be mapped into the same space.
The above obviously assumes that a guild would only be able to be in one alliance at a time, which makes sense when I think about it, though others may think differently.
Totally agree with the idea of have the mists version of guildhalls. Could be like fractals.
But please, please dont make it as it was in GW1. An island with a carport on it was so off for me. I`d love an organic living environment. With real houses, halls and vendor shops. The idea was put out of being able to add further “shards” accessible via bridge (would also make housing possible one day).
If you had housing and there would be a GvG fight then also in that (bonus) area and the attacking (if area wasn`t defended good enough) guild has the chance to go loot and pillage after that.
A: possible attack could be (like in Warhammer Online was), outskirt walls, housing, main townsquare.
or
B: Scirmish: Pure GvG fight for glory on a chosen map
Stinky McLane… the only Necro known to have a toothpaste fetish
Lefty (give me a second) Fiddlesticks… one Engineer, two clumbsy hands…
(edited by Eileane.3845)
I don’t particularly have any top 3 choices because any combinations of the 3 choices will not make the guild hall awesome.
I am hoping that the guild hall will not become just yet another decorative building that doesn’t serve any meaningful purpose.
Henge of Denravi Server
www.gw2time.com
I can’t think of a purpose that a guild hall could serve or any needs that it could meet that aren’t already being met. We have places to stand and run around. We have guild banks, banks, and vendors everywhere. We have crafting stations. Is there any need not being met that a guild hall could meet?
If guild halls don’t serve a purpose other than standing around and chatting up vendors then it will be a major waste of data storage and more than likely more headache than it is worth.
The only thing i can think of isn’t even an option at this point. A place to store trophies that your guild has earned through PVP, WvW, and PVE but this would only be useful if non-guild members could enter and explore at-will to check out your trophy collections. Maybe you could get a few new recruits this way without having to spam in map chat. Maybe guild halls have application pedestals just inside the entrance so people can apply after they have checked out your trophy collection.
Maybe you have bulletin boards up on the walls in the main entrance chamber to let players know of upcoming events and to let players sign up for them.
If guild halls are released and they aren’t located up on the outer wall of Divinity’s Reach then that would be a major missed opportunity. The outer wall of DR can easily be its own instance but open to all. Then anyone can explore the area and the different guild halls. The other cities have areas that could easily house guild halls as well.
Warrior – The New Burninator! Strongbad would be so proud!
Guardian – Burn for you, heal for me, block for me and uh…sorry Im all out of gifts.
(edited by Scryeless.1924)
Thanks to you too Chris, as my first participation on a CDI, I quite enjoyed it, and I’m looking forward to join the next one too.
The future looks promising
Thanks to all of you for a super productive discussion. Most collaborative CDI to date.
And sorry for not concluding this phase sooner. Time has been scarce this week.
We will put the proposal together and move onto the next phase soon.
Chris
(edited by Chris Whiteside.6102)
Hi All,
Sorry for not concluding this phase of the CDI today. I have time tomorrow so hang tight.
Chris
Hi All,
Sorry for not concluding this phase of the CDI today. I have time tomorrow so hang tight.
Chris
I just assumed you were in a candy corn coma….:p
Hi All,
Sorry for not concluding this phase of the CDI today. I have time tomorrow so hang tight.
Chris
I just assumed you were in a candy corn coma….:p
Guys, while the whole design aspect is sounding fun for a guild hall, I think we are forgetting one thing:
In GW1, the guild halls were relatively the same design for GvG. So while developing and building a guild to look how you want, how would this effect the GvG aspect, where there could be some annoyance in trying to find a guild lord to kill?
Hi,
GvG will be discussed after we discuss raiding.
Thanks,
Chris
I assume that if they’re planning GW1-style GvG (ie. that takes place in the guild hall of one of the two teams) then it should be easy for them to remove any upgrades like extra buildings, expansions, or cosmetic features and revert the look of the guild hall to “stock” for the purpose of the match. The matches would be instanced anyway so it wouldn’t affect the look of the guild hall for anyone that wasn’t in the actual match at the time.
Even in GW1, although you couldn’t build extra buildings or erect massive statues of your favourite developer, you could buy all sorts of extra NPCs for your guild hall, all of whom disappeared when you were in a match, presumably scurrying to the kitchens in terror.
Will it be wrong/ off-topic to discuss how the battle system functions in large-scale content once we start discussing raids?
I ask this not only because it’s important for the quality of raiding, but also because GW2, as a whole, seems to be moving (or desires to move) into a larger-scale direction, with fans asking for (and devs showing interest on) raids and GvG (aka, large-scale organized pvp), on top of the already existing WvW and open-world boss events.
Yet, the combat system was clearly designed with small-scale pvp combat as a priority, with some stand-out clarity and design issues on anything bigger than 5-party content (and even so, some of those issues are already present on small scale content).
Perhaps, discussing one topic can directly affect the other, and vice-versa?
hi Diogo,
This is an absolute necessity to discuss in the CDI. I am looking forward to this particular subject the most.
Chris
May I suggest that, if do discuss the combat mechanics in those subjects, that you extend the discussion beyond the confines of this subforum? If it comes out in the CDI that the combat system will need alterations for large scale fights, you should invite the input of high-end spvp players, and the leaders of wvw/gvg guilds, most of whom don’t regularly look at this forum.
Hi All,
Sorry for not concluding this phase of the CDI today. I have time tomorrow so hang tight.
Chris
Cant wait! Curious to see the top 3 results.
Since it’s not over yet I thought I’d throw in my idea. I haven’t read the entire 31 pages of suggestions, so if this is already done, I apologize.
The Guild Airship
Overview:
The guild airship adds a new spin on the traditional guild halls that many mmos make use of. Rather than boring stationary buildings, airships take all that could be contained in a hall and throws it into the air. The size and shape of the ship as well as the style is all up to the guild in question, and all options are available to any guild (though larger ships and such will have a heavier cost.)
Goal of Proposal:
The idea of a guild airship accomplishes several things and adds to the uses of a guild hall. It creates a place for guilds to meet and enjoy, adds a stronghold of sorts that might be used in a new WvW sort of map, removes the risk of too little space or too much, and maybe most importantly, adds a flare to the traditional halls of the past. A traditional guild hall might have shortcuts to crafting and the like as well as some GvG functionality, but a guild airship would allow for a war map that makes them central to the control and conquest of one or more new mist maps. The airship could bring together guilds while creating a new mode of play that can draw in additional players.
Functionality: The guild airship map would be accessible through a new portal in LA or through a menu such as the current WvW one. It would teleport you to one or more new maps where you can access your guild’s ship and the merchant who sells upgrades, new ships, or anything else that they would contain. You could than travel to warzone maps that would focus on the conquest of areas that could include floating strongholds that require the ships weapons to conquer in addition to keeps on the ground alike to the current EOTM map. The map would place many servers onto each side, and there would be 3 factions as there are for EOTM. The focus of the mode would be to hold the most ground with the greatest strength being that the ships would be required thus destroying the current zergfests that hold strong in the rest of the game. The ships would force guild members to work in concert to succeed against threats and create a much more team oriented play style.
Risks:
Some players might not like the more team focused gameplay. Others might like the current zerg fights. Others might just not like the idea of a non traditional guild hall. As far as the actual mechanics goes, there is always the danger that the engine can’t handle all the stuff going on. Hundreds of players, giant ships, and many cannons might be too much in addition to holding all the information of what the ships contain as far as guild services goes. There is also the matter of what happens when a ship is destroyed. Would it respawn, or would guilds have to rebuild it. I think a better method might be to place it in a state of disrepair and make it unable to be used in battle until guilds can repair them with WvW supplies? Also, what happens when a player dies. Can they respawn on the ship? do they have to run back or maybe fly back with other one man ships (possibly fighters). Maybe they can spawn on the ships but the waypoints go down when in combat like they do in WvW. Lots of risks here and I’d like to hear what others think, but I also like the idea of a guild hall with some gameplay functionality.
(edited by Tarrek.7436)
A tower deffense/dota game mode would be awesome in guild halls (+gvg ofc)
Just the WvW
R3200+
Ok I am working on putting the top 3 priorities post together fyi.
Chris
Hey All,
Thanks for being so patient with me. And thank you for what has been the most productive and collaborative CDI to date. Long may it last…
I will be forwarding the link to the design team who have been keeping a watchful eye on our discussion and who will take the info and pertinent discussion and arm themselves with this knowledge as we move forward and evolve the game.
Right so here are the top 5 wishes for Guild Halls if they were to be included in GW2:
CDI Proposal Phase 1: Guilds QOL and Logistics
This is a proposal put together by the CDI group specifically for the Anet development team to read and discuss. This is not a commitment of work.
1: Customization and Identity: The ability to customize your guild hall in a manner that provides your guild with it’s own identity as well as a wide variety of guild hall customization progression.
2: Small Guilds: The ability for small guilds and large guilds to enjoy the progression and benefits of Guild Halls without either making progression to easy or two hard (potentially through scaling)
3: Guild Activities:The ability to progress Guild Halls by taking on activities of varying types with your guild.
4: GvG Access and Functionality: We are discussing this after Raids.
5: Town Convenience: The ability to have town services in the Guild Hall. (I just want to point out that I am not a big fan of this due to the impact it could have on our current Cities.)
I am going to leave the thread open for a while (few hours) and then sticky it on the CDI section at which point we will jump into the next phase discussion Raiding!
Once again thanks to you all. You are great!
Chris
Hey All,
Thanks for being so patient with me. And thank you for what has been the most productive and collaborative CDI to date. Long may it last…
I will be forwarding the link to the design team who have been keeping a watchful eye on our discussion and who will take the info and pertinent discussion and arm themselves with this knowledge as we move forward and evolve the game.
Right so here are the top 5 wishes for Guild Halls if they were to be included in GW2:
CDI Proposal Phase 1: Guilds QOL and Logistics
This is a proposal put together by the CDI group specifically for the Anet development team to read and discuss. This is not a commitment of work.
1: Customization and Identity: The ability to customize your guild hall in a manner that provides your guild with it’s own identity as well as a wide variety of guild hall customization progression.
2: Small Guilds: The ability for small guilds and large guilds to enjoy the progression and benefits of Guild Halls without either making progression to easy or two hard (potentially through scaling)
3: Guild Activities:The ability to progress Guild Halls by taking on activities of varying types with your guild.
4: GvG Access and Functionality: We are discussing this after Raids.
5: Town Convenience: The ability to have town services in the Guild Hall. (I just want to point out that I am not a big fan of this due to the impact it could have on our current Cities.)
I am going to leave the thread open for a while (few hours) and then sticky it on the CDI section at which point we will jump into the next phase discussion Raiding!
Once again thanks to you all. You are great!
Chris
Chris thank you for putting so much time and effort into the CDI. I am very grateful for the opportunity to brainstorm with the developers of the best MMO out now and I am sure I am not the only one who feels this way. Hope for many more years of collaboration and good vibes! God bless!
Only want to add that there have been given multiple ways to give smaller and bigger guilds the opportunity to having and keep working on there guild-hall.
The scaling was however the worst imho and there where many talks about that form people who disliked that idea.
Man am I late to this party!
Just a few quick thoughts to stick in my two cents: instanced content and town services will depopulate public areas. That’s bad. Player interaction is good.
I’m not a big fan of the general concept, though I can understand why people would want it. To me it seems weird, you can get everything you need in a town, what’s the upside other than a feeling of exclusivity? Personally, I think that if you want your own guild hall, you should have to defend your own guild hall. Put them on the WvW maps. Treat them like garrisons.
Finally, as a one man guild (mostly for the storage space), if this is going to happen, it’s only fair that I get a shot at everything. Time may be a barrier, but I should still have access.
Too bad I didn’t see this earlier. Haven’t played a whole lot this month.
Hey All,
Thanks for being so patient with me. And thank you for what has been the most productive and collaborative CDI to date. Long may it last…
I will be forwarding the link to the design team who have been keeping a watchful eye on our discussion and who will take the info and pertinent discussion and arm themselves with this knowledge as we move forward and evolve the game.
Right so here are the top 5 wishes for Guild Halls if they were to be included in GW2:
CDI Proposal Phase 1: Guilds QOL and Logistics
This is a proposal put together by the CDI group specifically for the Anet development team to read and discuss. This is not a commitment of work.
1: Customization and Identity: The ability to customize your guild hall in a manner that provides your guild with it’s own identity as well as a wide variety of guild hall customization progression.
2: Small Guilds: The ability for small guilds and large guilds to enjoy the progression and benefits of Guild Halls without either making progression to easy or two hard (potentially through scaling)
3: Guild Activities:The ability to progress Guild Halls by taking on activities of varying types with your guild.
4: GvG Access and Functionality: We are discussing this after Raids.
5: Town Convenience: The ability to have town services in the Guild Hall. (I just want to point out that I am not a big fan of this due to the impact it could have on our current Cities.)
I am going to leave the thread open for a while (few hours) and then sticky it on the CDI section at which point we will jump into the next phase discussion Raiding!
Once again thanks to you all. You are great!
Chris
Chris thank you for putting so much time and effort into the CDI. I am very grateful for the opportunity to brainstorm with the developers of the best MMO out now and I am sure I am not the only one who feels this way. Hope for many more years of collaboration and good vibes! God bless!
Thanks Zoso. It really has been awesome and kudos to you guys for spending so much time on the discussion. and I also hope that the CDI continues to grow and evolve and be a staple of our development philosophy.
Chris
Hey All,
Thanks for being so patient with me. And thank you for what has been the most productive and collaborative CDI to date. Long may it last…
I will be forwarding the link to the design team who have been keeping a watchful eye on our discussion and who will take the info and pertinent discussion and arm themselves with this knowledge as we move forward and evolve the game.
Right so here are the top 5 wishes for Guild Halls if they were to be included in GW2:
CDI Proposal Phase 1: Guilds QOL and Logistics
This is a proposal put together by the CDI group specifically for the Anet development team to read and discuss. This is not a commitment of work.
1: Customization and Identity: The ability to customize your guild hall in a manner that provides your guild with it’s own identity as well as a wide variety of guild hall customization progression.
2: Small Guilds: The ability for small guilds and large guilds to enjoy the progression and benefits of Guild Halls without either making progression to easy or two hard (potentially through scaling)
3: Guild Activities:The ability to progress Guild Halls by taking on activities of varying types with your guild.
4: GvG Access and Functionality: We are discussing this after Raids.
5: Town Convenience: The ability to have town services in the Guild Hall. (I just want to point out that I am not a big fan of this due to the impact it could have on our current Cities.)
I am going to leave the thread open for a while (few hours) and then sticky it on the CDI section at which point we will jump into the next phase discussion Raiding!
Once again thanks to you all. You are great!
Chris
I understand the issue with number 5 and I agree. I don’t want ALL conviences there, but only a few perhaps? Maybe the guild has to CHOOSE having two crafting benches, or something, but not allowed all of them
Hey All,
Thanks for being so patient with me. And thank you for what has been the most productive and collaborative CDI to date. Long may it last…
I will be forwarding the link to the design team who have been keeping a watchful eye on our discussion and who will take the info and pertinent discussion and arm themselves with this knowledge as we move forward and evolve the game.
Right so here are the top 5 wishes for Guild Halls if they were to be included in GW2:
CDI Proposal Phase 1: Guilds QOL and Logistics
This is a proposal put together by the CDI group specifically for the Anet development team to read and discuss. This is not a commitment of work.
1: Customization and Identity: The ability to customize your guild hall in a manner that provides your guild with it’s own identity as well as a wide variety of guild hall customization progression.
2: Small Guilds: The ability for small guilds and large guilds to enjoy the progression and benefits of Guild Halls without either making progression to easy or two hard (potentially through scaling)
3: Guild Activities:The ability to progress Guild Halls by taking on activities of varying types with your guild.
4: GvG Access and Functionality: We are discussing this after Raids.
5: Town Convenience: The ability to have town services in the Guild Hall. (I just want to point out that I am not a big fan of this due to the impact it could have on our current Cities.)
I am going to leave the thread open for a while (few hours) and then sticky it on the CDI section at which point we will jump into the next phase discussion Raiding!
Once again thanks to you all. You are great!
Chris
I understand the issue with number 5 and I agree. I don’t want ALL conviences there, but only a few perhaps? Maybe the guild has to CHOOSE having two crafting benches, or something, but not allowed all of them
I think some kind of middle ground makes sense.
Chris
Ok working on setting up the Raiding CDI.
Chris
I understand the issue with number 5 and I agree. I don’t want ALL conviences there, but only a few perhaps? Maybe the guild has to CHOOSE having two crafting benches, or something, but not allowed all of them
I think some kind of middle ground makes sense.
Chris
What about having guild merchants and guild bank available in the guild hall, but leaving other conveniences in the main cities? That would make sense, and encourage usage of both facilities.
Hey All,
Thanks for being so patient with me. And thank you for what has been the most productive and collaborative CDI to date. Long may it last…
I will be forwarding the link to the design team who have been keeping a watchful eye on our discussion and who will take the info and pertinent discussion and arm themselves with this knowledge as we move forward and evolve the game.
Right so here are the top 5 wishes for Guild Halls if they were to be included in GW2:
CDI Proposal Phase 1: Guilds QOL and Logistics
This is a proposal put together by the CDI group specifically for the Anet development team to read and discuss. This is not a commitment of work.
1: Customization and Identity: The ability to customize your guild hall in a manner that provides your guild with it’s own identity as well as a wide variety of guild hall customization progression.
2: Small Guilds: The ability for small guilds and large guilds to enjoy the progression and benefits of Guild Halls without either making progression to easy or two hard (potentially through scaling)
3: Guild Activities:The ability to progress Guild Halls by taking on activities of varying types with your guild.
4: GvG Access and Functionality: We are discussing this after Raids.
5: Town Convenience: The ability to have town services in the Guild Hall. (I just want to point out that I am not a big fan of this due to the impact it could have on our current Cities.)
I am going to leave the thread open for a while (few hours) and then sticky it on the CDI section at which point we will jump into the next phase discussion Raiding!
Once again thanks to you all. You are great!
Chris
So maybe make it something like how it was in gw1, where we had to purchase upgrades, but could use the gw2 mechanics like we did for unlocking guild puzzles and challenges (ie using merits and influence, and maybe some gold)
5: Town Convenience: The ability to have town services in the Guild Hall. (I just want to point out that I am not a big fan of this due to the impact it could have on our current Cities.)
Whatever goes in, whatever doesn’t, just please make it feel like a place worth visiting from a practical and utilitarian standpoint.
I think it’s not good to copy from other games we already know, BUT i think that we could mention Lineage 2 for its Clan Halls.
- Clan Halls in Lineage II is not just a place where all the Clan members can meet and trade and chat, it’s also a place where you can have special buffs, special piece of equip for your mount, reserved access to various location of the map, and a bit of customization for yourself and the Hall itself..
LOCATION
- Clan hall could be an instanced place to avoid any problem related to “space” not like Lineage II where you have just a limited number of accessible halls around the world and only Hardcore clans can own one..
- Like spvp maps, Clan Halls could be located in different places described by different biomes, then, standing on this we could have a Sylvari house in a Jungle-looking biome, a Human looking house in an other biome and a Charr House in a Desert-looking biome
- You could add special teleports or special bonuses for the area where this Halls are located, like a teleport to TA if the Hall is in the south-west area of the map or a bonus like 5% more gold when buying/selling to a Caledon Forest NPC.
USE
- A GUILD HALL IS A GUILD HALL NOT A TOWN HALL, so, in my opinion, placing the normal cities commodities in those halls, would not only be repetitive but also stupid, a Guild Halls need something that you can’t find somewhere else, or people will never find a reason to enter it, let’s be honest, GDR at the moment is barelly dead, i don’t think someone will buy/aquire a clan hall just to have a bank in it….or gather for fun, we (the players) need something more then the things we can find in towns.
Also think: if you place Towns commodities in Clan Halls, then town will become empty..
Well, a guild bank could be okay, but nothing more, invent something new that only guilds can use/do in there.
- To enter the guild halls, the players could use a teleport items like the one you buy to reach the Hall of Monuments
- To enter the guid halls, the players could even talk to an npc located on every city… if the Clan hall is in the sky, why not making an npc near an air Balloon that once mounted will brings you to a loading screen and then the to the hall in the sky?
- A guild Hall should not be thought as a square or rectangular place, with a roof and a door, like my bedroom or your dinning room, i would think at it like if it was a forum (from the Roman Ages), designed to gather a large amount of people in circle and face them each other while talking about important things, or stupid things, nothing changes
SO, use = shape, we should in first place think at what we want to do in this place, and then, think what place could deal with our needs, if rectangular, or circular.. if open air, or close, if flying or landed…
Standing on my thought and what i said, i would organize it this way: an “inside” place and an “outside” place
INSIDE: bank and some npcs, some fancy items that we will probably need or that someone already thought, and maybe something to eat or to do, like challenges and similar stuffs.
OUTSIDE: entrance, dock if it’s a flying land like the EOTM, and the Forums that in my opinion could be one of the most important things. maybe a garden if you feel like some gathering is needed and some place to have some challenges like training dummies and Arena 1vs1 for fun..
i’m gonna place a Draw of it as soon as i have some time
(edited by Vespero.6180)
Thanks everyone! I had a ton of fun participating in this and hope that a lot of the community’s vision comes to fruition!
4) Intergrate the guild halls into the world so you can see them in the distance and can walk up to a portal to enter your one; have guards or something block you from the others unless you are a guild leader shopping for a new hall.
Blocking people from seeing it would not integrate, it would segregate. Individual guilds should have permission control over who comes to give them a look-see but the game itself should not. Nor should only guild leaders have access to seeing all the choices, though via permission control they might set it up so only they can actually implement a choice for the guild.
I believe the general thrust of CDI commentary has been to find ways to make the guild hall system inclusive, an enhancement to game play, and broadly accessible.
I think you misunderstood me a little bit. The guild halls that I was thinking about are set halls that don’t change in looks, and many guilds can get the same one. For example a Ascalon themed guild hall that has a physical location in Ascalon with a portal to going into it, and many guilds can have this hall as theirs, but if someone was in a guild that was using lets say a Kryta themed guild hall and they walked into the Ascalon one then they would be entering a empty zone since there is no guild associated to that instance (hence guards to stop people from entering a empty instance with nothing in it).
There are problems with having the GH visible from a public area. What if a bunch of Guilds get halls in one area only to give them up (for whatever reason)? You end up with a bunch of unused space. Or the opposite – what if all the GHs in a specific area are “taken”?