Jun 18, 2006, 10:21 PM // 22:21
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#1
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Ascalonian Squire
Join Date: May 2006
Location: Norwich, UK
Guild: The Black Discus
Profession: W/R
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More to a guild hall
I have always had the idea that there should more to do in your Guild Hall.
For example, adding PvE enemys, just for practice. It should be implemented in a fashion similar to how you add upgrades to your Guild Hall, such as merchants, for example. You should have to buy monsters, such as Hydras, and Golems to add for practice in PvE. You should be able to mix different monster types together, so you can practice things such as soloing, or team PvEing. It would also be a nice way to see if a potential recruit is up to Guild standards.
Once you have purchased your monstes, you should then be able to add a certain number of them to your Guild Hall. The spawn locations for the monsters should be random. Once they are added, you should be able to fight them. I also think raising the party size in your Guild Hall to sixteen would be a good idea too.
If you think this is a good idea, I will add more to it, but I am not going to go into detail too much, as you may think it is stupid.
lmao
Last edited by Bowerbank; Jun 19, 2006 at 04:30 PM // 16:30..
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Jun 18, 2006, 10:26 PM // 22:26
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#2
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Desert Nomad
Join Date: Dec 2005
Location: Urmston, Manchester, UK
Guild: Greener Pastures [DVDF]
Profession: W/Rt
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16 people to fight a coupla hydras? zoinks!
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Jun 18, 2006, 10:28 PM // 22:28
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#3
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Ascalonian Squire
Join Date: May 2006
Location: Norwich, UK
Guild: The Black Discus
Profession: W/R
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Quote:
Originally Posted by Haggard
16 people to fight a coupla hydras? zoinks!
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make them lvl 32 bosses then with a group of 30
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Jun 19, 2006, 01:56 AM // 01:56
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#4
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Jungle Guide
Join Date: Dec 2005
Location: Sitting upon Kerrigan's Throne.
Guild: Live For The Swarm [ZERG]
Profession: Me/N
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*squints a bit*
OH, now i get it.
/signed, this would be kinda fun
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Jun 19, 2006, 07:53 AM // 07:53
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#5
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Please, when posting an idea use proper english. Also look around at other threads: http://www.guildwarsguru.com/forum/s....php?t=3059323
Now, a corrected version of the orginal post:
Quote:
Originally Posted by Bowerbank
I have always had the idea that there should more to do in your Guild Hall.
For example, adding PvE enemys, just for practice. It should be implemented in a fashion similar to how you add upgrades to your Guild Hall, such as merchants, for example. You should have to buy monsters, such as Hydras, and Golems to add for practice in PvE. You should be able to mix different monster types together, so you can practice things such as soloing, or team PvEing. It would also be a nice way to see if a potential recruit is up to Guild standards.
Once you have purchased your monstes, you should then be able to add a certain number of them to your Guild Hall. The spawn locations for the monsters should be random. Once they are added, you should be able to fight them. I also think raising the party size in your Guild Hall to sixteen would be a good idea too.
If you think this is a good idea, I will add more to it, but I am not going to go into detail too much, as you may think it is stupid.
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Please learn to communicate. I have done my best to make it readable and easy to understand while preserving the original message...
By the way, bad idea.
/not signed
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Jun 19, 2006, 09:39 AM // 09:39
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#6
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Pre-Searing Cadet
Join Date: Jan 2006
Profession: N/
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Haha, great instruction.
But then at least tell him why you find it a bad idea.
Use a r g u m e n t s.
Quote:
Originally Posted by Zui
By the way, bad idea.
/not signed
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Jun 19, 2006, 10:01 AM // 10:01
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#7
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Forge Runner
Join Date: Nov 2005
Location: Among dead bodies.
Guild: The Republic of Sky Pirates
Profession: E/
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It's just for training so it wouldn't bother other aspects of the game imo. But...
they must have an everyday fee to feed them, clip their claws, comb the fur
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Jun 19, 2006, 06:06 PM // 18:06
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#8
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Academy Page
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I've placed several suggestions for improving the guildhalls. Some are cosmetic, others are economic.
The cosmetic suggestion draws on some of the better scenery in the game. The huge arcipelago SW of Shing Jea island, with the huge carved stone dragon that breathes fire. The towering stone colossi in the desert. The huge, vaguely cylindrical crystal/stone formations seen from a distance in Underworld, after the Smite Crawler section. The floating wizard fortresses in pre-searing and in Kryta. These are all incredibly cool pieces of scenery. Why not (for an incredibly huge fee) be able to add them to your guild hall (say, via a "guild Contractor"?), off the coast of course. NCsoft could also develop a handful of "elite" cosmetic upgrades available only to those who perform certain feats. Conquer Hall of Heroes twenty-five times in a row, or something truly epic.
I also support the introduction of appropriate wild-life to the various islands. Both in non-hostile animals, hostile animals, and monsters. Nothing major, but make the islands explorable, so we can use our skills and show off our weapons.
Also, I had this idea a while back to increase the player participation in the economy. There has to be ways to get raw crafting materials besides salvaging, and here it is. It's an idea for expanded Guild Membership benefits
This would also add some depth to GvG battles.
A lot of other MMORPGs include an economy system. Now, I know the merchants are set up to respond to supply and demand, and that is exceptionally cool, but I would like to see a little more added.
I would like to see individual Guilds become economic powers of their own right. Not just farming in PvE, anybody can do that. Guilds get their own islands, right? The islands are different from each other, right? Why not have each guild-hall island produce certain in-game resources?
The idea is that each island produces resources (Iron, steel, wood, fibers, granite, etc..) and stores them at a central NPC, say, a Guild Foreman somewhere in the hall. The island produces a certain amount of each resource per guild member per day, but the longer each member goes without logging in, the less that player's share is produced, so people who only log on once a month don't do anything, while those of us who log in almost daily produce more.
The guild leader can set up a certain percentage of these to be sold off at current market prices at certain times of day, or elect to retain them all in the foreman's storage to be retrieved by members. Any resources sold off via the foreman get split evenly among all guild members as "wages" (so smaller guilds mean everybody gets a larger percentage, while larger guilds mean a smaller percentage of a higher number). This also eases the necessity of farming for certain resources so PvE guild members can upgrade their armors as they go.
Here's where GvG come in. If an invading guild can beat the defending guild, they can choose to "loot the treasury", so to speak, and make off with a percentage of whatever resources were stored there before being sold off.
Here's my ideas for which islands should produce which resources. Amounts produced will vary greatly, and I'm still working on which ratios work best.
Frozen: Granite, Iron, Steel, Rubies
Warrior:Wood, Dust, Cloth, Charcoal
Wizard: Fibers, Dust, Cloth, Spiritwood
Hunter:Fibers, Feathers, Vellum, Parchment
Nomad: Bones, Dust, Granite
Druid: Fibers, Wood, Cloth, Spiritwood
Dead: Bones, Dust, Tiny amount of ectoplasm (one every 4-5 days)
Burning: Iron, Granite, Steel
I feel that this would add an expanded sense of economy and community to the game. It would encourage both trading and raiding between guilds. Most importantly, it would stave off the diablo 2-esque "why bother playing after it's over" malaise I've heard some players express.
I got the idea while playing on Starport: Galactic Empires (Freeware massmog. Low graphics, high content.)
If done correctly, this would add several dimensions of depth to the game.
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Jun 19, 2006, 10:45 PM // 22:45
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#10
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Ascalonian Squire
Join Date: May 2006
Location: oregon
Guild: none
Profession: W/Mo
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this is an awsome idea
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Jun 20, 2006, 12:43 AM // 00:43
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#11
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Wilds Pathfinder
Join Date: Feb 2006
Location: House Zu Heltzer, laughing at them.
Guild: The [GEAR] Trick
Profession: N/Me
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They don't have drops right? if they don't-/signed. If they do-/not signed
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Jun 20, 2006, 12:47 AM // 00:47
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#12
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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somethin new to GH?
i dont care about mobs, i can find them anywere, and it would make pwr lvl, to new chars, taking the fun out of the game
I WANT A PROFESSION CHANGER!!!!!
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Jun 20, 2006, 12:58 AM // 00:58
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#13
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Technician's Corner Moderator
Join Date: Jan 2006
Location: The TARDIS
Guild: http://www.lunarsoft.net/ http://forums.lunarsoft.net/
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/signed
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Jun 20, 2006, 01:06 AM // 01:06
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#14
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Banned
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I finally got my guild hall after a year playing the game.
I would like to see the guilds banner being displayed in some fashion (i.e. hanging down from the roofs/rafters, banner post or even on the ground in some fashion like you see in NBA court floors.)
Just my 2 cents
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Jun 20, 2006, 01:09 AM // 01:09
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#15
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Lion's Arch Merchant
Join Date: Apr 2006
Location: My house.
Guild: Grenth's Rejects [GR]
Profession: E/Mo
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Why are people so mean and ready to put down other people's ideas?
I myself quite fancy your idea.
/signed
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Jun 20, 2006, 02:01 AM // 02:01
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#16
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Krytan Explorer
Join Date: Aug 2005
Location: nowhere!!!
Profession: N/Mo
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Quote:
Originally Posted by Verlas Ho'Esta
I've placed several suggestions for improving the guildhalls. Some are cosmetic, others are economic.
The cosmetic suggestion draws on some of the better scenery in the game. The huge arcipelago SW of Shing Jea island, with the huge carved stone dragon that breathes fire. The towering stone colossi in the desert. The huge, vaguely cylindrical crystal/stone formations seen from a distance in Underworld, after the Smite Crawler section. The floating wizard fortresses in pre-searing and in Kryta. These are all incredibly cool pieces of scenery. Why not (for an incredibly huge fee) be able to add them to your guild hall (say, via a "guild Contractor"?), off the coast of course. NCsoft could also develop a handful of "elite" cosmetic upgrades available only to those who perform certain feats. Conquer Hall of Heroes twenty-five times in a row, or something truly epic.
I also support the introduction of appropriate wild-life to the various islands. Both in non-hostile animals, hostile animals, and monsters. Nothing major, but make the islands explorable, so we can use our skills and show off our weapons.
Also, I had this idea a while back to increase the player participation in the economy. There has to be ways to get raw crafting materials besides salvaging, and here it is. It's an idea for expanded Guild Membership benefits
This would also add some depth to GvG battles.
A lot of other MMORPGs include an economy system. Now, I know the merchants are set up to respond to supply and demand, and that is exceptionally cool, but I would like to see a little more added.
I would like to see individual Guilds become economic powers of their own right. Not just farming in PvE, anybody can do that. Guilds get their own islands, right? The islands are different from each other, right? Why not have each guild-hall island produce certain in-game resources?
The idea is that each island produces resources (Iron, steel, wood, fibers, granite, etc..) and stores them at a central NPC, say, a Guild Foreman somewhere in the hall. The island produces a certain amount of each resource per guild member per day, but the longer each member goes without logging in, the less that player's share is produced, so people who only log on once a month don't do anything, while those of us who log in almost daily produce more.
The guild leader can set up a certain percentage of these to be sold off at current market prices at certain times of day, or elect to retain them all in the foreman's storage to be retrieved by members. Any resources sold off via the foreman get split evenly among all guild members as "wages" (so smaller guilds mean everybody gets a larger percentage, while larger guilds mean a smaller percentage of a higher number). This also eases the necessity of farming for certain resources so PvE guild members can upgrade their armors as they go.
Here's where GvG come in. If an invading guild can beat the defending guild, they can choose to "loot the treasury", so to speak, and make off with a percentage of whatever resources were stored there before being sold off.
Here's my ideas for which islands should produce which resources. Amounts produced will vary greatly, and I'm still working on which ratios work best.
Frozen: Granite, Iron, Steel, Rubies
Warrior:Wood, Dust, Cloth, Charcoal
Wizard: Fibers, Dust, Cloth, Spiritwood
Hunter:Fibers, Feathers, Vellum, Parchment
Nomad: Bones, Dust, Granite
Druid: Fibers, Wood, Cloth, Spiritwood
Dead: Bones, Dust, Tiny amount of ectoplasm (one every 4-5 days)
Burning: Iron, Granite, Steel
I feel that this would add an expanded sense of economy and community to the game. It would encourage both trading and raiding between guilds. Most importantly, it would stave off the diablo 2-esque "why bother playing after it's over" malaise I've heard some players express.
I got the idea while playing on Starport: Galactic Empires (Freeware massmog. Low graphics, high content.)
If done correctly, this would add several dimensions of depth to the game.
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This sounds reminiscent of a post before about Guilds farming land, and raiding parties, and hiring worker NPCs, to work your land. It was all very complex, but for the most part, it sounded good.
And to the guy who says the OP's suggestion will make power leveling easier, I'm sure that these monsters won't drop items, or give exp.
I'm also gonna /sign this post, and I hope we can get a bit more customization to our guild halls in the future.
Edit: Yea, I found that thread, and guess who made it. If you guessed Verlas Ho'Esta, then you guessed correctly. And, the thread sounds oddly similiar to this post.
http://www.guildwarsguru.com/forum/s...d.php?t=109284
Last edited by benmanhaha; Jun 20, 2006 at 02:04 AM // 02:04..
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Jun 20, 2006, 03:31 AM // 03:31
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#17
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Academy Page
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Quote:
Originally Posted by benmanhaha
Edit: Yea, I found that thread, and guess who made it. If you guessed Verlas Ho'Esta, then you guessed correctly. And, the thread sounds oddly similiar to this post.
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Well, I have posted several threads on a few forums, my last post here was just a compilations of my other ideas (If it only seems a _little_ similar, let me remind you that copy and paste works in programs other than notepad.), and an affirmation that the OP is on to something good.
On a side note, how the hell did you search? Every time I try to search I get a "this function has been disabled due to server overload," or some such BS message. Seriously, I love this forum, but you guys need a better host or something.
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Jun 20, 2006, 04:54 AM // 04:54
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#18
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Grotto Attendant
Join Date: Jun 2005
Location: The Clouds
Guild: Scars Meadows [SMS]
Profession: Mo/Me
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Id WAAAYYY rather have a prof changer. And why have this option available when u could just go kill the monsters in the actuall PvE game....
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Jun 20, 2006, 05:36 AM // 05:36
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#19
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Banned
Join Date: Jan 2006
Location: Madison, Wisconsin, USA
Guild: [eF]
Profession: Mo/
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the GH should atleast have those dummies of armor like nameless isle does. that would be useful and fun
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Jun 20, 2006, 07:20 AM // 07:20
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#20
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Profession Changer is REALLY needed. So annyoing to have to go to the desert or Senjis to change my secondary. Could use it for pvp characters too so I dont have to completly reroll to change from E/N to E/Me. A pvp Weapons guy would be nice too so i dont have to reroll to add/change weapons. Maybe a pvp armor changer too. And pvp option under the rune trader for pvp runes. and and and just more pvp stuff.
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