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Old Jul 02, 2005, 02:09 PM // 14:09   #1
Wilds Pathfinder
 
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Default Guild Hunting Grounds

Now, granted, there are hunting grounds all over the map in GW (just walk outside of any town/outpost), but one thing I've been craving is hunting in the Guild Hall--or at least, in a hunting area attached to Guild halls. With the amount of land on Warrior's Isle, for example, I keep expecting to see some type of aggressive wildlife apart from another guild during GvG.

I'm not exactly sure how a Guild Isle hunting ground would work, because presumably, the creature levels would vary because guild member levels would vary, and grouping might be an issue. Also, hunting grounds may enable some exploits if it would grant xp for killing monsters. Obviously, the unlocking feature couldn't be implemented for it, either...too great a risk of exploiting that, I'd think.

Though, the creature level issue could be addressed by simply having on-Isle creatures at lower levels all the time (and really, this does kind of make sense. The buildings don't take up the entire island, so there should be some beasties running around.), and an attached (zoning) "wilderness" area with boss/high-level creatures for high-level players. So, it breaks down like this:

Guild Isle hunting:

Two different types - 1: Low-level creature population on the Isle itself.; 2: Attached wilderness zones with high-level boss creatures.

Parameters:

1. No experience granted.
2. No rune unlocking.
3. No item drops.
4. Elite skills from bosses - maybe...leaning towards no.
5. Basically straight-up combat, no strings attached.

I enjoy chilling out in guild halls, but sometimes I feel like killing things but not warping into Shiverpeaks, Lion's Arch, Kryta, etc. This would basically give players...something to do during GvG downtime, you know?

Thoughts? None of this is really set in stone, and even as I'm writing this, I'd like to have xp granted, as well as the unlocking and item drops, but my logical side is telling me no. hehe

Last edited by Siren; Jul 02, 2005 at 02:26 PM // 14:26..
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Old Jul 02, 2005, 02:13 PM // 14:13   #2
Desert Nomad
 
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I think it's a good idea... I would like to see LOADS of PvE content added to the guildhalls. By PvE content, I don't mean quests and stuff like that, but just things for the RP crowd to do while there... a use other than a GvG map.
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Old Jul 02, 2005, 02:23 PM // 14:23   #3
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Yeah, I agree.
My first thought after my guild dropped a ridiculous amount of cash for a guild hall (something like over 100k all told) was that we got jacked....
I mean, sure it's a big pretty island, but that's it! Nothing else! No NPC's except for the 4 henchies, and other than that, it's just dead. C'mon people! At least give me a merchant or something...sheesh!

All in all, I'd have to say that guild halls is the one aspect of Guild Wars that I was seriously dissapointed with. (And that just sucks...."Guild Wars"....sucky "Guild" hall...)

-Aiden

Last edited by Aiden; Jul 02, 2005 at 02:25 PM // 14:25..
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Old Jul 02, 2005, 02:30 PM // 14:30   #4
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I just had another thought, as well. If there could be lower level versions of high-level creatures (Smoke Phantoms, for example), it may prove useful for senior, more experienced guild members to help their newer members "learn the ropes." I know a few guildies recently who had a major shock when facing Skeleton Rangers and Smoke Phantoms for the first time out of Gates of Kryta, so I think a sort of "training mode" may prove beneficial here if the hunting grounds are implemented.
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Old Jul 02, 2005, 03:06 PM // 15:06   #5
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I had an idea once in one of the millions of guild hall threads that has now sunk to the bottom of the forum pile, I'll repost it now.

-I want to be able to hire (out of my guild hall) a "creature hunter" (cost = 1 plat). He will map with me wherever I go until I dismiss him. I then go straight to Beacon Perch, get 4 of my other guild members to come along (remember, he takes up space in the party window) and then we go south into Lornar's Pass. We find a worm and our party must, collectively, protect the Hunter from all other creatures and keep him alive during the 2 minute cast time it will take him to magically imprison the worm we've set him on.

-return to guild hall.

-We then select which of the 10 menagerie cages we have set up around the island (purchased at the low low price of 10-15 plat each) and he is now imprisoned there.

-During a GvG battle it will be unable to attack or be attacked, but will still be there for show.

-While just farting around in the hall, you can choose to release this beast (either in your hall generally or in a special instance) to fight with a as many guild members as you choose, 1, 2, 5, 100...

-we can release as many at once as we choose and also we can choose to release them vs. each other

-special cages can be purchased (for the low low price of 10 - 15 plat) that will hold up to 20 of a single type of creature (ettins for example).

-cages are reusable and if the creature is not killed, it will return to the cage when the cage command is given (perhaps via the cage itself)

Last edited by DrSLUGFly; Jul 02, 2005 at 03:08 PM // 15:08..
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Old Jul 02, 2005, 03:55 PM // 15:55   #6
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whoa cages.. thats kinda a cool idea... practice makes perfect after all
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