Feedback:User/Mcmgw316/Updated Guild Interactment

= Guilds On A New Level =
 * As with any guild, you will still need to purchase a guild hall (in whichever way the development team may decide to do this). However, purchase of a guild hall does not exactly give you a hall, but gives your guild a plot of land in an area with other guilds. All guilds will start with a settlement, which will include a Guild Lord to make upgrades and purchase NPCs, standard merchant, and five NPC guards to protect guild members that may stop by to visit. Your guild hall can be upgraded (which will be explained in more detail throughout the following paragraphs) to more impressive versions, as well, you can purchase, more merchants and guards. Allowing this will allow the Guild Master to customize the style of the guild and give it the amount of security they prefer.

What A Guild Area Includes

 * Guild areas will consist of mines, mills, farms, and even a dam. Guilds that control these structures will begin earning Guild Credits, as well, when players use the services of a merchant, it will generate credits. These credits will be the form of money for guilds and will be used to upgrade your guild hall and purchase important NPCs (merchants that sell more specific items or offer special services can be purchased, also). Guild Halls will be far more complex in Guild Wars 2.


 * Guilds can be upgraded to certain levels, in the order that follows: Settlement, Town, City, Fortress, Castle, Kingdom. There will also be a limit of merchants and guard NPCs you can have, depending on your Guild Hall upgrade status. If you wish to fire/remove a merchant or guard you can talk to your Guild Lord and receive a partial refund. Settlements have a limit of two merchants and ten guards. Towns have a limit of four merchants and twenty guards. Cities have a limit of thirty-five guards and eight merchants. Fortresses have a limit of forty-five guards and fourteen merchants. Castles have a limit of sixty guards and 18 merchants. Lastly, Kingdoms have a limit of seventy-five guards and twenty-five merchants.
 * Two other structures that can be built include a Temple and Monastery. Both structures require credits to be built and are not required to upgrade your Guild Hall.
 * You can have one temple for each God, Spirit, or form of nature that is worshiped (or revered) by the well-known races of Tyria (Norn, Human, Asura, Charr, and Sylvari). Depending on the object worshiped, a bonus effect will be produced by the Temple. For example, a Temple of Balthazar may give a bonus that increases damage to guild members in the area (the area of effect for a bonus includes the entire map, so while the guild member is in the same zone as their guild, they will receive the bonus effect). Only one bonus effect can be active at a time. When Temples are built, a Prophet of will be automatically be placed in the temple. As well, Priests of can be trained. Keep in mind, all Priests and Prophets will attack when attacked upon and, because of that, they do count towards your Guard Limit. Temples will be built around your Guild Hall, with the exception that your Guild Master may select a Patron God/Goddess, Spirit, etcetera, in which case, that particular Temple is built (at no extra cost) inside your Guild Hall. The purpose of a Patron God/Goddess, or other worshiped deity, is that when your Guild Hall is under attack, an avatar of your chosen deity will be summoned, and as long as it is alive, it will provide its bonus effect, on top of your existing one. Your chosen Patron God can be changed, but you will have to pay the cost of reconstructing a new Temple.
 * A Monastery can be built, as soon as your Guild Hall is at least a Town. A Monastery will be a very simple structure and its purpose is to create specialized guards. With a monastery, you can make any of the eight available professions in Guild Wars 2 by talking to the Grand Master (the NPC you use to control Monastery options), but you must still use credits to train these NPCs. You can have your Monastery automatically make certain professions by choosing preferences and enabling certain options or you can manually create your guards. Remember, that NPCs trained in the Monastery will be counted towards your Guard Limit. Unlike Temple Priests, guards you train through the Monastery can be placed throughout the entire estate of your guild, whether it be inside your Guild Hall or outside to guard your Temples. You, also, talk to your Monastery's Grand Master to place trained guards where you want them, much like you would flag a hero in Guild Wars today. By default, after a guard has been trained he/she will patrol around your Guild Hall.

Placement of Your Guild

 * Guilds will be placed in an area based on their Influence, which will be similar to Guild Wars guild rating system with modifications. All guilds will start with an Influence of zero. An area will include a maximum of seven guilds. There will be six different levels of areas your Guild Hall will be in. All guilds start in level one and can make there way to level six. The level area your guild is in depends on the amount of Influence your guild has. All levels will have Influence limits, so once your guild has reached or dropped to a certain point of Influence your guild will be promoted or demoted to the appropriate level. Also, the higher the level area, the more Guild Credits certain activities produce. You can increase Influence in the following ways: Winning a War against another Guild, Creating Alliances with NPC creatures (Centaur and Harpy Clans/Tribes), Collecting resources/guild credits from structures (collecting Guild Credits from merchants will not increase Influence), and hosting social events in your Guild Hall.

Specifics on Gaining Influence

 * 1) Guilds can declare war on other guilds that are the same level. When a battle is fought, twelve guild members (up to four NPCs maybe be used in place of players and a guild officer must be present, as well) of each guild will fight in an instanced battle much like Guild versus Guild today. The reward for winning is Influence and Guild Credits (the amount awarded scales with what level your guild is before the battle takes place) and for losing your guild suffers a decrease in Influence and Guild Credits. Guild wars will be the fastest way to gain Influence.
 * 2) Guilds can create alliances with NPC creatures in the area. Bribing them with credits and offering protective services of guards can create relationships with them. All tribes or clans of creatures will have a "Chief". Guild members can talk with a tribe "Chief" to view their guild's relationship with this tribe. A short paragraph may describe miscellaneous details, but at the end the "Chief" will also have a statement saying (from bad to good): These days our relationship (seems to be deteriorating, seems tense, seems unchanged, seems pleasant, could not be better). As long as you continue to bribe or protect your NPC allies they will slowly generate influence for your guild. Should you neglect them or another guild offer them more than you can, your relationship could turn neutral.
 * 3) Capturing structures and controlling them will generate Influence and Guild Credits but some will generate more than others, depending on their importance to the area. Farms are common; every area will have seven farms. Mills are harder to come by; every area will have four. Mines are uncommon; every area will have three mines. Dams are rare; every area will only have one. The harder the resource is to come by, the more Influence and Guild Credits it will generate. Structures are fought for and a guild does not need to declare war on the guild controlling them to attack it and possibly take it over. Guards may be placed at structures you control.
 * 4) Hosting social events is very simple. A Guild Master can plan events at their Guild Hall. A Guild Master can buy fireworks, drinks, and other festive items from the Guild Lord to make a party. These reward the least amount of Influence and reward no credits, but are made more for enjoyment.

= Creating a System that Works =
 * Will the idea work, will people enjoy it, and is it worth the work? I think so...


 * A more interesting way of interacting with guilds can encourage people to participate in more Guild versus Guild challenges, which is what Guild Wars is all about.


 * Allowing guilds to make changes and decide what happens in their own world can allow players to be more creative.


 * Being able to decide what Gods your guild worships can add to players' guild's lore.


 * Guild Masters and Officers can host events and create parties to make Guild Halls a place of relaxation and enjoyment as well as an active fortress.


 * The system still includes the fun Guild versus Guild combat style in the form of "Guild Battles".

But, there are drawbacks...


 * Creating this new form of guild interaction could takes lots of development and time.


 * The new system could be hard to master

= =

Thank you for reading about my ideas to improve the Guild Interaction and Guild versus Guild system. If you have any suggestions, comments, or critiques, then, leave a message on the Talk page.