Showing Posts For Bormy.9814:
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
If I’ve leveled a new chracter up to level 10 before the patch is released, so I haven’t unlocked my traits yet, will I use the new traitsystem and the new levelmarks at 30, 60 and 80?
Hey guys and A-Net!
I wondered about this sentence from thursdays blogpost:
“All existing characters created before this feature pack will be have all previously existing major traits unlocked.”
Does that mean a character which leveled upto lvl 10 before the feature patch is released will be have the traits unlocked too although hasnt learned any traitlines yet?
Can someone help?
P.S.: Sorry for my bad english, its not my mothertongue