ArenaNet:Guild Wars 2 suggestions/Guild Tavern
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Guild Tavern (Discussion)
Taverns are a place of community, drinking and entertainment. The guild must build a tavern to have one, which will take a few days to construct (players will be able to see the building under construction, and all members will receive a message once it is built). The tavern's design should differ depending on the guild hall, to provide a range of taverns available.
This tavern will come empty, but will be able to purchase two new NPC's. These are of course the Bartender and the Entertainment.
Guilds can purchase from a variety of entertainers, who will provide different bonuses for players when they go exploring. This bonus will begin as soon as the player enters the explorable area and ends when that player leaves. All entertainers will cost the same price, and guilds can only have one entertainer in the tavern at any one time (once an entertainer is purchased, it can be switched at an officer's will). Here are some examples of the types of entertainers that can be hired:
- Juggler - Causes the player to become excited and invigorated, receiving a random selection of one of the following: Faster attack speed, faster activation speed or faster recharge time.
- Comedian - Makes the player laugh in good nature. Has a chance that hexes will end sooner than normal
- Fortune Teller - Gives the player a sense of enlightenment... or not. They receive a bonus to gold that is picked up and shared across the party.
- Storyteller - The player becomes relaxed and satisfied. They are less likely to become interrupted when activating skills.
- Magician - Shocks the player with awe and wonder. You are less likely to be knocked down while moving.
The bartender will cost the same price. The range of drinks that the bartender will sell will depend on how much business he gets. This is determined by two factors: The number of members in the Guild AND the amount of profit that the bartender has made over time. Drinks become unlocked once the Bartender has made a certain amount of money, and those drinks will be sold to the guild once the guild has accumulated a certain number of members. Overall, large guilds will have a wider selection of drinks than smaller guilds. To compensate for guilds that do not wish to expand (such as a group of close friends/family), the bartender will eventually sell a wider selection of drinks as that person makes more money, but it will be slower than it would be if the guild gained more members.
The bartender can also give quests, which can unlock the following:
- Waitress - Helps the bartender serve drinks, reducing costs by 10%. Will make the dark shadow disappear.
- Dark Shadow - Sits in the corner of the tavern. You become devious and less trusting after meeting with the shadow. When in battle, gain a higher chance to critically hit with attacks. Will make the waitress disappear.
- Bouncer - Helps the bartender keep order in the tavern, reducing costs by 10%. Will make the drunkard disappear.
- Drunkard - Stirs trouble in the bar. When you talk to him, he will leave, and you will gain a random bonus to health and energy. He comes back in
after 5 minutes.
Essentially, its two quests with different outcomes. These quests are repeatable and can only be acquired by officers (but you can take a party to complete the quest). They do not yield gold or experience. The bartender must sell a certain type of drink before issuing these quests.
When the bartender has made enough sales, they will attract different NPCs. Here are some examples:
- Traveling Bard - Plays ambient music in the tavern. Allows players to emote musical actions to add to the music in the tavern (up to 4 instruments, same or different may be heard at one time. The bard always has the flute.) The bard will also sell a selection of musical instruments & emotes.
- Dancer - Upon request, this NPC will teach your character a dance that it has acquired from its travels. Once you have learned (and paid for) a dance, that dance will replace your old one. Dance lessons could cost around 1000 gold.
- Refugee - Sits and socializes in the tavern. Up to a maximum of 5 refugees can sit in a tavern. Provides the guild with a selection of quests with normal rewards.
- Adventurer - Sits and socializes in the tavern. Up to a maximum of 3 adventurers can sit in a tavern. Provides the guild with a selection of elite quests with higher rewards.
Oh... and because this game shouldn't promote the sale of alcohol to minors who would be playing this game, all drinks should also list non-alcoholic ones such as Orange Juice, Milkshake, Hot Chocolate etc. The tavern will naturally be large enough if a guild acquires all possible NPC's (excluding the ones that conflict) even if all 100 members go in there.
- Why this is a good idea
- Yet another place for groups to hang out, and it encourages guilds that want to be large; an incentive to become large.
- A guild bartender is easier to access than going to town
- A guild can get new quests upon the construction of a tavern, making the tavern more interactive with the guild.
- Here you can get your SPECIAL JOBS someone else proposed in another idea thread.
- Also, if you combine this with the bulletin board idea. It would be much easier for Guilds to make GvG battles. Or even if there is some sort of forum (so the Guild would not have to maintain a website).
- The acquiring of quests from adventurers in a tavern is kind of like in Final Fantasy Tactics Advance. Great idea because it worked great in that game. But instead from the dude that owns the tavern in FF Tactics , you get quests from different adventurers.
- Why it may not work out
- Smaller guilds will be disadvantaged that they don't have the alcohol selection that larger guilds will - so quickly.
- This should be implemented as an alliance tavern because there may not be that many guild members that occupy the tavern. An alliance tavern would have the same advantages as above except on a larger scale.