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02-18-2008, 01:31 PM
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Character: Devastatin
Guild: Revelations
Server: Unrest
Posts: 1,453
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Re: Guild Houses
Quote:
Originally Posted by gm9
I love the PVP on PVE idea, but would prefer to have an outdoor area or the whole building for that. The Danger Room idea basically = Arena + cross-realm PVP, I don't see this related to guild halls.
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Shh, don't ruin my dream... /cry
LOL!
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02-18-2008, 01:31 PM
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Lil Newbie
Character: Darkharte
Guild: Holy Might
Server: Butcherblock
Posts: 8
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Re: Guild Houses
A 'practice' room with various targets of different hitpoints and maybe resists that you could use as a more controlled manner to tweak your spell cast cycle for max dps. A built in timer to show you how long it took to destroy the target would be nice, but not needed and truthfully not something I would expect them to add.
I know that real world (can you say 'real world' about an MMO?) situations would vary with AoEs killing pets and whatnot, and that you can certainly do this type of comparison using mobs... but it would be nice to just have a completely repeatable target you could unload into purely to see how fast you could burn it down.
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02-18-2008, 01:34 PM
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Administrator
Character: Bish Please
Guild: Onyx
Server: Nagafen
Posts: 8,809
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Re: Guild Houses
I wish they would have saved the "dressing room" for guild houses.
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"Bottom line: we're not all being honest with ourselves here." Become, Kraken forums
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02-18-2008, 01:40 PM
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Obsidian
Character: Odii
Guild: Survivors
Server: Guk
Posts: 164
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Re: Guild Houses
This is something i would really like.
We currently use a guild officer to assign adornment components to our crafters (We provide adornments for dkp'd loot)
To do this the officer sends the person a mail, and puts the items in the guild bank, the person takes them out and puts the adorn back in the bank.
How about you have a crafting area and you can assign assignments.
The guild officer would go to the assignment table, scroll to the person he wanted to make the item. select the item, Selects who is due to recieve the item.and click "assign". Either he could place the items in the assignment or assign a Guildbank # that the items automatically get pulled from.
The person gets a pop up on their bar (Like when you have outstanding mail) and it says 1 assignment requiring your attention or something like that.
For non-guildies, you could have something where outside people can come in, and based on a pre-setup "Price List" people can commision items without having to be in person...
I show up, go to LFG's house and i want a uber +1 sword... LFG's price board says
"Uber +1 Sword 10pp plus rare component, other stuff i provide... turn around 48 hours"
Person goes in, places an order, LFG gets a pop up on his window that says "1 Assignment requiring attention"
When LFG has completed the craft, it automatically mails the item to the person.
Just tossin out ideas.
Guild halls have such potential... if they ever get put in.
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Odii
Officer of Survivors
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02-18-2008, 01:48 PM
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King of the Pinksock
Character: Halroth
Guild: Dissolution
Server: Nektulos
Posts: 426
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Re: Guild Houses
They should definitely have to be created by the guild crafters as well. Level of guild should open up new options every tier and room amounts and size. As far as the Danger room idea, I like the concept but think it should just be in game anyways not just in guild halls. Give folks more to do and lots more shit to talk. Would be sweet to pvp cross server in special instances, these instances should be a new concept thou and not shitty like the arenas.
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Come down on your own
And leave your money at home
Somebody must change
You are the reason
I've been waiting all these years
Somebody holds the key
I'm near the end, and I just ain't got the time
Oh, and I'm wasted, and I can't find my way home
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02-18-2008, 02:01 PM
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endless waltz
Character: Madcap
Guild: T7M
Server: Mistmoore
Posts: 2,307
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Re: Guild Houses
i second the training room.
even if it's just a bunch of training walls like the one in KJ at the tabernacle of pain.
could be fun to have a war room to plan encounter strategies. have loadable zone maps and placeable icons or objects to allow raid leaders to plan strategy. probably mostly fluff, but it would be interesting to play around with. could be useful for teaching encounters to new members too.
of course they'd have to be player housing style halls to allow people to decorate however they want.
allow players to use their call bind to their guild hall.
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Last edited by kyros : 02-18-2008 at 02:03 PM.
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02-18-2008, 02:03 PM
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Froak Juice
Character: Hael
Posts: 214
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Re: Guild Houses
I think it is time to bring in some MA content and have a "Babes of Norrath" dance studio in the basement TBH, complete with bar and pole.
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02-18-2008, 02:06 PM
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Internet Slut
Character: Lacuna
Guild: Paragon
Server: Everfrost
Posts: 370
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Re: Guild Houses
as you enter there it should be a gran entrance hall, on the right and left sides of the hall should be an area for trophy cases and mounted heads of end game bosses the guild has killed. The guilds should haveto flag themselves as either raid or heroic and can then squire trophys/ heads accordingly. These should have 3 diffrent pqrtical effects. One for a ww first, one for server first and one for killing it. As you move down the hall there should be rooms on the right and left, one of them a grand dining hall with table chairs that can serve as meeting room/dining hall the other room a game room with parlor gams like darts, poker, chess and other social games with a bar. Past those two rooms a stair case leading down to a room being a dojo/training room, where you can either pvp or have the ability to spawn encounters to practice on kind of like the holo deck in star trek or the x men danger room. On the other side of the stairs that go down a spiral stair case leading up. On the top level there should be a common room and then bedrooms on the right and left that the guild can use to port to there current houses or just bedrooms that guild memebers can use as personal living spaces. As you move down the main hall there are two more rooms one leads to a crafter room, with all tables, merchant and broker.
The other room teleporter guild buliten board and guild information center.
Guilds should have a broker that they can use to buy and sell, the guild should be able to sell out of the guild bank vault with money going directly to the guild bank and a flat 20% vendor cost.
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02-18-2008, 02:08 PM
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Cuddle Monster ^^^ X2
Character: Pogralien
Guild: Sanctus Immortalis
Server: Nektulos
Posts: 12
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Re: Guild Houses
Progression Items - A trophy room of sorts where certain mobs dropped items that could be placed in your Guild Hall. A fireplace with an epic x4 dragon head (reduced to scale with house) or maybe just a fang/claw on the mantle would be a nice touch. A symbolic item or two for each expansion/adventure pack could be a nice touch for a guild hall trophy room.
Teleport Room - PoP all over again, but then again I liked being able to fast travel through the world. I would be game for a druid bot in a Guild Hall courtyard with a mini druid ring or a counterpart spire bot with a Nexus type room.
Practice Room - The idea of a training target to test combat skills against is interesting. It might be beneficial to have a way to test certain group combinations as well. This feature could be very helpful to many solo/group/raid toons attempting to max gear and skills, especially if the target mob could be adjusted as far as base stats and level goes.
Crafting Rooms - I would love to see crafting rooms in the Guild Halls. Storage bins could be placed around the room to be used as containers for extra raw materials. I've always wished there were more storage items to help with exchanging materials with guildmates. I end up mailing more than I should or loading up the guild bank. It would be nice if Guild Halls provided members with easy exchange methods like harvest bins or collectable containers where you could store collectable items for others to use if they needed them. Include those new dumbies to display gear your crafters are making so that guildies can make orders based on what they see.
BAR - Why not give us a place to buy drinks, socialize, and role play. Guild meetings could be a lot more fun, and SOE could even put a merchant behind the bar to sell stock drinks or fun snacks.
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02-18-2008, 02:23 PM
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n00b
Character: Usho
Guild: Gods of Greyhawk
Server: Runnyeye
Posts: 63
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Re: Guild Houses
How about a room where you can re-vist sweet kills? I see this happening like this:
Raid/Group gets together to kill [Insert Uber Named here].
Once [Insert Uber Named here] is dead, guild officer can select option from menu to "Save encounter to guild hall".
Back in guild hall, you can choose to view that encounter again, from any angle, scrolling left/right, up/down etc.
Would be a great training tool too i guess.
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