Guild Hall NPC's & Mods

stevedallas

Frost Gate Guardian

Join Date: Dec 2006

NY

The Ebon Vanguard

W/

Heya

Unfortunately, we completed purchasing all of my guild hall NPC's about 10 months ago and, since then, no new ones have been made available. Building up the gold reserve to purchase the NPC's was always a real hoot for the guild and, as the alliance grew, it became a great community activity! Could the following be added to the guild hall npc list:

- Guild Emblemer
- Sunspear Reward guy
- Festival Hat guy
- Tamer
- Guards that wander around
- Henchmen - each one from each chapter addable individually and used exclusively from scrimmages
- Storage Upgrade NPC
- Kurzick Allegiance NPC
- Luxon Allegiance NPC
- Kurzick Faction guy - you trade faction for amber NPC
- Luxon faction guy - luxon version of the kurzick amber guy

We'd like to see NPC's that wander around a bit. My alliance feels that it would add a living element currently missing from guild halls. And we also feel strongly about hall guards, it stands to reason that a guild would hire mercenaries for securing the hall.

Guild Hall Mods we'd like to see:

my guild has the frozen isle hall. About where you zone in, you see a reddish looking tabbard hanging from some posts. Could those be changed to reflect the guild cape?

Thanks!
- Guild Hall NPC - for changing the guild hall

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Want to know which one would be really, really cool?

An artisan with all the craftable materials of all other artisans, or maybe two of them so you have to pay 200k to get them all.

Sophitia Leafblade

Sophitia Leafblade

Desert Nomad

Join Date: Nov 2005

Dragon Slayer Guild [DSG]

R/

Quote:
Originally Posted by stevedallas
- Guild Emblemer
- Festival Hat guy
- Tamer
- Guards that wander around
- Henchmen - each one from each chapter addable individually and used exclusively from scrimmages
- Storage Upgrade NPC
- Kurzick Faction guy - you trade faction for amber NPC
- Luxon faction guy - luxon version of the kurzick amber guy
Id agree with these, make the luxon/kurzick npc one person that u get and will only allow trading for the aligned side. (in other words if ur Luxon aligned u get the luxon npc, if ur Kurzick aligned u get the kurzick nps)

The Henchmen i would change slightly so that u can purchase not any henchmen but one "core" style henchmen of each profession (so inother words there would be 6 more u could add to the hall, Rit, Derv, Mes etc.)

On a side note some of the older npcs could do with a drop in price, eg the skill trader and material crafters should really be 50k and not 100k. I think the Max for any npc should be 50k if there going to add more in.

so in general
/signed

william1975

william1975

Wilds Pathfinder

Join Date: Aug 2006

Scotland

Dragons of Torment (DOA)

Me/

nice idea, we definetly need improvements to the NPC in guild halls,
We haven't bothered to buy some of the existing ones as they have barely any function for us

/signed

Aeon221

Aeon221

Krytan Explorer

Join Date: Jan 2006

[TEW]

N/

This'd be cool.

Divine Freak

Ascalonian Squire

Join Date: Dec 2006

The Land Of Liquid Sunshine

Guilded Rose [Rose]

Mo/

I like the idea. Introduce some useful NPC's, maybe even change some of the existing ones, like the wonderfully useless Weaponsmith

/signed

Lexxor

Academy Page

Join Date: Oct 2006

Majestic Dragons [MaD]

Mo/N

I'd like to see some NPCs moving into your hall, much like NPCs you see wandering around in the pre-sear etc. Wandering guards is ok, but civilian NPCs would really add a living element to your hall. They would be added as an upgrade like everything else.

Other things they could add:
Fireworks NPC: First you add it as an upgrade, then you can pay him 200G everytime you want a small firework festival in the hall.
Monster Hunt NPC: Monsters spawn around the hall (in a new instance) and your party have to fight them off. Killing them won't give you any XP or loot, it's merely for fun. Level of the monsters could be set based on average level in your party.

Ama Seraphim

Ama Seraphim

Academy Page

Join Date: Apr 2007

War Torn [Torn] - Guild Leader

D/R

/signed
pretty much for all of them also the fireworks, that would add a lovely addition to our guild parties and alliance parties we throw

Taiyz

Taiyz

Ascalonian Squire

Join Date: Mar 2007

The Jet Black Wings [SnT]

A/R

Kurzick/Luxon Allegiance and Guards I don't see much of a point in. If you run a guild, you need to get to the capital, not just buy your allegiance. Plus, it's only used by the leader of the guild ever so rarely. It would be a bit pointless. The guards would be kind of boring.

Though, filling up the hall as if it were an actual town would be nice, and I do like the idea of Fireworks and a Monster generating instance NPC.

Yoom Omer

Yoom Omer

Frost Gate Guardian

Join Date: Mar 2007

Israel

One Life to Live Again [Life]

E/

/Signed

We defenetly need improvement for the hall.

Star Gazer

Star Gazer

Wilds Pathfinder

Join Date: Nov 2005

Zerohour Enterprises [ZHE]

W/

/signed........this is a very good idea. I'm likin it

Replicant

Lion's Arch Merchant

Join Date: Jan 2006

R/Me

/signed

Some other suggestions could be.
- "All" Skills NPC per Campaign. (Must have the city unlocked to use) (like Dakk in Ember Light Camp for Prophecies, or the guy in Gate of Torment for NF.)
- Key NPC. (Buy all the different types of key based on what campaigns you own)
- Low % discounted prices.. (dumped 480k to have a full hall and don't even get even 5g off any item)
- Map Traveler or a Passive Update so we don't HAVE to go back to Lions Arch/?Factions?/Kamadan to go where we want.

JeniM

Desert Nomad

Join Date: May 2007

W/E

Quote:
Originally Posted by Lexxor
I'd like to see some NPCs moving into your hall, much like NPCs you see wandering around in the pre-sear etc. Wandering guards is ok, but civilian NPCs would really add a living element to your hall. They would be added as an upgrade like everything else.

Other things they could add:
Fireworks NPC: First you add it as an upgrade, then you can pay him 200G everytime you want a small firework festival in the hall.
Monster Hunt NPC: Monsters spawn around the hall (in a new instance) and your party have to fight them off. Killing them won't give you any XP or loot, it's merely for fun. Level of the monsters could be set based on average level in your party.
Love the idea of picking foes so i can try out some team builds for say Vanquishing before we go to the area

/signed for ALL the ideas

Maybe upgradeable merchant that sells at 1% discount per 100k or whatever you pay him (max 15% before PvP'ers come bitch about holding towns being made worthless)

stevedallas

Frost Gate Guardian

Join Date: Dec 2006

NY

The Ebon Vanguard

W/

Wow, you guys are great! I also have to voice my support for, really, all of the additional ideas you've all posted in response to this thread! It's great to see such a positive reaction!

tenshi_strife

tenshi_strife

Desert Nomad

Join Date: Jul 2006

in sardelac getting yelled at.

Angels of Strife[Aoc]

E/

oh yea /signed

and some things i would like to see

have weaponsmith upgrade that makes him craft weapons of a selected skin *guild leader chooses* that say like

Tenshi Strife: I'm weilding a furious Aoc Axe of fortitude!

i choose the tag cause the whole name would be much too long....

it would also be nice to be able to buy some isle of the nameless dummies and such so you can go kill shit in your hall lol.

Lexxor

Academy Page

Join Date: Oct 2006

Majestic Dragons [MaD]

Mo/N

What about theese Guild Hall upgrades..

Trashcan Chest .. items in here are lootable by all, and they're automatically destroyed after 24 hours. "One man's trash is another man's treasure"

Rollerbeetle Race .. turns your Guild Hall to a rollerbeetle race course (in a new instance). Race starts 15 seconds after last person entered it.

Snowball Fight .. 2 parties can duke it out in the hall with snowballs, same as during Wintersday.

savage vapor 33

savage vapor 33

Wilds Pathfinder

Join Date: Nov 2006

Regems Basement

The Malevolent Wolfpack [tMw]

Quote:
Originally Posted by Lexxor
What about theese Guild Hall upgrades..

Trashcan Chest .. items in here are lootable by all, and they're automatically destroyed after 24 hours. "One man's trash is another man's treasure"

Rollerbeetle Race .. turns your Guild Hall to a rollerbeetle race course (in a new instance). Race starts 15 seconds after last person entered it.

Snowball Fight .. 2 parties can duke it out in the hall with snowballs, same as during Wintersday.
Probably cant be done.

How about a way to change the appearence of your hall? Night time, Day time, Dusk, raining, snowing. Simple effects to the game maybe?