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Posted by: Merrythir.4368

Merrythir.4368

Agreed, displaying those items is an issue. While you could make identifiers being recognised within a larger set of items with the same code accepted by tp, the problem is actually differentiating between items crafted by different players.

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Posted by: Merrythir.4368

Merrythir.4368

That of course depends on how data about items is stored but presuming that each item has a database row/object in a document store, which already houses things like sigils/runes/infusions, which are different for every owner, they could add this information into this data set.

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Posted by: Merrythir.4368

Merrythir.4368

That is a fair point, something I have not considered. Perhaps only characters with a certain number of points could do this? That would make it crafted by “notable characters” and introduce a higher barrier for such action. Of course there are name changes to consider.

The part about the story behind the gear would not be affected though.

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Posted by: Merrythir.4368

Merrythir.4368

Two ideas, both “nice to haves”:

Crafted gear could have “Crafted by [character name]” in its description. It would be particularly cool on exotics and new legendaries. Sold or given to others, they would always bear your name.

Crafted gear could also have a simple story behind it, say composed of 2-3 selectable options chosen upon creation.

CDI- Guilds- Guild Halls

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Posted by: Merrythir.4368

Merrythir.4368

Proposal Overview
Guild buildings

Goal of Proposal
A building in each major city (and perhaps mid-sized settlements) serving as a location for guild halls.

Proposal Functionality

Key concepts:

- There is one guild building in each major city and perhaps some mid-sized settlements.
- A guild building is a structure in the existing world, either added or converted from a currently unused structure.
- A guild building can host an unlimited number of guild halls, with each guild hall being a separate instance, accessible by a portal in the guild building’s common area.
- A guild hall is associated with a specific guild building, thus it can only be access from one physical location.

This approach allows for a compromise between guild halls being accessible form specific places in the existing world and the limited amount of available real estate. Associating guild halls with specific structures in the existing world gives the impression of the hall itself actually being a part of a structure in that world, while at the same time this acts as a mechanism preventing the use of travel to and from guild halls as a substitute for existing methods of travel.

Additional considerations:

- To make guild buildings seem like they can actually hold significant numbers of guild halls, they should be expanded vertically rather than horizontally. To minimise the footprint, a guild building could be presented as a tower, or a structure with a vast system of underground passages and rooms. The outside appearance of the building would not have an impact on the interior. The only accessible part would be the guild building’s common area where the portal to guild halls’ instances would be located.
- The guild building’s common area could also host all the NPCs dealing with guilds such as guild registrars, bankers etc.
- Access to a guild hall instances would be restricted to guild members and their party members. This would allow inviting other players to visit guild halls.

Associated Risks
Guild buildings do not offer much in terms of displaying the achievements of the guilds in the open world.