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Old 08-13-2007, 04:31 PM  
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Default Re: New guild halls - more than just for noobs

I don't have a real clear picture of what SOE is planning, but from what I can tell Widem's idea > what I think SOEs idea is. A hub zone with all the shit that would make people gather - brokers, gambling goblin, new "special" stuff that folks have been mentioning, etc. I especially like the idea of having goals to work towards that would require huge amounts of involvement so it becomes a long-term project for the server. You could pay more or less money to get more or less convenient instanced "doors" for your particular guild hall.

Inside the guild hall would be what you would expect it to be. With SOEs idea the guild halls are either pointless or make the game feel like a ghost town, while with Widem's idea the guild halls drive the server population together while still giving each guild its little fortress of solitude.
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Old 08-13-2007, 09:12 PM  
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Default Re: New guild halls - more than just for noobs

I saw two style types mentioned, one royal feeling like Qeynos and one gothic architecture like Freeport.

From this I'll move on....Have a live event to have them made room for and be built. The orcs and fight the encroachment of freeport into the commonlands and the gnolls can fight qeynos...Have us work for it or some kinda lore on why the factions of qeynos or freeport are pushing for the guilds to have a seperate outpost...

Have the actual building be in an open instance like an overland zone and the entire area around the building can be traversed so that it gives a feeling of grandure. You(SloE) showed signs of this with Unrest, I feel that if you would have given us access to the back of it and the back of other large castles like mistmoore you could have used the space to do alot more and give a larger feeling of depth....

Ok, now here is another idea that I like alot of people will agree with....

Why not make this INSIDE the castles of both cities?? Open up the castles and high enough level guilds can inhabit diffrent large areas or wings of the castle because they have grown to have such prestiege in their city?(If your thinking this will prevent faction sharing guild halls on PVE then just make the area of the castle instanced and when you click the instance it gives you the option to enter your guild or visit, and when you do you can enter one here or in city of your guild, when you exit it will send you back to the main castle of your home city.

Making something grand scale like that will really add to the depth and fun of the game.

Room Types
------------------
Practice Area- Select from Scout, Mage, Fighter, or Priest mob. Then select con. type. Anything from triple down solo to x2. Having a x3 or x4 is a bit much. (With a x2 have a list of diffrent mob tactics. Example: Mem wipe, AoE types, random teleports, hate list shuffeling, etc etc)

Tradeskill Room- Preferably 2 max of each station type, writ giver and a fuel/supplies seller. Fuel/supplies seller is free, but the stations cost to intially buy for each one. Same room you can have a broker that also allows for you to sell at a large discount or for free to anyone with your guild's tag, along with normal broker abilities.

Meeting room- Sitting areas and a large enough stage to stand infront of(If a real meeting is going on then leaders can just stand infront for the sake of effect, other then RP it won't serve much use for other guilds except maybe a focus of attention...)

Tropy room sounds good, but minature models and heads are kinda creepy....Maybe just have a large crest of mistmoore w/ a particle effect if you clear MMIS, an item that has a small scale effect of the moon blowing up hologram from NTTR, some nature type thing for clearing EH....dunno but something that symbolizes the zone not the mob is a better idea IMO...

You know those mini spires that have two arches that you use to travel from one KoS zone to another?(Has a faded image of a part of the zone your going to in the center) Make those a expensive crafted item(several rares, and transmuted mana from t7) from recipe that drops in vaults of al'erad(spelling?)...

Limit the items that can be placed in your guild hall....Your fucking insane if you really like having pets that move around and get in your way all the time.


To those who think that this will take away from the community then remeber that we can already just get a home really close to a broker and put crafting stations in our homes and craft...

I was really bored when I wrote this..../sigh
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Old 08-15-2007, 05:47 AM  
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Default Re: New guild halls - more than just for noobs

Some thoughts:

First, guild halls should be a place for guild members to meet, and for non guild members to go to should they require the services of a member of the guild. They should not be a place for players to use as a hub to get to other parts of the world. For this reason, giving guild members a call of * spell, and adding bells to either Antonica or Commonlands docks (or EFP/QH maybe) would be as much as guild halls would need for connections.

People need to have a reason to go to their guld hall, and maybe even the guild hall of other guilds, but they also still need to have a reason to use the amenities in the cities. Make sure anything placed in a guild hall does not remove the need for players to be in cities. For this reason, there should be no mender or broker in guild halls, and bankers should be limited to guild bank access, if that.

For reasons to actually be in your guild hall, perhaps a quiet area to play Legands of Norrath, maybe even add a few other mini games that are only playable in guild halls. If your able, attemt to take some of the games from station.com to make this easier, Bejeweled 2, Alchemy Deluxe, Super Collapse II and Dynomite would all be good examples of games that would be able to be made to fit in. On top of that, consider making a few games such as chess, checkers,backgammon, and maybe try and flesh out kings field (if it is not already fleshed out somewhere, i see it as a game similar to Archon). Then, just to top that off, add in a casino room with roulette, blackjack, various forms of poker, slot machines, and pink flamingo's, and allow those of us on non exchange servers to gamble there (this room should allow non guild members to access it, so we can gamble with them).

Guild halls should have an in game function, such as the practise room mentioned here and on the official boards, as well as things like guild notice boards, maybe even a DKP tracker.

Adding in guild halls that offer nothing that can not be accomplished in another manner would be a mistake, a waste of developer time, and a burden on the game that would create more lag. While they will get use either way, I would rather have the developer time that would need to be spent on it assinged to something more productive than an easier means for me to get from Bonemire to Loping Planes, or as yet another place for me to craft.
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Old 08-15-2007, 02:27 PM  
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Default Re: New guild halls - more than just for noobs

One thing I would like to see with guild halls is Guild Broker slots. That way the Officers/Leaders don't have to use their personal slots to sell guild masters. Could be different levels for more slots, and the Leader should be able to set up who has access to putting stuff in / taking plat out.


Also a WTB merchant would be nice. Could set it up with a list of Masters or potions etc. and what you will pay. You would place a plat into it so that transactions would be instant. This should only work from in the guildhall and not over the broker etc.
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Old 08-15-2007, 02:33 PM  
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Default Re: New guild halls - more than just for noobs

I like the idea of guild halls either being out in the open in overland zone or opening up the castle in qeynos etc or both
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Old 08-15-2007, 09:36 PM  
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Default Re: New guild halls - more than just for noobs

Quote:
Originally Posted by Dogmae View Post
One thing I would like to see with guild halls is Guild Broker slots. That way the Officers/Leaders don't have to use their personal slots to sell guild masters. Could be different levels for more slots, and the Leader should be able to set up who has access to putting stuff in / taking plat out.
This. Give the guild entity its own broker spaces. Increase space with levels, and also give it a flag options so that officers can set a special guild price for certain items, that only guild members can buy the item for. So certain things may be sold to the guild for cost, but for non-members (and possibly app ranks), they would pay a higher price.
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Old 08-16-2007, 04:59 PM  
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Default Re: New guild halls - more than just for noobs

  • Automatic access administration to guild members (don't have to add people to the house access list, they are all at least Friends. Officers would be Trustees)
  • Board Rooms (officers only)
  • Private Rooms (a few lockable with soundproof walls)
  • Variety of meeting areas or a meeting area that could be customized greatly (outdoors, cellar-like, )
  • Ability to designate certain rooms as public with all others guild only
  • Vendor where all guild members may sell items in common to the public
  • Vendor where items may only be sold to guild members at prices appropriate to them
  • Ability to purchase a tradeskill type vendor who would sell all the tradeskill stuff
  • A portal for people to come into (not leave from) to help with guild meetings/gatherings
  • a real pool/water feature
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Old 08-17-2007, 02:50 AM  
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Default Re: New guild halls - more than just for noobs

It sounds just silly to put these guild halls out in the boonies or in some ocean floor capsules when there are large swathes of neglected Qeynos and Freeport architecture that are aching to give players an impetus to go and visit them.
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Old 08-17-2007, 01:36 PM  
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Default Re: New guild halls - more than just for noobs

first of all, TROPHY ROOM = AWESOME (even more awesome than CAPS LOCK!) Definitely bigger trophys for firsts, but some tropys for the more casual folks too. Maybe examining a trophy will say if it's a server first or maybe it has a special display case if it's the "original head of wuoshi" (1st kill) as opposed to no display case if it's just a "replica head of wuoshi" (any kill).

now, I didn't read through the first 7 pages, so if this has been said, mah bad:

I would like there to be a very good reason for people to meet at the guild halls on a regular basis. Here is what I propose: Killing a certain mob or completing a certain task within every instance (raid or not), would allow your guild to zone to that instance directly from the "teleport room" in the in guild hall.

For example, if you've killed Wuoshi, you can now zone into EH from your guild hall (or maybe get teleported to right outside) This would only be open to members of the guild of course.

This would accomplish two things:
1. Permanent meetnig place for guildmates to get together regardless of where they are going.
2. More traffic and usefulness for the guild hall. With more people hanging out in guild halls waiting for raids or groupmates, the guild halls would feel much more alive.
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Old 08-17-2007, 01:42 PM  
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Default Re: New guild halls - more than just for noobs

I still love the idea of having a guild hall with the area right around it that everyone uses. like broker and shit.. if the city areas are dead anyway.. this will bring everyone to a central area.

then people can zone into their instanced guild halls too.

like the unrest thing... still think thats the best idea mentioned ever and i will hate everyone if that isn't the way they are released
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