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Lets Talk ESO: Guilds (Constructive)

GFBStarWars
GFBStarWars
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Hello fellow player, in this post i'm going to talk about some of the feature that i think are needed for the guild management and gameplay in The Elder Scroll Online.
I would love to have feedback on this and to start a constructive discussion on how to improve the guild system in ESO and on how to make the life easier for players and guild managers.


So lets start:

User Interface:
Right now the guild UI lack some feature, these are:
- Calendar: This is an important feature and could be added easily, just adding a tab on the current UI with a list of the week where GM and officer can add weekly events (shouldn't be dynamic just a simple grid with week and a space to write days events)

- Rules: Adding a space where policy for trade guild and rules for pvp/pve guild is needed, just a basic text wall with 500-750 words could do with basic formatting.

- Guild Chat: Creating rank specific channels (e.g. crafters)

- Better Rank admin: Option to modify rank even if not guild master (for officers)

- Message of the day (and possibly event) sended by the game as a mail (like hireling) or in chat:

- Other feature that are available in this add-on:
esoui.com/downloads/info746-ThurisazGuildInfo.html
(Charname in roster, online/leveled/offline status etc)

Trade Guilds:
- Policy on prices and/or on type of sold items (could be just a small tab with green as allowed and red as not)

- Making gold made by Trading Guild stay in the Guild Bank and allow a weekly % of it to go to admin and rank allowed players.

- Fun way to collect money for store and guild activities: A ticket that can cost 1'000 or more that player can buy, with a limit of them (limit being store price or setted by admin).Important: this money won't go toward the % that admin/rank get.
Example: Guild TARDIS need 100'000 to get the trader, they start this ticket feature to get the 50'000 they cannot receive by the store sales.
Game will collect the 50k and 10k (or 20% more, so 60'000 in this case) the 20% collected money (or 10k) will be rewarded randomly to a player that bought a ticket. Guild TARDIS get the store and travel through time happily.

Non Trade Guilds:
- Bank Customization: creating different sub-bank where depositing and withdrawing is locked by rank (e.g.: player deposit in sub-bank 1, crafter get item from sub-bank 1, craft and put them in sub-bank 2 for player to withdraw)

-Option to make trials gear go into the guild bank when looting them, still bound on pickup but now can be shared to other guild mates in need (cannot sell it in any way as bound on pickup, lots of pro and cons on this one)

- Guild name on leaderboards, pvp and trials: PvP could be the keep conquered by the guild or the ap sum of all the member in that campaign (or some other kind of stats), PvE could be some kind of sum or just the name on the group run (when starting the group will have an option to chose the guild they are running for or even to not use this feature). (Best trading guild could be even added, "most items sold" and "most gold made" categories, pro and cons here also)

Warning: The following part is just an idea that i have and could be complicated to be implemented in the game, not as important as the part above but i've written it anyway so that someone can give me feedback on it.
Guild Skill Line:
Right now a guild is only represented by what the guild master wanted for it and there isn't any real distinction between the structure of a pve,pvp, rp or trade guild.
I would love to see the players more involved in the guild and this kind of idea could be a solution for it and really create difference between the guilds.

Could be nice to create a guild skilline that advances slowly with time or by players getting exp while wearing the tabard (cannot be grinded in any way, only 1 guild may receive this xp by the players (based on account not character), each day a player can activate the tabard of the guild that he want to help leveling up, 1 guild a day and can be a different guild each day. (leaving a guild or being kicked will influence the guild exp already collected.

Players that are in the guild from some time (months maybe? some kind of upgrade on 1-3-6-12 months? But only player that have been online in the past 7 day may count)) give bonuses to the daily exp, increasing the max value of it)
This daily guild exp cap should be visible by all member and is guild wide not bound to player, so if some player are really active may fill it for all the other

These passive should be guild type related and locked in a way where the guild-master can choose a guild type at start and then stick with that line, possible respect once a month by paying a guild exp fee (really high, like 15 day worth of exp, or even no option of respect).
This skill line should take a really long time to master, something like the pvp rank system.
(These passive should not be picked by players, only the guild managers can pick them (probably a good idea is to talk about it before picking them), and to get the benefit the the player need to wear the tabard)

These passive could vary a lot by giving buff to players running guild trials group or pvp (all member of the same guild).
Trading guild could get passive bonus where if a player got an amount of exp with the trading guild tabard the taxes on his sale could be reduced or some kind of other stuff).

This could allow the option to trade "guild features" for others, a pve guild may want to trade the access to their guild store for a bigger bank space, while a trading guild may want to give player a bigger listing and trade the use of the bank for that.
And may allow for further customization for guilds in future updates.

I've read it a few times, maybe some errors are still there.
I've added spoiler so that is much easier to move around sections.

Thank you for reading and remember to leave a comment.
Here is a star for you (*)
  • DDuke
    DDuke
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    Great ideas!

    I had something similar in mind as well the other day...

    Since many people complain about the lack of guild identity when you have 5 guilds, how about making players able to choose one "Main Guild", leaving the 4 others "Secondary Guilds" (could be renamed to something more fitting).

    After this, your main guild would be able to progress in ranks, granting several non-combat related bonuses (lower repair costs, better merchant prices etc) and perhaps special tabard designs.

    How the guild progresses in ranks could be based on guild members gaining xp as you mentioned, but also on "guild accomplishments" or "guild quests", which would start from doing something simple as Spindleclutch (normal) with a group composed of guild members, and end up with something like "crown 10 emperors for your guild" or "beat Sanctum Ophidia hardmode", steadily progressing in difficulty.

    Another idea would be having the Cyrodiil buffs be based on the guild owning a keep. Your guild would get more buffs the longer it has held on to that keep. This would give keeps in Cyrodiil more meaning and make people really care about them, as well as leave a system that could be greatly expanded upon in the future (think: special siege weapons available from siege vendor if a guild has held on to a keep long enough, or additional player made fortifications to the keep).

    "Secondary Guilds" would function just as they do currently.
    Edited by DDuke on October 3, 2014 2:57PM
  • GFBStarWars
    GFBStarWars
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    Great ideas! haven't though about cyrodiil buff this way, and this would make owning a keep much more meaningful!
    And adding a Main guild could be even better as my idea of tabard could be confusing.

    Thanks for the feedback, hope to get more and to discuss some of this. ;)
  • adean27
    adean27
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    @GFBStarWars Phenomenal ideas, and I've heard a lot of them echoed time and time again, and I know majority of your ideas actually made it to the developers, some with variations, but the essence was still there.

    I for one support all those ideas and then some, and will continue to do so.

    I feel that this sort of dialogue is important, because it allows guild leadership to manage their guilds on a higher level that helps them to coordinate in a way that can make a guild feel more alive, which promotes guild loyalty and fun.

    Thank you for making this post,

    Andrew
    Shindig
    Director
    United Gaming Initiative
    www.unitedgaminginitiative.com
  • GFBStarWars
    GFBStarWars
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    @adean27‌ Thanks for the feedback! I know that some of these ideas reached the dev (e.g. calendar), i wanted to make a post with most of them and if i forgot something, i would love to have the community add to it and have a constructive discussion to improve the guild functionality in the game.

    Probably some input from the pvp community could be helpful here as I do not consider myself a pvper (more of a casual cyrodill player), maybe the have some different needs that i haven't listed here.
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