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CDI- Guilds- Guild Halls

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Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

If you read my post just a few posts above yours (https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Guilds-Guild-Halls/page/25#post4474634), you’d see one possible solution to the landscape slaughter issue that would come with having non-instanced guild land ownership.

Having both systems, ‘safe’ instanced and open world contested, would in my opinion satisfy the biggest number of players. Anyhow, that’s my contribution to this thread, take care.

This is treading closer to the territory of GvG which is a future CDI. Lets try steering this conversation back towards the desired topics.

How are ways that we can implement progression within the halls that adds meaningful content to the game? I’ve mentioned a few things but I know there are far more that can be cooked up and refined. (and how can these be shown as a beacon?)

Another option for a beacon could be some kind of global or server buff every time a guild completes something significant to do with either the guild hall itself or some sort of progression, accompanied by a message that appears in the chat box. Any time a guild on a server completes something everyone on that server could get a 25% MF/karma gain/ exp gain boost for a time along with all the guild members. (Sort of along the lines of favour of the gods in GW1?)

CDI- Guilds- Guild Halls

in CDI

Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

@Chris,

Could we take a look at the other end of the spectrum with guildhalls at some point. I know everyone wants to make sure small guilds get in on the fun and I think we have that in order.
I would like to know how guilds are going to stand out, you have 100 guilds with 100 guild halls how do you stand out? What rare/difficult content stuff could you have? what sort of unlocks would this give? What would you do to ensure there are “prestige” rewards for guildhalls in each area of the game? How would you ensure they remain rare and don’t become a fixture in every guild hall?

If people have a problem with skill being the lockout for the high end stuff how would they gate it instead? Bare in mind that anything that doesn’t act as a Y/N* barrier would eventually be overcome/gained by a large amount of guilds.

*(Pass/fail , you either succeed completely and get the reward or you fail and get nothing, tokens , or partial gain would lead to oversaturation)

Yep let’s foucs ont his for a while and discuss progression of a Guild Hall.

Chris

I feel like having a ‘construction tree’ (like a skill tree, but that allows for construction of multiple predetermined structures but still allows for customization) would be a strong contender for progression for the hall structure themselves. Also having a building manager NPC/UI could allow for slots to be set for each structure you build which allow for different things to be changed within each room, like a ‘lighting’ slot which allows for different lighting options to be added/removed. Other options could be ‘paint’ for colouring walls, ‘banners’ for banner placements/options, ‘tapestries’ for artwork to be added on bare walls, ‘theme’ which includes options for different festive themes like wintersday or halloween. You could even add different texture options for walls/stairs/columns this way.

Getting a certain tequatl piece could require the guild to have 10% of the guild attending a single tequatl kill, or requiring the guild members to run tequatl XX number of times repping their guild, and this option could vary depending on guild size. There’s also options for easier and harder content to be added, challenges like “complete TA Aetherpath in under 20 minutes with 5 members of the guild” could be the requirement for getting a recipe to build a certain prestigious item, or in rare cases an entire building structure. There could also be far easier tasks like “Complete all 3 AC paths with 5 members present in one day” There could also be a clause in these tasks that allows for smaller (husband/wife or 2-4 member) guilds to be able to complete these tasks as well providing that all members of the guild are present. It would simply be the task of making these challenges spread out through all 3 game types in order to satisfy everyone.

CDI- Guilds- Guild Halls

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Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

GW2 “end game” is about fashion, playing around and giving yourself different looks. The old PvP lockers allowed for a lot of playing around with armour skins that you have unlocked, as well as getting better previews than the preview window. Unfortunately that functionality no longer exists.

A potentially neat idea would be to basically bring that functionality back for a sort of “Guild Hall fashion room” upgrade so to speak, where people are free to change their looks without eating up their transmutation charges. Perhaps even give upgrades to allow for “free” hair style kit usage within this designated area as well. You would actually have to spend the charges/hair style kit to keep the look outside this designated area.

This would allow for a lot more use of skins that may otherwise not see as much use due to the trans charge restrictions, bringing back the functionality of the pre-wardrobe PvP lockers for testing out unlocked armour looks.

I guess we’ll have to integrate a room with control of the light conditions as well.

Some armour/sylvari look nice only in very specific lighting conditions.

It can also be of use for some guild group screenshots.

You wouldn’t even need one room for that, you could have this option in every room through a building manager. All you have to do is craft different lighting fixtures and install them via the building manager. You could also do this for tapestries and banners as well, craft them and slot them onto walls so there is an option too add some 2d art to the halls as well; making each hall more unique. I wouldn’t even stop there, you could add craftable paints and a ton of other options that you could swap in and out for each potential room.

CDI- Guilds- Guild Halls

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Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

-snip-

I’d love to see people just blue sky take a crack and fleshing out some of these ideas and then I would be happy to summarize which ones I think gel well together and try to combine them into a more cohesive design that we could then begin discussing the pros and cons of.

Jon

I’ll take a shot.

I feel the way guild upgrades are currently in place there is place for some instances of interaction between them but there is also plenty of room for upgrades to be a completely separate thing. I think the majority of buildings should be attached to a build tree that would allow for maximum customization without the technical dilemmas that may pop up by making it too much of a sandbox type deal. That said current upgrades could most certainly certainly tie in!

You want to build a war room in your hall? Art of War T1 is required for a smaller room with plain maps of the mists plastered on the walls. Available sizes and features ramp up the higher your AoW research tier is. T5 art of war is required if you want a larger room with an entire wall dedicated to a detailed map of all 4 wvw maps with each objective showing what colour owns it at that time. T6 would grant you access to build a large strategic table (or 4 – 1/map) in the middle of the room complete with map elevations and 3d objective models also indicating what colour owns each.

Upgrading politics tiers could help you gain influence or the ability to do quests as a guild for each major faction to get them to release their architectural designs to your guild, allowing for you to unlock different themes for each of the buildings that you have available to you. Each level of politics you have researched could allow for either more advanced themes or for you to influence more than one major faction. Asuran outsourcing could also hold an integral part by only allowing for constructions of extremely rare/complex buildings/structures that would only be available through recipes with precursoresque drop rates.

Economy could serve much the same purpose as politics, but instead you could do it for the minor factions to get themes from them. A yak stable/ranch could also be made available once the guild has unlocked a guild vault transport at some time if you wanted to tie a specific building to it as well.

Architecture could play a bigger role when it comes to guild hall construction. Say you want to build anything other than a basic guild hall. You’re going to need the guild workshop upgrade. Lets say this workshop is actually physically present in the instance without being intrusive and comes with an NPC, lets call him Bob. Bob takes care of organizing all of the current construction projects that the guild is currently working on, and has the capability of handling multiple projects the more tiers of architecture you have researched, up to 6 once maxed.

Bob gives the option to open a new UI panel. This would show the current projects being built by the guild at the time. Clicking on a specific project would bring you to a screen similar to but far less polished than this: http://i.imgur.com/SpQliuI.png (Anet needing a pro UI dev? Send PM pls.) Each empty box would contain a certain part you need for Bob to construct the building. Each wall, roof, floor, door, support column, staircase, ramp, railing, light source, etc. could have its own box that needs to be built – more boxes for the size of the project/guild. Here’s where player crafting can come in. There’s the option to either slot things into where they would most make sense and/or make 2 new crafting ‘unofficial’ professions that only exist within the guild hall itself; carpenter and mason for the construction of large wooden and stone structures that require quite a few raw mats. (might need some granite/marble/slate/sandstone nodes? IDK, I’m just throwing stuff out there.) Current metalworking crafts could make metal fasteners needed while jeweler could make decorative things or produce gold leaf and worked gemstones that get inlaid in the walls. Chef could have paints. Artificer could make different lighting fixtures. Tailor could learn rare recipes to craft giant tapestries to fit in slots on certain walls and would allow for additional customization guild to guild.

Crafting options would be virtually limitless. Once Bob has all the required pieces he can start his crew on construction. I believe this method of crafting would allow for a vast scale of cost vs size of different buildings so every time a guild accomplishes something no matter how big or small the guild and the scale of their project they would feel like their guild hall is theirs alone and that they’ve accomplished something.

CDI- Guilds- Guild Halls

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Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

Halls of the Mists

Overview
I just can’t see guild halls working in overworld Tyria, so we’re moving to the next best thing. Drifting Islands of the Mists.

Goal
To allow guilds to have their own private instanced guild hall map while still having an overall immersive ‘neighborhood’ that allows guilds to not only retain privacy, convenience and customization of their immediate location but to also allow guilds to show off their accomplishments within the guild, to other guilds. All this in addition to little risk of the surrounding area becoming a ghost town or stagnant.

Function
Each guild would work towards having their own customizable island that occupies the mists. The halls on each of these islands can be tiered up/down through different base structures with modular upgrades. The surroundings could also be changed based on themes such as seasons or special events not based off the calendar but off of guild decision. Each customization costs a fee relative to island/guild hall size but is substantial enough that there is a sense of accomplishment with whatever is achieved (perhaps with discounts on certain season/festivity themes when it is appropriatly timed in the year). The halls would range in size from small (think size of the dueling pvp map, perhaps with a bit more verticality) to large (Largest pvp map in size, or about equal to the great lodge in Hoelbrak in size, think lodge verticality perhaps?) with the surrounding island scaling to size.
Here’s where it gets tricky. Each island will border with other islands through a matrix of bridges that form between them, but this matrix is constantly shifting due to the nature of the mists so the surrounding islands only stay there for an arbitrary number of days, lets say 7, or it could even be randomized. The point is your neighboring guild islands shift every once in a while to provide you with fresh scenery when outside the halls map itself.
Depending on what is more efficient you could preview your current neighbors guild hall/island in one of 3 ways.
1) all the islands are connected in an instance that you can walk from hall to hall of like 5 halls total on the island network and enter the other guilds hall instance to preview the inside
2) the islands themselves are the entire instance that you can enter to preview via map portals on the bridges
3) be invited to the other guilds private instance by that guilds member with permissions to view it.

Previewing could have a small fee attached to it (think like waypoint fee in size, 2-3 silver). Note the preview would be a separate instance from the private one the guild owns so no one can barge in on meetings; plus this instance has a low inactivity timeout, like 2-5 minutes before you are kicked from being inactive as to keep the amount of maps generated at any one time in check.

When the islands switch if option #1 was in place there would have to be some sort of timeout warning implemented similar to the WvW reset warnings like, “The mists are shifting, being redirected to private guild instance.” sort of deal.

The shifting could also solve the problem of inactive guild halls being sent to other equally inactive guild hall groupings for the time while allowing the more active guild halls to be shown to other guilds who are just as active.

This would allow guild halls to be flexible in their implementation as well as remaining open to future options like permanent connections to other guild halls in your alliance if that ever became a thing in the future.

Associated Risk
I know this proposal brings forward many technical problems with the entire shifting/connected halls, but I went ahead with it because it seems far more viable than overworld guild halls present in Tyria (who knows, perhaps there could always be a random small, medium and large island that finds its way into a Tyrian map every week and just sits in the overworld while still allowing the guild to have the privacy of their instanced hall.) yet less boring and far more innovative than just flat instanced halls spread throughout the mists or Tyria. If you have any suggestions or ideas that might simplify the concept while retaining the general premise I would love to hear it.

Other
I would also LOVE to see some hall upgrades take the mawdrey approach to crafting, by needing to collect items form random spots around Tyria and augmenting them in some way before crafting them all together to add to the hall.

Simple Change for Fractal LFG

in Guild Wars 2 Discussion

Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

This has frustrated me for the past few weeks so I figured this would be the best way to bring attention to it.

Please, oh please change the subgroups in the fractal LFG to reflect the updated tiers like
1-10
11-20
21-30
31-40
41+

instead of the current
1-9
10-19
etc.

Simple quality of life change that I feel would help find fractal X0 groups faster and clear up reward tier confusion.

Missing Tequatl Rewards

in Bugs: Game, Forum, Website

Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

I was on a turret the entire fight, defense phases included (throwing buffs at the megalaser and cleansing poison for people cleaning up tequatls fingers) and after killing the dragon (right after daily reset) didn’t receive any of the karma or dragon chests for getting the dragon down each 25% like everyone else, but just got to open the final chest.

I feel like people who are competent at the turrets shouldn’t have to abandon their stations in order to maximize their rewards, that’s all.

guild wars 2 crashes

in Account & Technical Support

Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

I get the corrupted file crash every time I go into WvW. I can spend maybe 5 mins tops in there which makes getting the dailies difficult. It was fine yesterday and running with -repair doesn’t solve the issue.

Corruption of MainCli.cpp

in Account & Technical Support

Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

I’ve the same issue. About 1-2 months ago after a large patch I had a really bad series of files corrupting (happened more in wvw and big pve events, NEVER in spvp though) so I deleted and re-downloaded the game to no avail. The only thing that helped was moving the entire game from C: to D: where it’s been running perfectly since until the past 3-7 days. The game will crash usually when I’m in a loading screen or when I’m zooming in on the world map somewhere, but it just now crashed while I was doing nothing in front of a tower in WvW.

At this point I’m wondering if I should consider investing in a new HDD and/or RAM if this is where the issue would be stemming from.

Game always crashing

in Account & Technical Support

Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

I get this too. 95% of the time its in WvW and most of the time while I’m in a loading screen the other 5% has been in open world, usually where theres lots of people. I’ve never crashed from spvp or any mini game (keg brawl, crab toss). Error message stated it’s unable to find a file as the system has deleted it because it found it to be corrupt. -repair doesn’t help one bit.
May 28th patch was when it started occurring also. I restarted my pc and it seemed to be fixed for 1-2 days and now its back with a vengeance. (I’ve also wiped gw2 from computer and downloaded it again and that didn’t help at all)

Trading Post Not Refreshing

in Bugs: Game, Forum, Website

Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

My trading post main page (the one with most valued/bought/sold/traded commodities) hasn’t refreshed itself since before the wintersday event. My main page keeps telling me lies like incandescent dust is 24 copper and mithril ore is worth 50c, which I wish was true…

Used Ori Sickle, still got Ruined Fibre

in Bugs: Game, Forum, Website

Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

You were getting attacked at the time. You still have a chance of getting ruined gatherings if you’ve got some certain conditions on you (blind, confusion?) or perhaps even if you get hit whilst gathering. Only way to completely be safe for gathering is being out of combat.

Window Mode Not Working

in Account & Technical Support

Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

Whenever I tried to open the game after a patch (within the last 2 months, broad window, I know…) the launcher would start alright and following the loader a white screen would pop up for all of 2 seconds and then do the ‘minimize’ animation and would just be in my taskbar but I couldn’t get the window to show again. The character selection music was playing but there was no way I could get GW2 to open on my screen. I eventually got it to work using the command to make it into full-screen mode (right alt + enter I think?) and the game has been fine running like that. Yet still any time I try to put it into windowed mode I still lose my guild wars.

I know this should have been reported right away but I figured it would solve itself after a patch or 2 (even tried repairing it and it doesn’t fix it)

Report Player needs more options

in Suggestions

Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

Sometimes it is extremely hard to classify why someone or something needs to be reported. This evening I encountered a fly hacker and the best description as to what they were doing was ‘botting’ yet there was obviously a person there.
I feel like there should be more options to choose from or even an <other> option that allows you to type in a reason in like 50 characters or less.

Improved Guesting UI

in Suggestions

Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

Although guesting is fairly easy there are a few issues that could be solved with some simple UI improvements. One problem being if you are guesting and want to switch characters you need to find the server on the shifting list and reguest to it. This isn’t normally a problem but if you have some friends on a different server that you PvE with and then WvW with people on your home server you don’t really want to have to choose the guesting option every time you need to switch characters for something.

I was thinking that to make guesting easier/more visible and available for people to quickly choose what world they are logging into; a small window could be added to the top left of the character selection screen with three lines on. The top line being your home world name and the next 2 being your guesting pass lines. If you aren’t guesting anywhere then something like a ‘choose server’ button would show up that when clicked gives you the server list window to choose from. Then once you’ve chosen that server its name occupies that line and all you have to do is click it, highlighting the line, before character selection and when you’re done guesting you just select the top line, your home world when you want to stop guesting instead of having it switch you back to your home world every time you go back to character select.

[January] Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

Race: Sylvari
Gender: Male
Profession: Elementalist

My plants face is broken. Or has a fungal growth. Most is on the right side of the face but there is a bit of grey on the other side (most noticeable when he blinks). You can see the discoloration in the attachment. I’ll also mention that I’d love to use a ton of shields but I won’t because they are narrow/flat and clip with basically every heavy armor in existence.

Attachments:

Guild Bank Deleting item upon withdrawal

in Bugs: Game, Forum, Website

Posted by: NeedMoreDinosaur.4250

NeedMoreDinosaur.4250

Exactly as the title says. I attempted to withdraw a full stack of armored scaled from my personal guild bank and it didn’t appear in my inventory, or in the guild bank log that it was taken. It just ceased to exist. I’m not asking to be reimbursed (not complaining if it happens) but I would like to know that this issue gets fixed before I try to pull out anything more valuable only to have it, and the time I spent getting it only to disappear in a cloud of disappointment.
edit: just withdrew some junk from the guild bank and the missing items appeared, not deleting thread as its still a bug and I’m not sure what might have happened if I’d closed the bank window.

(edited by NeedMoreDinosaur.4250)