CDI- Guilds- Guild Halls
Room: Guild Game Hall (minigames)
Suggested Format: NPCs that offer access to guild only versions of minigames, such as Sanctum Sprint, Kegbrawl, etc. (with spectator capabilities, eventually). This would work alot like the pvp custom arena (and probably couldnt offer rewards.
That would be sweet. But then I’m afraid open world mini games would get even emptier. Everybody loves mini-games, the problem being the randomness they have, so putting them in GH like rooms would anhilate the open ones IMO.
It is something I can live with though. I know everybody (or at least I) dies for playing mini games with all of theirs friends for once.
I definitely understand. That is why the guild ones wouldnt offer any rewards (at all) or count toward the daily achievement. They would just be for the guild for fun.
Proposal Overview
Promoting a social aspect of the guilds and giving an opportunity for guilds to show off what they have achieved. Integrating guild halls (maps) into Megaserver system.
Goal of Proposal
To make Guild Halls not only the place where guild members can hide from the Tyria, but also hang out from people from the other Guilds.
Proposal Functionality
I’ll not be talking about actual implementation, but rather about some concepts and vision on how Guild Halls should function.
- Guild Halls should not be instances. I imagine it as a whole map (actually, lots of them), which are loaded into the system (if it’s possible without a very long and difficult code overhaul), when a single person from a guild enters that map, and destroyed like a regular map, when there are no players in it.
- People, who are not in a guild would join any of the currently available Guild Halls.
- Make it possible, as in current maps, to change the copy of the map that you are currently in, so that players who are representing their Guild could also be guests in other Guild Halls.
- Guild leaders can make Guild Hall private/public and control if not their guild members can enter it.
- If there are no active Guild Hall maps, and player who is not in any guild tries to enter it, game should say that currently no Guild Halls are available and give a note, that they can try again later or join a Guild (therefore promoting/informing players about Guilds)
- Contents of the Guild Hall should be dynamic, i.e., if Guild has a Workshop upgrade, maybe it’s Guild Hall should have actual workshop, if Guild Bank is upgaded, maybe have a more fancy Bank building, or maybe even a Trove which you can enter explore, with JP in it. And the more upgrades Guild gets, the fancier/more filled Guild Hall becomes.
- Possibility to add cosmetic stuff to Guild Halls through influence/merits/Gem store.
Associated Risks
I can see no risks as a player, but can fully understand that some points of my proposal could be hard to implement because structure of the existing code. Although I hope that little obstacles will not hesitate you from developing it if an idea itself looks appealing to you.
l80 Human Engineer – Expert of explosions l80 Sylvari Mesmer – Phantasmal Assassin
Proposal Overview
Promoting a social aspect of the guilds and giving an opportunity for guilds to show off what they have achieved. Integrating guild halls (maps) into Megaserver system.Goal of Proposal
To make Guild Halls not only the place where guild members can hide from the Tyria, but also hang out from people from the other Guilds.Proposal Functionality
I’ll not be talking about actual implementation, but rather about some concepts and vision on how Guild Halls should function.
- Guild Halls should not be instances. I imagine it as a whole map (actually, lots of them), which are loaded into the system (if it’s possible without a very long and difficult code overhaul), when a single person from a guild enters that map, and destroyed like a regular map, when there are no players in it.
- People, who are not in a guild would join any of the currently available Guild Halls.
- Make it possible, as in current maps, to change the copy of the map that you are currently in, so that players who are representing their Guild could also be guests in other Guild Halls.
- Guild leaders can make Guild Hall private/public and control if not their guild members can enter it.
- If there are no active Guild Hall maps, and player who is not in any guild tries to enter it, game should say that currently no Guild Halls are available and give a note, that they can try again later or join a Guild (therefore promoting/informing players about Guilds)
- Contents of the Guild Hall should be dynamic, i.e., if Guild has a Workshop upgrade, maybe it’s Guild Hall should have actual workshop, if Guild Bank is upgaded, maybe have a more fancy Bank building, or maybe even a Trove which you can enter explore, with JP in it. And the more upgrades Guild gets, the fancier/more filled Guild Hall becomes.
- Possibility to add cosmetic stuff to Guild Halls through influence/merits/Gem store.
Associated Risks
I can see no risks as a player, but can fully understand that some points of my proposal could be hard to implement because structure of the existing code. Although I hope that little obstacles will not hesitate you from developing it if an idea itself looks appealing to you.
One other risk related to Halls not being instanced is that with so many guilds in this game and only one map to make guilds on, it’s going to look like a mess. The map would have to be very very massive to cater to every guild to find their ideal building spot.
I vote for keeping Guild Halls instanced HOWEVER, make non-guild members be considered as invite-only guests (having them join your party doesn’t count) so they can visit the hall themselves. Naturally guests will be restricted to certain benefits like access to Guild Banks and certain rooms.
(edited by Malkavian.4516)
Why not just modify the ‘Home Instance’(a copy of it, not player’s actual home instances) in each racial capitol to include a guild hall in it with places for crafting stations and an officer’s meeting room and common room? The ‘Home Instance’ doesn’t see enough use. It could be altered a little bit so that guilds could pick where they place a Mystic Forge, PvP NPCs, Merchants, etc.
I was afraid someone would suggest this for guild/player housing. I don’t think they should do this.
The home instance is more a poorly implemented house I’d rather they don’t try to shove something in it to try and make it useful.
-It limits styles to that of the 6 capitals, no Island/desert/crystal/crypt etc themed guild halls would be available.
-Placement is unsuitable for several of the home instances. They are for Norn located within another building, for Sylvari at the bottom of a pit essentially and for charr built into the side of a military complex. the only home instances even remotely suitable are the asuran and human.
-Size: placing them in the home instance makes them really small, GW1 guild halls were roughly the equivalent size of the entire Grove with less vertical movement I’m hoping GW2 guildhalls will be to the same scale.
-Denies structure customization, since the external structure is just a door leading to an instanced room.
11x level 80’s 80+ Titles 2600+ skins , still a long way to go.
Q1: What should a guild hall contain?
A hall should have access to crafting, guild and personal banking, a merchant, a guild commendation trader and a trading post. This is all simply what can be found in borderlands with a couple guild specific items. Since alot of people use borderlands for their banking and crafting anyway, I dont see any of these additions as being of any great extra benefit and, thus, should be a part of a typical hall that is, they should be either included in a “starter hall” or be relatively easy to get/build.
Can’t agree with this. Sure, it would be nice, but you need not to only see the player’s needs, but to address as well Anets needs and vision as a company. Remember they have the Royal pass and the Airship pass which they seel for gems. For that reason they cannot just give it for free cause we want it. Not to count the impact that will have on major cities concurrencie. The most we could expect to get is a purchased, temporal module with all crafting stations and some NPCs for 300 gems for 48 hours.
This could also be a place where, for some upfront cost but without the recurring cost, a permanent, though potentially smaller pvp arena could be built. This may not be a full 5v5 size arena, but perhaps something where you could do as many as 3v3 (or maybe even a larger room with an “every man for himself” mechanic large enough for a large guild to all participate. Interesting maps might include a bar brawl (no weapons just environment objects like bottles, tables, chairs), maybe something similar set in a farm. I am not big on pvp, but these things sound fun to me anyway. Of course, people should be able to invite non guild members into their hall and pvp area.
This is by no means all inclusive just some items.
Same again, if they implement this, the rates for their Personal Arenas would drop. It’s not feasible. The most we should expect, if anything, is 1vs1 or GvsG.
(edited by MakubeC.3026)
snip
One other risk related to Halls not being instanced is that with so many guilds in this game and only one map to make guilds on, it’s going to look like a mess. The map would have to be very very massive to cater to every guild to find their ideal building spot.
I vote for keeping Guild Halls instanced HOWEVER, make non-guild members be considered as invite-only guests (having them join your party doesn’t count) so they can visit the hall themselves. Naturally guests will be restricted to certain benefits like access to Guild Banks and certain rooms.
You clearly don’t uderstand what I wrote. Or my text was messed up, then sorry.
I didn’t say everything must be in a single map. Yes, 1 guild per one map. What I mean, not make it an actual instance like a dungeon instance, but as other maps. Only some buildings, etc. should be loaded dynamically. It IS possible, cause dynamic events work that way. Every single upgrade done would be that guilds event done, only difference that it would be hidden from GUI.
l80 Human Engineer – Expert of explosions l80 Sylvari Mesmer – Phantasmal Assassin
Nope I didn’t get it though thanks for clarifying that. Looking at it that way, it would actually work.
The most we could expect to get is a purchased, temporal module with all crafting stations and some NPCs for 300 gems for 48 hours.
So, what you expect is a place with no permanent amenities? just a pretty place to chat/twiddle your thumbs? If there are no permanent useable npcs, crafting stations, guild group content, what is the purpose of a guild hall and why should I pay for something over and over when I can just jump up to EOTM or borderlands to craft or visit the merchant/trading post? Why wouldnt they jump impliment GvG and forget all the guild hall stuff if all it is is looks?
Can somebody explain the proposals for non-instanced Guild Halls to me? The entire point of the system is to provide an area specifically for your guild removed from the rest of the world. Non-instanced Guild Halls already exist; going somewhere on the map and telling your guild to meet you there. Guild Halls don’t need to exist on the map, and they don’t need to allow random players to stumble upon them. They need to be built specifically to the exclusion of non-guild members.
There are some good ideas in here, but honestly, the Guild Hall system from GW1 is all the game needs, with some GW2 polish. In that respect, I can’t fathom why anyone would want to take up actual space on the map for Guild Halls, let alone have them be accessible to non-members of the guild, with the exception of guesting.
Proposal Overview
Guild Halls, as seen in Guild Wars© .
Goal of Proposal
Give Guilds a private, isolated area for Guild Members to meet, spar, host GvG, Roleplay, and organize.
Proposal Functionality
Open the guild panel and click the “Guild Hall” button to be taken to the private map somewhere in the Mists or the Battle Isles and meet with other members of your guild.
Guild Halls are purchased with a Celestial Sigil, which can be earned in PvP, as a drop from a Champion Bags or World Chest, from the Fractals end reward, or from gaining ranks in WvW. Unused sigils can be sold on the trading post, or consumed to grant Guild Influence.
To Purchase a Guild Hall, speak to the Guild Registrar to preview one of the various halls. Once a desired hall has been selected, trade in the Celestial Sigil to purchase that hall for your guild. Only Guild Leaders may do this. Once purchased, a guild hall may be further upgraded for a gold cost with an armor repairer, crafting stations, a merchant and BLTC representative, and more.
Guild Halls will be about the size of a medium instance. Think Hero’s Canton or Salma district, perhaps slightly larger. Guild Halls include:
Heath of the Ages (Krytan-themed guild hall)
Heritage Courtyard (Divinity’s Reach-themed hall)
Genius’ Laboratory (Rata Sum-themed hall)
Bloodstone’s Call (Maguuma-themed hall)
Dreamer’s Sanctum (Grove-themed hall)
Unseen Ones’ Lair (Tarnished Coast-themed hall)
Swashbuckler’s Outpost (Lion’s Arch-themed hall)
Destiny’s Stand (Airship/Breachmaker-themed hall)
Spirit’s Retreat (Snow/Lodge-themed hall)
Freezing Tundra (Icebrood-themed hall)
Fallen Kingdom (Ascalonian-themed hall)
Legion Forgeworks (Black Citadel-themed hall)And possibly more.
Associated Risks
People are too happy that GW1 halls are back, and they spontaneously combust.
This…right here…is it. Simple.
I offer these few ideas.
Guests – Allow us to invite guests to our Hall. Guests cannot use services. Allow Guests to play Guild Games, since it would be a way for friends from diffrent guilds to hang out and do stuff.
Re: GvG – Allow Guilds to host private scrims here, but do not allow them to affect any official Leader Board or anything when GvG is finally added. Private Scrims, GvG OR Guild Members v Guild Members for practice. (Obviously allow repair to be used if a scrim takes place…or no armor damage for fights in the Guild Halls…yeah, that’s better, no armor damage in Guild Halls.)
I like the idea of a Guild Game area(Credit Blaeys post for this one). Maybe let us purchase our own Shooting Range, Keg-Brawl, Mini Combat Arena(put in a mini and they fight, no player control, total random AI, just to watch and have fun.), or have our own intra-Guild Tavern Brawl(every Guild should have its own Tavern Area…am I right?). These are upgrades like a merchant, BLTC Rep, Mystic Forge, etc. This could be added in later after the initial Guild Hall release.
I also like the idea of having Guild Hall instanced Champ fights…i.e. a Champ Icebrood Goliath in a cave or something in the above poster’s “Freezing Tundra (Icebrood-themed hall)”. Maybe can be fought once per day, heck make it once per week (tough enough to need several Guild members)…drops a champ loot bag, but add in 1 special thing to “rarely” drop for the Guild Hall fight…a special booster, something. (This can also be added in later after initial Guild Hall release. This would be more of a content add, not a cost to the guild, but an enhancement to the Guild Hall/Area itself.)
All guilds could achieve this…no size limit…and base purchases on Influence/Gold…you still can get these things from simply playing the game, and the time it takes is based on how much you play…no time gate, no “guild size” inhibitors…just may take smaller guilds a little longer to get the different things they want.
Simple, and achievable for all. (longer than I though, sorry, but I just got all excited thinking about how cool it could be.)
I can because I want to
I want to because you said I couldn’t
(edited by Thorfinnr Sleggja.1209)
Can’t agree with this. Sure, it would be nice, but you need not to only see the player’s needs, but to address as well Anets needs and vision as a company. Remember they have the Royal pass and the Airship pass which they seel for gems. For that reason they cannot just give it for free cause we want it. Not to count the impact that will have on major cities concurrencie. The most we could expect to get is a purchased, temporal module with all crafting stations and some NPCs for 300 gems for 48 hours.
That may be the most you’d expect, but myself and many others would be expecting permanent basic amenities and then upgrades to get the more advanced amenities permanently and through a non-gem non-gold currency. People will still use the passes, the Airship has all the amenities clustered so tight together that no guild hall is going to beat it. I would also like to think this discussion is more what we want to see and less about the bottom line.
Unrelated note just ran across several of the GW1 guildhalls timing myself and it takes about 55-70 seconds to run in a relatively straight line from one end to the other if anyone wants to do a relative size comparison to GW2.
11x level 80’s 80+ Titles 2600+ skins , still a long way to go.
A Guild Zoo/Combat Arena, where you put several Champion-level monsters your guild has captured in PvE
Q1: What should a guild hall contain?
A hall should have access to crafting, guild and personal banking, a merchant, a guild commendation trader and a trading post. This is all simply what can be found in borderlands with a couple guild specific items. Since alot of people use borderlands for their banking and crafting anyway, I dont see any of these additions as being of any great extra benefit and, thus, should be a part of a typical hall that is, they should be either included in a “starter hall” or be relatively easy to get/build.
Can’t agree with this. Sure, it would be nice, but you need not to only see the player’s needs, but to address as well Anets needs and vision as a company. Remember they have the Royal pass and the Airship pass which they seel for gems. For that reason they cannot just give it for free cause we want it. Not to count the impact that will have on major cities concurrencie. The most we could expect to get is a purchased, temporal module with all crafting stations and some NPCs for 300 gems for 48 hours.
This could also be a place where, for some upfront cost but without the recurring cost, a permanent, though potentially smaller pvp arena could be built. This may not be a full 5v5 size arena, but perhaps something where you could do as many as 3v3 (or maybe even a larger room with an “every man for himself” mechanic large enough for a large guild to all participate. Interesting maps might include a bar brawl (no weapons just environment objects like bottles, tables, chairs), maybe something similar set in a farm. I am not big on pvp, but these things sound fun to me anyway. Of course, people should be able to invite non guild members into their hall and pvp area.
This is by no means all inclusive just some items.
Same again, if they implement this, the rates for their Personal Arenas would drop. It’s not feasible. The most we should expect, if anything, is 1vs1 or GvsG.
Well there focus on the cash-shop is always a problem for these sort of things. And yes because if that they would be more tend to do it the way you explain.
But lets not forget this game was supposed to be a B2P game so free of those sort of things. (thats even wait they said in the beginning, just some boosters and costumes will be in the cash-shop) That means we are not out of line of asking for this. In fact, they would be out of line implementing it that way.
Now I have seen many great suggestions here and most are also pretty big. So thinking on how Anet would benefit from this other then the fact that it would likely be a boost for the number of players and help to keep players playing. They could sell it in an expansions. Like you could expect from a B2P game.
The most we could expect to get is a purchased, temporal module with all crafting stations and some NPCs for 300 gems for 48 hours.
So, what you expect is a place with no permanent amenities? just a pretty place to chat/twiddle your thumbs? If there are no permanent useable npcs, crafting stations, guild group content, what is the purpose of a guild hall and why should I pay for something over and over when I can just jump up to EOTM or borderlands to craft or visit the merchant/trading post? Why wouldnt they jump impliment GvG and forget all the guild hall stuff if all it is is looks?
Many have suggested:
- WvW Portals, so the guild can gather there before going to WvW.
- Portals to the major cities and fractals of the mist.
- Mini Games rooms.
- Guild Mates information.
- Direct exit to the open world (being able to use any wp from inside it, so the guild can go directly to guild events).
- Sparring area invluding GvG. Also maybe hop in to the guild’s PvP arena.
- Customization and titles that could be shown to others (achivement statues, prizes).
- Wave-like events and sparring bosses.
Remember that Guild Halls is a place for the guilds to gather, not to allinate theirselves from the world.
Can somebody explain the proposals for non-instanced Guild Halls to me? The entire point of the system is to provide an area specifically for your guild removed from the rest of the world. Non-instanced Guild Halls already exist; going somewhere on the map and telling your guild to meet you there. Guild Halls don’t need to exist on the map, and they don’t need to allow random players to stumble upon them. They need to be built specifically to the exclusion of non-guild members.
There are some good ideas in here, but honestly, the Guild Hall system from GW1 is all the game needs, with some GW2 polish. In that respect, I can’t fathom why anyone would want to take up actual space on the map for Guild Halls, let alone have them be accessible to non-members of the guild, with the exception of guesting.
I am very willing to explain that. Having it in an instance does not give the same effect as it does having it in the open world (and there are multiple ways to do that).
Yes it is a place to hang out privately but the fact that a guild-house is in the open world would not mean everybody can walk in. You can still have your privacy inside.
They can walk by. And only if you allow people to get in they can get in.
Being able to build / customize your own guild-halls should be a part of it and then it becomes even more interesting to have it in a place where people walk by and see other guilds buildings.
It would also add much more to the immersion. What is nicer? Walking to your guild-house or stepping into some portal and loading into your guild-house?
Most important hover is having those guild-houses in the open world would make guilds also much more a part of the game then what now is the case. Guilds have almost no role in the game what is a little strange for a game named Guild Wars (yes I know the lore behind it). Having guild-houses be really a part of the game (meaning they are in the open world) it would also give guilds themselves more a part in the game.
Besides it would also fit into what Anet has been talking about. A living world. Having player housing or guild-housing in the open world would make it feel more like a living world then the LS en all the events bind together. I guess you could say it would be the GW2 way of doing it. You can’t keep talking about a living world if the real elements of a living world (human customization / live) it put away in some instance. That would be a cheap way out that does not fit the game.
Many have suggested:
- WvW Portals, so the guild can gather there before going to WvW.
- Portals to the major cities and fractals of the mist.
- Mini Games rooms.
- Guild Mates information.
- Direct exit to the open world (being able to use any wp from inside it, so the guild can go directly to guild events).
- Sparring area invluding GvG. Also maybe hop in to the guild’s PvP arena.
- Customization and titles that could be shown to others (achivement statues, prizes).
- Wave-like events and sparring bosses.
Remember that Guild Halls is a place for the guilds to gather, not to allinate theirselves from the world.
alienating themselves will be a part of the issue to a certain degree with nearly any implementation that provides anything other than a pretty place.
Wave-like events is something I gave an extended suggestion about about a month ago. https://forum-en.gw2archive.eu/forum/game/gw2/Game-Mode-cPvE
I don’t know how this will relate to the posting overall, but I just wanted to comment that I enjoy how RIFT does their guild hall system.
There are essentially “home instances” in RIFT that you can buy for your characters. They’re 100% customizable (you can find and buy all kinds of materials and place them around — ambient objects, structures, pieces to build your own buildings), you can invite anyone you want to them, and even block people from them as well, and there are multiple to choose from. Each one is a personal instance of a small portion of a map you can find in-game.
The Guild Hall system is an extension of this. There are fewer areas to choose from, but each one is considerably bigger than a “home” instance. You have all the same features as a home instance as well — all the objects and structures you can place in a home instance you can move to a Guild Hall as well.
Permissions are set up in a way so that you can allow anyone to modify your guild hall, as long as they’re of a specific rank (it’s tied into the rank permissions system, like how vault access is to GW2’s). Anyone from your guild can visit the hall at any time, even while it’s being customized. Anyone can add their own items if you allow them, and you can even get NPCs and shops in the instance. (Mostly food vendors, and other “basics”. Training dummies too.)
It would be very nice to see a version of this in GW2, even if it’s only limited to being able to choose one guild hall from several different designs. Honestly though, GW2 is really not the kind of game that I think the building/customizing system would work well in, but the other pieces of it would be nice. I know a lot of people would like a “guild hall” that’s just a cutout of a place you can visit in the “real world”, and it would be nice to have variety in the selections so it doesn’t feel like the same guild hall no matter what guild you’re in. (I think having a guild hall that matches your guild’s personality would matter a lot.)
Anyway, like I said, don’t know how much this will matter, but I just wanted to add my two cents.
EDIT: As an afterthought, it might actually be interesting to tie your guild leader’s home instance as your “guild hall”, as well. The areas are fairly large (especially the Charr’s and Human’s), there are often buildings in it, so you can have people segregate themselves (for RP reasons or whatnot), and there are already resources (shops) available in most of them.
Mechanist Gregory [BEER]
Arondight Unfading [ZB]
(edited by ShadowDragoonFTW.3418)
I don’t have a formal proposal but I do have a tidy list of things I would like to see and things I would be against.
Things I would like to see:
- Private customizable space
- Trophies for accomplishments, like a guild only dungeon run earns progress towards unlocking a theme for the guild hall styled like said dungeon or putting a visible trophy from said dungeon someplace in the instance. The same for guild fractals. And something for world bosses, mini dungeons, jumping puzzles etc.
- A place to craft / bank / use the TP in peace.
- To many times people are flooding mapchat with guild recruitment, stupid build arguments and generally not useful things. Or spamming their skills or placing boxes of fun on top of things to prevent access.
- Quick access to / from the open world.
- Much like the WvWvW or PvP access works. This would be helpful for guild missions.
Things I do NOT want to see:
- Any sort of upkeep.
- Anything that limits small guilds.
- Guild missions are an example of this. They don’t scale down enough.
- I don’t want to have to be ‘first’ or ‘fastest’ to get a good location for my guild hall.
-snip-
Okay, hold on. You’re still talking about an instanced guild hall. It’s just a building that you have to walk to to get into your instance. From what it sounds like, no matter what guild you’re in, you’d walk to this guild hall, and then it would teleport you to the appropriate guild hall instance for your guild.
Either that, or you’re talking about putting buildings for each individual guild into the world. Which… would be awful, for many, many reasons. There are hundreds of guilds in the game. Can you imagine how quickly guild halls would fill up maps? They would look ugly and be in the way, and it would just be horrible.
One way around that would be to make a zone JUST for guild halls, like a “guild district” in major cities. But, that would be… weird. And you would have to make sure you warped into the correct map instance every time, because it couldn’t dynamically load up your guild halls into this map zone with a dozen or two dozen other dynamically updated guild halls. It would likely load up a guild hall for whoever entered that instance first, which means they’d fill up quickly. And I don’t even want to know how changing your represented guild while in the guild district would affect that…
Mechanist Gregory [BEER]
Arondight Unfading [ZB]
(edited by ShadowDragoonFTW.3418)
Can somebody explain the proposals for non-instanced Guild Halls to me? The entire point of the system is to provide an area specifically for your guild removed from the rest of the world. Non-instanced Guild Halls already exist; going somewhere on the map and telling your guild to meet you there. Guild Halls don’t need to exist on the map, and they don’t need to allow random players to stumble upon them. They need to be built specifically to the exclusion of non-guild members.
There are some good ideas in here, but honestly, the Guild Hall system from GW1 is all the game needs, with some GW2 polish. In that respect, I can’t fathom why anyone would want to take up actual space on the map for Guild Halls, let alone have them be accessible to non-members of the guild, with the exception of guesting.
Proposal Overview
Guild Halls, as seen in Guild Wars© .
Goal of Proposal
Give Guilds a private, isolated area for Guild Members to meet, spar, host GvG, Roleplay, and organize.
Proposal Functionality
Open the guild panel and click the “Guild Hall” button to be taken to the private map somewhere in the Mists or the Battle Isles and meet with other members of your guild.
Guild Halls are purchased with a Celestial Sigil, which can be earned in PvP, as a drop from a Champion Bags or World Chest, from the Fractals end reward, or from gaining ranks in WvW. Unused sigils can be sold on the trading post, or consumed to grant Guild Influence.
To Purchase a Guild Hall, speak to the Guild Registrar to preview one of the various halls. Once a desired hall has been selected, trade in the Celestial Sigil to purchase that hall for your guild. Only Guild Leaders may do this. Once purchased, a guild hall may be further upgraded for a gold cost with an armor repairer, crafting stations, a merchant and BLTC representative, and more.
Guild Halls will be about the size of a medium instance. Think Hero’s Canton or Salma district, perhaps slightly larger. Guild Halls include:
Heath of the Ages (Krytan-themed guild hall)
Heritage Courtyard (Divinity’s Reach-themed hall)
Genius’ Laboratory (Rata Sum-themed hall)
Bloodstone’s Call (Maguuma-themed hall)
Dreamer’s Sanctum (Grove-themed hall)
Unseen Ones’ Lair (Tarnished Coast-themed hall)
Swashbuckler’s Outpost (Lion’s Arch-themed hall)
Destiny’s Stand (Airship/Breachmaker-themed hall)
Spirit’s Retreat (Snow/Lodge-themed hall)
Freezing Tundra (Icebrood-themed hall)
Fallen Kingdom (Ascalonian-themed hall)
Legion Forgeworks (Black Citadel-themed hall)And possibly more.
Associated Risks
People are too happy that GW1 halls are back, and they spontaneously combust.
+1. GW1 Guild Hall is all that we need for a Guild Hall. Instance GH, discount merchant, place to do have a scrimmage, etc….
+1 for me too
The only thing i really want to see is, if this wasn’t the case in GW1 being able to view the guilds accomplishments in trophies, From previous MMO’s, when we killed Dungeon bosses, or did other accomplishments, from time to time a “Guild hall Trophy” would drop.
These could be special furniture, interactive decoration things like that.
I recall back when i was playing LOTRO that we got a guild-Beer-Keg that you could drink from, after which you would pass out in 10 seconds, and be randomly teleported to anywhere on the map, and you would have “misplaced” your pants
Things like that were hilarious, even doing competitions to see who could “pass out” the “furthest” away from said guild hall
Seeing the gigantic weapons of slain Dungeon bosses in our yard as a reminder was amazing as well
Can somebody explain the proposals for non-instanced Guild Halls to me? The entire point of the system is to provide an area specifically for your guild removed from the rest of the world. Non-instanced Guild Halls already exist; going somewhere on the map and telling your guild to meet you there. Guild Halls don’t need to exist on the map, and they don’t need to allow random players to stumble upon them. They need to be built specifically to the exclusion of non-guild members.
There are some good ideas in here, but honestly, the Guild Hall system from GW1 is all the game needs, with some GW2 polish. In that respect, I can’t fathom why anyone would want to take up actual space on the map for Guild Halls, let alone have them be accessible to non-members of the guild, with the exception of guesting.
Proposal Overview
Guild Halls, as seen in Guild Wars© .
Goal of Proposal
Give Guilds a private, isolated area for Guild Members to meet, spar, host GvG, Roleplay, and organize.
Proposal Functionality
Open the guild panel and click the “Guild Hall” button to be taken to the private map somewhere in the Mists or the Battle Isles and meet with other members of your guild.
Guild Halls are purchased with a Celestial Sigil, which can be earned in PvP, as a drop from a Champion Bags or World Chest, from the Fractals end reward, or from gaining ranks in WvW. Unused sigils can be sold on the trading post, or consumed to grant Guild Influence.
To Purchase a Guild Hall, speak to the Guild Registrar to preview one of the various halls. Once a desired hall has been selected, trade in the Celestial Sigil to purchase that hall for your guild. Only Guild Leaders may do this. Once purchased, a guild hall may be further upgraded for a gold cost with an armor repairer, crafting stations, a merchant and BLTC representative, and more.
Guild Halls will be about the size of a medium instance. Think Hero’s Canton or Salma district, perhaps slightly larger. Guild Halls include:
Heath of the Ages (Krytan-themed guild hall)
Heritage Courtyard (Divinity’s Reach-themed hall)
Genius’ Laboratory (Rata Sum-themed hall)
Bloodstone’s Call (Maguuma-themed hall)
Dreamer’s Sanctum (Grove-themed hall)
Unseen Ones’ Lair (Tarnished Coast-themed hall)
Swashbuckler’s Outpost (Lion’s Arch-themed hall)
Destiny’s Stand (Airship/Breachmaker-themed hall)
Spirit’s Retreat (Snow/Lodge-themed hall)
Freezing Tundra (Icebrood-themed hall)
Fallen Kingdom (Ascalonian-themed hall)
Legion Forgeworks (Black Citadel-themed hall)And possibly more.
Associated Risks
People are too happy that GW1 halls are back, and they spontaneously combust.
+1. GW1 Guild Hall is all that we need for a Guild Hall. Instance GH, discount merchant, place to do have a scrimmage, etc….
+1 for me too
Adding my +1 to this.
Possible inclusion would be the ability to invite guests. But even if that weren’t a possibility, my vote strongly stands with this.
Don’t care about a “spar” functionality, though.
Well it’s only 4 pages so far, so while I still have a general grasp of what people are suggesting
Proposal Overview
The location of Guild Halls, primarily instanced with a few in the open world.
Goal of Proposal
Provide a means of allowing for reasonable inclusion of guild halls in the open world.
Proposal Functionality
Given the present map design there simple isn’t enough room to litter the country side with enough guild halls to provide a guild halls for each guild. Having guild zones is a possibility but it does (as others have noted) take up parts of the world that could be used for PvE (the world map only has so many spaces) and it does in effect hide guild halls away out of sight from normal play.
The proposal thus is to have most Guild Halls instances but to to have a limited number of open world Guild Halls spread across the world (different zones providing different visual themes and benefits etc.). Ownership of these Guild Halls would be decided by competition (thus some form of GvG) among a number of guilds that want to own a particular Guild Hall in the open world. Most likely these competition can be held over the weekend and the winning guild can then have ownership of that Guild Hall for the week (or whatever time period is more desirable).
This open world Guild Hall would have some customisability meaning that as players play through the zone they’ll come across these Guild Halls (which gives Guilds a bit of bragging rights), possibly even going inside and seeing some of the trophies the guild has amassed (obviously then the Guild could have a public and private area).
These Guild Halls can also be the focus of PvE guild events, for example a Guild Hall in Dredgecliffs could regularly come under attack by the Dredge and guild members would be required to defend it or suffer some penalty (destruction of the part of the Guild Hall) or if completely ignored enough times prematurely lose the Guild Halls all together.
Guilds could also possible affect the surrounding zone and it’s events to a certain extent, for example a Guild can decide to focus on a specific threat in the surrounding area and for a period of time a specific set of event quests would become available.
Associated Risks
Difficulty in implementation.
Likely only a small number of the larger guild would benefit from this system.
If the open world Guild Halls aren’t tied to a world (unlikely given the changes to Guilds that make them more multi-world-friendly) then we again run into the issue of limited space in the open world to place these guild halls.
Why not have permanent crafting stations, nodes, etc?
You can buy temporary crafting stations already. Why not permanent ones for guilds that just cost more and use merits/influence instead of gold?
You can buy permanent home instance material nodes on the gem store. Is it really so different to buy them with merits/influence instead of gems?
Proposal Overview Aesthetics Control
Goal of Proposal To allow guilds to make a space that reflects their guild themes and looks like a real space, not just an industrial line-up of items.
Functionality I repeat the need for instancing. Those asking for open-world halls may not realize just how many guilds there are in the world. Tyria doesn’t need to become Coruscant or Trantor. Instances also allow for more pleasing building/village layouts than the crowded subdivision grids we’re seeing in, for example, ArcheAge. Mists islands might be a viable means of keeping halls somewhat visible to immediate neighbors. For those wanting random passersby to enjoy the hall exteriors, look to the LotRO model where you can hop into any neighborhood instance you want (though it’s really just picking randomly from a list of number codes, maybe we can do better here) and wander around, but only enter those buildings set to allow public entry. You won’t get random players who aren’t trying to see the halls, but then the random players won’t get urban sprawl in their lovely green (or white or brown) Tyria.
There should be modular building design and floor plans, with exteriors and interiors highly customizable. Tyrian buildings have a lot of detail inside them, let us have that in our guild halls as well. With enough flexibility, some guilds will just have the bare functionality; others will make spaces worth inhabiting. Lecture halls, sparring arenas (for those interested in such), dormitories, common rooms, all with a variety of furnishings, floor/wall patterns, paintings, colors/textures, etc. If we have airship halls, there should be appropriate engine rooms, rigging to climb, smuggler’s compartments, etc.
Associated Risks Those who see no point to a guild hall beyond an ultra convenient crafting center will complain about wasted resources. And, yes, it will take a hunk of development resources to give us a truly robust finely customizable place to call home. (On the other hand the same tools can then be used for personal housing — long ago someone suggested a portable door you can slap on any surface in the world you want that then opens an instance of your personal home, letting you have a DR apartment or a Grove pod or a CM manor, accessed from a logical point, without cluttering the world).
welcome back Chris
I’ve been taking a look on the thread, seems like especially Yalora Istairiea.6287 said most of the things I’d like to see ingame already, so for now I will just underline -again- how important I deem to give leaders the ability to uniquely shape each guild as they see fits.
In particular, as bonus long term end game content, all action of the players should leave a mark on the world; so far, whatever we do is almost completely irrelevant, and this -righteously so- gives the feeling of being unimportant. It’s an unpleasant sensation…
Cya next week (traveling for work)
Proposal Overview
Server based instances where guild halls can be built and added onto by claiming land at the cost of taxes split between gold sink and leading guild
Proposal Goals
To increase server community while introducing another reasonable gold sink and creating an enjoyable political mechanic to guilds
Proposal Functionality
Each server has its own map where guilds can claim land to build their guild halls with actual resources mostly wood and metal to increase there prices relative to other mats and use surrounding areas for farm nodes, tree nodes, mining etc. Each plot costs an initial amount varying by size but also has to pay taxes to ensure that they keep it. This would make it so dead guilds won’t occupy all the space so new guilds can come in. Part of the taxes is deleted as a gold sink but the other part is given to the leading guild of the server. A guild can become the leading guild by challenging the current leading guild to a guild vs. Guild match. The current leader can either accept or decline the throne but they must accept it after 3 days or they automatically decline. The leading guild will be limited to 6 challenges a week so on larger servers the guild isn’t completely swamped. Once a guild becomes the leader the guild leader gets the title king for the duration and all guild members get another title, noble maybe. The taxes are added to the guild bank to be spent how they please.
Associated Risks
The smaller guilds might not be able to claim land for their hall if on a large server but this could be fixed by the maps scaling with server population. The smaller guilds might also be unable to ever take or hold the leader position depending on how much a guild v guild will require.
-snip-
Okay, hold on. You’re still talking about an instanced guild hall. It’s just a building that you have to walk to to get into your instance. From what it sounds like, no matter what guild you’re in, you’d walk to this guild hall, and then it would teleport you to the appropriate guild hall instance for your guild.
No. Compare it to the castle in WvW. It’s not an instance however access is still limited to my server and if we go into the lord room we do have our privacy where no other servers can see us (while they can still see us we we are outside.. but that just depends on how you build the guild-hall). Now guild halls would work the same but in stead of allowing only people from your server in it gives access based on some rules you can set. Like open access, or only guild-members. The color of the door would indicate who has access just as in WvW. For example a orange door means only guild-members can walk in. A white one means everybody can walk in. That system already exist so should not be to had to modify to work for guild-halls one would think.
Either that, or you’re talking about putting buildings for each individual guild into the world. Which… would be awful, for many, many reasons. There are hundreds of guilds in the game. Can you imagine how quickly guild halls would fill up maps? They would look ugly and be in the way, and it would just be horrible.
Well you consider it horrible. I consider putting them in an instance horrible. Go to a loading screen and load into your guild-hall. Oow how immersive and how creative. That just does not belongs in a modern MMO. And you say it would look ugly. Why? Because everybody builds what they like. Thats just as in real life, many houses look different some you like some you think are ugly. Things also change. Thats something Anet would want if they talk about a living world. Like I said, that is more living world then the whole LS and all events combined.
Some other MMO’s do the same with player housing and there are more players as guilds. So if that is possible why would it not work with guild-housing?
However there are of course many ways to do it. You only talk about having maps that basically allow free to build. What I would be fine with but there are some other solutions. I did point to Retro’s solution before https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Guild-Halls/first#post4454383 because thats also a way to do it without having open world maps with guild-halls. It is basically a compromise between an instanced guild-hall and a open world guild-hall. Where everybody has it in an instance but you have the ability to also be put in the open world for like a week.
One way around that would be to make a zone JUST for guild halls, like a “guild district” in major cities. But, that would be… weird. And you would have to make sure you warped into the correct map instance every time, because it couldn’t dynamically load up your guild halls into this map zone with a dozen or two dozen other dynamically updated guild halls. It would likely load up a guild hall for whoever entered that instance first, which means they’d fill up quickly. And I don’t even want to know how changing your represented guild while in the guild district would affect that…
Why would that be weird. Isn’t it more weird that we have all these players and all these guilds but they have no place where they live and no guild-halls? If anything is weird that is imo. Again look at real life. There are area’s with malls, there are forest but there are also places where they build houses. It makes perfect sense.
Loading into the correct map would be a technical difficulty but should also not be that hard to fix. There are a few solutions. Like base it on the server (so no mega-server for those maps) and then simply add enough maps / place to give all guilds a guild-hall. When you would work with a overflow like system (what I would not like so much because then it’s still basically an instance. And if Anet would ever plan on meaning seamless zones you then have a new problem) you simply load into the server that has the guild-hall of the guild you are representing at that time. Changing your guild would not do anything until you reenter the map. But again I think making enough space in multiple maps and being server-based would be better because else it would still ber a form of an instance. But it would be a possible compromise.
Along the lines of “make it physical”, I would LOVE to see a physical representation for when a guild is busy “building” a guild element, whether a literal house portion or working their way to a Guild Bank. Workers milling about, scaffolding, each in the right “area” of the guild housing to show what’s being worked on, without having to dive into a menu.
Associated Risks Those who see no point to a guild hall beyond an ultra convenient crafting center will complain about wasted resources. And, yes, it will take a hunk of development resources to give us a truly robust finely customizable place to call home. (On the other hand the same tools can then be used for personal housing — long ago someone suggested a portable door you can slap on any surface in the world you want that then opens an instance of your personal home, letting you have a DR apartment or a Grove pod or a CM manor, accessed from a logical point, without cluttering the world).
I think alot of people who are making a point to request convenient crafting and things like that would also LOVE to see a high degree of customization, they just want to have something with some amenities/functionality along side a customizable environment.
The concept of the Mists allows a lot of latitude in guild placement. I also enjoyed the concept of neighborhoods in LotrO (they did many social things right). I see two kinds of guilds – non upkeep guilds that provide a guild hall with the features people are looking for – you build them and there are no taxes etc, they never go away and are very much like the original GW1 halls. Upkeep halls have a zone and location in the mists.
- Non upkeep guild halls would be connected to a city or other location in Tyria (I see the five main cities and the three orders being a good start). These are the basic guild halls that anyone with enough work can get and your work is never lost.
Upkeep guilds:
- Have neighborhoods in the mists each populated by maybe 10-20 guilds.
- Allow guilds to pick a pvp or pve neighborhood.
- Have a large, connected landscape between the guilds that can be explored for resources OR be a battleground between these guilds. PvE instances would have a boss scale monster requiring some effort – based on the aggregate size of the guilds in the neighborhood. PvP instances could have something to capture, a goal to reach or a kill point system. Activities in the shared zone would add rep and merits to respective guilds.
- Guild entrances will appear in the style of hall that they picked and have a neutral or defensible area around them.
- Invited guests and visitors can come fight and play with guilds in these areas.
- moving out of a neighborhood should be easy if you find you don’t mesh with it. Perhaps alliances might be possible where you get together and form an instance with them for greater profit and fun. This would allow communities by server, wvw, RP, PvE, PvP, gvg etc.
- If a guild becomes inactive in a neighborhood (hate to say it, taxes), it reverts to a non upkeep hall. This insures that an active guild can take its place and keep the neighborhood lively. It allows guilds to take a break, come back, pay up and return to a neighborhood if they want.
Cons: This would be a monster to manage sorry
Well you consider it horrible. I consider putting them in an instance horrible. Go to a loading screen and load into your guild-hall. Oow how immersive and how creative. That just does not belongs in a modern MMO. And you say it would look ugly. Why? Because everybody builds what they like. Thats just as in real life, many houses look different some you like some you think are ugly. Things also change. Thats something Anet would want if they talk about a living world. Like I said, that is more living world then the whole LS and all events combined.
If I get what you mean, you want a physical location (say a place like stonemist) and just have it so that the doors don’t allow people not in your guild to enter? Is that what you mean?
That has massive problems.
How do you address there being enough guild halls for everyone?
Do people get to build in the open world? or are you imagining new specific build zones which are a really bad idea because they become ghost towns?
Do they get to customize the exterior? If so how do you prevent horrific looking structures? If they don’t then isn’t everyone stuck with the same boring hall?
Your idea has the guild sharing map chat with the whole map how do you address that?
Take a step back and realistically look at the current guildwars 2 world, there is no way you can implement the guild halls into the open world without severely gimping them.
In a cost to benefit I will take an instance 100% of the time if it allows proper large guild halls with all the functions,features and customisbility .
11x level 80’s 80+ Titles 2600+ skins , still a long way to go.
Along the lines of “make it physical”, I would LOVE to see a physical representation for when a guild is busy “building” a guild element, whether a literal house portion or working their way to a Guild Bank. Workers milling about, scaffolding, each in the right “area” of the guild housing to show what’s being worked on, without having to dive into a menu.
How about making it so that part of it needs to be done by guild-members? So you see guild-members running around building things?
(edited by Devata.6589)
@Devata – The reason things you mention work in the real world is that — it’s the real world. We’ve had hundreds of years to nail down regulations, rulings, and as always, there is more room to expand if you can do things yourself.
As much as you apparently want GW2 to be more “realistic” with guild halls, there’s the problem. This game is already a far cry from realism. There are so many things you want to do with the guild halls that won’t be possible without either a terribly deep rules structure — which will be so in-depth and limiting that people would hate it — or many things would have to be done by the developers every time you wanted a change, which they just would not have the schedule to do, making it completely unfeasable.
If you want to put guild halls in the open world, we will run out of room, likely quickly. And we will have issues with structures looking ugly. Why? Because you’ll have small guilds or personal guilds, where people will put up a guild hall, make a huge mess with it, and then never get around to fixing it up. It will just stay a sore on the map for the rest of the game’s life.
Mechanist Gregory [BEER]
Arondight Unfading [ZB]
I dont want an exact copy of the guild hall system of gw1. But for me a guild hall means an instanced area for guild members only, for chilling, afking, chatting and most of all: gvg. A guild hall should contain some merchants not more, not less. The hall should be reachable through the guild menu and mabye only via special rank settings ( so for me, not for “new” guild members). And as I am fond of playing pvp, the guild hall should be have the option to unlock GvG. I dont mind about the design, but it would be really nice if its has some guild wars 2 design (sandy, jungle, dredge style, kodan-ice-winter-like-style, wood+vines-style whatever^^ ).
However, it must be unlockable trough guild merits and influence and the merchants etc too.
Other games have very cool bases and halls. why does Anet want is to have one?
Wish list
Customization: Some games will even add floors and furniture. Let us get creative and really build a home to be with members.
Play Time: We used to love battling our own guild members in GW1. Please bring that back.
Functionality: Banks, Crafting, Portals. We want a hub to move though out the world. this would greatly help lag. so we don;t crowd LA to craft.
Lastly a fun location for guild member to chat, Role Play, and be Social. I would dearly like more fun, sexy costumes to role play with. so add tables, chairs and lots of toys (BUY) to play with.
This is not a proposal as to the whole system but only specifically towards its implementation
Proposal Overview
I propose guild halls to be actual over-world locations and not instances as I assume they are being planned out to be.
Goal of Proposal
This system should have an actual feeling of guild housing, make guild members be able to open, close doors and treat the guild hall like an actual ‘home’…
It would also make these halls feel like a special achievement for the guild, some sort of prestige. If the halls are instanced and infinite then it’s just another casual boring upgrade on the guild panel…
Proposal Functionality
Guild halls will be placed all around the world, most of them in the 6 main cities but some also in various other locations (f.e vigil keep, fort trinity etc)
There will be a rent associated with owning one in gold and/or various other resources like merits, karma, badges of honor etc… Failure to meet the rent deadline will result the guild losing the hall and it going back up for auction.
As said above, with such a system the best option would be to have the halls under auctions since they are limited.
The guild halls would exist per server making them enough in number for all the guilds that wish to go for this extra luxury (f.e 16 halls per server?)
Associated Risks
Abuse of the system by wealthy individuals, which I assume can be easily current by restrictions such as merits and guild roster size limitations.
Megaservers will be cause a problem here though…
To sum up: I believe an instance will be meaningless.
Guild Halls combined with Player Housing to Guild Citys, both customizable. To reach this Players must do some Challenges.
Identification with a guild, more guild content/challanges, maybe a revive of dead zones.
My Idea is to combine the player-wish of player housing with the guild halls. I think that is possible, if both structures can dynamicly added. For people in guilds their housing instance would be added to their guild hall; people without a guild would have their home alone on a map.
This would be possible in the Mists where this instances as flying islands can easily connected with bridges. In the main map it is more difficult to implement. Maybe there can be a huge map, where a huge amount of building places is located.
In case of being in a guild (and to come back to the CDI Topic) the Guild Hall act as a CityHall and some public facilities (craftsmans, bank, tradingpost, GvG lobby, etc.). It would be located central in the GuildCity easy reachable from every house.
This GuildCity can be visited by every Guild member, but only the houseowner can enter his home. In case of Alliances, this Citys can be connected by Portals to join your alliance partners.
To build the GuildHall (as well as for player houses) there should be a distinction between the building and the furnishing:
For the Building I think the guild can buy blueprints for different building types (norn shelter, norn hut, norn hall, asuran labor, asuran cube, e.g.). After that the guild must collect the required resources, these can collected by doing various events (For stone or Iron: defend mines in WvW or Open World, For Wood: Defend WoodCutter or some Sylvari Events ; for Special blueprints there should be special events: For a bone Hall maybe Orr Events……. etc.). This should be a middle-long-time goal for guilds. This is something the whole guild must/can work on, but if a Player complete an Event as the only GuildMember it counts for the Guild Progress.
To receive the furnishing the guild Leader should can buy blueprints as well, but the blueprints for the furnishing should drop mainly from GuildMissions or WorldBosses for GuildMembers. The GuildLeader should can select type of room, the number of rooms depends on the house type/size.
Rooms not mean Interiors alone: gardens e.g. as well..
One Room for every crafter
Normal Rooms as a MainHall or a Trophies Room
GvG Lobby Room
Portal Room
Themed Rooms for special Events Areas (Crystalline Room or Dwarf/Tengu Room, Elonian Room)
Themed Rooms from other house types
Gardens (for farming crafting materials):
A little Mine (maybe under the house) (for iron, stone)
A little Forest (like that in the human starter area) (for wood and fruits like apples)
A kennel for wild animals to defeat them (maybe in events) (for meat, leather)
A Farm for coes, pigs (for meat and leather too)
This Point can be a connection for the Gemshop to offer some aesthetic, nonfunctional rooms there
It could be that some people feel excluded from some content, but many of my thougts can be converted to Player Housing, so ihtink it only makes a lot of work..
At the end I have to pardon my bad English I’m from Germany.
I would like to hear some comments about my thougts, maybe Chris what to say something about this
CDI – Collaborative Discussion Initiative
I, too, worry about small family/friend guilds being shut out of the opportunity to obtain their own Guild Hall. We could all, no matter our size, obtain one in GW1, and over time fill it with NPCs offering all manner of upgrades. I hope to see the same in GW2. It was based on Gold in GW1, it can be based on Influence in GW2, or Gold. But not merits, I hope, because some of the small guilds just can’t raise merits.
It doesn’t matter how fast the large guilds will get their Guild Halls, then, as the whole purpose is to have the Guild Hall and its functions…at least, I would hope so. Otherwise, it will be just like the other Guild-centric content released. Only for those that are of a certain active membership size.
Thank you in advance for considering the small guilds, as well.
But why use a currency at all? Would it not make more sense and more important be much more fun to unlock it with doing thinks with the guild. Like i gave an example before, do a gungeon with only guild-members ir unlock it with doing guild-missions and that sort of things.
Currency is just a little boring. You do some general things and that number then go’s up slowely and then eventually you can buy it.
But if there are ways to directly work for it that makes much more clear things to do and goals to work for with the guild. What should be one of things guild-halls should provide imho.
GW2 is enough currency based. Maybe this can be done different. And that would likely also help smaller guilds out.
And if your guild is not big enough to do what you suggest? Are such guilds just left out, as with guild missions now?
Give guilds the possibility to design their own Guildhall in a sandbox style!
How should this work:
Every Guild has a limited amount of resources (Guildhallpoints) to build their own guildhall from a map editor view:
-Walls
-Gates
-Lordroom
-NPC’s
- Weopons (everything that already exists like golems, Trebs, Lasers… spiced up with some new ideas hopefully)
Guildhall points can be gained via guild achievment’s/missions/PVP etc…
CDI – Collaborative Discussion Initiative
I, too, worry about small family/friend guilds being shut out of the opportunity to obtain their own Guild Hall. We could all, no matter our size, obtain one in GW1, and over time fill it with NPCs offering all manner of upgrades. I hope to see the same in GW2. It was based on Gold in GW1, it can be based on Influence in GW2, or Gold. But not merits, I hope, because some of the small guilds just can’t raise merits.
It doesn’t matter how fast the large guilds will get their Guild Halls, then, as the whole purpose is to have the Guild Hall and its functions…at least, I would hope so. Otherwise, it will be just like the other Guild-centric content released. Only for those that are of a certain active membership size.
Thank you in advance for considering the small guilds, as well.
But why use a currency at all? Would it not make more sense and more important be much more fun to unlock it with doing thinks with the guild. Like i gave an example before, do a gungeon with only guild-members ir unlock it with doing guild-missions and that sort of things.
Currency is just a little boring. You do some general things and that number then go’s up slowely and then eventually you can buy it.
But if there are ways to directly work for it that makes much more clear things to do and goals to work for with the guild. What should be one of things guild-halls should provide imho.
GW2 is enough currency based. Maybe this can be done different. And that would likely also help smaller guilds out.
And if your guild is not big enough to do what you suggest? Are such guilds just left out, as with guild missions now?
Maybe there could be a compromise there. Say… the upgrades could be bought primarily with Guild Commendations (that is, the major currency you already get for doing things like Devata suggests). However, you can also use large amounts of other currencies (Fractal Relics, Ascalonian Tears, etc.) to buy the upgrades as well.
Of course, the lesser currencies are going to require a LOT more for the same upgrade, being that they’re so much easier to get. However, this wouldn’t lock smaller guilds out of being able to buy upgrades, they just wouldn’t get them quite as easily.
Mechanist Gregory [BEER]
Arondight Unfading [ZB]
As a small guild leader, I’m already dropping 2g/day for a Custom PvP Arena for my guild. I’d rather not also have to pay for Guild Halls on a daily basis.
Please don’t charge a daily fee for guild halls. Thanks.
www.getunicorned.com / northernshiverpeaks.org
Ideas based off of having the guild hall on mists islands:
-Achievement islands: when your guild starts a boss mission (teq, karka etc…) and completes it they get the island with a large statue of that boss names of guild members that participated are engraved around the base. Add speed requirements for copper/silver/gold/platinum/orochalium versions.
-Guild gardens/mines: Guild gathering nodes that would require a certain action to be taken by a guild member (daily/weekly?). Maybe have to complete a guild mission to bring fertilizer or drive away devours etc…Then all guild members can harvest those resources daily.
-Honor hall. An Image of a guild member would be placed in a portrait hall with a plaque giving a reason why.
Proposal Overview: Guild Airships
Proposal Functionality:
PvE Functionality: Guild airships would be a great addition to the game. The leader would be able to move the airship into different PvE zones (no including Orr) using a mix of Influence and Gold. In the airspace of the zones guild airships will have the opportunity to dock with other guild airships if both leaders agree. The airships will start out small and every upgrade that changes the size of the airship it will appear to be docked at an island (hopefully Claw Island) which players will be able to disembark the airship and move around. The island will house up to 5 other upgrading airships which the members can talk to each other. The upgrades will be bought using materials and gold. Special materials will be given as rewards that must be done though quests given by an npc on the airship.
PvP Functionality: Within the guild airship there can be rooms where players can test out their builds on each other by dueling. This would also open up 2 types of GvG using the airships. First type would be ship to ship battles which would have 2 phases. The first phase is players fight using siege weapons on the airships. Second phase the airships dock together and the members fight on both ships. The second type would be all airships dock on an island and fight on the island.
WvW Functionality: The airship will provide siege weapons which everyone will be able to practice with. There will also be walls and doors within the airship which members can improve how long it takes to knock down the walls and gates. The airships could also be involved within the WvW maps where they can be used as extra defense if a guild claims a fort. The airship would vanish if another server takes over the fort.
Some may have noticed I haven’t included merits or commendations with anything. The reason for that is not every guild likes doing guild missions or isn’t big enough to do missions. This way all guilds no matter how big or small will have the opportunity to have a fully upgraded guild airship. The bigger guild will be able to get upgrades faster but upgrades wouldn’t be limited to guild size.
Associated Risks: This will take quite a while to make.
CDI – Collaborative Discussion Initiative
I, too, worry about small family/friend guilds being shut out of the opportunity to obtain their own Guild Hall. We could all, no matter our size, obtain one in GW1, and over time fill it with NPCs offering all manner of upgrades. I hope to see the same in GW2. It was based on Gold in GW1, it can be based on Influence in GW2, or Gold. But not merits, I hope, because some of the small guilds just can’t raise merits.
It doesn’t matter how fast the large guilds will get their Guild Halls, then, as the whole purpose is to have the Guild Hall and its functions…at least, I would hope so. Otherwise, it will be just like the other Guild-centric content released. Only for those that are of a certain active membership size.
Thank you in advance for considering the small guilds, as well.
But why use a currency at all? Would it not make more sense and more important be much more fun to unlock it with doing thinks with the guild. Like i gave an example before, do a gungeon with only guild-members ir unlock it with doing guild-missions and that sort of things.
Currency is just a little boring. You do some general things and that number then go’s up slowely and then eventually you can buy it.
But if there are ways to directly work for it that makes much more clear things to do and goals to work for with the guild. What should be one of things guild-halls should provide imho.
GW2 is enough currency based. Maybe this can be done different. And that would likely also help smaller guilds out.
And if your guild is not big enough to do what you suggest? Are such guilds just left out, as with guild missions now?
Maybe there could be a compromise there. Say… the upgrades could be bought primarily with Guild Commendations (that is, the major currency you already get for doing things like Devata suggests). However, you can also use large amounts of other currencies (Fractal Relics, Ascalonian Tears, etc.) to buy the upgrades as well.
Of course, the lesser currencies are going to require a LOT more for the same upgrade, being that they’re so much easier to get. However, this wouldn’t lock smaller guilds out of being able to buy upgrades, they just wouldn’t get them quite as easily.
I am in a small guild, so this is not coming from someone in a guild with 300 active people. I dont mind a small gate…..SMALL. Otherwise, large guild would be able to completely upgrade everything and unlock all the decorations/skins/etc the first couple days.
That said, what if there were different sized halls? Something where you have all of the same stuff, just maybe in a smaller area/at a lesser quantity. Lets say, for sake of example, 5 sizes of guild halls. The guild can purchase this size, accumulate skins for interiors/floor, decorations, various rooms, pet (kind of like larger minis that roam your guild hall area). ALL the same items that any size hall. In a T1 hall you would only be able to have 3 items of furniture in a given room and 1 pet roaming where a T5 would have spots for, say 8 pieces and 4 pets roaming or something like that.
It could also be that the various skins cost more as the tier gets higher. Afterall, wall paper for a 5000 sqft house costs more than wallpaper for a 1200 sqft house. The problem here would be that it, if it scaled when you decided to upgrade your hall, it would make more sense to get all the unlocks at T1 and then just upgrade the hall rather than buyng any upgrades at a higher tier. On the other hand, it might be frustrating to have to pay the difference for EVERY one of the various decoration/upgrade you own in order to use it in the higher tier hall. So that is something that would need to be thought out. But, as a starting place for discussion about smaller vs larger guilds, I think smaller vs larger halls might work
The concept of the Mists allows a lot of latitude in guild placement. I also enjoyed the concept of neighborhoods in LotrO (they did many social things right). I see two kinds of guilds – non upkeep guilds that provide a guild hall with the features people are looking for – you build them and there are no taxes etc, they never go away and are very much like the original GW1 halls. Upkeep halls have a zone and location in the mists.
- Non upkeep guild halls would be connected to a city or other location in Tyria (I see the five main cities and the three orders being a good start). These are the basic guild halls that anyone with enough work can get and your work is never lost.
Upkeep guilds:
- Have neighborhoods in the mists each populated by maybe 10-20 guilds.
- Allow guilds to pick a pvp or pve neighborhood.
- Have a large, connected landscape between the guilds that can be explored for resources OR be a battleground between these guilds. PvE instances would have a boss scale monster requiring some effort – based on the aggregate size of the guilds in the neighborhood. PvP instances could have something to capture, a goal to reach or a kill point system. Activities in the shared zone would add rep and merits to respective guilds.
- Guild entrances will appear in the style of hall that they picked and have a neutral or defensible area around them.
- Invited guests and visitors can come fight and play with guilds in these areas.
- moving out of a neighborhood should be easy if you find you don’t mesh with it. Perhaps alliances might be possible where you get together and form an instance with them for greater profit and fun. This would allow communities by server, wvw, RP, PvE, PvP, gvg etc.
- If a guild becomes inactive in a neighborhood (hate to say it, taxes), it reverts to a non upkeep hall. This insures that an active guild can take its place and keep the neighborhood lively. It allows guilds to take a break, come back, pay up and return to a neighborhood if they want.
Cons: This would be a monster to manage sorry
About the taxes. The problem with that is that or it’s so high that people are force to grind for it what makes the game feel more like a grind and is not fun, or it’s so low that is does not really matter anyway.
Maybe simply make it so that from a guild a members has to be online at least once every 2 weeks? I they don’t there spot will be lost (but they will keep the blue-print of there guild-hall)
On Taxes:
Lets just not add any, if Guildhalls are instanced there is no need for taxes as inactive guildhalls are not taking up any space.
On Smaller Guilds being gated out of some stuff:
It’s going to happen to a degree, ideally there will be plenty of unlocks/decorations/etc you can unlock with a small group but there would have to be something for the larger guilds to go after too which small guilds wouldn’t get which I think is fair.
On unlocking/acquiring items/decor.
Iinking unlocks to achievements is still the best way IMO that way guild members can contribute based on their adventures in the world and it removes any potential issues with using gold/gems/currency while also making unlocks equal for both small and large guilds.
11x level 80’s 80+ Titles 2600+ skins , still a long way to go.
Well you consider it horrible. I consider putting them in an instance horrible. Go to a loading screen and load into your guild-hall. Oow how immersive and how creative. That just does not belongs in a modern MMO. And you say it would look ugly. Why? Because everybody builds what they like. Thats just as in real life, many houses look different some you like some you think are ugly. Things also change. Thats something Anet would want if they talk about a living world. Like I said, that is more living world then the whole LS and all events combined.
If I get what you mean, you want a physical location (say a place like stonemist) and just have it so that the doors don’t allow people not in your guild to enter? Is that what you mean?
Yes, with the addition / difference that you yourself build that physical location. You get building blocks and would then be able to build something like SM indeed.
That has massive problems.
How do you address there being enough guild halls for everyone?
Do people get to build in the open world? or are you imagining new specific build zones which are a really bad idea because they become ghost towns?
Do they get to customize the exterior? If so how do you prevent horrific looking structures? If they don’t then isn’t everyone stuck with the same boring hall?
Your idea has the guild sharing map chat with the whole map how do you address that?
I imagining new specific build zones that would not become ghost towns because if a guild becomes inactive they lose there spot. Now if there are 3 maps and 2 are half empty you can give guilds the option to move to the other map. Using the blue-prints. That should easily solve the problem of ghost towns. And the number of maps can even be partly dynamic. More guilds means more maps open and if a map is really getting empty with just a few guilds left they can be forced to move to one of the maps where there is space so the empty map can be closed of.
“Do they get to customize the exterior? If so how do you prevent horrific looking structures?” Yes. What is the problem with horrific looking structures? That is part of a neighborhood. That is what I talked about that it makes the world feel more alive. Differed structures and some you like while some you hate. I would not want some dictatorship who dictates how all houses look. Sure also such neighborhoods exist in reality but personally I prefer those where all buildings looks different. Nice ones and ugly ones. I see that as a positive, not a negative.
“Your idea has the guild sharing map chat with the whole map how do you address that?” Not sure what you mean with that. You can still use map chat there yes? However what I was thinking about before is that you could make some guild-hall chat option. Basically that means that if you are in a guild-hall the chat is only visible for people inside that same building / plot.
You seem to be thinking in problems.. and that is good, I do the same. But then also make the next step of thinking of solutions for those problems.
Take a step back and realistically look at the current guildwars 2 world, there is no way you can implement the guild halls into the open world without severely gimping them.
No you would make new maps for them or do it like Retro suggested. But no I agree with you, you would not place them freely in the maps we already have.
In a cost to benefit I will take an instance 100% of the time if it allows proper large guild halls with all the functions,features and customisbility .
It would be more work but I would think it would be worth it. It would make the world feel more like a living world and give guilds more a place in the game plus it would also give more reasons for guilds to try and get the best looking guild-hall. So I think the benefits easely outway the extra work.
On unlocking/acquiring items/decor.
Iinking unlocks to achievements is still the best way IMO that way guild members can contribute based on their adventures in the world and it removes any potential issues with using gold/gems/currency while also making unlocks equal for both small and large guilds.
The best currency currently in the game are guild merits, they can be easily used for GH updates.
Hint: Merits are the best because unlike anything else, they have a limit
@Devata – The reason things you mention work in the real world is that — it’s the real world. We’ve had hundreds of years to nail down regulations, rulings, and as always, there is more room to expand if you can do things yourself.
As much as you apparently want GW2 to be more “realistic” with guild halls, there’s the problem. This game is already a far cry from realism. There are so many things you want to do with the guild halls that won’t be possible without either a terribly deep rules structure — which will be so in-depth and limiting that people would hate it — or many things would have to be done by the developers every time you wanted a change, which they just would not have the schedule to do, making it completely unfeasable.
If you want to put guild halls in the open world, we will run out of room, likely quickly. And we will have issues with structures looking ugly. Why? Because you’ll have small guilds or personal guilds, where people will put up a guild hall, make a huge mess with it, and then never get around to fixing it up. It will just stay a sore on the map for the rest of the game’s life.
Realistic as in logic and that has to do with immersion. There really does not have to be a terribly deep rules structure. Simply add maps and they can be added and removed dynamically (you would only need to reserve some place on the map). Inactive guilds can lose there guild-halls so you would not have to end up with abandoned guild halls but you would see the building process. What can be cool to see I can tell you from Landmark (what go’s about 1000 steps further as what people talk about here). Ugly and nice structures is a pro, not a con. That only makes it feel more alive. All the same nice building now that would be boring.