Feedback:User/Chuckstarr/GvE - Guild Halls And PvE Enhancement

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Hello! I am a leader of a guild with a decent amount of members, and what many people ask me (no idea why) is - where are the Guild Halls, just like the ones from the first Guild Wars? Well, I know that ArenaNet stated that they want to implement such feature in the future (which I'm really looking forward to). My head started booming with ideas when I started /pondering about it. I tried to think what does the guild system need, to make Guilds more important (look at the title) apart from being just a community of players in a particular game. Guild Halls in Guild Wars 1 served as a separate space, city for guild mates to meet, chat, trade, interact in one way or another. There was the PvP system that allowed one group to compete another, You could go for all sorts of battles or practice certain builds with other people. What I realised, was the lack of PvE content that came along with it. Sure, there are dungeons to go together to, there is a huge world to explore together. But, always interacting with other people (now in GW2 at least). Plus, GW1 showed the Guild Halls as some sort of forts, castles, bases. All of that summed up and bound together, gave me an interesting idea - it's complicated a little, so listen up.

What if GW2 has a system where You (the guild) choose an island (not a particular Guild Hall). They start in a certain, template location with a starting waypoint and a boat (how the Guild got there) as well as a bunch of supplies (similar to WvW). Once they start, they can go and chop wood, gather ores, fight bosses to gather supplies and settle a little base - a camp anywhere in the island, with a custom waypoint (for gold/karma/supplies) that stays there forever. As the guild keeps gathering resources and expanding their base (building walls, towers, crafting stations), they will start facing bigger and greater dangers - local savages like grawl, ogres, harpies. Their camp(s) will be attacked every now-and-then, earning Influence and karma + player level items for winning, losing their settlement if the fight is lost. As more enemies are defeated and the Guild still makes a progress conquering the island, greater enemies will want to fight the Guild - destroyers, elementals, dredge, bigger-badder-guys. First stages of the 'Island Conqueror Progress' would be easy to finish by a group of 3-5 people, but later on it would require 20-30 people to defeat bigger bosses. After the island gets completely dominated by the Guild (some of the savages might need help from the Guild and can join them instead of having the Guild eradicate them) the island will drain attention of the Orrians. Armies of undead would set huge assaults on the Guild's keeps/bases, requiring the Guild to push their forces back and destroy their ships/summoners/spawners-of-some-sort. Also, some Guilds might find powerful allies across the server - other Guilds that could form alliances from a different, nearby island. Together they could drive the Orrians back, receiving big rewards in all kind of currency, as well as epic features/trophies for their Guild Halls, temporary access to a dungeon hidden in an Orrian island or any other attractive things worth fighting for.

Phew. I know, it looks complicated. But personally, I'd play in a guild like that all day and night. To name a few rules, I'll list some random minor ideas below


Supplies - Tools like pickaxes, chopping axes, sickles would work ONLY in this area. Tools from outside of this system would not give any loot whatsoever. Tools for Guild Island can be crafted by a weaponsmith, armorsmith or artificier using the basic low-level materials like copper/basic wood. Instead of mining metal, players could obtain magical, elemental stone by mining special Earth elemental ores. Wood could be cut either from saplings, or from Veteran Treesouls roaming the island. Using the wood and stone, guilds would be able to build/uprade walls, keeps, towers, siege weapons. Herbs for cooking (someone has to feed the guild for buffs/hired guard NPCs) or magical upgrades could be harvested across the island or from deep caves/underwater areas. Randomly and rarely, gathering would give the player a small amount of materials for his/her level.

NPCs - After gaining enough Influence across Tyria (a.k.a. buying upgrades) the Guild could hire members of the Pact. Having the Vigil guarding their keeps, the Durmand Priory to upgrade the magical defenses/high-tech siege weapons and the Order of Whispers scouting the area, letting the Guild know the location of supply materials, enemy bosses, special events etc. as well as fighting as needed.

Assault Warnings - each time a base is about to be under siege, a messanger/herald NPC will shout in the Guild Chat that the Guild's attention is required in the Guild Base/Keep/Island.

Camps - it'd be really difficult to allow players to set up their own bases anywhere they want, so every map could have a big number of pre-set places/areas where structures can be built - inlcuding spots for castles, scouting camps, small keeps/towers or one, huge area for a citadel. The Guild could also choose what kind of architecture they'd like -Charr, Norn, Sylvari, Krytan, Asuran + others. Everything needs to be built by the Guild members, with NPC workers helping only with enormous contraptions.

Well, that's it for now. I wish I could tell more of my ideas, but enough is enough. Creating a guild-only area/zone (in the Mists, perhaps) that requires the Guild to team up as a band of brothers/pack of hunters/army of crusaders / whatever the Guild wants and enjoy the WvW-sized PvE content, with no one else. When a camp is takn by the enemy NPCs, nobody cares much unless they wanted to go for dungeon - there's always somebody to help. But here, in a place and situation where the whole Guild needs to cooperate to survive, with noone else to help, they need to work together. Just as the way this amazing game was meant to be played. I hope somebody at ArenaNet will take a look at this. Thanks for reading!

PS: I'd love to get some feedback about this :)