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Old Jun 19, 2005, 10:27 PM // 22:27   #1
CAT
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Join Date: May 2005
Location: KOREA
Guild: Slash Rank[DeeR]
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Here are some of the suggestions I think should be implimented, dont say "already a post about this" but many of these are from other posts that I'm keeping to 1 thread.

First, again my idea of guild halls
Quote:
My guild was saving gold for a while to purchase a hall, and when we got it i was severly dissapointed. The halls are a bunch of nothing, there is nothing to do at all. The sole purpose of a guild hall is to do guild vrs guild battles, and I dont think you should have to pay 75p+ just for that.

Guild halls are empty because there is nothing to do, I think they should expand the idea of guild halls a tremendous amount. The game is "Guild Wars", and guilds are nothing but clans that have capes. Here are a few of my suggestions for guild halls.

1. Have the hall you purchased start out very small, and you use large amounts of steel, iron, cloth, wood, ect and you can build sections depending on what you want. That way sigils would be a lot cheaper and lower guilds could battle but the "elite" guilds would have cool halls.

2. There should be some sort of time passing game or small little activity that the guild hall should have. Probably something like checkers or chess that they would have back then.

3. There should be challenged that characters can complete for fun, maybe if they complete all of them they get some sort of badge or item or small amount of gold . A few ideas I had were
--A race, racing another monster or going through a track.
--Trying to inflict as much damage as you can on a monster for a period of time.
--Maybe each character would have a seperate challenge, rangers shoot off a rampart and try to hit oncoming enemies, monks try to heal a NPC while enemies bombard them, warriors try to take on as many enemies as they can.

4. Guilds should have NPCS, merchants skill traders storage ect, that would make it easier if your staying there.

5. There definately should be some area where Guild members can fight eachother. They can 2v2 or 8v8 fight henchmen ect, also you could have 1v1's that would make recruiting new members more accurate.

Those are some of the ideas I had, I know some of them cant work out and my point isnt to have the activities critiqued but i wanted to get the point across the guild halls need to be better.
Lots of Ideas:
1. Henchmen should work similar to ghostly hero, player clicks on them and they follow them, and they can click again to not follow. That way either a person can solo w/ hench (keep them from following) or multiple team groups could use henchies better (ex. group short a monk, the other monk would have Alesia follow so she isnt up front)

2. Guild Capes Toggleable

3. People unguilded should be able to purchase capes for themselves and still not be in a guild. Or maybe switch between guild cape, personal cape, or no cape.

4. Kick function. Obviously a must, and there are many ways of doing it (conformation screen, ect)

5. Tombs should just have a list you can apply. It should be different from normal parties, there should be a create group and join group. Join puts your name, char classes, rank, fame, and short descript in a list with other people. Then people that chose create group can pick between them.

6. Different rank emotes for every rank (or just diff emotes, ex. one for 3+, one for 5+, one for 10+) gradually getting "cooler"

7. Monsters should never give ZERO exp, cap it at like 5% or something, but never ZERO. Killing things should never be useless.

8. Close the gaps for rushing. Ascalon-Borlis, Lions - Sanctum Cay, Borlis - Droknars. If you can nerf farming spots then you can block gaps.

9. In pvp, along with the template builds have your own section of builds that you can create and save, that time if your deleting chars (3 for pve 1 for pvp) you can just use YOUR template. Maybe have uploadable templates or make it so you could share templates, for friends or guilds or just to make templates more new instead of the same ones.

10. If the guild menu tells when the person was last logged on, the friends list should too.

11. More customization of capes. Enough said

12. Secondary class changing should give 10 skill points or something, i changed my w/n to be a cc w/mo. Now i have no skill pts (grinded my ass off to get the few i needed). If you dont like the 10 skill pt idea, my point was so you could get more skills after you switch, not just free skill pts. Maybe you start with certain ones? or something...

13. Open up the idea of a ranger pet trainer. Maybe more pts in beast mastery lets you tame more pets, or maybe you could be able to equip multiple charm pet skills and have a beastmaster ranger, rangers are completely linear in pve. You use a bow, maybe a pet, some skills.

14. Don't get me started on storage needing to be bigger. 4 chars makes it so we cant make "mules" so atleast let us store more in storage.

15. "dye" your weapons and/or clothes with your guild emblem.

Comments?

Last edited by CAT; Jun 19, 2005 at 10:32 PM // 22:32..
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Old Jun 19, 2005, 10:32 PM // 22:32   #2
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4. most people have totally disagreed with, and I personally think its a bad idea.

5. then people wouldn't want to play with people with no fame or rank. I think it is fine as it is.

8. The rushing areas are supposed to be big because they don't want you to easily get from borlis to Droknars, because then players get mad that there are lvl 10s trying to party with them in thunderhead keep like is happening with me now. There shouldn't be rushing areas, they just allow low lvl people to be in places they dont belong in.

Last edited by Anarchist_Monk; Jun 19, 2005 at 10:35 PM // 22:35..
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Old Jun 19, 2005, 10:34 PM // 22:34   #3
CAT
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Join Date: May 2005
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4. I dont understand how anyone would disagree with kick, could you give me a reason maybe.

8. Sorry maybe i worded it wrong, by "close" i ment to remove the warp areas so you could not travel, you should not be able to rush.
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