ArenaNet talk:Guild Wars 2 suggestions/Guild Island
Discussion of the 'Guild Island' idea.
- I like this idea, very thorough and well-thought out, ontop of being well-plausible and well-balanced. I also think that instead of having 100 rooms in the guild hall inself, each with its own small customizations, would cause ALOT of upload time. So instead have a NPC that is buyable for the GH, but available in major cities, that transports you between your "house/extra storage room/GW2variantHoM/etc" that is in it's own instanced area, just like GW1 HoM. I agree that some NPC's should and could be bought as GW1 NPC's were, and that others should be obtained by Guild Quest/Mission. Instead of buying the workshop then buying the blacksmith, do a quest to earn the gratitude of some constructors, who will build you a workshop, THEN buy the blacksmith. This way we are not buying twice for one goal, and inturn also make it more interesting. --Elven Chaos 22:28, 6 July 2008 (UTC)
i think its a great idea also. the "build-for-guild" process could limit the number of guilds being made to those only who are dedicated in making a guild. Pve in guild area is also an idea im keen on, maybe these will be used for aqcuiring materials to build the Guild hall.
also, to add to the idea of building GH's, y not have an option for modifying (at a cost or special requirement) the GH. the purpose of modifying would be to gain some sort of advantage in a GvG (more guild hall effect in battle other than just siege attack like in GW1). --122.107.149.30 01:35, 1 August 2008 (UTC)
- Great idea if implementable. I agree with ElvenChaos that rather than rooms the HoM would be much more efficient. Or both a room and a HoM, having an NPC in the GH who can transport you to your room/HoM, and possibly those of guildmates if they allow it. Whether the idea of 'dropping items in your room' is possible I don't know, if a million players have a room with items on the floor permanently, thats a lot of information for the server; a few buyable room decorations on fixed locations may be more implementable.
- For the GH construction, I'd say require quests and probably a fee. Rather than buying a guild hall you'd have to take control of that part of the Island first, giving a simple guild hall as a 'reward' (dunno about the two days waiting). Some more quests could earn you the walls and towers, etc. In all quests you both unlock a building and take control of another part of the island. Though quests can simply be to take control of that section so you can build there, it may also be for instance taking control of a mine needed for the smith, or defending a tree grove from incoming waves for the shipyard, or collecting food supplies for the Stables. That way you on one hand make your hall an achievement (rather than one player buying everything) and also give more logic to the NPC's. --Tenshi Samshel 02:41, 2 August 2008 (UTC)
- Great Idea --The preceding unsigned comment was added by User:Rustyjack (talk).
- Rusty I moved your comment into the appropraite section of the discussion, the media:example.ogg is about the same occurence in the main article, not general discussion. Also, please sign and use :'s for indents. --Elven Chaos 19:39, 3 August 2008 (UTC)
Media:Example.ogg
What is with the "Media:Example.ogg" thing at the top? --Elven Chaos 00:15, 2 August 2008 (UTC)
i like plus add a few explorible areas and add training dummies then we're on to somethin plus it would step on new terrian, somethin that no game has done!--Gen winter 02:39, 11 September 2008 (UTC)