(edited by caiomacos.1694)
What about guild controlled outposts?
I’d go one step further and suggest allowing guilds to build their own outpost, village, or town (size would vary depending on the size of guild and whether they have the resources to build it and maintain it). Think non-instanced guild hall in the persistent world.
There would be tons of conditions, dependencies, and restrictions to prevent Tyria from becoming a monolithic suburban sprawl of guild-built communities or from constructing in sensitive areas (too near dynamic events, blocking bottlenecked paths, etc.). Once built, there would be ongoing maintenance costs to prevent the guild hall from falling into disprepair, condemned, and eventually removed from the map.
Guild influence, merits, gold, karma, and materials could all be pressed into service as currencies and resources needed to maintain the outpost, village, or town. As a hall is built, it could come under attack from local mobs (sparking truly dynamic, dynamic events). Fail to defend against the mobs, and the hall takes damage; too much damage and the hall loses upgrades, is downgraded to the next smaller size, or is even completely destroyed. Currencies and materials would be needed to repair said damage.
Could even have an opt-in feature where those guilds who choose to do so could wage war on other guilds’ outposts, villages, or towns. Guild-versus-guild in the open world but limited to only those who wish to participate and confined to the space of their respective outposts, villages, and towns. It could be similar to the food fight and costume brawl mechanics; you have to actively choose to participate in the battle.
Oh, the possibilities!