“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer
Hey all.
I’m sad to say that I’ll be leaving ArenaNet after 8 years with the company, and it’s been an amazing ride!
I’ve chatted with many of you on vent, we’ve debated on State of the game, we’ve tossed ideas back and forth on the forums, and I’ve met many of you in person at various cons!
It has been my privilege, pleasure and honor to work with such a passionate and intelligent group of fans. You guys have always kept me honest, you’ve pushed me to better myself, and your ideas have helped to create GW2’s success – we couldn’t have done it without you. Thank you for your love, passion and communication.
I will always look back on my time here with love and gratitude, and much of that is owed to you, our wonderful fans.
-Chap
Hey All,
I wanted to ask you to join me in saying farewell and wishing Jonathan “Chap” Sharp the best in his new adventures. After eight years of life in Tyria, Chap has decided it is time to pursue some new dreams with his many talents. Chap has been a driving force on our team, in the community and part of our family at ArenaNet and he will be sorely missed. I have worked side by side with Chap for many years now. He is like a brother to me and as much as I know how deeply he cares about GW2 I’m happy that he is taking this opportunity to take on new challenges.
Hugh Norfolk will be filling Chap’s role on the PvP team. Many of you already know Hugh from his involvement in the community, on Ready Up and in the game. As we say good bye to Chap, please also join me in extending a warm welcome to Hugh. He’s got some big shoes to fill but Hugh is full of fire and ready to roll so I know he is up for it.
Good Luck Chap!
John
Feel free to post constructive comments in an existing thread on the topic. This one is a redundancy of many other existing topics on the forums.
Definitely phishy.
I can only repeat what I said in another thread: Customer Support is not sending out warnings that accounts will be suspended or terminated. If we need to block an account, we just do it without any warning.
In addition to the sticky Inculpatus cedo referenced, you may also want to check out this article in our Knowledge Base.
If you no longer require assistance after submitting a ticket, reply to the most recent e-mail sent from us (whether that be an auto-reply confirming that we received your ticket or an agent reply) with the phrase, “I no longer need help.” That will let us know that your issue has been resolved and that your ticket may be closed.
The ticket was replied to earlier this morning. If your friend requires further assistance, please have them reply to the most recent e-mail sent by our support team.
GW2 “end game” is about fashion, playing around and giving yourself different looks. The old PvP lockers allowed for a lot of playing around with armour skins that you have unlocked, as well as getting better previews than the preview window. Unfortunately that functionality no longer exists.
A potentially neat idea would be to basically bring that functionality back for a sort of “Guild Hall fashion room” upgrade so to speak, where people are free to change their looks without eating up their transmutation charges. Perhaps even give upgrades to allow for “free” hair style kit usage within this designated area as well. You would actually have to spend the charges/hair style kit to keep the look outside this designated area.
This would allow for a lot more use of skins that may otherwise not see as much use due to the trans charge restrictions, bringing back the functionality of the pre-wardrobe PvP lockers for testing out unlocked armour looks.
Superb QOL idea.
Chris
About Progression, of all what I have seen I still think collecting / unlocking blue-prints in the world (no influence, no gold) and build, customize and add functions your guild-hall with the help of them still seems like the most interesting and engaging way of progression.
It would also solve the big guild / small guild issue because you could easily lock stuff you think any guild should have access to behind content easy doable for smaller guilds. (like a dungeon path)
When you are talking about progression, it is about the visuals of the GH, the functionnalities or both ?
Because it can become easy to lock stuff behind challenges that are possible only for large guilds (eg. hosting tequatl), which brings back the inital problem.
Hi Vod,
How you progress in the upgrades of your guild halls, buildings, QOL features, merchants, activities, and whatever else you can think of (-:
In short the content and how you achieve it.
Sorry for not giving more details earlier. Busy Busy Busy.
I will do a better job of this in future.
Chris
P.S: I know there have been quite a few posts on this already. I just want to focus conversation around this at the moment.
About Progression, of all what I have seen I still think collecting / unlocking blue-prints in the world (no influence, no gold) and build, customize and add functions your guild-hall with the help of them still seems like the most interesting and engaging way of progression.
It would also solve the big guild / small guild issue because you could easily lock stuff you think any guild should have access to behind content easy doable for smaller guilds. (like a dungeon path)
This is a cool idea. Anything that cycles players through fun content is a win.
Chris
@Chris,
Could we take a look at the other end of the spectrum with guildhalls at some point. I know everyone wants to make sure small guilds get in on the fun and I think we have that in order.
I would like to know how guilds are going to stand out, you have 100 guilds with 100 guild halls how do you stand out? What rare/difficult content stuff could you have? what sort of unlocks would this give? What would you do to ensure there are “prestige” rewards for guildhalls in each area of the game? How would you ensure they remain rare and don’t become a fixture in every guild hall?If people have a problem with skill being the lockout for the high end stuff how would they gate it instead? Bare in mind that anything that doesn’t act as a Y/N* barrier would eventually be overcome/gained by a large amount of guilds.
*(Pass/fail , you either succeed completely and get the reward or you fail and get nothing, tokens , or partial gain would lead to oversaturation)
Yep let’s focus on this for a while and discuss progression of a Guild Hall.
Chris
Note this also includes Beacon mechanics.
Chris
P.S: I am in content reviews all day so it will be hard for me to catch up until tomorrow morning.
I’m not 100% sure how to see beacon’s. But the whole air-ship idea, instanced or not. If you where to see fly over one of those guild-hall air-ships (animated, not that the guild really did fly over) would that be a type of beacon you talk about?
Yep a Beacon mechanic is a way to show of your guild and its progress.
Chris
Personally I skip past character select pretty quickly. If there was more information there, that could change. It’s a similar problem with the launcher, which does have information like this already.
@Chris,
Could we take a look at the other end of the spectrum with guildhalls at some point. I know everyone wants to make sure small guilds get in on the fun and I think we have that in order.
I would like to know how guilds are going to stand out, you have 100 guilds with 100 guild halls how do you stand out? What rare/difficult content stuff could you have? what sort of unlocks would this give? What would you do to ensure there are “prestige” rewards for guildhalls in each area of the game? How would you ensure they remain rare and don’t become a fixture in every guild hall?If people have a problem with skill being the lockout for the high end stuff how would they gate it instead? Bare in mind that anything that doesn’t act as a Y/N* barrier would eventually be overcome/gained by a large amount of guilds.
*(Pass/fail , you either succeed completely and get the reward or you fail and get nothing, tokens , or partial gain would lead to oversaturation)
Yep let’s focus on this for a while and discuss progression of a Guild Hall.
Chris
Note this also includes Beacon mechanics.
Chris
P.S: I am in content reviews all day so it will be hard for me to catch up until tomorrow morning.
Hi fellow contributors,
I have started a summary thread for the Guild Hall CDI.
Feel free to check here if your suggestion has already be posted and catch up with other contributions
And try to stick to the proposed posting format suggested in the OP. It makes the summarizing job much much easier.
Thanks a lot VOD
@Chris,
Could we take a look at the other end of the spectrum with guildhalls at some point. I know everyone wants to make sure small guilds get in on the fun and I think we have that in order.
I would like to know how guilds are going to stand out, you have 100 guilds with 100 guild halls how do you stand out? What rare/difficult content stuff could you have? what sort of unlocks would this give? What would you do to ensure there are “prestige” rewards for guildhalls in each area of the game? How would you ensure they remain rare and don’t become a fixture in every guild hall?If people have a problem with skill being the lockout for the high end stuff how would they gate it instead? Bare in mind that anything that doesn’t act as a Y/N* barrier would eventually be overcome/gained by a large amount of guilds.
*(Pass/fail , you either succeed completely and get the reward or you fail and get nothing, tokens , or partial gain would lead to oversaturation)
Yep let’s foucs ont his for a while and discuss progression of a Guild Hall.
Chris
About Open world vs. Instanced GH: what if we sort of combine both? Guild claims some structure in the open world, unused by events, PS and NPCs and it becomes entry point for instanced Guild Hall. Non-guild players can see some basic decorations, like tag and icon, and props tied to upgrades.
Players of the guild that owns the building can enter it’s instanced version. Instanced version is “bigger on the inside” and has interior tied to location, i.e. asura lab or sylvari leaf house for building in Maguuman, human tavern or house for building in Kryta, etc.
Pros:
- GH has Open World noticeable representation.
- GH are spread around the world.
Cons:
- Limited amount of buildings in each area (can be solved by adding more houses, or zone part specifically for houses) .
- Guild members can’t see the exterior without leaving GH.
This is a really good idea.
Chris
Didn’t I already suggest this up-thread when talking with Devata?
Edit: Seems I did . . .
Sorry if i missed it Tobias. Sometimes ideas shine through more after evolution of the discussion.
Chris
Also, I don’t care entirely about full credit. I’m sure someone else brought it up well before me. Bad ideas are like that
Nonsense it is a good idea. Sorry for not picking up on it earlier.
Chris
Re: “What happens to the alliance guild hall…”
The answer is simple: Alliances as an entity do not get guild halls but rather an instanced place to call home which does not receive upgrades (perhaps aside from cosmetic revisions) and thus nothing is lost if the alliance dissolves for whatever reason.
This doesn’t allow small guilds to work with others in regard to progression of the guild hall though.
Chris
Not necessarily true. I co-run a small guild and while we haven’t attempted guild missions or anything, we do pretty good for ourselves. We had a small guild in GW1 and were still able to kit out our hall with everything.
Small guilds are not incapable of doing things in the game to build out a guild hall if the requirements are set forth that way. If the guild has to raise a set fee to purchase the hall and then pay out for other additions, they could do so. They may not get it done as quickly as the larger guilds but it could be done.
I’m on the fence about alliance halls. While I think they have potential benefits, I am leery of how the politics would work if the alliance hall was customizable. I think it is necessary for it to be instanced but have limited custom features in it. Most of the custom options, be it NPCs or decorations should be with the guild halls.
Why do you think that it would be a hurdle for small guilds to work together. If multiple guilds want to take on a guild mission for a single guild, the alliance hall is a place to meet. It is a lot easier than trying to do it on a PvE map or central city.
To be clear as discussed earlier not having alliances as part of Guild Halls in this discussion does not stop small guilds from being able to progress in this area. The idea for alliances came about in regard to potential faster progression.
There seems to be a lot of confusion about this so for the time being lets take alliances out of the Guild Hall discussion as we are just spinning our wheels.
Chris
This is a next-level suggestion. I’ll take it to the UI art team to see what they think!
Why would you want to hang around on character select, though? Wouldn’t you want that awesome information in-game?
About the connecting guild-halls. Have a look at this suggestion from Retro on page 1.
https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Guild-Halls/first#post4454383
Is anybody managing a new thread to summarize this CDI-topic ?
If not, do you mind if I start one ? I’m starting to get lost.
Go ahead VOD that would be awesome. Which reminds me i need to send out goodies to those who helped with logistics on the last phase.
Chris
I wish i had time to sort every post in these CDIs. Some days i can do conglomerate posts, but most times I really wish i could just dig deeper into concepts.
All is well with the world, and i’m glad to participate! Thanks Chris, you (and i’m sure several others at Arena reading) is enough for us to continue this journey with everyone involved. I love the re-caps, those folks definitely deserve a medal, or something. A giant hug, i dunno? Can we all get group hug?
Thanks for hosting this stuff.
Thank you all for participating.
Chris
Good idea.
All forum traffic, including login goes through 128 bit encryption. If you are accessing from a device that is already compromised, you can also expect any accounts accessed from that device to be compromised as well (such as email).
If you can’t keep your devices secure, an additional password for these forums is not going to help. Just the fact that you do not log into a game does not prevent a malicious entity from using your email address and email access to hijack your account without even needing your password.
Ha! Phys beat me to it and made a post while I was typing
Great start guys! There are a lot of good ideas already.
Here is a high level summary (not a proposal) of what is currently being discussed:
Someone had a question on this one from Phys that I wanted to answer:
Doing this would greatly buffer runaway score. If it is off hours and one world can cap most everything because of greater coverage they still just win the scoring period rather than rack up triple score all night. It means off hours play time still has value without creating blow outs. In conjunction with some of the other suggestions it has potential. I thought that was a pretty interesting suggestion from Phys.
Lots of great ideas guys, thanks for getting this rolling!
John
The update only affected Chapters 7 and 8. Also, there’s no need to join and accept the storyline of an OoW member—unless you follow the storyline of another player’s Order again, things will return to your default Order storyline once you complete the current chapter.
These items come with one free application (which is done with the item itself, rather than through the Wardrobe screen). After that, you need transmutation charges. In addition to the Gem Store, you can also get the charges through various in-game reward systems (see the wiki for more info).
Re: “What happens to the alliance guild hall…”
The answer is simple: Alliances as an entity do not get guild halls but rather an instanced place to call home which does not receive upgrades (perhaps aside from cosmetic revisions) and thus nothing is lost if the alliance dissolves for whatever reason.
This doesn’t allow small guilds to work with others in regard to progression of the guild hall though.
Chris
Hi Gulesave,
There has been a ton of discussion and brainstorming on Guild Hall Content in the thread. Maybe once Jon gets some time he an summarize some of it.
Chris
Chris,
Let me take this from a different angle: What are the things guilds like to do together, and how can the guild hall and its various spaces makes these things easier and more enjoyable?
For example, how can the hall serve as a superior launching pad for jumping en mass into PvE or WvW content? How can the space itself benefit PvP’ers in practicing and testing builds, or organizing and running tournaments? How can it be laid out to enable roleplaying? What incentive is there to visiting other guilds’ halls other than gawking? How are a guilds’ accomplishments demonstrated in the hall, and how can that be interacted with? How can guild members interact with each other in ways they can’t do elsewhere?
How might the spaces and objects and rules specific to the guild hall improve the overall experience of being in a guild?
Yep those are some good questions. Thoughts folks?
Chris
About the connecting guild-halls. Have a look at this suggestion from Retro on page 1.
https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Guild-Halls/first#post4454383
Is anybody managing a new thread to summarize this CDI-topic ?
If not, do you mind if I start one ? I’m starting to get lost.
Go ahead VOD that would be awesome. Which reminds me i need to send out goodies to those who helped with logistics on the last phase.
Chris
About Open world vs. Instanced GH: what if we sort of combine both? Guild claims some structure in the open world, unused by events, PS and NPCs and it becomes entry point for instanced Guild Hall. Non-guild players can see some basic decorations, like tag and icon, and props tied to upgrades.
Players of the guild that owns the building can enter it’s instanced version. Instanced version is “bigger on the inside” and has interior tied to location, i.e. asura lab or sylvari leaf house for building in Maguuman, human tavern or house for building in Kryta, etc.
Pros:
- GH has Open World noticeable representation.
- GH are spread around the world.
Cons:
- Limited amount of buildings in each area (can be solved by adding more houses, or zone part specifically for houses) .
- Guild members can’t see the exterior without leaving GH.
This is a really good idea.
Chris
Didn’t I already suggest this up-thread when talking with Devata?
Edit: Seems I did . . .
Sorry if i missed it Tobias. Sometimes ideas shine through more after evolution of the discussion.
Chris
If two alliances break apart my opinion is that each alliance should keep an instance of the original one and can carry on from there separately.
If a guild leaves an alliance the above solution is completely unworkable as it will lead to cloning and gaming of the systems we are brainstorming.
The harsh design would be if a guild leaves or is kicked it is back to square on or the more complex solution would be total number of pertinent progression points are available to spend on a new Guild Hall that belongs to the guild or can be spent on a Guild Hall of an existing or new alliance.
Chris
I am not sure if Guild Alliances even need a separate progression system. I see them more as convenience, than another tier of upgrades over individual guild ones.
Examples:
Communication and community: Shared Alliance chat channel, shared alliance MOTD, shared meeting ground. Munkiman’s Alliance Hub idea would fit right there – the visuals of that hub could depend on how advanced the individual guilds of the Alliance are.Guild Missions: When a guild mission is started by any member of the Alliance, every player belonging to the same alliance can participate and receive rewards as if they belonged to the guild that started the mission. Alternatively (in case there’s a fear that people would not want to run the mission for their own guild, if they have already received rewards from an allied one), maybe we could offer two types of rewards per mission (as always, capped per week). One main reward, for your own guild missions, and one (lesser) assist reward, for doing the mission for an allied guild.
Shared functionality: Belonging to a Guild Alliance might offer for every guild the advantages of guild upgrades belonging to other guilds in the alliance. The guilds would be free, of course, to pursue those upgrades on their own, just in case. And of course it doesn’t need to cover all possible upgrades – some might be sharable, while others would need to be researched individually.It’s also possible for guilds to offer other advantages to each others. For example, one of the ideas i had was a version of “Asuran contractors”: Any guild in the alliance could “donate” to their alliance their currently unused production slots, which other guilds could use to hasten their own upgrades.
In such a system, Guild Alliance is a dynamically generated construct – if a guild joins, or leaves the alliance, the Alliance automatically gets adjusted. There’s no need to worry about dividing alliance investments to individual guilds, because there are only individual investments here.
I like your thoughts around Alliances in terms of there QOL functionality. This was something discussed heavily in phase 1 and Alliance functionality doesn’t have to include guilds.
To be clear Alliance were put forward as a suggestion focusing on allowing smaller guilds to help each other out and thus under that light there is progression and loss.
I am just trying to see if there is a solution to issues raised with Alliance progress functionality.
Chris
in Account & Technical Support
Posted by: GM Awesomeness
Runeblade, thank you for your suggestion. I am not the person who gets to decide such things, but I wanted to let you know your suggestion has been seen (both by me and the decider-types). I also wanted to comment on a few things that came up in this thread.
Re: the cost to ANet of supporting multiple passwords
Having a secondary password for forums account would indeed increase our support costs. It wouldn’t be double, since a lot of players don’t use the forums, but password problems are one of our biggest ticket drivers and this would definitely cause us to get more tickets of that type.
Re: other security solutions
If you don’t mind sharing, I would love to know what part of the authenticator set-up process is giving you trouble. We want as many people to use mobile auth as possible, since it’s the best way to secure your account, so I want to make sure the instructions are crystal clear. If you have any suggestions on how to improve them, please let me know!
Re: advice on account security
There’s a lot of really good stuff in this thread. I agree with the other posters who recommend against logging in from sketchy networks/computers, especially if you don’t have mobile auth enabled or a way to check your email on a secure connection and device. Further, make sure your email account password is different from the one you use for the game.
Fitz: thanks for your feedback about the support site. I think the problem you’re having is that you’re looking at the knowledge base articles, rather than the ticket submission page. To contact the Support team, use the link Astral Projections provided (or click “Submit a request” in the top right corner of the Support site. On the ticket submission page you should see the options Astral described. Hope this helps!
Once again: Speaking in a language other than the preponderant language on a server is not a breach of the User Agreement, the Rules of Conduct, or the rules of common sense. We don’t take action on it, and ask that you please not report players using alternative languages. You may, however, report players who are harassing other players through insistence that they conform to the use of a certain language.
Anyone getting upset about languages needs to understand that…
the guy speaking that other language isn’t speaking to you.
the client filter and block function are there for you to use.
many people cannot speak any other language than their own.
and last, complaining in map chat about people using any other language will get you blocked and reported.Anet have said repeatedly that no language is mandatory on any server.
This is accurate. I don’t know that someone would actively report another player for saying “Use [language] in chat!” but they might. And depending on the aggression of the statement, that rude player might be given an infraction, it’s true. I suggest that if you feel strongly about not seeing another language, simply make your personal choice (as above) and move on, without making anyone else feel bad and without stirring the pot.
On the other hand, I’m not sure I’d call this linguistic or cultural discrimination so much as I’d call it the behavior of someone who is not being very pleasant or reasonable.
Hey Guys,
I’d like to kick of a discussion on scoring in WvW.
Here is a summary of what you guys have brought up in our previous discussions:
These are all very much related and solutions are not just in one area but I’d like to keep this discussion focused on scoring. Also, if there is another aspect to scoring that we should consider that I’m missing please feel free to bring it up as we kick off this discussion.
We’ve had some great discussions so far and I want to thank you for keeping it constructive and friendly. I’m looking forward to what you guys bring to this discussion too.
Thanks,
John
Just wondering. How open world guild-halls are of the table. Is building your own guild-hall as well? So are we basically back to the most basic idea of an instance with an guild-hall that you can upgrade with different tiers (much like in WvW) and maybe decorate a little?
Or is building your guild-halls still on the table.
We can totally continue to chat about ideas around how a guild hall can be built/upgraded. Jon is discussing that right now with the CDI group.
Chris
Hey RoyalLeon,
How are you connecting to the internet? If you are connecting wirelessly, you may want to connect via an Ethernet cable until the patch is complete. Even small hiccups in wireless connectivity can cause the launcher to stop the updates part way through the process.
Hey guys, this is currently intended so don’t worry if you see multiple processes running. This should not interfere with the game clients performance and as far as I am aware this is something that may be fixed with a future update.
in Account & Technical Support
Posted by: Michael Henninger.7451
565829 Follow the directions supplied by the agent.
920565 No further review will be given.
932380 Awaiting your reply
825853 Resolved
936338 Awaiting your reply
876771 No further review will be given.
933781 Awaiting your reply
935865 I’ve escalated this for you, no excuse – you should have heard from us by now.
934765 Under review
934249 Resolved
934715 Solved
939348 Under review
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935906 Under review
”Community Income”
First off, the idea of a community or alliance income. I’m working from an imagined point where an alliance forms a “guild forum” instance of sorts. A ring of guild halls, customized as they may be, with some open shared space for effectively a small development of a sort of town. An Asuran gate to Lions arch in one corner, run by a small squad of Asura, a bustling market with a handful of basic npc vendors and a few crafting stations embedded in NPC shops in a cluster, a small amphitheater with displayed trophies and plaques of the allied guilds denoting their achievements.
This alliance community would be something that drew income to a region from a roleplay perspective. As such, there would be an expectation that the guilds that formed and protected a community received some portion of that influx as a tax. To give an oversimplified example of how this might work and why it would provide motivation to larger guilds as well:-Each feature (redundant or not) brought into an alliance by a guild generates an amount of “taxable income.” Duplicates of a feature increase that amount more.
-Each guild’s overall contribution, relative to the other member guilds, determines their “split” of the income
-The income could be “influence”, or any of a variety of other currencies. A discussion for another post.
Example:
Guild A(lpha and omega): 200 active members. Develops half of every possible “alliance feature” for themselves, generating a total of 1000gp/week (gp is an arbitrary currency at this point). As they are not allied with anyone, they receive 1000gp.Guild B(iggies anonymous): 50 active members. Develops a 25% of the possible “alliance features” for themselves, generating a total of 500gp/week. Also unallied.
It turns out, evert feature Guild B developed was also developed by Guild A. Why purpose would Guild A have in allying?
If they ally, the total available features remain unchanged. However, they now have two “tailor shops”. They don’t manifest separately, but the effect is that the tailor shop has “twice the employees”, and produces 2.5 times as much income for the region. Same for a few other twice-developed features. Guild A contributes more to the overall community, so they get more of the gains. (1000/1500, so 2/3 of the total goes to Guild A) The end result?
Unallied: Guild A: *1000*gp/wk, Guild B: *500*gp/wk
Allied: Total: 1750/wk, Guild A: *1167*gp/wk, Guild B: *583*gp/wk
Why does Guild A want currency? That’s the next discussion.
All the Alliance accrued points or cost ideas are a bit complicated though don’t we think? My main concern is inaccessibility leading to frustration.
If two alliances break apart my opinion is that each alliance should keep an instance of the original one and can carry on from there separately.
If a guild leaves an alliance the above solution is completely unworkable as it will lead to cloning and gaming of the systems we are brainstorming.
The harsh design would be if a guild leaves or is kicked it is back to square on or the more complex solution would be total number of pertinent progression points are available to spend on a new Guild Hall that belongs to the guild or can be spent on a Guild Hall of an existing or new alliance.
Chris
I’m definitely pushing to have us work on some detailed brainstorming of the guild upgrade system. Here is a very short summary of discussion thus far:
- Someone suggested that the upgrades be tied to buildings which I think has some very clear potential.
- People have suggested a few ways to break those upgrades down but none too specific.
- We need to discuss how the building system would incorporate old upgrades but also provide new ones.
- What kind of new upgrades would be possible because of the system turning into buildings?
- What changes to influence and guild progression should happen to make it more intuitive if we went with buildings?
- How do we build customization into this upgrade system where there currently is none? Someone suggested this and there were some talk of separating clear core functionality from the unique customized features, but that is sort of where we stopped.
I’d love to see people just blue sky take a crack and fleshing out some of these ideas and then I would be happy to summarize which ones I think gel well together and try to combine them into a more cohesive design that we could then begin discussing the pros and cons of.
Jon
Do you remember the Trait revamp from earlier this year? Because you’re rushing right towards that same mistake again, but for guilds.
The current upgrade system works. It may not be flashy, and it may need some minor adjustments in a few places, but it does the job and it does it well. Simple and straight forward is important, ESPECIALLY when there’s multiple people giving their time and energy to the guild to make things happen.
Other than a few minor links (guild banners, guild merchants, and such), the two systems should NEVER rely on each other. New upgrades to guilds that do not physically manifest as part of the guild hall should not be part of the guild hall system. Nobody should feel forced into making a guild hall to get a non-hall upgrade.
Now, with that said, I really don’t think you’ll agree with me. So, let’s go all the way with your idea for a moment. If you’re going to do it, there’s no point in half measures.
- A guild should start with a very basic guild hall from the moment of creation. This is the physical representation of your work, and should be there from the very beginning.
- Upgrades to the guild’s max size should upgrade the size of the hall. This will likely require upping the costs to increase the max size. I would also suggest that it require a minimum level in Politics upgrades.
- Asuran portals that target the locations of any guild missions. When one is started, the portal becomes active and can send you there. And before anyone yells “LORE!” at me to say they don’t work like that, there’s an underwater puzzle with a re-targetable asuran portal that needs no exit portals already in the game.
- Influence stays the same. Let’s face it, gold makes things happen. Look at all the ministers in Tyria. With their mansions, guards, and servants, they are practically guilds unto themselves. This is money and politics at work. (Plus: gem sales.)
- Space will be required to put any upgrades into the hall. If you have a small enough hall, you may not have space for all of your upgrades to be active at one time. Pick and choose to fill the open space, and put a cool down timer on changing it so that they don’t just swap them out as needed. Make it important, so there’s more need to upgrade to a bigger hall.
Hi Pala,
Jon is simply brainstorming. He is casting a wide net.
Nothing we ask, say or talk about should be considered as development.
Chris
Yeah this is a real problem. This could completely preclude Alliance functionality on our Guild Halls discussion. Can we have some ideas to beat this problem please and see if we can solve it?
Chris
I’m only now joining in the conversation, but I have a lot of ideas to contribute. I figured I’d start with this point, since Chris asked so nicely (and directly) for input. =]
Personally, I like something I read in here about each guild being able to bring in some feature for an alliance. I think the idea of developing an alliance-owned guild hall of their very own is just not going to work for all the very valid reasons mentioned (not the least of which is splitting of guilds within an alliance). That said, I think there’re some good options that could be implemented to make alliances viable.
There are a few major points that will bear discussion, so I’ll separate them out here and discuss each in more detail afterward in separate posts. They include:
I: Division of Features among Guilds
II: Small Guild Motivations
III: Large Guild Motivations
People can join the CDI whenever they want. The more the merrier.
Chris
Uh oh. That’s the “I’m so sad. No one has paid any attention to me in at least 5 minutes” look. They definitely know how to put on the pressure.
He is very good at that (-:
Chris
Alvin says he’d love to come play. He loves time with other puppies.
Oh my goodness he is super cute. What breed is he?
Chris
Uh oh. That’s the “I’m so sad. No one has paid any attention to me in at least 5 minutes” look. They definitely know how to put on the pressure.
He is very good at that (-:
Chris
I was just thinking about this and then i read your post. This might not be a popular driving function (and I apologize Devata this is nothing personal and I really appreciate your input in the CDI’s) but I would like us (for the sake of focusing the discussion) to move away from Open World Guild Hall discussion.
Put simply I am removing the proposal of open world Guild Halls specifically from our brain storm.
I do however want us to continue to talk about some of the benefits open world brings. For example how could we still keep some of the cool Guild ‘Beacon’ mechanics etc (And by Beacon I mean ways for the guild to express their personality and progression)
Chris
What’s your stance on player real-estate? ‘Guild Beacons’ (as you call it) would be a great inclusion, but if they are to be displayed in the open world in any way, you’ll inevitably run into the issue of ‘real-estate’ (limited space, and who gets the right to occupy that space).
Are you okay with limiting who can display their stuff, or are you looking towards a solution where everyone can show their ‘beacon’, even if to a lesser capacity?
I think it is important for Guilds to be able to show of their prowess in each of the core pillars of the game and Guild Halls would be a great place in terms of a nexus to reward guild members with ways to show of the pride they have for their guild.
Does this answer your question Arewn?
Chris
So of course carry on discussing progession with Jon and any other ideas, discussion points you might have.
But for those interested can we look at these two problems/opportunities:
1: Issues around Alliances and Guild Halls
2: Beacon mechanics in instanced environments
Chris
I think Lanfear’s question is what happens if the guild you are repping swaps alliances and no longer is in the alliance that made the hall — how do you handle man-hour investment in an alliance hall if for reasons fair or foul you need to go separate ways?
Yes, this is precisely what I was asking. I know in GW1, my guild was in several different alliances over the multitude of years that I played. Sometimes alliances just don’t work out for a variety of reasons and guilds go their separate ways.
What happens in such a case, when the guilds split, to all the effort that was put into these ‘shared’ halls. The man hours, the funds, etc. When they join another alliance that has it’s own shared hall already, do they now have their hall, the old shared hall, and then the shared hall for the new alliance as well? This could get cumbersome. Do they lose the old shared hall instead and thus all the effort put into it? That could really tick some people off. Or do shared halls simply no longer exist if the alliance does not exist? Could this not be a double edged sword – ie, as much deterant as incentive to build such an item?
Yeah this is a real problem. This could completely preclude Alliance functionality on our Guild Halls discussion. Can we have some ideas to beat this problem please and see if we can solve it?
Chris
Le Bump
This is neither here nor there, but just wanted to say how awesome this thread is. When it started, I was really of the mindset that guild halls were unnecessary and wouldn’t really add much to the game, but now I just think it sounds like there are some incredibly cool ideas being thrown around. I can’t wait to see what the finished concept is and then to see if anything ever is able to come from it in game.
The guys and girls are doing an awesome job. I thought it would take years to get to this level of quality of CDI and I was wrong.
Chris
I was just thinking about this and then i read your post. This might not be a popular driving function (and I apologize Devata this is nothing personal and I really appreciate your input in the CDI’s) but I would like us (for the sake of focusing the discussion) to move away from Open World Guild Hall discussion.
Put simply I am removing the proposal of open world Guild Halls specifically from our brain storm.
I do however want us to continue to talk about some of the benefits open world brings. For example how could we still keep some of the cool Guild ‘Beacon’ mechanics etc (And by Beacon I mean ways for the guild to express their personality and progression)
Chris
What’s your stance on player real-estate? ‘Guild Beacons’ (as you call it) would be a great inclusion, but if they are to be displayed in the open world in any way, you’ll inevitably run into the issue of ‘real-estate’ (limited space, and who gets the right to occupy that space).
Are you okay with limiting who can display their stuff, or are you looking towards a solution where everyone can show their ‘beacon’, even if to a lesser capacity?
I think it is something we should continue to discuss (-:
Chris
My big brother passed away suddenly in August. He also had a retriever, named Rosie (Chris’s furry friend very much reminds me of her). Sadly, she passed away about two years before he did. He adopted her from a local rescue group back home. The two of them were just the best of friends, and it broke his heart when she died. But after a few months he rescued another awesome furry friend (a part pit/part retriever named Jenna). He took such great care of her, and she helped him cope with so much (especially the loss of Rosie). She’s now being looked after by our parents.
Sorry for the ramble. The post just got me thinking of my brother. But I just wanted to say I’m sure your doggie lived a wonderful life with such a loving family, and you’ll always have those beautiful memories to look back on. <3
Not a ramble at all. Sorry for your loss and thanks for sharing. I can’t even begin to imagine the loss of a brother or sister.
Chris
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