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A little more depth in Guilds' functions?

ezaphielezaphiel Member, Neverwinter Beta Users Posts: 48
edited September 2013 in General Discussion (PC)
Hi, I have joined guilds and set up guilds, both in this game and others. So far, I find that guilds in Neverwinter are at best pockets of players grouping together... not much difference from an exclusive chat-group. The only "glory" or incentive to it is that you can chat with friends through guild channel and have a guild-name hanging over your heads. May I humbly propose, from ideas that I mostly gathered from other games, that:

1) There are more levels in the guild-rank (12, perhaps?)
2) A simple bulletin board to post important announcements (not everyone has website)
3) A [GRADE] given to guilds, perhaps (i learnt that from Lunia) ~ that guilds what have more members, have more daily dungeon runs, more collective levels from members, more daily log-ins etc will gain [Guild experience] which, will level up the guild to [Blue] or [Gold] (reflected in the titles?) such that at a glance, people can tell how active the guild is.
4) The guild can gain credits such that can earn members some temporary boosts, eg. exp gain or gold gain or glory bonuses.
5) Guild has, instead of the bank vault that often serves as a garbage dump, a guild shop that sells exclusive items for members only, and more items are unlocked at higher guild levels.

*The above suggestions, i believe, will also give players more achievements to look forward to, give more meaning to guilds' establishments, rekindle some enthusiasm in many players who are starting to get bored, and in a way, pulls guild members together for a common purpose. After all, how many more Sharandars can be churned out to extend the game?

Do consider my suggestions, thanks :)
Post edited by ezaphiel on

Comments

  • lobo0084lobo0084 Member, Neverwinter Beta Users Posts: 663 Bounty Hunter
    edited September 2013
    Adding some of STO's functionality over would be nice as well. They've got a more robust guild system than a lot of games I've seen.

    Additional ideas to input:

    - A 'Guild Hall' building, where you can visit a common area for your guild. This would act as an entrance door which allows you to choose to enter your guilds hall, or an open hall from another guild (through search). Halls would be able to be set for private. Each hall should include options for a commodities vendor, guild bank, foundry board, and possibly a potions merchant. Expansion concepts include guild-missions, pvp potion and glory vendor, even a possible mail boy and auction merchant.

    - A 'Guild Fortress' building. Much like a Guild Hall, only it allows other guilds to queue into an open pvp environment. Larger area the player must travel to, and includes options such as NPC guards and 'missions' for attacking other guildhalls in your zone. Zones include a Drow Underground Fortress, a floating Pirate Earth Node, a Spellscared Chasm Fortress, and a Gauntlegrym-esque Dwarven Home. Each fortress would become vulnerable four times a day, much like daily events, and failing to protect your fortress for a matter of days would lose you rights to keep it.

    - Guild Production Boosts, that players can donate to which give additional bonuses to guild members during profession tasks.

    - Guild vs. Guild combat. Licensed fights between consenting guilds which make pvp capable of happening for short 60 minute durations even in open-world zones.

    More pvp oriented than the op, but just some suggestions.
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  • ezaphielezaphiel Member, Neverwinter Beta Users Posts: 48
    edited September 2013
    lobo0084 wrote: »
    Adding some of STO's functionality over would be nice as well. They've got a more robust guild system than a lot of games I've seen.

    Additional ideas to input:

    - A 'Guild Hall' building, where you can visit a common area for your guild. This would act as an entrance door which allows you to choose to enter your guilds hall, or an open hall from another guild (through search). Halls would be able to be set for private. Each hall should include options for a commodities vendor, guild bank, foundry board, and possibly a potions merchant. Expansion concepts include guild-missions, pvp potion and glory vendor, even a possible mail boy and auction merchant.

    - A 'Guild Fortress' building. Much like a Guild Hall, only it allows other guilds to queue into an open pvp environment. Larger area the player must travel to, and includes options such as NPC guards and 'missions' for attacking other guildhalls in your zone. Zones include a Drow Underground Fortress, a floating Pirate Earth Node, a Spellscared Chasm Fortress, and a Gauntlegrym-esque Dwarven Home. Each fortress would become vulnerable four times a day, much like daily events, and failing to protect your fortress for a matter of days would lose you rights to keep it.

    - Guild Production Boosts, that players can donate to which give additional bonuses to guild members during profession tasks.

    - Guild vs. Guild combat. Licensed fights between consenting guilds which make pvp capable of happening for short 60 minute durations even in open-world zones.

    More pvp oriented than the op, but just some suggestions.

    That would be awesome! In the game, guild is not really different from friends except for the chat channel. The bank is quite useless.
  • dertinasdertinas Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 1 Arc User
    edited September 2013
    ezaphiel wrote: »
    Hi, I have joined guilds and set up guilds, both in this game and others. So far, I find that guilds in Neverwinter are at best pockets of players grouping together... not much difference from an exclusive chat-group. The only "glory" or incentive to it is that you can chat with friends through guild channel and have a guild-name hanging over your heads. May I humbly propose, from ideas that I mostly gathered from other games, that:

    1) There are more levels in the guild-rank (12, perhaps?)
    2) A simple bulletin board to post important announcements (not everyone has website)
    3) A [GRADE] given to guilds, perhaps (i learnt that from Lunia) ~ that guilds what have more members, have more daily dungeon runs, more collective levels from members, more daily log-ins etc will gain [Guild experience] which, will level up the guild to [Blue] or [Gold] (reflected in the titles?) such that at a glance, people can tell how active the guild is.
    4) The guild can gain credits such that can earn members some temporary boosts, eg. exp gain or gold gain or glory bonuses.
    5) Guild has, instead of the bank vault that often serves as a garbage dump, a guild shop that sells exclusive items for members only, and more items are unlocked at higher guild levels.

    *The above suggestions, i believe, will also give players more achievements to look forward to, give more meaning to guilds' establishments, rekindle some enthusiasm in many players who are starting to get bored, and in a way, pulls guild members together for a common purpose. After all, how many more Sharandars can be churned out to extend the game?

    Do consider my suggestions, thanks :)

    Hi,

    I like to Push point 2)

    A simple board would be nice to inform all members about some news and facts.
  • marcioohmarciooh Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 91
    edited September 2013
    I also like to see a way to put more control in the guild bank. Right now, if you set permission to withdraw items, you can only put a limit on the amount of items they can take out. But they can get items from each tab. I'd like the option where you can put tab 1 for example for rank 3 members, tab 2 for rank 4 members and so on.

    Our guild is used to collect epic drops which are sold by one person on the AH for guild AD, and we also put all of our enchantments/runestones/shards in there we collect and don't need ourselves. We try to put the few as possible on the AH as individual to help out our buddies in the guild.

    The problem is, we make level 4-7 enchantments/runestones, and I simply do not want to see rank 3-4 people for example to be able to take out level 7's. This is also better to give people an incentive and grow their desire to promote in the guild by investing in it. If you allow them first only to take out level 5 stones, than level 6 and later level 7 and up, it works way more stimulating and as officers you got better control over expensive items.

    I like all the other ideas mentioned above as well!
    "Every online game requires more to give than it offers or it's not worth actually playing. Even though we all know this we still decide to play anyway."

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  • therealjaelustherealjaelus Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 50
    edited September 2013
    marciooh wrote: »
    I also like to see a way to put more control in the guild bank. Right now, if you set permission to withdraw items, you can only put a limit on the amount of items they can take out. But they can get items from each tab. I'd like the option where you can put tab 1 for example for rank 3 members, tab 2 for rank 4 members and so on.

    You've always been able to do this. My guild has one tab for deposits (no withdraw permissions on this tab), and then we have a tab for rank 2 withdraws, a tab for rank 3 withdraws, a tab for rank 4 withdraws, and a tab for rank 5 and up (officers). You can set the withdraw limit per day as well as the minimum rank that can access a tab.
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  • ezaphielezaphiel Member, Neverwinter Beta Users Posts: 48
    edited September 2013
    marciooh wrote: »
    I also like to see a way to put more control in the guild bank. Right now, if you set permission to withdraw items, you can only put a limit on the amount of items they can take out. But they can get items from each tab. I'd like the option where you can put tab 1 for example for rank 3 members, tab 2 for rank 4 members and so on.

    Our guild is used to collect epic drops which are sold by one person on the AH for guild AD, and we also put all of our enchantments/runestones/shards in there we collect and don't need ourselves. We try to put the few as possible on the AH as individual to help out our buddies in the guild.

    The problem is, we make level 4-7 enchantments/runestones, and I simply do not want to see rank 3-4 people for example to be able to take out level 7's. This is also better to give people an incentive and grow their desire to promote in the guild by investing in it. If you allow them first only to take out level 5 stones, than level 6 and later level 7 and up, it works way more stimulating and as officers you got better control over expensive items.

    I like all the other ideas mentioned above as well!

    It can sound cynical here, on my part, but 1) what is stopping ppl from withdrawing items to sell of in the auction house?
    2) in the case of runestones, everyone contributes, say, rank 4s.. and to go up to rank 6, you need 64 rank 4s (assuming no bad fuses)... who gets the prize in the end? Will people hold back in their conributions while others enthusiastically give more? 3) We need some watchdog character to monitor transactions closely?

    I would really like to know, for all I see are these possible loopholes and it really deters me from getting a bank for the guild ^^
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