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Old Jun 25, 2007, 07:48 PM // 19:48   #281
Ascalonian Squire
 
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Default New Mission/Quest for GW2

I noticed with the advertisement for GW:EN a return to the classic dungeon crawl. Nice touch!

In that same spirit, I would like to request a classic mission/quest for GW2: the classic "rescue the princess" scenario (usually locked in the tall tower of a crumbling castle guarded by some fearsome, fire-breathing dragon). I guess someone in the venue of the "knight in shining armor" coming to the rescue situation.

I don't know if it can be worked into the storyline or if its more appropriate as a side quest, but I would really love to have that kind of scenario as part of the game (and something I could do over and over again with different characters or the same character multiple times).

Anyway, I figured now is the time to make such requests (long BEFORE GW2 gets done), so thanks for reading my post and considering it.
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Old Jun 25, 2007, 08:56 PM // 20:56   #282
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Default Bad ass sea serpant

I saw this MASSIVE thing in the jade sea. If you would like to see for yourself, it's at the south end of the Hatchery mission/map. This thing looks like it's bigger than Maw the Mountain Heart. A giant tapeworm with torment arms... the thing of nightmares. I don't think the picture quite does it justice.

Anyhoo i'm glad it is stuck in the jade for now, but it might be nice to see a beast like this in action a few hundred years down the road in GW2.
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Old Jun 25, 2007, 10:25 PM // 22:25   #283
Ascalonian Squire
 
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1. Auction house,

2. trade-able weapons and armor. Make a larger selection of armor and weapons instead of the cookie cutter max armor and weapons. give us more options and damage besides zealous, vampiric, sundering. Let us get items from creatures chests, and CRAFTING to make a weapon that you cant get any way else. make them trade able as well(almost like diablo, but more realistic to make through crafting materials and rear items)

3. Free roaming environment and interaction

4. As you start the game you must pick a guild based on your character and style of play instead of making your own guild that no one wants to join or cares about. this with a free roaming environment would be awesome. (territoriality)

5. new classes of characters with special skills no one else can get or use. EX Vampires (stealth, flying or something), Demons ( mind control or life leach/weakening ) , paladins,(XXX) rogues (stealing crafting) , planeswalkers (all powerful controllers of the land/ territory) Sorcerer's teleporting)

6.dungons

7. Higher lv's other then lvl 20. make playing interaction based on those lvl's. the higher the lvl you are the more things you can do that lower lvls cant. that also includes fighting other guilds in an open environment.


8. Make character From GW1 compatible with GW2

9. special world events that happen on random servers at random times!
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Old Jun 25, 2007, 10:29 PM // 22:29   #284
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*Reads thread*

*Blows head off*
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Old Jun 27, 2007, 02:27 PM // 14:27   #285
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Keep the click-to-move, but make it block if the move needs jumping or sliding. We love the click-to-move!
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Old Jun 28, 2007, 10:08 PM // 22:08   #286
Wilds Pathfinder
 
Join Date: Nov 2006
Guild: I War Torn I [Torn]
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Question

trade changes
increase amount of money that is able to be put in trade window.

preview system
click on someone or type in thier name and click it to be able to see thier inv.....makes trading go by faster and also alows some people to answer thier own questions

faction system
allow each proff to have a diff fighting technique depending what faction they are in

controlling areas
make areas controlable by eathier faction /town/city
fights over territory from in the area being taken over

extra content
eventually extra content...able to go to a whole new continent....as in something as big as all the campaigns put together.


rune of quickness
...stackable

rune of the chosen...deals *** dmg to foe when they attack.



the test of noobness

test people as the turn lvl *** with a quest.....makes them a good healer so there isnt any 'bad' healers/warriors/ect.
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Old Jun 28, 2007, 10:14 PM // 22:14   #287
Wilds Pathfinder
 
Join Date: Nov 2006
Guild: I War Torn I [Torn]
Profession: N/Me
Question

trade changes
increase amount of money that is able to be put in trade window.

preview system
click on someone or type in thier name and click it to be able to see thier inv.....makes trading go by faster and also alows some people to answer thier own questions

faction system
allow each proff to have a diff fighting technique depending what faction they are in

controlling areas
make areas controlable by eathier faction /town/city
fights over territory from in the area being taken over

extra content
eventually extra content...able to go to a whole new continent....as in something as big as all the campaigns put together.


rune of quickness
...stackable

rune of the chosen...deals *** dmg to foe when they attack.



the test of noobness

test people as the turn lvl *** with a quest.....makes them a good healer so there isnt any 'bad' healers/warriors/ect.
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Old Jun 29, 2007, 06:45 PM // 18:45   #288
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Have an unlimited number of character slots.

-OR-

If that's unfeasable (I can understand not wanting somebody to make 20 level 1 characters and clogging up your server space), have a limited number like you do now. Have character slots purchasable from the online store as they are now. ALSO, allow for character slots to be awarded for very difficult, one time only in-game achievements (ie, if it was in the current game, get one for beating Mallayx the Unyeilding or getting Legendary Guardian). This could be used to encourage questing in a specific area and reward your most loyal customers.
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Old Jun 29, 2007, 07:36 PM // 19:36   #289
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Two things come to mind for me, and please forgive me if someone else has already suggested this, (however surfing through 200+ posts to see if someone has suggested it is a bit unfair to me).

1. Horses/ridable mounts. I would really like to ride around on a horse or some other type of creature when I'm out questing or just exploring.

2. Armor for Animal Compainions. Why not have an armor trader for pets or also, simply allow the human armor traders to make armor for pets. Personally, I love using my Black Widow Spider on my ranger, it would be really cool if I could give him different types of armor. Some with resistance to fire/earth/cold/lighting/piercing damage etc etc would all be great. Plus, it could just look really really cool. Same could be the case for weapons. Metalic claws that lenghten poision damage, or vampiric fangs could all be really cool/fun.
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Old Jul 01, 2007, 04:43 AM // 04:43   #290
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Guild: Red Lightning Brigade [RLB]
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Default Guild Wars---Meaning Guilds have Wars!

PLEASE REFER TO THE 3RD POST ON THIS TOPIC BELOW FOR THE FINAL PRODUCT

In guild wars, guilds are the core to the game as the name suggests but the game actually doesnt have guilds warring heaps. I can see why becuase the game isnt persistant.

GW2 is persistant so how bout guilds can have wars in any zone?

1) Guild Wars and Enemy list

A guild see's an enemy guild in a area. So they run in and fight. There is no reward but in your enemy list in your guild pane it shows the amount of hate the guild has towards you and vice versa. The only way they can increase this is by killing a guild member. Each time they kill one of your players it goes up a bit. Over time this decreases.

This feature has no inhert affect but its just a way you can see who your biggest rival is.

To add a guild to the enemy list the guild leader can type the name of the guild and it will be added.

2) Guild Runned Towns and guild Economy

In Eve online guilds own certain sectors of the universe. They put prices on things and even decide how much resources you cant take from the environment.

I think that every guild should be able to control any towns. Towns arnt run by any gouvernments in the game so why not let us be the gouvernment. We decide how much an ID kit is depending on the stock. Guilds have to manage the amount of stock they have in there towns so an increase or decrease of price depends on how well the towns will rake in cash.
Yes you heard me...

The idea of guilds to get money personally would be a great way for guilds to earn a guild bank which can be used to help players with money and get the guild weapons And armour for players so that there war effort may be easyier.

3) Capturing Towns

This is simple. A guild may lead an assult on a town or city. They have to rush in and defeat a player called the Guild Landlord (not guild lord as the leader is the lord). Once hes killed all remaining guards will go to defending you instead. As you have to purchase guards each time they die, having the abilty to control the remaing un killed guards will help the new guild defend there town before they get new guards.

4) Guild Halls

To stop the feeling of instanced guild halls will only be availble to those who own a town. As each town has one hall, however other guilds in alliance with that guild who owns the town can still use the hall. This will let small guilds have a place to stay.

If the means of transport is by a flight path or mount in the game. Then a teleport stone will be needed. It will be needed for transport to your guilds town and for transport to an inn (like in wow) you assign.

5) Guild Alliances

A guild can have an alliance with 20 guilds. they are invited in the same way as guild wars factions. The guild allys have a guild town tele stone as well. There name will not be said as a player enters the town but the player can click in the zone name above the map, when in a town, to see the guild status. Such as Alliances, Economy rates, Taxes, etc.

Note: Guilds can have wars with any guild either on the opposite faction race or there own faction race.

These are a few of my ideas for guilds i may post some more later when i think of them


Signed/Support

-Alex The noble
-Mjhammerman

Last edited by Alex The Noble; Jul 02, 2007 at 08:01 AM // 08:01..
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Old Jul 01, 2007, 08:55 AM // 08:55   #291
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Default Guild Halls Only Availble To Towns

PLEASE REFER TO THE FINAL PRODUCT BELOW FOR THE MOST INFO ON THIS TOPIC



I think this will be a major issue in gw2. AS the game is persistant...having a instanced guild hall means people cant attack it any time they want. So i must say more about it. My thread above was breif .


1)
Picture it like this. Your in Piken Square. The guild who owns the town has access to the guild hall towering above you...or below you depending on the area. You go up to the guards but of course you cant get in...unless you kill them. But of course you have to be an enemy of that guild to attack there npc guards, archers, etc.

2)
So you in a guild thats raiding. The towns npcs run into the guild hall for protection. In the guild hall is the strong Guild Lord with his bodyguards. (i think it should be Guild Landlord because the leader of the guild is the lord)
To take the town you must kill the Landlord. All the remaining npcs will become loyal to you and go back to guarding and selling. So this brings me further in detail.

3)
Towns need protection. Guards are the key. Guards can be purchased by guilds. Guilds can then use these guards also in assults. There could be different types of guards. Wars,rangers,monks,mesmers,necros (with optional minon master) eles,sins,rits,paragons,dervs etc. Your guild must purchase these guards. Each time they die you must purchase them again. Of course this will be awfully costly to upkeep. They wont be hugely costly only bout 500g-5k ech. In assults you may ask guards to come with you letting you muster npc armies which you can use also to raid as well as defend. When you assult a town note that you must walk from your hall to the town you want to kill. So going from piken square to yaks bend will take you time. This gives a feel of modern warfare in place and lets you deal suprise attacks on enemys who may not even have time to react and use there guild tele stone to coem to the towns aid. Of course guild guard caps may need to be implemented. Maybe 30 guards per town or depending on how big it is more. This will stop rich guilds making there town impossible to beat. al though in warfare raiding armies would constantly attack and eventually a guild would run out of money to train guards and then fall so it could work like that also

4)
Now the towns economy will come into factor and the need for money will be by the selling of certain items in your town.

5)
One alliance can only own 10 guild towns/halls. Meaning a powerful alliance cant sweep 20 towns. One alliance may be smart enough to hold most of Ascalon. Even if there is more then 10 towns and they dont want there enemys close to there towns they can still raid hostile towns then give the deeds to a guild that they may not be with alligeance but are neutral. This would be so fun as that neutral town coudl then turn on them and wipe them off ascalon .

So tactics and actually "guild wars" could now take place with this idea

Last edited by Alex The Noble; Jul 02, 2007 at 08:02 AM // 08:02..
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Old Jul 01, 2007, 08:12 PM // 20:12   #292
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My $0.02.

1) Have profession based missions; I.E. A mission only for Assassins, with an objective like kill a leader without getting in aggro range of enemies.

2) Good and Evil choice decisions; The way you deal with people affects your alignment as good or evil.

3) Make Inscription other than 15^50 or +5 energy usable! The reason people use 15^50 is because it meets it's conditions more often than the others, while still doing the same amount of damage.

4) Balance out the skills; Searing Flames is one of the most frequently used skills in PvP because it's one of the best! They should all be the same "bestness"
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Old Jul 02, 2007, 01:44 AM // 01:44   #293
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Im liking this whole city owned guild stuff. It will decrease on these 30000+ guilds with about 10 people in them. Some may be good, most are taking up space. Guild Wars in its actuality will be a nice thing to have. Only so many guilds, owning so much teritory, and with the people in the guilds, having ammenities in the towns would be easier. I am all for it.
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Old Jul 02, 2007, 05:55 AM // 05:55   #294
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Thxs Mjhammerman...a first response but i do suppose if i had a seperate thread to work on i would get more replys.

Anyway yea i think half of what it will aim to do is cut out the amount of guilds in the game. Its just crazy because you cant see a popular guild, with heaps of people in one area as all the other guilds just swamp it. And this is also for the big time guilds to put there name out in the world wide community so they get knowen for being the most dreaded, most cool, most cruel. . The only guild most known is The last pride. 1# profercies winner.

Anyway it will just be cool to be able to something more with the already operating guild owned towns. Like i must say there is no point in owning a town in factions. It only gives a discount on prices which is very insuggnificant, and maybe the odd deeps visit.
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Old Jul 02, 2007, 06:16 AM // 06:16   #295
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Quote:
Originally Posted by Eonwe
*Reads thread*

*Blows head off*
im with you dude.. holy crap does this just make me want to drink drano. WHATEV! lmao
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Old Jul 02, 2007, 07:59 AM // 07:59   #296
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Default Final Idea For Guild Wars--Guilds Have Wars!!

Ok here is The final finsished idea of guild owned towns. If you read the above some things may be changed. This is because to make the game even I must change things...So read on...

1) Guild owned towns (with halls in the towns)

Every town/city in the game which is classed as a town/city may be owned by 1 guild at any 1 time. Guilds fight for different towns/citys for controll of the economy there, the resources (could be introduced such as farming,mining etc.), the npc's (such as how much a ID kit is in this town, so different guilds may have different prices meaning players may go to certain towns to buy there goods) and of course The Unique guild hall which looks different in each town/city.

The hall would only be accesed by the guild members and the Allaince members. 4 Guards which can die but come back to life after the end of a raid are positioned at the gates to the hall (citys have 2 gates, towns 1 gate).

2) Capturing Towns

To capture a town your guild must assult the towns/citys. They can do this by meeting anywhere in the world and joining into an assult type party. This automatically means you are able to take towns and can attack the guards. If you are not in this mode, entering an enemy town will mean all there npcs will be neutral and will not attack you. You cannot buy anything form the town or use its resources such as mining, farming, herbalism etc.

When you in the mode and you enter a town you may not attack the npc traders, only the guards. The guards will attack you on sight. You goal is to kill the Guild Landlord. To do that you must breach the gate by killing all the gate guards and then once youve killed all the gate guards at that gate, you may acces the lock. Once your in you can attempt to kill the Landlord. As soon as the Land lord is dead all the remaining guards become loyal to you. This is because the guild who just lost there town will obviously attack again soon. And you may need guards before you can buy them.

When your assulting, the enemy guild may use an instant teleport to guild in there guild panel. This has a cooldown of 60 mins and should only be used in emergencys. This is so they can come and defend there guild hall when its being attack. This is GvG.

If a guildied dies in the defence he will spawn at the nearest friendly/neutral town. this does not include there own town they are defending. This oculd mean the town is ascalon city and the nearest friendly town is yaks bend . This will give a mean warfare concept to the game!

3) Guards in citys

Your guild is in charge of the protection of your citizens. Guilds need to purchase guards to patroll the town/city's busy streets. This would be done by the Guild leader or a new rank called The Guild Commander. As the leader cant be on 24/7 the assigned commanders are able to purchase guards either by using money from the guild bank pool (which commanders cant withdraw but can use it to purchase guards) or by using there on cash.

A city may only have a max of 30 guards at one time. A town 20. This may vary depending on the size of the city. You devs can sort it out . You can purchase the guards from a tab in the guild panel. Here is a list of able guards.

-Warrior 500g (primary guard)
-Ranger 700g
-Mez 700g
-Necro 700g
-Monk 1000g
-Ritualist 1000g
-Elementalist 2000g
-Assassin 2000g
-Deverish 2000g
-Paragon 3000g (leader class a limit of guards would need to be added)

These can be split in too seperate types also:-

Such as Prot Monk, Healer monk, Smiting monk etc.
Even a ranger with traps may be useful. The AI for this would need to be smart enough to block entrances and areas commonly fought in.

4) Controlling Guards

Officers, Commanders, and the leader can all control the guards. In your guild panel click the tab "Guard control". This brings up a screen with all the guards you currently have. You may select certain guards and make them into a squad. Then you can command the whole squad with a simple click to do something.

The commands are listed below:-

"Attack at will"
"Patrol Town"
"Guard Landlord"
"Guard Town Entrances"
"Guard Guild Hall Gates"
"Avoid Enemys"
"Slow Enemys"
"Stand Ground"

etc. These are a few examples of possible commands.

Guild commanders,officers,leaders can use the mini command panel. This is a small panel on the screen which has all the commands. You can even take charge of a squad. And you will be the only one able to command your squad plus the leader (he can command all squads). If you have more than 1 player in a squad the first joined player to that squad will have access to the commands. That squad leader can promote the other players in his squad, to the squad leader after. This will be an emence tool to use in defence of town as players can command there small squad while others command theres. This will make it easyier for you to tell you guards where to go.

Possibly it could use the same commands as heroes do but a bit more complex.

5) Economys

The Guild Leader or A new rank in the hierachy called a Guild Treasurer, are able to set the price of certain items that that town has to offer. The may do this by using the guild pane and clicking on the tab "Town Economy" (this becomes availble when you own a town. In it you can put prices on everything the town currently has to offer. Such as things like price of ID kit or the price of a Blue dye. The different types of traders avaible to you depend on how popular you are to players. Having sold more items you will attract merchants from around Tyria. Traders such as a rare armour crafter who crafts armour only avaliable when a town earns him. If your town is unpopular you will get people such as a merchant, weaponsmith, armourer etc. You may not lose the essential types of Traders such as a Merchant. The money that comes in from the traders is split. The traders gets 80% of all the money they get from sales. You get 20% of the money. Depending on how rare the trader is there ratios may be different. The Money you get goes Straight into your guild bank which can be acces by the Guild Treasurers or the Guild Leader.

In the Town Economy Pane you may also adjust how much resources can be farmed from the towns Minerals. Each town/city has certain minerals. They may be Iron Ingots, Plant fibers, Leather from animals etc. You can even make people pay to access these minerals. If you are taxing them they have to pay a sum of gold you determine to enter the area with the minerals. This is so people can make a profit out of selling materials. Or even using them. This idea is iffy though...with more thought it could be developed better by the Dev team . This would be an extra way of profit
This feature is to help you fund your guards primaraly and provide wealth to you players as they have deserved it by taking the town. The guild treasurer/leader may even give money out to there guildies or players to buy things.

5) Allainces

This happens in the same way is guild wars 1. You invite a guild to join your alliance. If you own a town they get acces to your hall. They do not however get the "Teleport To guild Town" feature as if the whole allaince had it...raids would be impossible. They can still help to defend they just have to use other means of transport to get there quikly. An Alliance Will be made of up to 10 guilds. This means that there is up to 10 guild owned towns per alliance. See how the Teleport to guild thing works now? you may only teleport to you guilds owned town.

The way Allys, Neutral Guilds and Enemys work is like this.

Each guild you meet you have the option of invite them to your allaince or making them enemies. When your guild starts you are all neutral with all the other guilds. This means you may use there towns resources but may not attack them. To become allys with a guild go to you guild panel and click on the tab "alliance" Then type the guild in, in the slot at the bottom. It cost 1k and you cannot invite guilds who are in an allaince. Instead you will request to join there alliance. If the merged allaince are to big you will not be able to do it at all and you will have to contact those guilds.

Enemys are gained by going to the enemys tab and typing a guilds name in to the enemy add box. It costs nothing to do so and you will become hostile to them. You will be hostile to there town now and will not be able to do anything in there town. Guards will not attack if you cause no harm.



Check back to this post regularaly if your interested in it as new content may be even added more!

Support

-Me
-Mjhammerman

Last edited by Alex The Noble; Jul 02, 2007 at 10:09 AM // 10:09..
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Old Jul 02, 2007, 08:07 AM // 08:07   #297
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Quote:
Originally Posted by Alex The Noble
Ok here is The final finsished idea of guild owned towns. If you read the above some things may be changed. This is because to make the game even I must change things...So read on...

1) Guild owned towns (with halls in the towns)

Every town/city in the game which is classed as a town/city may be owned by 1 guild at any 1 time. Guilds fight for different towns/citys for controll of the economy there, the resources (could be introduced such as farming,mining etc.), the npc's (such as how much a ID kit is in this town, so different guilds may have different prices meaning players may go to certain towns to buy there goods) and of course The Unique guild hall which looks different in each town/city.

The hall would only be accesed by the guild members and the Allaince members. 4 Guards which can die but come back to life after an end of a raid a position at the gate (citys have 2 gates, towns 1 gate).

2) Capturing Towns

To capture a town your guild must assult the towns/citys. They can do this by meeting anywhere in the world and joining into an assult type party. This automatically means you are able to take towns and can attack the guards. If you are not in this mode, entering an enemy town will mean all there npcs will be neutral and will not attack you. You cannot buy anything form the town or use its resources such as mining, farming, herbalism etc.

When you in the mode and you enter a town you may not attack the npc traders, only the guards. The guards will attack you on sight. You goal is to kill the Guild Landlord. To do that you must breach the gate by killing all the gate guards and then once youve killed all the gate guards at that gate, you may acces the lock. Once your in you can attempt to kill the Landlord. As soon as the Land lord is dead all the remaining guards become loyal to you. This is because the guild who just lost there town will obviously attack again soon. And you may need guards before you can buy them.

When your assulting, the enemy guild may use an instant teleport to guild in there guild panel. This has a cooldown of 60 mins and should only be used in emergencys. This is so they can come and defend there guild hall when its being attack. This is GvG.

If a guildied dies in the defence he will spawn at the nearest friendly/neutral town. this does not include there own town they are defending. This oculd mean the town is ascalon city and the nearest friendly town is yaks bend . This will give a mean warfare concept to the game!

3) Guards in citys

Your guild is in charge of the protection of your citizens. Guilds need to purchase guards to patroll the town/city's busy streets. This would be done by the Guild leader or a new rank called The Guild Commander. As the leader cant be on 24/7 the assigned commanders are able to purchase guards either by using money from the guild bank pool (which commanders cant withdraw but can use it to purchase guards) or by using there on cash.

A city may only have a max of 30 guards at one time. A town 20. This may vary depending on the size of the city. You devs can sort it out . You can purchase the guards from a tab in the guild panel. Here is a list of able guards.

-Warrior 500g
-Ranger 700g
-Monk 1000g
-Ele 2000g
-Mez 700g
-Necro 700g
-Necro (MM) 5000g
-Assassin 2000g
-Ritualist 1000g
-Paragon 500g
-Deverish 2000g

These can be split in too seperate types

Such as Prot Monk, Healer monk, Smiting monk etc.
Even a ranger with traps may be useful. The AI for this would need to be smart enough to block entrances and areas commonly fought in.

4) Using Guards To Assult

As well as having guards to defend, guards may also be used to assult. The guild leader/commanders can ask a guard to accompany them on assults. This is only availble when in "Assult Mode". Once asked they will follow you or there nearest assult party member. They will follow you enverywhere untill you click in the guild pane->Guards->Guard management->Send guards back to town. You may not send your guards back to town when you are in combat. Using Guards to Assult is risky as they will leave your town but then you have extra attack power when assulting. Make sure you have enough guards defending your town in case there is an attack. You may not use Teleport To Guild in combat.

Guard management has various options. Such as "Send guard back to town", "Put Guards On Patroll", "Make Guards Defend Hall" or "Defend Landlord". There would also be A list of all the possible guards purchasable. If you want to purchase one you click on the type, and then click pay from guild bank or pay from inventory.

5) Economys

The Guild Leader or A new rank in the hierachy called a Guild Treasurer, are able to set the price of certain items that that town has to offer. The may do this by using the guild pane and clicking on the tab "Town Economy" (this becomes availble when you own a town. In it you can put prices on everything the town currently has to offer. Such as things like price of ID kit or the price of a Blue dye. The different types of traders avaible to you depend on how popular you are to players. Having sold more items you will attract merchants from around Tyria. Traders such as a rare armour crafter who crafts armour only avaliable when a town earns him. If your town is unpopular you will get people such as a merchant, weaponsmith, armourer etc. You may not lose the essential types of Traders such as a Merchant. The money that comes in from the traders is split. The traders gets 80% of all the money they get from sales. You get 20% of the money. Depending on how rare the trader is there ratios may be different. The Money you get goes Straight into your guild bank which can be acces by the Guild Treasurers or the Guild Leader.

In the Town Economy Pane you may also adjust how much resources can be farmed from the towns Minerals. Each town/city has certain minerals. They may be Iron Ingots, Plant fibers, Leather from animals etc. You can even make people pay to access these minerals. If you are taxing them they have to pay a sum of gold you determine to enter the area with the minerals. This is so people can make a profit out of selling materials. Or even using them. This idea is iffy though...with more thought it could be developed better by the Dev team . This would be an extra way of profit
This feature is to help you fund your guards primaraly and provide wealth to you players as they have deserved it by taking the town. The guild treasurer/leader may even give money out to there guildies or players to buy things.

5) Allainces

This happens in the same way is guild wars 1. You invite a guild to join your alliance. If you own a town they get acces to your hall. They do not however get the "Teleport To guild Town" feature as if the whole allaince had it...raids would be impossible. They can still help to defend they just have to use other means of transport to get there quikly. An Alliance Will be made of up to 10 guilds. This means that there is up to 10 guild owned towns per alliance. See how the Teleport to guild thing works now? you may only teleport to you guilds owned town.

The way Allys, Neutral Guilds and Enemys work is like this.

Each guild you meet you have the option of invite them to your allaince or making them enemies. When your guild starts you are all neutral with all the other guilds. This means you may use there towns resources but may not attack them. To become allys with a guild go to you guild panel and click on the tab "alliance" Then type the guild in, in the slot at the bottom. It cost 1k and you cannot invite guilds who are in an allaince. Instead you will request to join there alliance. If the merged allaince are to big you will not be able to do it at all and you will have to contact those guilds.

Enemys are gained by going to the enemys tab and typing a guilds name in to the enemy add box. It costs nothing to do so and you will become hostile to them. You will be hostile to there town now and will not be able to do anything in there town. Guards will not attack if you cause no harm.



Check back to this post regularaly if your interested in it as new content may be even added more!

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-Me
-Mjhammerman
1st question: why.. why would you write all of this? heres a secret if you didnt know this, anet doesn't care, so i hope this is just for fun, and not for some.. wishful thinking.

2nd question: why would the "guards" cost different amounts of money, especially when a warrior is far more valuable than a derv, and a paragon is even more valuable than both combined.. you also put an MM at some crazy high price compared to the rest.. for no reason... absolutely none of what you wrote makes sense.
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Old Jul 02, 2007, 08:12 AM // 08:12   #298
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1st answer: Because thats what Anet said they were doing and where checking the forums regularaly

2nd answer: the warrior cost less because it is a primary guard type. Your thinking to much of warriors these days. They will have warrior skill such as the ones that the npc warriors have in ab's. Also im not saying that "if" this was implemented the prices would be exactly taken as anet have all right to play with this idea if they want to. And finnaly it would make sense if you read the whole thing forst b4 posting as you clearly didnt in your post, instead you went straight to the cost part as it stood out.

Thxs
alex
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Old Jul 02, 2007, 02:04 PM // 14:04   #299
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They are very interesting ideas Alex. If I were a PvPer I'd probably love that direction for the game, but I only like PvE, and I know so do a lot of the GW community. I'd just be afraid that your idea would create too much of an elitist community for the game. If human nature didn't factor into it at all, I'd say your idea would be great fun! However, making all of the game so PvP oriented severely ostracizes a huge portion of the GW community...

Oh, and your post made perfect sense by the way. I thought the idea was really detailed and well set-out and explained.
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Old Jul 02, 2007, 07:11 PM // 19:11   #300
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Well, im no PvPer either, but if this was implimented, id become one right quick like. In order for this to happen the area would have to be huge but i dont care. This is the ONLY idea i have seen that is worth a read over. I really do hope anet reads this, one of the best ideas i have seen and THE one to take into further consideration.

And Alex, im throwing this out there, but what if u controlled the town only in a said district, because there are ALOT of people playing:P

Last edited by Mjhammerman; Jul 02, 2007 at 07:15 PM // 19:15..
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