|
Originally Posted by Verlas Ho'Esta
I've placed several suggestions for improving the guildhalls. Some are cosmetic, others are economic.
The cosmetic suggestion draws on some of the better scenery in the game. The huge arcipelago SW of Shing Jea island, with the huge carved stone dragon that breathes fire. The towering stone colossi in the desert. The huge, vaguely cylindrical crystal/stone formations seen from a distance in Underworld, after the Smite Crawler section. The floating wizard fortresses in pre-searing and in Kryta. These are all incredibly cool pieces of scenery. Why not (for an incredibly huge fee) be able to add them to your guild hall (say, via a "guild Contractor"?), off the coast of course. NCsoft could also develop a handful of "elite" cosmetic upgrades available only to those who perform certain feats. Conquer Hall of Heroes twenty-five times in a row, or something truly epic.
I also support the introduction of appropriate wild-life to the various islands. Both in non-hostile animals, hostile animals, and monsters. Nothing major, but make the islands explorable, so we can use our skills and show off our weapons.
Also, I had this idea a while back to increase the player participation in the economy. There has to be ways to get raw crafting materials besides salvaging, and here it is. It's an idea for expanded Guild Membership benefits
This would also add some depth to GvG battles.
A lot of other MMORPGs include an economy system. Now, I know the merchants are set up to respond to supply and demand, and that is exceptionally cool, but I would like to see a little more added.
I would like to see individual Guilds become economic powers of their own right. Not just farming in PvE, anybody can do that. Guilds get their own islands, right? The islands are different from each other, right? Why not have each guild-hall island produce certain in-game resources?
The idea is that each island produces resources (Iron, steel, wood, fibers, granite, etc..) and stores them at a central NPC, say, a Guild Foreman somewhere in the hall. The island produces a certain amount of each resource per guild member per day, but the longer each member goes without logging in, the less that player's share is produced, so people who only log on once a month don't do anything, while those of us who log in almost daily produce more.
The guild leader can set up a certain percentage of these to be sold off at current market prices at certain times of day, or elect to retain them all in the foreman's storage to be retrieved by members. Any resources sold off via the foreman get split evenly among all guild members as "wages" (so smaller guilds mean everybody gets a larger percentage, while larger guilds mean a smaller percentage of a higher number). This also eases the necessity of farming for certain resources so PvE guild members can upgrade their armors as they go.
Here's where GvG come in. If an invading guild can beat the defending guild, they can choose to "loot the treasury", so to speak, and make off with a percentage of whatever resources were stored there before being sold off.
Here's my ideas for which islands should produce which resources. Amounts produced will vary greatly, and I'm still working on which ratios work best.
Frozen: Granite, Iron, Steel, Rubies
Warrior:Wood, Dust, Cloth, Charcoal
Wizard: Fibers, Dust, Cloth, Spiritwood
Hunter:Fibers, Feathers, Vellum, Parchment
Nomad: Bones, Dust, Granite
Druid: Fibers, Wood, Cloth, Spiritwood
Dead: Bones, Dust, Tiny amount of ectoplasm (one every 4-5 days)
Burning: Iron, Granite, Steel
I feel that this would add an expanded sense of economy and community to the game. It would encourage both trading and raiding between guilds. Most importantly, it would stave off the diablo 2-esque "why bother playing after it's over" malaise I've heard some players express.
I got the idea while playing on Starport: Galactic Empires (Freeware massmog. Low graphics, high content.)
If done correctly, this would add several dimensions of depth to the game.
|