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 :-)