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CDI- Guilds- Guild Halls

in CDI

Posted by: FerrisDJ.7624

FerrisDJ.7624

To be continued

Revaluations and decorations :

The revaluations which have been explored in the Guild should be buildable elements .
Say , you have , for example, the guild travel approval, should be like a logo of the guild travel hanging on the wall as a picture

It should be possible in future to be able to build with the professions items for the guild hall to decorate the hall .
like: benches , cabinets, frames , beds , desks , lamps and so on produce .
Et al would be a new profession is a possible solution but not requirement, lamps and pictures could be produced by the jeweler ,
Benches and cabinets ( furniture ) by weapons – Armorsmith and woodsman , thinking , carpets etc. from cutter and leatherman and so on .

Guilds resource nodes :
It would be nice if the nodes for wood , ore and plants, for the personal home, could be in the guild hall too.
However : If you collect in the guild hall , it ends up in a guild collection . These items can then be used for the construction of additional upgrades .

Accommodation and Housing :
The guild halls should be extensible .
You will get the opportunity to expand the rooms / houses / island (as ever)
There it should be possible then to have a shared accommodation , a meeting room , a kitchen , a warehouse , a hobby room and so on

Associated Risks

Problem 1 : Smaller guilds with very few members could get single-sided or hard specifications for the construction of a guild hall / or buy a guild hall
it may be possible the will not reach the goal .

Risk 1: The guild halls could if , for example, Trades in the guild hall inserts , or the bank , become the central place of action. ( To counteract this ,
you could create a time limit in which the trades can do in the hall, or you need to pay an amount to use the guild to it ,
e.g. 1 gold per use , You could for any other NPC , or craft station ask for a weekly prize , or you will have to pay amount of ingredients while exploring
new things like the trading post. They than would be available only for a short time ( here the production can something cost very much ( CAVE ; Problem 1 )

Risk 2 : Cost – benefit ralation could bring down the fun . will all the innovations introduced be used?

Problem 2 : more recipes and options for the crafting professions could lead to one or other troublemakers and a dissatisfaction . It would be a conceivable
to create a new profession to evolve over time

I hope my ideas where funny and interessting to read. Maybe you can use some of them.

Greating from germany. and the server kodash, from the guild Dark Flower (df), one of the small guilds with less aktiv members :-)

CDI- Guilds- Guild Halls

in CDI

Posted by: FerrisDJ.7624

FerrisDJ.7624

Proposal Overview

The guild halls will be released after some tasks .
The permanent upgrades can be built in the guild hall / island / castle .
Traders , trading post , crafts / work benches and cooking stations, guild bank, personal bank, can be built
In order to maintain the guild hall , the members must do active tasks .
like Guild missions ,spend wood , ores and cloth , do events ( a kind of guilds monthly archivment)
In The Guildhall, will be Asura portals, to the other auraportals to the guilhalls around tyria

Goal of Proposal
this will give the Guild a home, and give them a reason to be a member of that guild.
The guildmembers can meet at the guildhalls to plan their day, or prepaire for any guildmissions

Proposal Functionality

Living Story: The Fellowship will send us a few tasks. If we finished them we will get an invitation.
In this we have access to the guild halls .
There are places where we get to gain access. The locations should preferably should not be in the capital cities. They should
be in other beautiful places around Tyria .
Some examples :
Gendarren fields: Vigil Keep, Ascalon Settlement,
Fields of ruins: Stronghold of ebenhawk
Snowdon Drifts: podaga steading ( wypoint at skradden slops )
Queensdale: township of claypool
Mertica province: soran draa
caledon forest: marbon market
Kessex hills: Fort Salma, wizards fief
Brisban wildlands: Mrot boru ( waypoint at Venlin vale )

It should be picked just the places that are not very much populated in the rule .
This also has a meaning. Due to the above mentioned asura portals our heroes can be very quickly ,
to other places , if there occurs a world siege . See Lions arch , or with Scarlett’s invasion, the invasion Karka , and now the dragon
To use the portals, the hero / members of the guild ,must conquer / build them together with the fellowsship.
So in the end do a small task . I imagine it would be a good idea that the task with the tendrils back parts where you have to travel to various places
to find certain objects and where else to go to convert it. Would be a nice task.

Use existing options:
We have crafts . A master of the craft is always comfortable when he can always get to do his passion
Say it should be possible to build crafting stations in the guild hall .
The same is true for traders , the trading post , the guild bank and personal bank , should be built .
Why even the NPC and so on in the guild hall ?
The guild halls should be a central place of the guild. Where one is among them . Accordingly, these elementary components should not
be missing Finally, it is not supposed to be a void and useless hall .

The use of craft , or of the other extensions in the guild hall must cost a pain. So the guild hall is not the center , and the main cities
still stays importance.

To be continued