ArenaNet talk:Guild Wars 2 suggestions/Capturing Guild Halls

From Guild Wars Wiki
Jump to navigationJump to search

Just condensed it a little. This is a pretty good idea. The only problem is that the experienced guilds are also rich anyway. It has to cater to guilds of friends that want a place to hang out; that aren't rich and probably aren't interested in reaching for that fame. Maybe you could have a number of areas which can be captured by high ranking guilds, and then have an array of other areas that smaller guilds can call home (which would also make it easier with instancing). (Terra Xin 04:34, 28 June 2008 (UTC))

What if someone kills all your guards, and no one is online? BAM! You lost your GUild Hall without having anything to do. Wouldn't work. —U T O P I A N
this thing is being done in age of conan, maybe should see how that turns out before trying it in guildwars 2. also i think it may force u to have active ppl all day, which isnt possible. --Cursed Angel talk 23:57, 28 June 2008 (UTC)
1. To cater to the "hang out/non-pvp" guilds - Have a "Headquarters/Prime" guild hall which is bought normally, which is instanced. This serves as "home base" for the guilds that participate in capturing places.
2. To make this kind of "capturing" both fair and real-time-ish have capturing a location come in two stages.
STAGE ONE - Similar to World Pvp, you do a series of tasks outside of the location, and then clear all immediate defences such as NPC guards, rival capturers, and any guarding owners(players) of the location. This prevents any other rival capturers from here on out from disturbing you capturing and the owners guarding, and setting you up to go to stage two. This stage provides the real-time experiance of capturing.
STAGE TWO - Similar to a hybrid of GvG, Fort Aspenwood, and player entry/leaving of World Pvp, Apon the beginning of stage two both guilds are under a 24-hour "truce" (mayby more, depends on ANet), and no other attackers can attack the defending location. During this "truce" the defenders decide a time frame, in 30 min incremments, when the attackers can attack. When the attackers recieve this notice, they can adjust the time frame anywhere from X-hours sooner or X-hours later, this being the final decision. And for X-Days, the assult happends during this time period each day. During this assult, players join or leave at will like World Pvp, but the area is instanced for the two opposing guilds. The rest is probably ran like Fort Aspenwood, where you must get throguh layers of repairable defences and NPC's and must defeat the guild lord before time runs out. This ensures fairness and allows defenders to sleep, relax, and get other stuff done that is real life or GW2 related. --Elven Chaos 05:34, 29 June 2008 (UTC)

Disagree

Suggestion does not lend itself well to social-based guilds. Not all guilds are competitive. Implementing this can introduce unfavourable elitism. Keep things the way they are which provide equal opportunity for all players.

An alternative would be to require the Guild Leader to fight for the initial acquisition of the hall as an added option to purchasing it from an NPC. This can happen, say, a hall has been overrun by trolls. If it is cleared, then it can be yours. This is, naturally, instanced, and a Guild Leader can only control one hall at a time. As with the current system, no one can take your hall away from you unless you disband your guild. It is your hall, what happens to it is under your control always.--148.87.1.171 02:30, 30 June 2008 (UTC)

I agree with the initial lack of non-Pvp guilds in the initial layout, which I noted in step 1 of my system. Still, this is Guild Wars and this idea is great for the Pvp-guilds, perhaps just put it to owning outposts or something in the PvE world. --Elven Chaos 23:26, 30 June 2008 (UTC)
I think that 148.87's idea is pretty good. Non-PvP guilds could pick one of several locations for a guild hall, with the quality of the hall increasing with the difficulty of the challenge. Guild Halls would still be instances, so as many guilds as you like could each own their own hall at the same location. As for the original suggestion... bad idea for guild halls. Good idea for capturing towns/outposts/etc. The current Alliance Battle system, while as realistic as one could hope in an RPG (the nation grants a guild control of towns in return for service), it seems kind of... erm... strange, how you fight in one area and then get towns as a reward. Better idea might make it possible to attack towns in a GvG-esque fight, with as many guild members as you like, so long as the number is a minimum of 8 and the number is equal (i.e., guilds can't win through pure attrition: you have to have an equal number of combatants). Maybe limit the number of such fights to one a day, or even less, so a guild doesn't get swamped with challenges. --Jette 09:05, 11 July 2008 (UTC)
How about defenders of a particular town, instead of owning? A guild may be the defender of the town after completing a certain amount of tasks. The named guild has the task of defending the town from attacks (which we know that anet will make nevery on scheduled times), obviously other non members may join in but members of the guild may benefit from the town NPCs like special quests, special discounts, maybe even free stuff from time to time. If the town fails in being protected after an amount of times, the guild will loose it's position as protector and another guild may take the place. --MageUser MageMontu sig.pngMontu 09:34, 11 July 2008 (UTC)