Be Greeted Exiles,



I had an idea on my mind for a long time now on how to improve the community within the guild itself.



It would include:



- a Hideout for the entire guild where as only guild members have access to.

- "guild masters" that can be level'd aswell

- a map device that can be used by every guild member

- working benches that can be used by every guild member

- a stand-alone hideout



-- Master lvling / Master Rewards:



Master dailys, to level them up to level 8, work with atleast 3 members of the guild only in order to get better items to craft.

The advantage would be to have Masters level'd up for those members who struggle to get their own to level 8 due to little activity

with the restrain of not getting Uniques or Gems for outlevel'd Masters.



- Working Bench



The Working Benches themselves would be a bit more expensive to prevent abuse by getting them level'd up for members who would be to "lazy" to level their own.



Hideout Editing:



With completing the Daily's the masters collect favourpoints (as until now) and the Guild Leader only can edit the "Guild Hideout".



Hideout Themes:



This could be used such as having a bigger Villa , Castle or little town theme'd as guild hideouts.









tl:dr

Guild Hideouts for every member, more community and unity within the guild and little advantage for playing as a team.



i'm open for suggestions for this idea



Best Regard

Pudinger Posted by

Pudinger

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i like it

im all about teambuilding stuff like this. i would make the most awsome hideout for my guild. maby guild hideouts could be bigger than normal as some guilds can have more members also maby more map devises would be good if like 2-3 teams wanna map (some guilds have like 200 members) Posted by

ormsen1

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good idea, i'd worry a bit about overloading the number of players in an instance though.



also, just make it so the masters can only craft. no sales. OR that they have the same items as they do in the player's hideout/town. allowing an extra FM vendor roll would be a significant boon even if they can't have uniques. i don't thing giving access to the maxed crafting bench is an unfair advantage as you can already just trade your item and the fee to a guildie that has them maxed and have them craft it for you. this just makes it a bit easier.



I'd say, as far as the dailies, don't give them their own dailies. this would just result in people starting empty guilds to double their dailies. make it so that the master is in the HO, and ANYONE can trigger their own daily at any master which is also in their hideout (to prevent people from turboleveling their masters unfairly). the guild would then gain the Master XP (as well as the players who ran it, as usual). essentially, this is the same exact thing that you can do now, just centralized rather than having to constantly move to each others' separate hideouts.



by adhering to the above caveats, there is literally no 'advantage' gained -- it just simplifies what you can already do somewhat, and gives you a cool mancave (or womancave... or batcave) to decorate and hang out in. IGN Stuns_McNutshot | Ichimans_McIchimans | Balls_McCritterson Posted by

tsftd

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Ooh add some kind of mini games in the hideouts for exiles who just wanna waste some time with guildies. Posted by

highwind123

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" tsftd



also, just make it so the masters can only craft. no sales. OR that they have the same items as they do in the player's hideout/town. allowing an extra FM vendor roll would be a significant boon even if they can't have uniques. i don't thing giving access to the maxed crafting bench is an unfair advantage as you can already just trade your item and the fee to a guildie that has them maxed and have them craft it for you. this just makes it a bit easier.



I'd say, as far as the dailies, don't give them their own dailies. this would just result in people starting empty guilds to double their dailies. make it so that the master is in the HO, and ANYONE can trigger their own daily at any master which is also in their hideout (to prevent people from turboleveling their masters unfairly). the guild would then gain the Master XP (as well as the players who ran it, as usual). essentially, this is the same exact thing that you can do now, just centralized rather than having to constantly move to each others' separate hideouts.



by adhering to the above caveats, there is literally no 'advantage' gained -- it just simplifies what you can already do somewhat, and gives you a cool mancave (or womancave... or batcave) to decorate and hang out in. good idea, i'd worry a bit about overloading the number of players in an instance though.also, just make it so the masters can only craft. no sales. OR that they have the same items as they do in the player's hideout/town. allowing an extra FM vendor roll would be a significant boon even if they can't have uniques. i don't thing giving access to the maxed crafting bench is an unfair advantage as you can already just trade your item and the fee to a guildie that has them maxed and have them craft it for you. this just makes it a bit easier.I'd say, as far as the dailies, don't give them their own dailies. this would just result in people starting empty guilds to double their dailies. make it so that the master is in the HO, and ANYONE can trigger their own daily at any master which is also in their hideout (to prevent people from turboleveling their masters unfairly). the guild would then gain the Master XP (as well as the players who ran it, as usual). essentially, this is the same exact thing that you can do now, just centralized rather than having to constantly move to each others' separate hideouts.by adhering to the above caveats, there is literally no 'advantage' gained -- it just simplifies what you can already do somewhat, and gives you a cool mancave (or womancave... or batcave) to decorate and hang out in.



I like this refinement. It is very well thought out to prevent major abuses of the system. I like this refinement. It is very well thought out to prevent major abuses of the system. Posted by

Marquoz

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" tsftd

[...]i'd worry a bit about overloading the number of players in an instance though.[...]

[...]i'd worry a bit about overloading the number of players in an instance though.[...]

Towns must provide a similar challenge and therefore a solution should already exist.



" Pudinger

[...]Hideout Editing:



[...]the Guild Leader only can edit the "Guild Hideout".[...]

[...]Hideout Editing:[...]the Guild Leader only can edit the "Guild Hideout".[...]



I would like to see a role like "mason" which is unique among the members of a guild and exclusively in charge of editing the Hideout.



Spoiler

I suspect that leaders aren't always as "gifted"

Towns must provide a similar challenge and therefore a solution should already exist.I would like to see a role like "mason" which is unique among the members of a guild and exclusively in charge of editing the Hideout. Posted by

transformation

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