The Guild Advancement System is a feature of Neverwinter allowing guilds to gain guild XP by leveling up different guild holdings, e.g., a Guild Keep and a Guild Hall. The system requires the player to be a member of a guild, which may consist of 1 to 500 players (5 needed to form).
The Guild Keep is located on a small island of the coast of Neverwinter.
Start at Tier 0. There are 5 tiers of upgrades for the Keep itself, as well as focuses on Military, Engineering, Alchemy
Increases in tier unlocks additional functionality and increases size and grandeur (aesthetic improvements) of the Keep, as well as opening special upgrade Guild projects
Non-Guild members can be invited to Keep instance but won’t have all amenities a Guild member would
Upgrades require having a certain number of Guild XP (e.g. must do enough military Guild projects to earn enough military Guild XP in order to upgrade the facilities)
Guild Level is number of upgrades to Keep, and its facilities. This can be between 0-20.
Intended to be a long-term goal, with a hard cap minimum of 7 months to reach a Tier V Keep.
Each upgrade project takes between increasing amount of time:
Tier 1: 20 hours, Tier 2: 4 days, Tier 3: 7 days. Tier 4: 10 days. Tier 5 upgrade projects may take up to 2 weeks.
Guild Projects
List of Keep projects
Assigned by Guild leaders and cannot be cancelled
Guild leaders can assign other Guild ranks to "Manage Guild Holdings". If the Guild leader has not logged in within one month, players in the next highest Guild rank can get promoted to manage Guild projects.
Limited number of projects at any given time. Some restricted to certain times or by tier
3 Keep Projects can be done simultaneously, along with a special project and one upgrade project
Requires resources that individuals contribute (those individuals are rewarded with Guild credits )
Guild Seals , commodities, Professions (of all qualities), coin, Astral Diamonds, resources, expertise, weapons, etc.
Guild Seals can be earned via
During the two-hours Guild Seals Event all these missions reward bonus Guild Seals:
Substitute for commendation XP (Profession system) once that is above 110,000 XP (cap is 150,000 CXP)
-Is available through a vendor at the Guild Keep
Guild Store
Adds new functionality such as limited time buffs, aesthetic improvements, etc
Example: New horses, powerful consumables usable in Guild Keep Challenges, new equipment, new Professions. These utilize Guild Credits and the items from store are for individuals.
Limited number of horses available per Guild project, but these are repeatable.
Guild Keep Challenges
Increasing selection of enemies will attack Keep as its importance increases. No negative consequences upon completion.
Various different enemy types possible, including Orcs, Undead, etc. ...
-Set for specific number of players (5-20)
The Guild Hall is a feature of Neverwinter and is a location on the Neverwinter City map that is unlocked when a player joins a guild. The Guild Hall provides the same amenities as the Guild Keep, including mail and bankers (as well as auction access) and the Herald, and adds additional features due to its location on the newly rebuilt city of Neverwinter.
Guild Hall Locations
The Lobby
The Lobby is the first level of the Guild Hall, and is where players spawn into once entering the Guild Hall. The Lobby contains the Herald, mail, access to the war room via stairwells, a pair of doors to allow access to the City of Neverwinter, and a central stairway to allow access to the rest of the Guild Hall.
Exit to the City of Neverwinter(north)
Herald(center)
Banker (west-center) - requires Tier 3 guild hall
Mail (south-center) - requires Tier 1 guild hall
Auction(east-center) - requires Tier 2 guild hall
Bartender (east, in Tavern Facilities) - requires Tier 3 guild hall
Chef (east, in Tavern Facilities) - requires Tier 3 guild hall
The War Room
The War room is the second level of the Guild Hall - essentially a large circular room.
Guild Hall projects can be accessed through the Guild Hall filter in the Holdings tab of the Guild panel.
The Guild Hall projects are designed to take less time and resources to complete, as opposed to the resource-intensive Guild Keep Projects. Also, instead of the three Neverwinter tracks present in the Guild Keep advancement process, only two tracks (Diplomacy and Recruitment) are present in the Guild Hall advancement process.
Unlocking higher Diplomacy tiers will grant access to specialised weapons and equipment, provide upgrades to the Guild Hall's appearance, while also providing provisionable, Neverwinter themed, rewards. Unlocking higher Recruitment tiers will grant upgrades to the Guild Hall's appearance, as well as provide provisionable rewards such as new companions, updated kits , profession hirelings, and several Profession Assignment slot upgrades.
Yes I am completely serious at approaching this now, rather than letting it go down the line and launching like it is now. For those unfamiliar with the "Cryptic Engine" it does in fact support traditional crafting, which many people are asking for, and although it has been largely replaced in games like STO, the legacy support is still there and many items can still be made in this fashion as long as you have the schematics and materials required, but I will come back to this.
Once a player reaches level 7, the profession system becomes available. Profession hirelings represent the soldiers, gatherers and crafters that are members of the players house. The mechanics of the system are rather similar to those of many collectible card games in that hirelings can be acquired from random booster packs purchasable on the Zen-Store, or gained through the game itself. They can be slotted for bonuses, but not renamed or upgraded.
Players can make use of hirelings in four ways:
A player's house has five slots for hirelings that enhance the player's combat prowess, depending on their class specialization. Hirelings can be sent out on special missions called quests, which can reward experience, Astral Diamonds, gold, temporary buffs, items, more hirelings, and experience toward commendations. These assignments can vary in real-time duration between 1 minute to 3 days.
Hirelings in your house can craft components and will offer assignments – some of these are additional chances to focus your efforts on a specific commendation category. At the Protector's Enclave, a new NPC will allow a player to obtain additional hirelings, and also to turn in five underperforming hirelings, plus a modest amount of Astral Diamonds, for a random hireling of the next highest quality.
Profession user interface
Hirelings have the following characteristics:
Quality
This is indicated by the color of the hireling's name and the border around the portrait, if there is one. Currently, there are hirelings of white, green, blue, and purple quality. Higher quality hirelings have a higher chance to complete assignments successfully, and will provide better assignment rewards than standard quality hirelings.
Rank
Hirelings have various ranks regardless of whether or not they are soldiers, crafters or gatherers. Some assignment slots may require hirelings of a particular rank.
Soldiers: Private, Sergeant, Master Sergeant, Lieutenant, etc.
Crafters: Blacksmith, Journeyman Blacksmith, Master Blacksmith, etc.
Sphere of Interest
Hirelings will be in one of the seven following sheres of interest: Militia, Security, Invention, Influence, Alchemy, Medicine, and Citizen (or Peasant). Some assignment slots require hirelings of a specific sphere, or the chances of the various outcomes may be modified by placing a hireling of a specific sphere in a particular slot.
Specialization
This is the hireling's primary role in the household, such as Master at Arms, Blacksmith, Leatherworker, etc. This defines what effect the hireling has if assigned to a specific role. As with spheres, some assignment slots may require a hireling with a specific specialization, or including a hireling with a given specialization may modify the chances of the different outcomes.
Traits
Hirelings can have one or more traits. These are only important for assignments. Assignment slots indicate which traits will increase or decrease the chance of the possible outcomes of the assignment.
Of course for this to truly work, it would require a housing system. I say system, because it would need to be one in which it would effectively level up, or increase every 10 - 20 levels to give various benefits with each upgrade. It could be that there would be a number of options available at each level which might weight those benefits towards military, crafting, or even a balance etc. with special versions or perhaps more elaborate versions being made available on the Zen-Store. The two would then work in tandem to ensure a complete package as it were, and allow for a maximum player experience and benefit, not to mention satisfaction. Something like this is far more likely to encourage players to invest their real money in packs off the Zen-store than what is currently in place, which is dull and lifeless.
Now for those of you are familiar with STO there will be no doubt where I have borrowed this from, and if you want to see it more in depth for yourself, you can have a look here: clicky because I cannot take the credit for coming up with a system that already exists in another game. I'm simply attempting to show how it could work here. As for more traditional crafting, the system employed by STO on a legacy level, as seen here:clicky could be introduced into Neverwinter I'm sure, in a more fantasy, D&D friendly version that would make it a more enjoyable experience for people.
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skiderikMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 11Arc User
edited May 2013
Would be nice to have that in game. I totally support the above mentioned
Comments
The Guild Hall is a feature of Neverwinter and is a location on the Neverwinter City map that is unlocked when a player joins a guild. The Guild Hall provides the same amenities as the Guild Keep, including mail and bankers (as well as auction access) and the Herald, and adds additional features due to its location on the newly rebuilt city of Neverwinter.
Guild Hall Locations
The Lobby
The Lobby is the first level of the Guild Hall, and is where players spawn into once entering the Guild Hall. The Lobby contains the Herald, mail, access to the war room via stairwells, a pair of doors to allow access to the City of Neverwinter, and a central stairway to allow access to the rest of the Guild Hall.
Exit to the City of Neverwinter(north)
Herald(center)
Banker (west-center) - requires Tier 3 guild hall
Mail (south-center) - requires Tier 1 guild hall
Auction(east-center) - requires Tier 2 guild hall
Bartender (east, in Tavern Facilities) - requires Tier 3 guild hall
Chef (east, in Tavern Facilities) - requires Tier 3 guild hall
The War Room
The War room is the second level of the Guild Hall - essentially a large circular room.
Companion Vendor(southwest) - requires Recruitment Facilities 1
Vendor [armour](southeast)- requires Diplomatic Facilities 1
Professions Vendor(southeast) - requires Recruitment Facilities 1
Vendor [weapons](east)- requires Diplomatic Facilities 1
Tailor / Appearance Transmuter (?)(northeast) - requires project unlocked from Tier 3 guild hall
The Stable
The Stable is the ground level of the Guild Embassy.
"Ride" to Guild Keep(west) - requires project unlocked from Tier 2 guild hall
Requisition Equipment vendor (kits) (southeast) - requires Recruitment Facilities 1
Requisition Consumables vendor [consumables, commodities, etc] (east) - requires Recruitment Facilities 1
Requisition Equipment vendor[misc] (northeast) - requires Diplomatic Facilities 1
Guild Hall Projects & Rewards
Guild Hall projects can be accessed through the Guild Hall filter in the Holdings tab of the Guild panel.
The Guild Hall projects are designed to take less time and resources to complete, as opposed to the resource-intensive Guild Keep Projects. Also, instead of the three Neverwinter tracks present in the Guild Keep advancement process, only two tracks (Diplomacy and Recruitment) are present in the Guild Hall advancement process.
Unlocking higher Diplomacy tiers will grant access to specialised weapons and equipment, provide upgrades to the Guild Hall's appearance, while also providing provisionable, Neverwinter themed, rewards. Unlocking higher Recruitment tiers will grant upgrades to the Guild Hall's appearance, as well as provide provisionable rewards such as new companions, updated kits , profession hirelings, and several Profession Assignment slot upgrades.
Once a player reaches level 7, the profession system becomes available. Profession hirelings represent the soldiers, gatherers and crafters that are members of the players house. The mechanics of the system are rather similar to those of many collectible card games in that hirelings can be acquired from random booster packs purchasable on the Zen-Store, or gained through the game itself. They can be slotted for bonuses, but not renamed or upgraded.
Players can make use of hirelings in four ways:
A player's house has five slots for hirelings that enhance the player's combat prowess, depending on their class specialization. Hirelings can be sent out on special missions called quests, which can reward experience, Astral Diamonds, gold, temporary buffs, items, more hirelings, and experience toward commendations. These assignments can vary in real-time duration between 1 minute to 3 days.
Hirelings in your house can craft components and will offer assignments – some of these are additional chances to focus your efforts on a specific commendation category. At the Protector's Enclave, a new NPC will allow a player to obtain additional hirelings, and also to turn in five underperforming hirelings, plus a modest amount of Astral Diamonds, for a random hireling of the next highest quality.
Profession user interface
Hirelings have the following characteristics:
Quality
This is indicated by the color of the hireling's name and the border around the portrait, if there is one. Currently, there are hirelings of white, green, blue, and purple quality. Higher quality hirelings have a higher chance to complete assignments successfully, and will provide better assignment rewards than standard quality hirelings.
Rank
Hirelings have various ranks regardless of whether or not they are soldiers, crafters or gatherers. Some assignment slots may require hirelings of a particular rank.
Soldiers: Private, Sergeant, Master Sergeant, Lieutenant, etc.
Crafters: Blacksmith, Journeyman Blacksmith, Master Blacksmith, etc.
Sphere of Interest
Hirelings will be in one of the seven following sheres of interest: Militia, Security, Invention, Influence, Alchemy, Medicine, and Citizen (or Peasant). Some assignment slots require hirelings of a specific sphere, or the chances of the various outcomes may be modified by placing a hireling of a specific sphere in a particular slot.
Specialization
This is the hireling's primary role in the household, such as Master at Arms, Blacksmith, Leatherworker, etc. This defines what effect the hireling has if assigned to a specific role. As with spheres, some assignment slots may require a hireling with a specific specialization, or including a hireling with a given specialization may modify the chances of the different outcomes.
Traits
Hirelings can have one or more traits. These are only important for assignments. Assignment slots indicate which traits will increase or decrease the chance of the possible outcomes of the assignment.
Of course for this to truly work, it would require a housing system. I say system, because it would need to be one in which it would effectively level up, or increase every 10 - 20 levels to give various benefits with each upgrade. It could be that there would be a number of options available at each level which might weight those benefits towards military, crafting, or even a balance etc. with special versions or perhaps more elaborate versions being made available on the Zen-Store. The two would then work in tandem to ensure a complete package as it were, and allow for a maximum player experience and benefit, not to mention satisfaction. Something like this is far more likely to encourage players to invest their real money in packs off the Zen-store than what is currently in place, which is dull and lifeless.
Now for those of you are familiar with STO there will be no doubt where I have borrowed this from, and if you want to see it more in depth for yourself, you can have a look here: clicky because I cannot take the credit for coming up with a system that already exists in another game. I'm simply attempting to show how it could work here. As for more traditional crafting, the system employed by STO on a legacy level, as seen here:clicky could be introduced into Neverwinter I'm sure, in a more fantasy, D&D friendly version that would make it a more enjoyable experience for people.
Dorlin: Level 65 GF/2nd Account: Calias/62
Elkysium: Level 65 CW/2nd Account: Krystalyn/62
Artemis: Level 65 TR/2nd Account: Fayne/62
Zantoth: Level 65 DC/2nd Account: Nemea/62
Kryndar: Level 65 HR/2nd Account: Lilith/62
Goreb: Level 65 GWF/2nd Account: Tysha/62
Bamidor: Level 65 OP/2nd Account: Valindra/62
Exactly why it is important to give focused feedback on content and systems, rather than simply just rush to get to 60.