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Old 02-22-2008, 03:25 AM  
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Default Re: Guild Houses

Going on the idea of a "training/danger" room. How about adding an option for you to summon a specific type of encounter (obviously gives no loot) of a mob you or your guild has killed before to test your abilities against it in a controlled environment.

This idea doesn't have to include raid encounters, however in order for someone to spawn a mob it has to have been one they have previously killed before. It could have every creature in the game, and an option system to allow you to scale the mob to your level or to lower it in difficulty so you can test your skills on anything concievable in the game. Allowing for multiple encounters to be summoned too would add an interesting effect too. For instance you want to test your AE spells out and you want to summon 3 or 4 seperate encounters, bam you just summon 3 or 4 lvl 80 zombies for your killing pleasure.

I would like to state that if a mob in this area defeats you, you take no armor damage or debt. Would defeat the purpose of the whole place if either of those happened. This would give players a place to "train" litterly for the PvE world. You could also summons mobs for other people to fight and make a game of it. You could have guild wagers with each other to see if said person can defeat this particular encounter. There are so many possibilities with this, plus it would be a place for ya to get out some frustration maybe (punching bag?). For instance create a mob that doesn't hit back but has like 5 million hit points and you can determine how many it has or something.

Anyway thats my idea.


edit: wanted to add, a room with no pvp restrictions would be HIGHLY sought after, just like the arena in eq1. Being able to go into a room with no pvp immunity or restrictions and just beat the living daylights out of each other at will would be awesome. Could be an actual arena like there was in Freeport in eq1 it was just a hole in the ground pretty much with stands up top (much like kaladim's arena in eq2). if we can't get cross server battlegrounds at least give us an arena worth playing in.
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Old 02-22-2008, 03:28 AM  
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Default Re: Guild Houses

Quote:
Originally Posted by Illuminator View Post
Out in the middle of Buxtehude did you say?
lol

Buxtehude - Wikipedia
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Old 02-28-2008, 10:26 AM  
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Default Re: Guild Houses

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Originally Posted by SageGaspar View Post
I like the ideas of features being unlocked via a guild AA system. It gives more incentive to play your mains after they're capped out as well.
I fully support this. However, the "Guild AA's" (GAA's) should be gained only at max guild level. There will already be an array of basic amenities available as you scale through the guild levels normally.

Once you hit Guild Level 80, all of the status your guild gains goes towards the GAA EXP bar, and each point you get starts unlocking features in a Guild Hall Feature Tree. It can look similar to the KoS tree: one point required in the "top" ability, then 4 or 5 linear trees under that, 5 points max per ability, 3 points required to move down the tree. Only the Guild Leader (purple) rank is able to assign GAA points. Large amounts of plat (500+) would be required as the fee for a respec.

Some ideas for what the trees could look like:

"Travel" tree
Tier 1 ability: "Mount Enhancement."
-Modify current mount speeds by +2/4/6/8/10%.
-Max points in this grants an officer-specified color of particle effect on your mounts. (Changes current particle effects to a guild specific color.)
Tier 2 ability: "Unencumbered."
-Increase run speed buffs (pathfinding, SoW, and run speed totems) of guild members by +2/4/6/8/12%. Each rank also decreases the runspeed penalty for encumbered movement by 10/20/40/60/80%.
-Max points in this grants the following ability to all guild members who are not currently encumbered: "Adventurer's Grace" +2% to all crit, +4% spell haste, +4% melee haste. Buff goes inactive (but persists, like mischief cloak) if player becomes encumbered.
Tier 3 ability:"Portal Room".
-Each points in this adds the ability to spawn different (more) portal locations in the portal room. Officers select from a list which portals should be added as points are assigned. +1/2/4/6/10 portals.
-Max points in this opens a "Runegate" portal in that room, and grants the guild leader a "Runegate" device, allowing them to drop the guild's gate anywhere in the overworld or near the zone in inside an epic instance. This is a persistent and unique gate that allows for one-way travel out of the guild hall. Guild leader must physically close the gate and reopen it elsewhere (automatically closes if epic instance expires).
--And so forth...

I'm sure you can come up with some other great trees... Economic Prowess (modifies broker, guild banking and storage, mail, tradeskill, etc functions)... Combative (unlocks a PvP-enabled-ruleset area of the guild hall, with increasingly diverse options for expansion of rules and room features, also adds stuff like the PVE "practice dummy")... etc.
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Old 02-28-2008, 10:37 AM  
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Default Re: Guild Houses

also, i'd like to add that exiles MOST DEFINITELY should not be excluded from this. these are "guild" halls, not "city faction" halls. exiles can currently buy and maintain housing in Maj'Dul. players on PVE servers would be accessing a neutral Guild Hall location, obviously it couldn't (or shouldn't) be tied to a city.

there is no reason to completely exclude the hardcore raiding (exile) playerbase on PvP servers from this massive feature. they already give up the ability to get PvP gear when they exile, if these are implemented as neutrally located halls but still exclude exiled guilds from having a guild hall with no valid lore or reasoning behind it, you're going to see a lot of angry players on your PvP servers. we made the choice to give up PvP gear and some of the other benefits of the cities, there is absolutely no valid logic as to why a GUILD hall should not be available to exiles. there are no ties with the cities in this whole discussion. it just doesn't make sense.
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Old 02-28-2008, 11:12 AM  
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Default Re: Guild Houses

1. training room were you can spawn a tank, scout, mage or healer. these spawns doesn't give XP and can't kill a player but if you are on 1hp the fight would be over. you can choose how many and wich level they are. if you kill it there will be a msg of how long it took. you can spawn heroic or epic versions.

2. porting room. if you are in a lvl 80 guild you can port to all tiers, if it's lower you can only port to tiers wich are equal to the level of your guild. you can buy a special port NPC (maybe costs 100platin) wich will allow players to port them to a guildmate (port maybe costs 5gold).

3. crafter room where a guild leader can define crafting tasks wich will reward the crafter with xp & status and maybe after a while with a titel.


4. game room with chess and/or card games

5. war room: open pvp

6. show room: a room where you can spawn epic encounters wich your guild has defeated. if you defeat an epic encounter there maybe will be a rare drop in the chest. it's a little statue wich looks like the encounter and can be placed in this room. if you klick it, it will transform into the fully sized epic encounter, just standing there doing nothing special. if you right click it a window will pop up with the complete loot-table. From this window you can choose an item wich will be spawned in your inventory. you can equip this item and see how it looks or affects your charakter. these items are "NO ZONE" so if you zone out the item is gone.

7. guild bank, a room with a broker, mender and banker. the more money is on the guild bank the more this room changes from poor to noble.
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Old 02-28-2008, 11:45 AM  
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Default Re: Guild Houses

All great ideas. Personally though for unrestricted pvp they should just open the city arenas. The areana in the Bazaar in eq1 was always a good place to kill time.

I like the idea of having an area to socialise and play mini games etc. But I also think some element of gambling could be incorporated into this. It'd be fun to, for example, play an EQ2 themed take on chess, chequers, blackjack etc against guildies for plat.
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Old 02-28-2008, 11:56 AM  
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Default Re: Guild Houses

First, please don't get butthurt if I re-use your idea below, credit duly given to blah blah, I'm just trying to summarize and organize a little here for my own benefit... if you don't like it - fuck you.

Will we use these things? If so, will they just take us all out of the primary cities? Seriously we're diluting heavily already with Kelethin and Tim Deep, etc. what are a few more 'bases' for people to operate out of.... maybe this is a prelude to more server mergers by providing more space for people to spread out into.

I certainly wouldn't feel any complusion to run through freeport instead of running back to my guild hall. Like I care if a lvl 7 troll sends me a /tell hey could I borrow 2 gp from you to get started?

For ideas, if the devs do intend to fill 40 rooms, I think they'd fall in some specific categories:

A. Guild Organization
1. An area for larger scale MOTD type postings by guild leader
2. Comment board - 'just wanted to thank Bob for helping me for 3 hours last night on my quests'
3. Player Status boards - "Heading out of town for a week, gonna hit up Fan Faire in Topeka, BABY!!!! I hear that most of the EQ2 players are hawt chicks and I wanna find some that Gaige hasn't had yet... nah, it's not a sausagefest, I'm sure of it!... anyway - back in a week!"
4. Scheduler system - raid schedule, a spot where we can list 'currently you must have these items on raids: Clarity pots, Signets, blah blah' - perhaps even include a sign up sheet for given raids so people can tag they'll make it or not
5. A crafting 'writ writer' - for guild leaders or just for everyone so someone can post up things they'd like made, organized by ts profession. "I could use 40 expert's second sight' and then any ts'er could pick up and fill the order.
6. A 'Raws locker' where people can dump thousands of harvestables of all tiers and can be accessed for withdrawals as the guild leadership designates (500 a day, etc.)
7. A vault for broker boxes (like a bank's safety deposit box) where people can list things for sale but to guildies there's no broker fee (then it's up to the guildie selling to refund the cost to the purchaser if they feel like it)
8. A guild store (this has been mentioned) - but makes sense to sell raid quality/high end stuff in a guild store open to the public.
9. Quests needed location - Hey all, I'm on a quest series in Sebillis, hit me up if you're heading in... may be nice to know who's on what at times - though this would have to be auto-delete in 1-3 days so it wouldn't get dated and useless quick.

B. Guild brag areas:
10. How about simply a progression list on major kills/boss mobs in zones. You were the 84th guild WW to kill Mayong in MMiS - 9th on your server.
11. Guild rankings - your guild currently ranks 11th in deaths ww, #1 on your server
12. Individual rankings - write a little data sniffer that searches all your gear and puts on the best possible fit for specific categories... for you, WW ranking in best possible gear would be #19 for HP for your class, #83 for all classes. On your server you are #3 for your class, #17 for all classes. The current system takes some kind of random snapshot at a moment in time of the gear you are wearing at that moment. We can do better than this - can't be hard to program in a 'look for STA until a person gets to 750 then go for health' and look at their stats with max STA/Health gear on. Hell, even if you just took 'max health' and ignored STA to make it easier you'd have far better than the snapshot system on EQ2players....
13. Trophies are a nice idea, but I'm not sure I want the devs time to be working on a miniature scale lockjaw to post in your trophy room... seems like a waste of time. You'd have to come up with MAJOR trophies only - unless it truly is simple to take a frozen model of a mob, miniature it and let it sit on a stand in a big room of kills. Then, of course it would have to be anyoen who's killed it just not ww firsts. You can't create a room with 1 thing in it or none for many guilds....

C. Moving around
14. Transport rooms - sweet idea. Let guilds buy them (status or plat) to every location in the game.... cities, druid ports, wizard locs, customizable by guild leadership locations, raid zones.... hell charge 10gp every time they are used to. Make it something that can be used but has a cost to it, but having the option would be great.

D. Fun
15. PVP challenge rooms sound kinda fun - training areas, etc.
16. Mock up of fights would be a riot, if this is possible - even if the menu is limited to a half dozen key fights.... and then add more as time allows ongoing.
17. Games - and I don't mean fucking Pokemon tables
18. How about group dressing rooms - what would be more fun than walking into an area and being made 'Queer Eye Leader' for the room and then you get to dress up your guildies.... ok, leave that out - wtf.....
19. Armor coloring stations - DO IT.
20. How about a room for cyber'ing - we could call it "Keigo's Massage Parlor" - special commands work in that room /rl would /emote want to meet in RL? /hub would be /emote is your husband around?
21. And the one thing you simply cannot leave out - their needs to be a guild leader pad - I'm talking fucking disco ball and sunken couches. GDI guild leaders get shit for privileges, we're all egomaniacal bastards and we just want a place to hang out. Can I have a fucking pinball machine in the corner? Could I get a tabletop Ms. Pacman? Is this too much to ask? Can I type /clap to make the lights go on and off? Can I have a music box where I can pick Barry White or JockJams3 ?? Most of all, when I'm forming up raids and just before I step out of my haven and into the chaos of the guild hall to get ported over on our guild window to Chardok.... could I get FUCKING Michael Buffer to yell "LET'S GET REAADDDYYYYY TO RUMBMMMMBBBLLLEEE!!!!!!!!!" ??????

Ty.... I'm tired of typing.
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Old 02-28-2008, 07:45 PM  
Pirate Jones Jr.
 
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Default Re: Guild Houses

From tonights EQ2 dev chat at alla's:

<Tamat> Many people have asked about guild halls - what can you tell us please? Is there an ETA or any other juicy info?
<Lyndro> The art for guildhalls is nearing completion from our soga studio, and we are starting to iron out the laundry list of features. Right now we can’t give you any specific dates on when to expect them, but you can expect them. (And they look awesome... Really)
<Jindrack> SOGA did a fantastic job on them, they are really impressive!
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Old 03-03-2008, 04:19 AM  
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Default Re: Guild Houses

Quote:
Originally Posted by firamas View Post
I fully support this. However, the "Guild AA's" (GAA's) should be gained only at max guild level. There will already be an array of basic amenities available as you scale through the guild levels normally.

Once you hit Guild Level 80, all of the status your guild gains goes towards the GAA EXP bar, and each point you get starts unlocking features in a Guild Hall Feature Tree. It can look similar to the KoS tree: one point required in the "top" ability, then 4 or 5 linear trees under that, 5 points max per ability, 3 points required to move down the tree. Only the Guild Leader (purple) rank is able to assign GAA points. Large amounts of plat (500+) would be required as the fee for a respec.

Some ideas for what the trees could look like:

"Travel" tree
Tier 1 ability: "Mount Enhancement."
-Modify current mount speeds by +2/4/6/8/10%.
-Max points in this grants an officer-specified color of particle effect on your mounts. (Changes current particle effects to a guild specific color.)
Tier 2 ability: "Unencumbered."
-Increase run speed buffs (pathfinding, SoW, and run speed totems) of guild members by +2/4/6/8/12%. Each rank also decreases the runspeed penalty for encumbered movement by 10/20/40/60/80%.
-Max points in this grants the following ability to all guild members who are not currently encumbered: "Adventurer's Grace" +2% to all crit, +4% spell haste, +4% melee haste. Buff goes inactive (but persists, like mischief cloak) if player becomes encumbered.
Tier 3 ability:"Portal Room".
-Each points in this adds the ability to spawn different (more) portal locations in the portal room. Officers select from a list which portals should be added as points are assigned. +1/2/4/6/10 portals.
-Max points in this opens a "Runegate" portal in that room, and grants the guild leader a "Runegate" device, allowing them to drop the guild's gate anywhere in the overworld or near the zone in inside an epic instance. This is a persistent and unique gate that allows for one-way travel out of the guild hall. Guild leader must physically close the gate and reopen it elsewhere (automatically closes if epic instance expires).
--And so forth...

I'm sure you can come up with some other great trees... Economic Prowess (modifies broker, guild banking and storage, mail, tradeskill, etc functions)... Combative (unlocks a PvP-enabled-ruleset area of the guild hall, with increasingly diverse options for expansion of rules and room features, also adds stuff like the PVE "practice dummy")... etc.
This idea is really good. They would be foolish not to enact something like this.
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Old 03-09-2008, 08:26 AM  
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Default Re: Guild Houses

For me personally after walking through the front door guild members should be able to have a dorm style setup for the rooms on both the right and left side ask you walk in 24 rooms perhaps and collectively those members pay guild hall rent above each door would be a bronze statue of that player in an inset in the wall as you continue you would come upon the crafting room + organization room with in game message boards + where recruitment aplications could be seen. Another room should include pieces from certain raid mobs like pawbusters hammer traks heart etc where you could display your guilds accomplishments. Also i really like the idea of a portal item where you could just zip to someone across game. this i sjust what i had in mind.
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