darkstarcrashMember, NW M9 PlaytestPosts: 1,382Arc User
edited January 2015
Cryptic tried guild vs. guild battles based on guild lairs back in City of Heroes/Villains - but they gave up on it after a while, before my guild had amassed the items needed to make your base raidable.
Different themes based on areas in the game, Orcs, Hotenow, Underdark, etc. 1 000 000 AD each.
Ability to build your own theme in the foundry, Founders only.
-Campfire(free)
-Training dummies 1 000 000 AD
-Consumable Merchant including IWD potions 2 000 000 AD
-Mailbox 3 000 000 AD
-Salvage Altar 3 000 000 AD
- 1 PVP Arena Map (based on the theme)where the guild can host another guild in a 10 v 10 match 50 000 000 AD
- Stands for the PVP Arena 10 000 000 AD
- A Pitt that spawns foes 50 000 000 AD
- Foes for the pitt:
lvl 1-10 1 000 000 AD
lvl 11-20 2 000 000 AD
lvl 21-30 3 000 000 AD
lvl 31-40 4 000 000 AD
lvl 41-50 5 000 000 AD
lvl 51-60 6 000 000 AD
lvl 61-70 7 000 000 AD
Ability to recreate the PVP map instance within the guild stronghold - 5,000,000 ad
0
checkmatein3Member, NW M9 PlaytestPosts: 525Arc User
edited January 2015
For Guild Strongholds...
1. Guild ranking based on several factors (not just PvP) and top overall ranked guild on server. Give bonus titles or chevrons appearing in game to identify. This will do away with frivolous guilds somewhat and bolster the in-game mechanism for guild pride.
2. Guild progress (monthly guild goals to achieve certain privileges). For example, do you want an X% reduction for the next month for all purchases in the Wondrous Bazaar, get Y number of Guild Currency by running dungeons, completing quests, doing PvP, etc.
3. Special portal to move to and from maps (has to be earned and maintained).
4. Special blacksmithing/transmuting profession levelled by guild leader/officer to make guild fashion, or maybe even a dye maker to make special dyes.
5. Raiding/Defending Guild with upgrades (through guild currency and status called Guild Honor).
6. Guild rank battles weekly on special map accessible. Points from battling mobs (like during events) or performing tasks (like GG) count toward final guild score. Have event run 30min to 1 hour. Guild with highest score gets special buffs for week.
I figure it will be like STO, requiring investing resources to build up tiers with new purchasable or craftable BIS stuff. Probably to revitalize or enforce some guild play into a mostly solitary mmo.
I figure it will be like STO, requiring investing resources to build up tiers with new purchasable or craftable BIS stuff. Probably to revitalize or enforce some guild play into a mostly solitary mmo.
I did not play STO, would you mind elaborating on this stuff?
Please do NOT incorporate any PVP aspects into the guild stronghold. To do this will turn every guild into a de facto PVP guild, because the guilds who choose not to do this will be viewed as the "weirdo" guilds that nobody wants to join, and will slowly die out in favor of the ones that do participate in the PVP. Please no guild vs. guild raiding or anything like that. Let PVP be a player-level decision and not a guild-level decision.
And besides, we all know what will happen if there ever is some sort of PVP aspect to guild strongholds or guild vs. guild raiding: all of the "high-end" PVP guilds will band together into one single PVP guild or guild alliance and then roflstomp everyone else.
I figure it will be like STO, requiring investing resources to build up tiers with new purchasable or craftable BIS stuff. Probably to revitalize or enforce some guild play into a mostly solitary mmo.
I hope not. The graphics of the guild buildings and all the creativity and little aesthetic details are awesome, but I greatly dislike the implementation of the system. In theory it doesn't sound bad but in the end it's more like work, than actually fun to do. It feels like you're constantly running to make it, either to build the project in time or get the supplies. Maybe my beef is with the pace that its all happening, a bit like when there is maintenance coming in the end of an event and you're trying to make sure you got everything, that kind of feeling, but much more frequent.
For instance, the crafting system of NW is superior to STO imo, so far. Plus that they keep changing stuff in STO and if you didn't have it till they nurfed it it's usually 3-4x harder to get it after the make changes there.
And besides, we all know what will happen if there ever is some sort of PVP aspect to guild strongholds or guild vs. guild raiding: all of the "high-end" PVP guilds will band together into one single PVP guild or guild alliance and then roflstomp everyone else.
The biggest reason why this is a huge problem is because this game is bleeding hardcore players due to the fact that there isn't much incentive for hardcore players to stay. Everything is too casual. You can't even queue as a team in Tiamat. No challenging/rewarding dungeons/raids. Players get BIS artifact equipment through the auction house. Fewer hardcore players means little moves here and there can easily create a superpower.
The biggest reason why this is a huge problem is because this game is bleeding hardcore players due to the fact that there isn't much incentive for hardcore players to stay. Everything is too casual. You can't even queue as a team in Tiamat. No challenging/rewarding dungeons/raids. Players get BIS artifact equipment through the auction house. Fewer hardcore players means little moves here and there can easily create a superpower.
I am not sure what you are even talking about. "High-end" PVPers are superpowers because they bought all of their gear (via one method or another) and very few other players have the resources to keep up with them. That reality wouldn't change regardless of how the BIS gear was acquired.
But back to the topic at hand: There will always be guild imbalances regardless of how the gear was acquired, and we have empirical evidence that the "high-end" PVP guilds tend to ally together rather than fight each other in any organized activity. Since, the instant Mod 6 goes live, we can expect the "high-end" PVP players will achieve BIS status instantly, most likely because they will buy it all instantly, if there is any sort of guild vs. guild fighting, they will just spend the rest of mod 6 just stomping everyone while everyone else struggles to catch up.
I'm kinda curious on how guild vs guild stronghold raids would get spun "in universe".
Heroic Defenders of Neverwinter! Band together with your mighty guild to destroy the strongolds of....um... other heroic defenders of Neverwinter in massive battles to ensure that when next evil threatens our fair city there....um will be less of you to save it... Yeah okay know what just don't think too deeply on it, look at all these shiny things you can get!"
I'm kinda curious on how guild vs guild stronghold raids would get spun "in universe".
Heroic Defenders of Neverwinter! Band together with your mighty guild to destroy the strongolds of....um... other heroic defenders of Neverwinter in massive battles to ensure that when next evil threatens our fair city there....um will be less of you to save it... Yeah okay know what just don't think too deeply on it, look at all these shiny things you can get!"
Yeah it's not even D&D compliant. Not like the PVPers really care about that anyway. (Or most players, for that matter.) But I fear that if Cryptic thinks they can make money off of it, that they will implement it anyway. After all we did get OWPVP...
Also an idea that just popped in my mind...what if you could buy a room (or house within the castle walls if it's a castle) in your Guild stronghold and make that your permanent house? For Astral Diamonds, of course that you'd pay your guild(or get that for free and only pay for unlocks). I suppose both the player and the guild benefits this way(the guilds could use the AD to unlock projects and rooms of their own or even buildings for that matter) and the players wouldn't need to travel much to access both. So you could additionally customise it from there.
That's only an idea if they're not thinking personal housing as well for the moment(which I'd find odd, even if they haven't announced it yet). And player housing unlocks could be related to the Stronghold(e.g. want a bank? open an account in your Guild bank! And additionally for potions and stuff why not the cellar too! Want a a place to keep fashion? Ask them to build you a Wardrobe! Want a protector or a strong companion? Hire{permanently} a guardian from them or accept a mad experiment from their wizzardry section.)
Off-Topic: Or if you don't want to have all these services from your guild, roleplay an outcast and build it in a cave or dessert or something like that. Or if you're roleplaying a rich character, get your own luxurious house in Protector's Enclave, for a hefty price. Or then again they could make a specific town for all player housing that is a point in the map and another point in the map that is your own stronghold. They could actually base the guild-player housing in STO Fleet base for the stronghold and Astral Diamonds mine(That would make it similar to map spots you get for events and the foundry) and use the Romulan Embassy model for player housing(that would make it a common place for all players withing PE).
I think this is going to be like what they have in Forsaken World...
Guild buffs, camp fire for more xp rate and, maybe, slightly better drop rate of certain items. Guild only items and facilities depending on level of the guild. Guild skill nodes. Guild pvp or even pvpve instances.
The problem will be you need to contribute daily either through doing time consuming guild quests or donation of items only available from the zen shop or else you will lose the guild, and if you are not in a high level guild you are doomed.
This is what I "expect", not what I like to see... because as soon as you enter the guild hall, you will hear Sting singing:
The fox is done running
And the beast is at bay
We've run them in circles
By the end of the day
I'm kinda curious on how guild vs guild stronghold raids would get spun "in universe".
Heroic Defenders of Neverwinter! Band together with your mighty guild to destroy the strongolds of....um... other heroic defenders of Neverwinter in massive battles to ensure that when next evil threatens our fair city there....um will be less of you to save it... Yeah okay know what just don't think too deeply on it, look at all these shiny things you can get!"
Ahhh, D&D is very fine with heroes combating among themselves. Here's one:
0
dragoness10Member, NW M9 PlaytestPosts: 780Arc User
I still dont get why someone would waste resources on housing.... i see it as pointless but maybe you can enlighten me on their functions
Anyone else think of how a separate instance of a Guild Stronghold may prove to be less laggy than say a full Protector's Enclave instance?
As for those all hepped up about PvP in guilds lets limit it to "testing builds with guild buddies". We got enough types of PvP already, but testing in Icewind Pass or Dwarven Valley still runs it's own risks of being randomly killed.
You could adapt the "pick a faction" to "Pick side A or B" for testing in a SMALL arena subsection of the Guild Stronghold where build testing has less fears of random interruption. You could also do your own little Guild Tournaments in it.
[ Translation - " all hepped up" - "to be overexcited, or highly emotional in a strong feeling" ]
" I tried to figure out the enigma that was you, and then I realized mastering Wild Magic was easier." - Old Wizard in Waterdeep
"Why is it dragons only use ketchup? I'd like a little wasabi please. Us silvers like a variety of condiments."
"Don't call them foolish mortals. One, they don't learn from it. Two, It just ticks them off." - An Ancient Red Dragon
Please do NOT incorporate any PVP aspects into the guild stronghold. To do this will turn every guild into a de facto PVP guild, because the guilds who choose not to do this will be viewed as the "weirdo" guilds that nobody wants to join, and will slowly die out in favor of the ones that do participate in the PVP. Please no guild vs. guild raiding or anything like that. Let PVP be a player-level decision and not a guild-level decision.
sorry but for how it has been described this whole housing is awful at best.
what would be interesting is including typical gameplay aspects of a typical mmo (pvp/pve).
one couldn't care less to put a sofa here and there and get buffs for "the next 2 hours".
there is "the sims" for that.
Again - Cryptic has already implemented this functionality in Star Trek Online. It will have a very different UI and will likely just be better overall since while there's a lot (like guild house, pvp challenges and private queues) that HAVEN'T made it into NW yet, everything that is similiar or otherwise based on the same concept if not codebase is executed better in Neverwinter (not to say the STO devs are worse, but they're creating the prototypes, NW devs have had the opportunity to refine the path forged by STO devs so they've had an easier time of it that way).
So. If I had to guess, the principle will be much the same where everyone in the guild can contribute to projects that enhance the guild stronghold (I don't like the term stronghold btw, why use that term when everyone is comfortable with Guildhouse??). Each project will have various requirements (10K AD + 50 Heal Kits + 100gp + 4 Mercenaries) and once full kick off and run for some period of time (24 hours... 36 hours, depends on the project). In STO, they made it so it would take something like 8 months or so to max the Fleet Base out assuming that the guild was able to fill each project the instant it came available... I wouldn't expect this to be much different.
Each member gets credits based on a calculated value of each object that they can spend on items in the guild vendors. Typically in STO, fleets base promotions on the contribution level of members - something that works well and I'm looking forward to being able to do in my guilds. Credits earned are not lost while leaving a guild. Everyone in the guild can see everyone else's contribution level.
There are periodic pure cosmetic projects you can run (they are timed, use or lose projects) along with ongoing resupply projects (that serve both to supply guild vendors with goods to keep them from being empty AND to give members something to contribute to and there are upgrade projects that you can run once you've hit certain thresholds.
In terms of content, I surmise there will be Defend the Stronghold events that will pop up, and perhaps other guild-only type events. I hope they manage to do more on the content side than STO has been able to, but that remains to be seen.
Here's what most likely will NOT happen: You will not be able to design your own guild stronghold in the foundry and have that ported over. I guess with technology anything's possible and I of course could be wrong here, but from what I know, this is simply not an option and will probably never be an option. If they can't give us the ability to create actual Boss creatures in our foundries what makes you think we could create custom guild strongholds with it? I think, if nothing else, the performance would be very bad... still, I agree it would be VERY cool - though deciding WHO gets to be the one to design it is a question - there's no collaboration in the foundry after all.
The idea is simple one really, allow players to create their own little villages/hideout/home where they can customize their area very similar to foundry editor. Also have quests and achievements that unlocks more decor but more importantly increases the size of their area. Possibly add defensive npc components to the system which could lead to pvp raids and maybe even massive guild wars.
anyhow just an idea.....
0
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited March 2015
Some sort of housing option, probably guild-related, is in the works for post-Module 6
"Meanwhile in the moderator's lounge..."
0
bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited March 2015
They have hideouts in CO. While I really like them, the problem, IMO, is how to properly monetize them, and how to make them tie into the game in some way.
Personally, I think the best option would be to add personal/account bank, guild bank, mail, and a way of going to any zone, into each home that we are given. Further, perhaps they could add a series of quick quests, (maybe 1/day, scaled to your level), that can reward you with refining stones. That should make it desirable as a functional upgrade to your account.
Little touches, like being able to have your idle companions sitting around in the house, or having a small stable with some of your mounts standing around, would be very cool, too.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
I second this idea, but I must refer that this is a very long shot (extra achivements and quests).
I think it would be very LUCRATIVE for PWE/Cryptic..to implement personal and guild housing. This would open a door for the furniture...special decorations...so much money will come from people who like to customize. Even I would spend some euros on that.
Guild housing...would open the doors...for guild castles....and later for guild castle sieges .. guild vs guild fights.
I only see profit here. Maybe I need to write a personal message to the Pandaman, he might help us somehow.
I am not sure if our ideas reach the suitmen from the MODS (they simply might lack the "acess" to those people...not their fault).
One thing is certain...these ideas are a goldmine...for both the PWE/Cryptic and the NWO gaming community.
I really really want personal player housing. The foundry tools already give us at least a basic set of what's needed to make them, so adding it in wouldn't take too much dev time I would think.
I dunno, I just want a house I can call home. Something like Everquest 2's housing would work for me too.
In EQ2 you are able to "rent" various different locations with in game gold for a week at a time. You can backlog your rent for as long as you can afford (in effect making it indefinitely yours) and the only downside to letting your rent expire is that you can't access it again until you pay more rent (no back rent is due for time missed and you don't lose your stuff).
[SIGPIC][/SIGPIC]
... Tired of running dungeons with exploiters and cheaters? Join the legit channel by visiting http://goo.gl/1zfnTS to apply!
Performing ritual pony sacrifices to Tiamat to earn favor with the RNG Gods since 2014.
...
Comments
Ability to build your own theme in the foundry, Founders only.
-Campfire(free)
-Training dummies 1 000 000 AD
-Consumable Merchant including IWD potions 2 000 000 AD
-Mailbox 3 000 000 AD
-Salvage Altar 3 000 000 AD
- 1 PVP Arena Map (based on the theme)where the guild can host another guild in a 10 v 10 match 50 000 000 AD
- Stands for the PVP Arena 10 000 000 AD
- A Pitt that spawns foes 50 000 000 AD
- Foes for the pitt:
lvl 1-10 1 000 000 AD
lvl 11-20 2 000 000 AD
lvl 21-30 3 000 000 AD
lvl 31-40 4 000 000 AD
lvl 41-50 5 000 000 AD
lvl 51-60 6 000 000 AD
lvl 61-70 7 000 000 AD
1. Guild ranking based on several factors (not just PvP) and top overall ranked guild on server. Give bonus titles or chevrons appearing in game to identify. This will do away with frivolous guilds somewhat and bolster the in-game mechanism for guild pride.
2. Guild progress (monthly guild goals to achieve certain privileges). For example, do you want an X% reduction for the next month for all purchases in the Wondrous Bazaar, get Y number of Guild Currency by running dungeons, completing quests, doing PvP, etc.
3. Special portal to move to and from maps (has to be earned and maintained).
4. Special blacksmithing/transmuting profession levelled by guild leader/officer to make guild fashion, or maybe even a dye maker to make special dyes.
5. Raiding/Defending Guild with upgrades (through guild currency and status called Guild Honor).
6. Guild rank battles weekly on special map accessible. Points from battling mobs (like during events) or performing tasks (like GG) count toward final guild score. Have event run 30min to 1 hour. Guild with highest score gets special buffs for week.
Guild--And the Imaginary Friends
I did not play STO, would you mind elaborating on this stuff?
I hope not. The graphics of the guild buildings and all the creativity and little aesthetic details are awesome, but I greatly dislike the implementation of the system. In theory it doesn't sound bad but in the end it's more like work, than actually fun to do. It feels like you're constantly running to make it, either to build the project in time or get the supplies. Maybe my beef is with the pace that its all happening, a bit like when there is maintenance coming in the end of an event and you're trying to make sure you got everything, that kind of feeling, but much more frequent.
For instance, the crafting system of NW is superior to STO imo, so far. Plus that they keep changing stuff in STO and if you didn't have it till they nurfed it it's usually 3-4x harder to get it after the make changes there.
Not necessarily true.
They could incorporate PVP-related guild activities for PVP buffs and PVE-related guild activities for PVE buffs.
The biggest reason why this is a huge problem is because this game is bleeding hardcore players due to the fact that there isn't much incentive for hardcore players to stay. Everything is too casual. You can't even queue as a team in Tiamat. No challenging/rewarding dungeons/raids. Players get BIS artifact equipment through the auction house. Fewer hardcore players means little moves here and there can easily create a superpower.
I am not sure what you are even talking about. "High-end" PVPers are superpowers because they bought all of their gear (via one method or another) and very few other players have the resources to keep up with them. That reality wouldn't change regardless of how the BIS gear was acquired.
But back to the topic at hand: There will always be guild imbalances regardless of how the gear was acquired, and we have empirical evidence that the "high-end" PVP guilds tend to ally together rather than fight each other in any organized activity. Since, the instant Mod 6 goes live, we can expect the "high-end" PVP players will achieve BIS status instantly, most likely because they will buy it all instantly, if there is any sort of guild vs. guild fighting, they will just spend the rest of mod 6 just stomping everyone while everyone else struggles to catch up.
Yeah it's not even D&D compliant. Not like the PVPers really care about that anyway. (Or most players, for that matter.) But I fear that if Cryptic thinks they can make money off of it, that they will implement it anyway. After all we did get OWPVP...
That's only an idea if they're not thinking personal housing as well for the moment(which I'd find odd, even if they haven't announced it yet). And player housing unlocks could be related to the Stronghold(e.g. want a bank? open an account in your Guild bank! And additionally for potions and stuff why not the cellar too! Want a a place to keep fashion? Ask them to build you a Wardrobe! Want a protector or a strong companion? Hire{permanently} a guardian from them or accept a mad experiment from their wizzardry section.)
Off-Topic: Or if you don't want to have all these services from your guild, roleplay an outcast and build it in a cave or dessert or something like that. Or if you're roleplaying a rich character, get your own luxurious house in Protector's Enclave, for a hefty price. Or then again they could make a specific town for all player housing that is a point in the map and another point in the map that is your own stronghold. They could actually base the guild-player housing in STO Fleet base for the stronghold and Astral Diamonds mine(That would make it similar to map spots you get for events and the foundry) and use the Romulan Embassy model for player housing(that would make it a common place for all players withing PE).
Guild buffs, camp fire for more xp rate and, maybe, slightly better drop rate of certain items. Guild only items and facilities depending on level of the guild. Guild skill nodes. Guild pvp or even pvpve instances.
The problem will be you need to contribute daily either through doing time consuming guild quests or donation of items only available from the zen shop or else you will lose the guild, and if you are not in a high level guild you are doomed.
This is what I "expect", not what I like to see... because as soon as you enter the guild hall, you will hear Sting singing:
The fox is done running
And the beast is at bay
We've run them in circles
By the end of the day
Have fun!
Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
Ahhh, D&D is very fine with heroes combating among themselves. Here's one:
Anyone else think of how a separate instance of a Guild Stronghold may prove to be less laggy than say a full Protector's Enclave instance?
As for those all hepped up about PvP in guilds lets limit it to "testing builds with guild buddies". We got enough types of PvP already, but testing in Icewind Pass or Dwarven Valley still runs it's own risks of being randomly killed.
You could adapt the "pick a faction" to "Pick side A or B" for testing in a SMALL arena subsection of the Guild Stronghold where build testing has less fears of random interruption. You could also do your own little Guild Tournaments in it.
[ Translation - " all hepped up" - "to be overexcited, or highly emotional in a strong feeling" ]
"Why is it dragons only use ketchup? I'd like a little wasabi please. Us silvers like a variety of condiments."
"Don't call them foolish mortals. One, they don't learn from it. Two, It just ticks them off." - An Ancient Red Dragon
No because I haven't lagged there since maybe the second week of open beta and don't understand what people are talking about with PE being laggy.
sorry but for how it has been described this whole housing is awful at best.
what would be interesting is including typical gameplay aspects of a typical mmo (pvp/pve).
one couldn't care less to put a sofa here and there and get buffs for "the next 2 hours".
there is "the sims" for that.
So. If I had to guess, the principle will be much the same where everyone in the guild can contribute to projects that enhance the guild stronghold (I don't like the term stronghold btw, why use that term when everyone is comfortable with Guildhouse??). Each project will have various requirements (10K AD + 50 Heal Kits + 100gp + 4 Mercenaries) and once full kick off and run for some period of time (24 hours... 36 hours, depends on the project). In STO, they made it so it would take something like 8 months or so to max the Fleet Base out assuming that the guild was able to fill each project the instant it came available... I wouldn't expect this to be much different.
Each member gets credits based on a calculated value of each object that they can spend on items in the guild vendors. Typically in STO, fleets base promotions on the contribution level of members - something that works well and I'm looking forward to being able to do in my guilds. Credits earned are not lost while leaving a guild. Everyone in the guild can see everyone else's contribution level.
There are periodic pure cosmetic projects you can run (they are timed, use or lose projects) along with ongoing resupply projects (that serve both to supply guild vendors with goods to keep them from being empty AND to give members something to contribute to and there are upgrade projects that you can run once you've hit certain thresholds.
In terms of content, I surmise there will be Defend the Stronghold events that will pop up, and perhaps other guild-only type events. I hope they manage to do more on the content side than STO has been able to, but that remains to be seen.
Here's what most likely will NOT happen: You will not be able to design your own guild stronghold in the foundry and have that ported over. I guess with technology anything's possible and I of course could be wrong here, but from what I know, this is simply not an option and will probably never be an option. If they can't give us the ability to create actual Boss creatures in our foundries what makes you think we could create custom guild strongholds with it? I think, if nothing else, the performance would be very bad... still, I agree it would be VERY cool - though deciding WHO gets to be the one to design it is a question - there's no collaboration in the foundry after all.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
anyhow just an idea.....
Personally, I think the best option would be to add personal/account bank, guild bank, mail, and a way of going to any zone, into each home that we are given. Further, perhaps they could add a series of quick quests, (maybe 1/day, scaled to your level), that can reward you with refining stones. That should make it desirable as a functional upgrade to your account.
Little touches, like being able to have your idle companions sitting around in the house, or having a small stable with some of your mounts standing around, would be very cool, too.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Bwahahahahahahahahahahahahahaha. Or maybe right after module 7. :rolleyes:
Encounter Matrix | Advanced Foundry Topics
I think it would be very LUCRATIVE for PWE/Cryptic..to implement personal and guild housing. This would open a door for the furniture...special decorations...so much money will come from people who like to customize. Even I would spend some euros on that.
Guild housing...would open the doors...for guild castles....and later for guild castle sieges .. guild vs guild fights.
I only see profit here. Maybe I need to write a personal message to the Pandaman, he might help us somehow.
I am not sure if our ideas reach the suitmen from the MODS (they simply might lack the "acess" to those people...not their fault).
One thing is certain...these ideas are a goldmine...for both the PWE/Cryptic and the NWO gaming community.
Have fun all,
Almondum.
I dunno, I just want a house I can call home. Something like Everquest 2's housing would work for me too.
In EQ2 you are able to "rent" various different locations with in game gold for a week at a time. You can backlog your rent for as long as you can afford (in effect making it indefinitely yours) and the only downside to letting your rent expire is that you can't access it again until you pay more rent (no back rent is due for time missed and you don't lose your stuff).
...
Tired of running dungeons with exploiters and cheaters? Join the legit channel by visiting http://goo.gl/1zfnTS to apply!
Performing ritual pony sacrifices to Tiamat to earn favor with the RNG Gods since 2014.
...