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Old Jul 09, 2007, 08:37 AM // 08:37   #1
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Lightbulb Guild Hall Idea

Read all before posting and ask questions after if your confused


As the coming games are persistant i think that the Guild Halls will need to be persistant. Now im taking a different approach to things.

A Guild can move into exclusive guild areas that they find while exploring. I heard that there will be a new skills which will only be avaliable for rpg play. Well one of them made doors visible. Maybe this skill could also be used to find secret entrances to exclusive guild bases. Like the Sunspears Refuge point in Kormir. It is hard to find and is underground. So these halls will mainly be underground i think to save space above land as it is persistant.

Taking A Base

If you find a secret pasage to some place and there is a shrine in it. It means it can be taken. If your just exploring and your guild doesnt have a base then you can quickly run in and stand at the shrine. Similar to taking the shrine's in ab the amount of players there will determine how fast it will go up. This is how long it takes to capture:

1 person: 60 mins
2 person: 40 mins
3 person: 30 mins
4+ person: 10 mins

Once captured a guild lord will spawn at the shrine and 10 bodyguards will appear arround him.

Taking a base From A guild

To take a base from a guild a group of guildies will need to kill that guilds GUILDLORD. Once the guildlord is defeated you can start capturing. The > pip will come up on the bar and the capturing process will begin. If you takes the shrine it is your base now and the guild lord and his 10 bodyguards will appear. It works exactly like GvG with a twist of AB.

Example:
Blue Team has 13 players at the shrine, Red has 11 players at the shrine.
The blue team gets 2 pips (>>) capturing speed as they have 2 more players than red team.

Also they could put more GvG concepts in such as a Defensive Flag Shrine which zaps players coming in. They do not need a flag to take it as i think it would be very hard to work this in as...well you just cant in persistant. Anyway to capture it you would have to stand at it with more people than the opposite team. Timer of taking would be the same Taking a shrine in AB today as i thikn thats a good timer. Once taken 3 Shrine elementalists will appear and hold it.

All of this would need to be bought first by the GuildLord as explained below

Furnishing Your Guild Base

A guild can purchase traders for the guild hall by talking to the Guild Lord and purchasing them off him. Just like there is today.

You may also buy defenses from your guild lord such as Footmen, Archers, Priests, Commanders (paragon shout class) etc. Once bought they will go and start defending your base. Footmen will go to the guild Entrance(s), Archers to the availble high areas of the guild or inbetween the Guild Lord and Entrances, Priests will be scattered, and Commanders near the Guild Lord.

Note: If you lose your hall you will not lose your upgrades and guards. When you capture ANOTHER base they will be back to help again.

BUILDINGS: (idea!)

Things such as catapults, Defensive shrines, Walls, Towers, Res Shrines etc. could be purchased off the guild leader but only after you have given him the correct materials. Then the structures will be placed in your guild hall. Anet would of already designed where it will go. And they will not get in the way of things such as traders.

Guild Base Positions

-Underground such as a cave. Cave could be hidden by a crack in a cliff or behind a waterfall. You may have to climb a shear cliff to reach a entrance making the new mentioned climbing feature usefull.

-Forests such as under a huge mass of trees or up on the tree tops itself on top a giant tree trunks branches.

-Water such as an underwater cave entrance which requires you to swim to get into it and get to safty of air

-Sky such as on top clouds. This idea was brought up by a friend but could be made usefull. Maybe flight powers could get you there. Such as flying mounts.


Making Sure Guilds arnt EASY to Lose


The capping length makes sure players have time to come protect there base but there will need to be a promt that appears on each defending players screen when one of there guards, players, merchants or Guild lord gets attack. This istantly Teleports the defending guilds members to the Shrine where the guild lord is, but only if they click the yes button. If they want to help later on they can minimize it.

To make it fair for the attacking team, when a defending guildie dies they will respawn at the nearest res shrine. There is no res shrines in a guild base unless there could be an option to build one when you furnish your base.


Alliances Able to come To Defend


Guilds can make alliances with other guilds who may have a hall or do not. All Guilds in the alliance are able to come to defend each others hall. They get promted if an allied guild is under attack and can come and derfend it. This is because some guilds may be very sleepy and cannot be on.


All guilds not in your alliance will be able to take your hall if they go near the shrine. To stop friendly guilds from capturing it or being attacked you may enable certain guilds to be guests. The leader and officers can invite guilds to be guests in the hall. If they accept, they cant attack your guild hall or count towards capturing of the hall, untill one of the guilds breaks the contract allowing fights to happen again


Thanks for reading

Last edited by Alex The Noble; Jul 09, 2007 at 09:13 PM // 21:13..
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Old Jul 09, 2007, 08:59 AM // 08:59   #2
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Old Jul 09, 2007, 11:28 AM // 11:28   #3
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Interesting idea which would blend persistent pve with a form of pvp. The only real problems that immediately jump forward in my mind are the capping times. As not everyone can immediately jump up and go defend their guild online, it would be difficult to find a system which wouldn't allow people to simply walk in and take your base while everyone is offline.

If anyone can think of a way to correct that problem, than anything else that cropped up would be relatively minor.

But that's just my two cents
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Old Jul 09, 2007, 12:35 PM // 12:35   #4
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understood nothing but look nice.

signed^^
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Old Jul 09, 2007, 01:06 PM // 13:06   #5
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So the largest guild/alliance with the most active member base gets the most/best guild halls? You can take 10 top notch players, but they'd still lose to 50 scrubs in this format...
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Old Jul 09, 2007, 02:13 PM // 14:13   #6
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As this is an obvious rehash of this thread: http://www.guildwarsguru.com/forum/s...php?t=10175431 Lets see how many of those problems you fixed. Here are my comments on that one:
Quote:
The problem with a unique guild hall for each town is that you will need tons of guild hall maps. These all have to be perfectly balanced (no hexes on jade!) which is very complicated. Otherwise the concept seems completely WoWesque - not a compliment by the way.
While you managed to make is seem less like WoW you will still need a ton of balanced maps which makes this very hard if not impossible to balance.

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Besides being generally very poor written and confusing, spelling assault wrong every time, comparing guild wars to wow, and having a very bad pun on Guild Lord, this concept is horrible. You are putting intelligent (or assumedly so) humans against mindless AI. Not only does that scream "ABUSE ME!" but also would make this very easy. But after you get past these mindless AI, meaning towns would be switching hands every minute or so, you have to fight a guild vs guild match for the town. The only problem with this is that the owner of the town gets a say in this at all! You have both guilds fighting to gain the hall against each other...that doesnt make sense at all. What happens if there is absolutely no neutral or friendly hall around at all? Seeing as there are over 10 thousand guilds at the moment that seems very likely. Does he just not spawn? His character lost in Guild Wars history? This "warfare concept" brings absolutely nothing to the game at least the way you attempt at creating it.
You did fix many of these problems. You made it so its not quick to capture a base but it is still very possible you can spread each guildie out to capture a base and just go afk for an hour. You got rid of the goofy two capturing guilds fighting themselves but failed to provide a different way to resolve two different attackers at the same time. You also got rid of the odd spawn idea so it is now reasonable.

Quote:
Besides basic AI flaws the "guards" seem fine in concept. Until you get to assigning different professions different costs. This is ridiculous and assumes ANet esteems certain classes over others which is COMPLETELY the opposite of balanced and is exactly what ANet does NOT want to encourage. The splitting of these characters into certain builds is the exact same way. Build Wars is a negative term in case you havent noticed.
At least you stayed away from naming prices and different builds these characters could use. It still leaves the point that these would be AI: AI can and will be exploited.

Quote:
So you just made GvG into Hero Battles? Thanks for killing competitive PvP.
So now you just made GvG into Alliance Battles?

Quote:
Though I would not like this and it seems again very WoWesque I'm sure a lot of people would like this concept at least by design. Most solid part of this piece of garbarge idea.
You took the Economy part out. The part I thought was the most solid. Enough said.

Quote:
Did you just try to create something the devs created for Guild Wars: Factions?
This time you tried to create guest invites again...

It does come down to the fact that a few people who are very good at the game will lose to tons of people who are horrible which has already been pointed out by somebody else. This idea could work, but it would take a lot of work by the devs (greatly more than the current GvG system) and they already showed they arent up for that work load. I certainly wouldnt play it either way.
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Old Jul 09, 2007, 08:56 PM // 20:56   #7
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Ok so ive looked over the capping times and i came up with this suggestion


Before an enemy can take over your base they will need to kill the lord and his 10 bodyguards. Then they can start capturing. Even if the Guild lord is dead and the
Defending team has: 12 players, Attacking team has: 10 players

The defending team will still have control of their base. Even if they die more guildies may come anyway. Its sort of making guilds Cooperate which can be very hard.

Maps issuses

The maps of your guild hall will vary between 16 different maps like the guild halls today. Caves and underground areas will relativly look the same except Anet could maybe mirror some of them to make them look a bit different.
Forests will all look the same such as on top of trees (dont think anyone can define trees from other trees in forests) Underwater caves etc.

Each type will have 4-6 different styles of halls. If the cloud halls which i think is to out of this world now--then there will be 4 for each type of base.


Hopefully cleares something up there


Oh and thxs for the critisism Infernalsuffering but maybe now you can start suggesting more ideas or ways to improve it. I think this idea can work as the other one was a copy of something i made ages ago. Also gvg wouldnt be alliance battles, but it just puts an aspect of more numbers win over the team with less numbers. A lot of games have you standing at a landmark capturing certain landmarks.
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Old Jul 09, 2007, 10:59 PM // 22:59   #8
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More ideas needed feel free to post your ideas, or anything that could imprvoe this idea
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Old Jul 10, 2007, 09:18 PM // 21:18   #9
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bumped to the top
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