Showing Posts For Monde.1390:
I like the ideas too, but it does keep smaller guilds out of a lot of content and has potential for bullying. Larger guilds would have their pick of an in-world guild hall wherever they wanted.
Then you have to consider things like, are any of the potential location entrances near high traffic areas, gathering hot spots, event chains, and so on. I think this would just promote more bad farming behavior and keep every casual player out of the game.
What we really need are instanced guilds halls that guild can unlock upgrades for connections to major cities only. Upgrade architecture and build Asura gates to each city and lions arch after so much influence is earned. Simple to do and the system is basically already in place for it.
I would definitely agree with Instanced Guild Halls. I would also not enable them to in world towns but have an entrance somewhere in the lower traffic areas.
I do like adding the Asura gates to each City as an upgrade.
The main part which I think I never got across properly is the different sized Guild Hall areas. So for a small casual Guild they could opt for a smaller hall with less “enemies” and maybe a tough Veteran or lower end Champion while the larger ones would be much tougher. This would enable the smaller Guilds to have full access to the content. Almost like the way they are introducing Training Bounties for the smaller Guilds.
Edit: Sorry for taking so long to respond. I was away on business.
(edited by Monde.1390)
This is what I would like to see in Guild Wars 2 in terms of Guild Halls.
I was wandering around the other day leveling my Guardian when I fell upon a small town that was being taken over, by who doesn’t matter. I was not strong enough to hold the town alone and then the next event was to recapture the town. Which I managed to do and drive off the attackers. It was immense amounts of fun and I loved every second of it. It got me thinking about Player Housing and Guild Halls.
Back to my idea of winning Guild Halls. What if we could challenge for an area that is being held by some NPC enemies? The size of the Guild Hall will determine the strength of the enemies and level of difficulty to take the Hall.
Centaurs:- Above Ground Rolling Hills
Dredge:- Underground in caves
Ettin:- Mountainous and caves
Ghosts:- Old Ascalon type look and feel
Harpies:- Mountainous with Forests
Jotun:- Snow and Ice Mountains
Krait:- Underwater with caves out of the water
· Etc etc
The Rules would / Could be:
Once a Guild has started an attack ONLY that guilds members will be able to damage the enemies.
Only once the entire enemy force is driven off will the Guild Hall be owned by that Guild.
The Guild will then be able to create additions to their Hall Along the lines of some of the WvW towns but the siege equipment and fortifications will not degrade over time
Once a month an attacking force will return (in Prime Time for that server) and you will have to hold them off to keep your Guild Hall
Guild Halls that are lost are available for other guilds to capture
If a Guild Hall is lost the points are not lost and Guild are able to reuse those items when they win back another Guild Hall (same goes for Player housing).
This would provide a Guild Hall and a place where players could have their own housing. I would like to see Player housing be based on Player CHOICE and is account bound not Character Bound. So I could have a Char house, Asura decorations, Sylvari Furniture etc etc
This would give us areas to gather for Guild Bounties Guild Events and create a completely separate set of Guild Events that could be built around the Guild Hall.
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