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My idea for a greater influence of the player guild on the gameplay

Denisael
Denisael
Soul Shriven
My idea for a greater influence of the guild on the gameplay and increased communication between players.
I think, as an MMORPG, there is not enough interaction between players in the guild and the influence of the guild on the game. Therefore, I propose a system for developing and leveling up guilds in different directions that will diversify the gameplay.
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You can only upgrade one guild branch at a time, after which you can upgrade others. To raise the guild level, you need to complete the available tasks that give experience to this guild. The cost of raising the guild level is 1 million gold * the level is being raised. The maximum level of each guild type is 50. The total maximum guild level is 200 (if new guild types appear, then the overall guild level may increase). Since a player can have up to 5 guilds, similar tasks for leveling them will be marked with the mark of the guild for which the player performs it.

My Ideas on skills for guilds

The Roleplay Guild:
From level 1, tasks for the delivery of letters and parcels between NPCs within the location appear, for which they will give the bulk of the guild's experience, it will not always be possible to complete tasks in only one location, after a one-time completion it will become available again in a week, but you can search in other locations, travel, explore. Also, a small share of the guild's experience will be brought by the fulfillment of daily contracts of the guilds of fighters, magicians, intrepid, thieves, assassins, psijics. As well as completing the main plot tasks and participating in the fate of the NPCs in random meetings.
On 2/12/22/32/42 +1-5% to all experience gained by the player.
5 – The fame of your guild allows you to use "Influence", which will make it possible not to bribe NPCs in disputes, but to convince them by referring to the valor of your guild.
10/20/30/40/49 - 10-50% reduction in the cost of increasing the guild rank.
Level 50 The widespread influence of the "guild name". An ultimate ability. 500 points. It is reduced by 20 points for each guild member in the squad. You raise the guild flag and half (rounded up) of your NPC enemies, with the exception of bosses, go over to your side and provoke opponents if possible, the surviving NPCs will disappear at the end of the battle, giving you experience for defeating them. Access to the ability can be limited by the status of the player in the guild.

The Trade Guild:
From level 1, new tasks for the sale of NPCs "trinkets" and valuable items for leveling up. As well as completing trading tasks (for X gold, as in the Zenithar event) for sale and purchase in the guild store of this trading guild.
2/12/22/32 there is access to the equipment of NPC caravans to invest gold and receive it in 1,5/2/2,5/3 a multiple of the size. Caravans appear moving around the location between remote settlements. You can invest at least 10,000 gold in a caravan. Several guilds can invest.
3/13/23/33 you can negotiate with the shelters of criminals and hire them to plunder the caravan in the appropriate locations. You will receive 40/50/60/80% of the gold invested in the caravan (a caravan without guilds carries 1000 gold).
42 you can find out for a small fee at the criminals' hideout how much gold is loaded into the caravan. (Criminals attack in waves, amplified by the resistance of players, if >10 players are called upon by a boss leader with 10+ million hp, preferably at least 5 different gang bosses).
4/14/24/34/44 - trading with NPCs is 1-5% more profitable.
On 5/15/25/35/45, you return 10-50% of the gold spent on guild merchants to the guild treasury.
7/17/27/37/47 guild artisans get 2-10% more inspiration and 1-5% increase the chance of double resource extraction (added with the corresponding ability from CP).
50 you get access to a guild representative who will give access to the bank of this guild and the guild store anywhere in Tamriel. Access to a representative for guild members can be limited by their status.

PVP guild. 1. Completing tasks in pvp activities gives experience for the guild level. 2/12/22/32/42 +1-5% to Alliance points and Telvar stones from all sources (does not affect the achievement of Emperor rank)
3/13/23/33/43 +2-10% damage from siege weapons
4/14/24/34/44 you lose 2-10% less Telvar in case of death.
5 you have the opportunity to repair the siege weapons that you use while reloading, while continuing to fire.
15/25/35/45 - the speed of repairing walls, gates and siege guns, and reloading siege guns is reduced by 5-20%
50 For the glory of the "name of the guild". An ultimate ability. The cost is 250. You set the guild's battle banner for 20 seconds. All players in the squad at a radius of 28 meters, and your guild members within a radius of 56 meters, receive a shield for 10% health for 20 seconds and 3 seconds of protection from control. The shield increases by 5% of health, and protection from control by 1 second for each guild member in the squad. The shield is updated every 5 seconds while the banner is installed, which can be destroyed manually or with siege weapons. The banner has has 100,000 strength. Access to the ability can be limited by the status of the player in the guild.

The PVE guild. 1. Daily tasks are available to destroy world bosses in the base game to level up the guild. The entire guild will be directed at one boss. The level also pumps up a little the first performance of a repeatable task on the day in trials and the vows of the undaunted.
2/12/22/32/42 we get 2-10% more experience to upgrade the guild.
3/13/23/33/43 +2-10% to speed in dungeons, arenas and trials.
5/15/25/35/45 +1,2,3,4,5% damage in PVE.
50 Supporters' appeal. An ultimate ability.
Out of the fight. 25 points. You set up a guild banner and find an ally in it, whom you will call for help. He will receive an invitation, after which he can instantly move to the banner. (Does not fully spend superpower points.)
In battle. 250 points. You set up a guild banner and for 30 seconds summon three avatars of the strongest (with the greatest emergency) allies from the guild (mostly those that are online are selected). Avatars take significantly less damage and try to provoke enemies. Prototype avatars, if possible, will receive a notification and will be able to join the battle by moving to the banner. Access to the ability can be limited by the status of the player in the guild.
  • valenwood_vegan
    valenwood_vegan
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    It's a cool idea, there's certainly a lot more they could do with guilds - but I would hope they would just start with giving those who run guilds better built-in management tools, instead of forcing them to rely on addons or pen and paper. Tools to help host guild events like an auction or a raffle would be helpful as well.

    An actual guild hall owned by the guild rather than by a specific player would be another easy QoL addition.

    Adding the ability to actually search for a guild by name in the guild finder (HOW do we still not have this in 2024?).

    Developing this whole new system of guild specialization and levels and quests is, as I said, a cool idea... but given the current state of things, would likely be at least a couple years away if they even have the resources to develop such a system at all, which is why I'd personally hope they start with just some basic QoL that can be added more quickly.

    And I worry in particular that tying combat bonuses to guild membership goes too far in "forcing" people to join guilds and participate and would risk creating an "underclass" of players who don't want to join guilds, already have guild slots full, or perhaps otherwise can't find a guild with open slots that has unlocked the bonuses they need yet... and thus these players simply can't be competitive without the bonuses
  • Syldras
    Syldras
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    To each their own, but I prefer to focus my presence in my trading guild on just getting rid of stuff cluttering my inventory and getting enough gold for my housing projects - I don't want to pay even more attention to it.
    @Syldras | PC | EU
    The forceful expression of will gives true honor to the Ancestors.
    Sarayn Andrethi, Telvanni mage (Main)
    Darvasa Andrethi, his "I'm NOT a Necromancer!" sister
    Malacar Sunavarlas, Altmer Ayleid vampire
  • Tandor
    Tandor
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    And I worry in particular that tying combat bonuses to guild membership goes too far in "forcing" people to join guilds and participate and would risk creating an "underclass" of players who don't want to join guilds, already have guild slots full, or perhaps otherwise can't find a guild with open slots that has unlocked the bonuses they need yet... and thus these players simply can't be competitive without the bonuses

    This.

    Guild membership already controls the economy through the trading system, we don't need it controlling or just dominating other sections of the game as well.
  • Xandreia_
    Xandreia_
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    i honestly dont care for anything to do with guilds, im in a trade guild to make gold and thats it, i dont want to have to do anything to level it up or even need 'bonuses'.

    **edit** isnt half of these proposals ripped from ashes??? looks really familiar to something i saw on one of their streams lol
    Edited by Xandreia_ on 21 September 2024 15:18
  • Dragonnord
    Dragonnord
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    I'm sorry but I completely disagree with this.

    Giving bonuses and advantages, ultimates, damage reductions and bonuses in PvE and in PvP content based on the rank of the guild and also your status as a member of a guild, all that would result in PvP bigger guilds having even more power against small guilds or players with no guilds (it's not mandatory to join a guild), or individual pvpers having huge offensive and defensive advantages against players of small guilds or without guilds, and also PvE advantages like in dungeons, arenas or trials when going for scores or speed records, etc., and same with the advantages for belonging to a big trader guild.

    So again, sorry, but thumbs down.
     
    Edited by Dragonnord on 21 September 2024 15:21
    SERVER: NA | PLATFORM: PC | OS: Windows 10 | CLIENT: Steam | ESO PLUS: Yes
  • CatoUnchained
    CatoUnchained
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    Right now the #1 thing ZOS can do to help guilds is to revert guild listing time to 30 days. 14 days is just too short, especially with the economy being so degraded as it is now.
  • CatoUnchained
    CatoUnchained
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    Tandor wrote: »

    And I worry in particular that tying combat bonuses to guild membership goes too far in "forcing" people to join guilds and participate and would risk creating an "underclass" of players who don't want to join guilds, already have guild slots full, or perhaps otherwise can't find a guild with open slots that has unlocked the bonuses they need yet... and thus these players simply can't be competitive without the bonuses

    This.

    Guild membership already controls the economy through the trading system, we don't need it controlling or just dominating other sections of the game as well.

    ZOS controls the economy, not the players.
  • Xandreia_
    Xandreia_
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    Tandor wrote: »

    And I worry in particular that tying combat bonuses to guild membership goes too far in "forcing" people to join guilds and participate and would risk creating an "underclass" of players who don't want to join guilds, already have guild slots full, or perhaps otherwise can't find a guild with open slots that has unlocked the bonuses they need yet... and thus these players simply can't be competitive without the bonuses

    This.

    Guild membership already controls the economy through the trading system, we don't need it controlling or just dominating other sections of the game as well.

    ZOS controls the economy, not the players.

    i dont know about that, player greed absolutely has something to do with it (on pc)
  • TaSheen
    TaSheen
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    There's a lot of stuff with guilds already that I don't (and won't) be bothered with. All of that is just a lot more "no thanks, not my thing".
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • valenwood_vegan
    valenwood_vegan
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    Dragonnord wrote: »
    Giving bonuses and advantages, ultimates, damage reductions and bonuses in PvE and in PvP content based on the rank of the guild and also your status as a member of a guild, all that would result in PvP bigger guilds having even more power against small guilds or players with no guilds (it's not mandatory to join a guild), or individual pvpers having huge offensive and defensive advantages against players of small guilds or without guilds, and also PvE advantages like in dungeons, arenas or trials when going for scores or speed records, etc., and same with the advantages for belonging to a big trader guild.
     

    This is a good point too - such a system would greatly disadvantage small or new guilds and new players, and those without an extensive social network. And relatedly, it would allow the big guilds with the bonuses to make increasing demands of their members, who must comply or risk being kicked and losing their bonuses and thus their competitive edge. People should join guilds because they like the people and atmosphere and enjoy doing activities with them... not because they have to. I could see it creating a tremendous amount of toxicity.

    Though if the bonuses are toned down to stuff that falls into the more cosmetic or optional category, I do still think it's a cool idea to give guilds some activities and goals to work toward.
    Edited by valenwood_vegan on 21 September 2024 15:34
  • Denisael
    Denisael
    Soul Shriven
    Thanks for the comments, I obviously overestimated the bonuses, for more discussion =)
    I also agree with the more cosmetic effects of the guild's skills, which, however, does not mean that it is worth giving up the influence on the gameplay altogether.
    It also seems to me that the mechanics of merchant guild caravans will allow you to revive the current economy of the game, and the high cost of leveling up and possibly additional costs for NPCs associated with the guild will take excess gold out of the hands of players.
  • Denisael
    Denisael
    Soul Shriven
    And if the developers notice my message, I hope they will definitely manage the balance.
  • AzuraFan
    AzuraFan
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    I wouldn't want to see this implemented. I belong to really good guilds that run a variety of PvE events. They don't need this type of help. I'd hate to see only WB events for a while.

    Also, I'd never use the ultimate. I'm a warden. I love my bear. The end.

    And do we really need another hamster wheel system introduced into the game? There are enough already, with more on the way.
  • SilverBride
    SilverBride
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    Please no.

    Guilds should not have to jump through a lot of micromanaged firey hoops to be "successful". Guilds survive or fail based on how well they meet the needs of their members. That is all that is needed.
    PCNA
  • Hapexamendios
    Hapexamendios
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    I play with my friends in my PVE guilds and user trade guilds to sell. Beyond that I neither need nor want anything else from them.
  • Northwold
    Northwold
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    I don't think this is the right game, with the right player base, for these sorts of mechanics. There's already a lot of controversy over needing to be a guild member to be able to sell things properly.

    ESO has been marketed as an MMO that pretty much allows you to ignore the middle M if you want to, which gives it its own character (except for trading, weirdly, which is so far the other way it's a bit of a slap in the face). Remember it picks up a lot of its players from people coming in from the single player Elder Scrolls games. Start forcing people into guild play to get bonuses and that character falls away.
  • Razmirra
    Razmirra
    Some of these things would be interesting, some could be adjusted like the PvP. What if you are in two PvP guilds? Will the effects stack or the second Tel Var/Siege effects be annulled because you are in the first one? How does one designate one as an RP/PvE/PvP/Trade guild? How do you keep GMs from abusing the classification of their guild?
  • LikiLoki
    LikiLoki
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    Yes, yes and yes. This and much more has been offered by players in different variations in the past years. Where are we now? Nothing has changed. Not everything needs to be applied exactly as you imagine, but changes for player guilds are necessary. Guild achievements, guild artifacts, guild currency, daily guild quests, guild rankings, guildhalls and more
    Edited by LikiLoki on 21 September 2024 22:21
  • Nharimlur_Finor
    Nharimlur_Finor
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    Going back to the Zenithar event earlier this year.
    The quest starter was next to the shrine for the quest.

    There was a pole either behind or next to her that had a notice about Guilds on it.
    It surprised me a the time, as it appeared to be trying to drum-up interest in joining a guild.

    Does anyone remember this and what it actually said?

  • TaSheen
    TaSheen
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    LaintalAy wrote: »
    Going back to the Zenithar event earlier this year.
    The quest starter was next to the shrine for the quest.

    There was a pole either behind or next to her that had a notice about Guilds on it.
    It surprised me a the time, as it appeared to be trying to drum-up interest in joining a guild.

    Does anyone remember this and what it actually said?

    Those are in every city pretty much. They are (as you said) a prompt to look into the guilds system in the game. It's a minor quest; accept it and follow the instructions, get a little bit of XP.
    ______________________________________________________

    "But even in books, the heroes make mistakes, and there isn't always a happy ending." Mercedes Lackey, Into the West

    PC NA, PC EU (non steam)- four accounts, many alts....
  • Denisael
    Denisael
    Soul Shriven
    Razmirra wrote: »
    Some of these things would be interesting, some could be adjusted like the PvP. What if you are in two PvP guilds? Will the effects stack or the second Tel Var/Siege effects be annulled because you are in the first one? How does one designate one as an RP/PvE/PvP/Trade guild? How do you keep GMs from abusing the classification of their guild?

    This is obvious, because guild tabards exist. Quests are accepted and defended when the tabard is worn. At the same time, the player receives experience for the guild in whose tabard he dressed.
    You just need to give it the opportunity to visually hide it.
  • Aggrovious
    Aggrovious
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    Right now the #1 thing ZOS can do to help guilds is to revert guild listing time to 30 days. 14 days is just too short, especially with the economy being so degraded as it is now.

    That's not going to do much at all. Its suppose to encourage quicker sales and that means less ridiculous pricings for everyday needs. I like that I can buy tempering alloy and dreugh wax at a much cheaper rate than at High Isle's expansion. I shouldn't have to spend 500k to gold my sets. I am looking forward to the economy going even lower.
    Making a game fun should be a priority. Making a game balanced should not come at the expense of fun.
  • alpha_synuclein
    alpha_synuclein
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    While I wouldn't be agaist increasing the meaning of guilds by adding some sort of guild only activities, I don't think those copy-paste suggestions from the game whom I won't name are the answer ;)
    Combat buffs especially feel waaay to strong.

    Also, ESO is too much solo oriented for this kinda stuff to ever happen.

    Best we can hope for is this:
    but I would hope they would just start with giving those who run guilds better built-in management tools, instead of forcing them to rely on addons or pen and paper. Tools to help host guild events like an auction or a raffle would be helpful as well.

    An actual guild hall owned by the guild rather than by a specific player would be another easy QoL addition.

    Adding the ability to actually search for a guild by name in the guild finder (HOW do we still not have this in 2024?).

    But even these are highly unlikely...
  • AvalonRanger
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    OP "as an MMORPG, there is not enough interaction between players in the guild"

    Agree, but I don't want to do another mandatory work only for guild. I'm paying 1K~3K gold
    everyday for my guild. I think that good enough.

    Daily mission is already enough heavy duty, no more.

    And, consider interaction aspect....Most people just want "PUG combat role or crafter".
    Sometimes keep begging gold from someone.(I think those are bot.)

    I've never seen people who just want to travel though the all Tamriel with players
    as role playing. I already have "Ember". She is good enough RPG partner for me.

    So, do we really need interaction?
    Edited by AvalonRanger on 24 September 2024 23:13
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  • TheMajority
    TheMajority
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    I don't want to increase communication with players in game the amount I already got to tolerate to function is enough dont like or want more just want to play with my family and close friends. dont want or need to talk to my trading guild just sell stuff.
    Edited by TheMajority on 24 September 2024 23:28
    Time flies like an arrow- but fruit flies like a banana.

    Sorry for my English, I do not always have a translation tool available. Thank you for your patience with our conversation and working towards our mutual understanding of the topic.
  • LamiaCritter
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    Please, no.
    Absolutely please not.

    Guilds should NOT get special precious skill privileges and advantages over the non-invested or non-guilded people. This is an interesting idea in theory. Not so much in practice, and not entirely fair, regardless of the different choices for guild 'types'.
  • hiyde
    hiyde
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    ...I would hope they would just start with giving those who run guilds better built-in management tools, instead of forcing them to rely on addons or pen and paper. Tools to help host guild events like an auction or a raffle would be helpful as well.

    An actual guild hall owned by the guild rather than by a specific player would be another easy QoL addition.

    Adding the ability to actually search for a guild by name in the guild finder (HOW do we still not have this in 2024?).

    ding ding ding ding :)
    @Hiyde GM/Founder - Bleakrock Barter Co (Trade Guild - PC/NA) | Blackbriar Barter Co (Trade Guild-PC/NA)
  • hiyde
    hiyde
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    Xandreia_ wrote: »
    Tandor wrote: »

    And I worry in particular that tying combat bonuses to guild membership goes too far in "forcing" people to join guilds and participate and would risk creating an "underclass" of players who don't want to join guilds, already have guild slots full, or perhaps otherwise can't find a guild with open slots that has unlocked the bonuses they need yet... and thus these players simply can't be competitive without the bonuses

    This.

    Guild membership already controls the economy through the trading system, we don't need it controlling or just dominating other sections of the game as well.

    ZOS controls the economy, not the players.

    i dont know about that, player greed absolutely has something to do with it (on pc)

    which is true of pretty much every MMO, whatever the trading system in place...
    @Hiyde GM/Founder - Bleakrock Barter Co (Trade Guild - PC/NA) | Blackbriar Barter Co (Trade Guild-PC/NA)
  • ComboBreaker88
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    They definitely need to do something.
  • AnduinTryggva
    AnduinTryggva
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    It is interesting on a first glance but poses some problems and issues that would have to be addressed.

    This leveling with gold favors again those guilds that have a lot of gold. This means the big trading guilds will have a considerable advantage over smaller ones. They can level faster on their already accumulated pile of gold and will be even more attractive for players to join them due to their boni to generate more gold out of it.

    Many guilds don't have a specific orientation.

    It might lead to more player hopping through guilds trying to always be member of a guild that offers the highest boni.

    Newcoming guilds with few members have a significant disadvantage here.
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