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[SUGGESTION] Guild Types

DaniAngione
DaniAngione
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Greetings everyone!
As usual, my threads are a bit big and (mostly) useless, so brace yourselves and thank you for coming :wink:
Please make sure to provide feedback, opinions, suggestions... :smile:

INTRODUCTION

Guilds are an amazing thing. It's the core and heart of the idea behind the so expected "social experience" online games were born to deliver. Not because they're quite an intricate or well thought concept but because they're the most natural human reaction we've seen happening through history and only but replicated it in games: We tend to band together.

We do so for survival, for the sharing of resources, to satisfy social needs, share common interests, etc... For games, of course, we do so because we need others to face greater challenges, for trading, for friendship...

That's one of the main reasons I think that Guilds are one of the things that should be heavily worked on in ANY MMO, because they can bring a LOT to the game and the user experience without requiring as much work as new systems or quest/dungeon/whatever content. These are important too, for sure... But Guilds deserve some love.

There are many things that could be done to improve the overall Guild experience, most of them focused on better Guild management tools, an improved guild interface, more control over the Guild's resources - but I suppose there are enough threads and complaints on these subjects, so I've decided to focus on a new mechanic I've been thinking about for some time and that I think it would be a great addition to the game! I've always said to myself: Why can't Trade Guilds be 'Factionless'? Why can't we actually have vampire and werewolf guilds... or mercenaries?!

I call it "Guild Types", though conceptual names could be guild specialization or guild 'classes'. Anyway, let's get started.

GUILD TYPES

WHY
The reason behind this idea is quite simple. As I've mentioned in the introduction, guilds are an essential part of the game and improving their functionality could enhance the gaming experience of ESO much more meaningfully than punctual improvements. The effects of changes and additions to Guilds have a much broader range because pretty much everyone is in a guild. The idea for Guild Specializations or Guild Types works really well with ESO because we can be in up to 5 guilds simultaneously. This allows us to join different guilds with different focus and have all these specialized guilds at our 'disposal' whenever you need. What I'm saying is that Guild Specialization already exists as a dynamic, "Player created" feature: we have Trade Guilds, RP Guilds, etc... Making it official and adding "flavour" to it would not only improve the overall functionality of each specialized guild but also give the players the means to turn their 'specialized' guild into something really more relevant among their counterparts.

Also, it's not really complicated in terms of mechanics. Most of it is already in the game - especially the most important element, the UI that allows us to pick the Guild Alliance.

THE CORE IDEA
The potential is endless and it is something that could be expanded in the future with the addition of new guild types, etc. But my original concept deals with 7 basic guild types (and an 8th one I've added after the announcement of the Legerdemain skill tree):
  • Ebonheart Pact Guilds (Standard EP PVP/PVE Guild) [Already in game]
  • Daggerfall Covenant Guilds (Standard DC PVP/PVE Guild) [Already in game]
  • Aldmeri Dominion Guilds (Standard AD PVP/PVE Guild) [Already in game]
  • Trading Companies (Trade Guilds, focused on market, auctioning, buying & selling
  • Mercenary Companies (Specialized PVP Guild able to trade Faction Allegiance in Cyrodiil for gold)
  • Vampire Covens (Mostly RP with some Gameplay buffing guilds for one of the 3 special "World" skill lines)
  • Werewolf Packs (Mostly RP with some Gameplay buffing guilds for one of the 3 special "World" skill lines)
  • Burglary Bands (Mostly RP with some Gameplay buffing guilds for one of the 3 special "World" skill lines)
I'll talk about game mechanics for each guild type below. However, what I can say now is that what makes each guild type different from each other are two basic characteristics I'll call Guild Traits and Group Effects.

Guild Traits are the guild's stats. They're in the game already - kind of - but since every guild is equal right now, they don't matter much. For example, a guild trait could be "Maximum Players". Currently, every guild in the game has a maximum of 500 players - one of the ideas here is to make the possible number of players different for each guild - for example, Trading Companies could have 2,000 players, but could not capture castles or resources, while normal Alliance guilds would be able to capture stuff in Cyrodiil but not have so many players. These are the Guild Traits; they're the basic characteristics of each guild type.

Group Effects would be small buffs and special effects player characters could achieve by grouping themselves with people from the same guild. The effects would obviously be based on the guild's purpose. To prevent abuse (A group of 4 players all in the same 5 guilds for master buffing), ONLY ONE Group Effect can be 'active' at the same time, determined by the Guild Tabard currently worn by the Leader of the group. If the leader is not wearing a tabard, other rules could apply.
Also, every guild type has TWO group effects: One only works in Cyrodiil (PVP Effect); the other only works outside of Cyrodiil (PVE Effect)

The main idea is not to greatly buff or improve specific groups, the Effects and Traits should not be relevant enough to completely revamp the way the game plays or anything like that. It's more about allowing and encouraging specific behaviors that were created by the community while not initially planned on the game's design, like the whole workings of Trade Guilds as they're currently present in the game. By encouraging and giving support to these different gameplay styles the community created for guilds, ZOS would not only be improving and expanding the 'sandbox-y' side of the game but also giving more personality to the world.

WHAT WOULD IT BE LIKE
The game would change a lot but, at the same time, it would not be a noticeable change.
Overall, the user experience would be pretty much the same, except for a few additions to the Guild UI and the Guild Creation screen, where you would get to choose the type from the same dropdown list we currently choose the Alliance.
If it ever goes live, all Guilds should 'obviously' get a one time "free respec" to permanently change their type. So all the guilds currently acting as Trade Guilds could become Trading Companies, all the PVP focused guilds could decide if they'd stay allied to their Faction or go down the Mercenary way, RP guilds could pick their respective types, etc...

For the 'average' player, the changes would be mostly cosmetic with a few new gameplay mechanics like some small buffs when grouping with guildies and such.
For 'guild owners', changes would require a small bit of 'setup' and decisions but would be pretty much the same experience we have now.

So, as you see, it's one of these changes that doesn't impact the gameplay enough to be game changing or game breaking but, at the same time, brings a whole new level of depth and immersion, dramatically improves the 'sandbox-y' side and the storytelling potential of the player experience and gives us new things to play with.

It would also be really cool if each Guild Type had a few specific design choices for Tabards, both form and crest. Alliances could get more Alliance-specific crests, Trading Guilds could get colorful garments, maybe even 'jewelry' with the tabard; Werewolves could get a 'ragged', cut shape for their tabards, etc... More choices to make them even more unique and different from each other!

So, let's get down to business.

HOW WOULD IT WORK - GUILD TYPES MECHANICS
The following sections bring some of the changes, traits and effects for each guild type into detail.
I'd like to say that the following values and numbers are MOSTLY ARBITRARY and do not represent thoughtful, precise balancing. They're mostly placeholders to represent the idea and the possibilites of a Guild Specialization/Guild Type system and are not to be taken seriously. So, please, focus your reading and opinions on the concept and not the values themselves; This is merely a 'design' for ZOS to (hopefully) read through and think about it, it's not meant to go into the game as presented ;) Thank you.

SOME INFO REGARDING GUILD TRAITS
Before I go into the specific functionality of each type of Guild, I'd like to talk about the Traits listed for each of them.
Some of them are easily understandable, like the number of players. Some of them, however, require some explanation as they involve some new mechanics for the game:

Fixed House Cut or Custom House Cut
The House Cut is the amount of Gold that the Guilds gets when you're selling items through their stores. The standard House Cut in ESO is 7%. Some guilds will have the House Cut lowered a bit - like Mercenary Companies - since they're not supposed to make money through the store. And some will have custom House Cuts allowing more flexibility, like Trading Companies. Changing the House Cut is a special permission (so both the Guildmaster and appointed officers can do it) and can be done only once in a day.

Allegiance Bidding in Cyrodiil
This is actually a new 'feature' for the Mercenary Companies guild type. Imagine a board where you can check a list of Mercenary Guilds. It ranks them by average Alliance Points per Active Member (members active in the past 3 days or something like that). A Mercenary Guild must choose which campaign they want to participate in by talking to a NPC (for example) inside that campaign. After choosing, they'll appear on the Mercenary Boards of that campaign for all three factions.

During the time of the campaign, other guilds (from any Alliance) can "Bid" on Mercenary Guilds. By the end of the campaign (last day or so) each guild will receive a Warning saying how much each Alliance paid for them. They CAN choose which alliance to join, though it's likely they'll always pick the highest bidder (but being able to choose allows for some shady deals behind the backs). When they pick a side, some of the Gold is returned to the losing bidders (like 80%) and the Mercenary Guild Bank receives all the gold offered by the winning alliance. From that point forward, whenever you join Cyrodiil WHILE WEARING YOUR MECENARY GUILD'S TABARD, you'll join as a player fighting for the faction that 'hired' your guild. The Tabard is important because it allows you to join normally (your character's faction side) if you want, just don't wear the tabard.
By fighting for the Mercenary Company (wearing the tabard), your AP will count towards the Mercenary Companies ranking board. Fight well and your guild will always stay on top, attracting more gold. A hired Mercenary Company allegiance lasts for the entire campaign. Or it could be weekly, something like that.

Resource/Keep Ownership Limit
Some guild types can own more than just one resource and/or keep. This is an improvement not only thought to encourage 'frontier forming' for PVP-specialized guilds and such but also to motivate a new form of market - the territorial market. More on that below.

Selling & Buying Resources and Keeps in Cyrodiil
Resources and Keeps could become a valuable resource. The aim of this idea is to increase the gameplay/PVP value of Mercenary and Trading Companies. Trading Companies can't claim territory but they can BUY it - because that's what they do. Having a merchant deep in the front is quite useful if you're selling potions and food... Now the only way for a Trading Guild to acquire said merchant is by buying a Keep or Resource. As for Mercenaries, they're in for the money.
So they're specialized in capturing Keeps (bonus for Siege equipment) and they're also allowed to sell them. To do so, they must claim the Keep or Resource on the quartermaster (as usual). However, being Mercenary Companies, the moment they claim it, other Guilds will be able to Bid or Buyout them. The price should be fixed (Something like 20k for a Keep buyout) and the "auction" should last a few hours. If no one buys it, it goes back to Unclaimed. To encourage their services, Keeps being sold by mercenaries have their Transitus Shrine locked, so the Alliances will need to buy them from the mercenaries for them to become useful for the war.

Trading Guilds can also sell their properties but it's not automatic, they have to put it up to sale by talking to the Quartermaster. Since they can't claim it themselves, this is not really profitable because they paid for it already. It's just a way to get the money "back" if they decide it wasn't worthy or can't stay overnight to defend the keep, for example.

Special Keeps
Some Guild types have "Special Keeps". That means that whenever a Keep is owned by that Guild, it will have a special, unique garrison that is different from the 3 common factional garrisons. This not only adds flavour to Cyrodiil but is also cool and can have strategical value.
  • Trading Companies and Mercenary Companies have mercenary guards instead of the faction's guards. Mercenary guards are similar to factional guards, but they can be of any race, they have varied gear (could be Akaviri style, like the Fighter's Guild gear) and they're a bit weaker.
  • Vampire Covens have vampire guards and swarms of enthralled soldiers. It would be cool if the swarms of enthralled soldiers had uniforms from all 3 alliances. Vampire guards should be focused on Magicka and be a bit stronger than normal guards.
  • Werewolf Packs have werewolf guards that will transform during combat and swarms of common wolves. They should be focused in Stamina and be a bit stronger than normal guards.
  • Burglary Bands have mostly ranged and rogue guards. They're not as tough as normal guards, but they should have increased range and sight, being allowed to spot sneaking enemies from afar.

Special Requirement
The three Guild Types that are based upon World skill lines (Werewolf, Vampire and Legerdemain) have a special requirement to be part of them: You must have the required skill line in at least one of your characters. The moment you lose that skill line (Let's say you cure your vampirism, for example), you won't automatically leave or be kicked, but you need to have the required line to join them AND you also need not only the required skill line but BE PLAYING with that character for its effects to work.

So you can only claim resources for your Werewolf Guild if you're playing with your werewolf, for example. The same applies to Group Effects and the ability to wear the Guild's tabard.

ALLIANCE GUILDS
The following applies to 3 Guild Types: Ebonheart Pact Guilds, Aldmeri Dominion Guilds and Daggerfall Covenant Guilds

TRAITS
  • 500 Players
  • 30 Store Listings per Player
  • Listing Price (1%)
  • Fixed House Cut (7%)
  • Guild Bank (500 Slots)
  • Is NOT allowed to bid on Guild Traders
  • Is NOT allowed to bid allegiance in Cyrodiil
  • Is allowed to claim resources
  • Is allowed to claim keeps
  • Is NOT allowed to sell owned resources
  • Is NOT allowed to sell owned keeps
  • Is allowed to buy resources
  • Is allowed to buy keeps
  • Resource/Keep Ownership Limit (2)
  • Has NOT a special Keep.
  • Has NOT a Special Requirement

GROUP EFFECTS

In Defense of Tamriel (Non-Cyrodiil PVE Effect)
"In times of war and need, sticking with ones you trust will boost your courage and valour."
+1% Maximum Health per Guild Member in group (up to +6%)
+2% Stamina and Magicka Regen per Guild Member in group (up to +12%)

Three Hearts as One (Cyrodiil PVP Effect) [Ebonheart Pact Guilds]
"From the desolate cold plains of Skyrim to the dreadful wastes of Morrowind and the dangerous waters of Black Marsh, the warriors of the Pact share the toughness and will to survive the hardest of the challenges."
+1% Health Regeneration per Guild Member in group (up to +6%)
+2% Healing Received per Guild Member in group (up to +12%)
-1% Damage received from Weapon attacks & skills per Guild Member in group (up to -6%)

Loyalty & Honor (Cyrodiil PVP Effect) [Daggerfall Covenant Guilds]
"The unification of the proud Bretons, the honourable Redguard combat mastery and tradition and the unstoppable sense of duty of the Orcs has forged together an unlikely yet fearsome force."
+2% Stamina & Magicka Regeneration per Guild Member in group (up to +12%)
+1% Ultimate Generation per Guild Member in group (up to +6%)
+1% Damage to all Class and Weapon Skills (up to +6%)

The Will of the Queen (Cyrodiil PVP Effect) [Aldmeri Dominion Guilds]
"Amidst all their differences and rivalries, an aldmeri queen, armed with knowledge of the former Ayleid glory and with visions of an honest, fair and better Tamriel rose forth to bring the wit of Elsweyr, the strength of Valenwood and the audacity of her kin into the fray."
+2% Speed per Guild Member in group (up to +12%)
+1% Magicka & Magicka Regeneration per Guild Member in group (up to +6%)
+1% Armor Buffing effects from skills per Guild Member in group (up to +6%)

REASONING
The three main alliance guilds are pretty much the standard guilds we have in the game right now. The only changes are the removal of the permission to bid on Guild Traders and the increase (by 1) to their limit of owned property in Cyrodiil. With this addition and their combat-enhancing group buffs, they're the average guild and should make up the majority of the guilds in the game, being focused in both alliance loyal PVP and PVE.

TRADING COMPANIES
The following applies to 1 Guild Type: Trading Companies

TRAITS
  • 2,000 Players
  • 50 Store Listings per Player
  • Listing Price (1%)
  • Custom House Cut (0%; 3%; 7%; 10%;)
  • Guild Bank (1,000 Slots)
  • Is allowed to bid on Guild Traders
  • Is NOT allowed to bid allegiance in Cyrodiil
  • Is NOT allowed to claim resources
  • Is NOT allowed to claim keeps
  • Is allowed to sell owned resources
  • Is allowed to sell owned keeps
  • Is allowed to buy resources
  • Is allowed to buy keeps
  • Resource/Keep Ownership Limit (1)
  • Has a Special Keep
  • Has NOT a Special Requirement

GROUP EFFECTS

Profitable Expedition (Non-Cyrodiil PVE Effect)
"A merchant can accomplish many things alone but there's no telling to how much they could do in a group. If they agree with their shares, of course."
+1% Gold obtained from loot, containers and Quest Rewards per Guild Member in group (up to +6%)
-2% Equipment damage on death per Guild Member in group (up to -12%)

Pillage & Plunder (Cyrodiil PVP Effect)
"War ravages through Tamriel, revealing the worst side of every one of us. War brings death, misery, famine and suffering... But war also brings Gold for those who know where to look."
10% of the Alliance Points gained from Resource capture is converted into Gold per Guild Member in group (up to 60%)
5% of the Alliance Points gained from kills are converted into Gold per Guild Member in group (up to +30%)

REASONING
Trading guilds have increased player count, store functionalities and more economical flexibility by being able to farm gold efficiently with the group effects or earn more gold with custom house cuts. By having 2,000 members with a 50 listings limit and the ability to bid on Guild Traders, they're literally living Auction Houses. The economical power these buffs give will allow Trade Guilds to become the major speculation powers they've always wanted to be. However, not being able to effectively participate in PVP (can't claim resources) and not having good combat enhancing bonuses, they're limited to their purpose. This is an attempt to prevent the current 'phenomenon' of Trade Guilds that became "do-everything-guilds" by limiting their potential on other areas (PVE, PVP) but increasing their economical power.

MERCENARY COMPANIES
The following applies to 1 Guild Type: Mercenary Companies

TRAITS
  • 500 Players
  • 10 Store Listings per Player
  • Listing Price (1%)
  • Fixed House Cut (3%)
  • Guild Bank (500 Slots)
  • Is NOT allowed to bid on Guild Traders
  • Is allowed to bid allegiance in Cyrodiil
  • Is allowed to claim resources
  • Is allowed to claim keeps
  • Is allowed to sell owned resources
  • Is allowed to sell owned keeps
  • Is NOT allowed to buy resources
  • Is NOT allowed to buy keeps
  • Resource/Keep Ownership Limit (3)
  • Has a Special Keep
  • Has NOT a Special Requirement

GROUP EFFECTS

Training & Sharpening (Non-Cyrodiil PVE Effect)
"A mercenary is only as good as the sharpening of their blades. You can't always wage war for money but while you're not at it, you might as well practice waging wars."
+1% Experience obtained from enemy kills per Guild Member in group (up to +6%)
+2% Weapon skills rank gain speed per Guild Member in group (up to +12%)

Blood Money (Cyrodiil PVP Effect)
"It is said that mercenaries have no loyalty and hence should not be feared. I say all mercenaries should be feared - and greatly - for the love and the loyalty for gold can be more powerful than the love for any land or crown."
+3% Damage & Endurance for Siege Equipment per Guild Member in group (up to 18%)
+2% to all the Alliance War skills effects and Alliance War global buffs effects per Guild Member in group (up to +12%)

REASONING
The Mercenary Companies are the most specialized, hardcore PVP guilds. They're intended for players looking for fun, challenging and somewhat unpredictable PVP experience (and gain from it). Their group effects are focused in conquest (since they can profit from selling keeps and they can have up to 3 keeps to sell at the same time, turning them into really profitable war machines), even their "Non-Cyrodiil" group effect is aimed for PVP players: the purpose of increased XP is to level fast and hit Cyrodiil. They're really meant for those that really want to PVP and don't care much for PVE content, for example. Having lower listing limits and House Cuts is also an attempt to compensate their potentially huge profit from war.

WORLD SKILL LINES GUILDS
The following applies to 3 Guild Types: Vampire Covens, Werewolf Packs and Burglary Bands

TRAITS
  • 500 Players
  • 30 Store Listings per Player
  • Listing Price (1%)
  • Fixed House Cut (7%)
  • Guild Bank (500 Slots)
  • Is NOT allowed to bid on Guild Traders
  • Is NOT allowed to bid allegiance in Cyrodiil
  • Is allowed to claim resources
  • Is allowed to claim keeps
  • Is NOT allowed to sell owned resources
  • Is NOT allowed to sell owned keeps
  • Is NOT allowed to buy resources
  • Is NOT allowed to buy keeps
  • Resource/Keep Ownership Limit (1)
  • Has a Special Keep
  • Has Special Requirement

GROUP EFFECTS

The Scent of Blood (Non-Cyrodiil PVE Effect) [Vampire Covens]
"The Coven always looks after their own, but they must prove themselves worthy and strong to be part of the feast."
10% Slower Vampire Stage advancement (up to 60%)
+2% Vampire skill line rank gain speed per Guild Member in group (up to +12%)

Bloodlust (Cyrodiil PVP Effect) [Vampire Covens]
"It is a dangerous road to thread, the conquest of the allegiance of vampires. It might be your doom... Or your greatest achievement."
+2% Damage for all Vampire Skills per Guild Member in group (up to +12%)
-2% Damage received from Fire attacks per Guild Member in group (up to -12%)

Beasts of Prey (Non-Cyrodiil PVE Effect) [Werewolf Packs]
"The Pack hunts as one, and every member of the pack can trust each other with their cursed lives."
+3% Ultimate generation per Guild Member in group (up to +18%)
+2% Werewolf skill line rank gain speed per Guild Member in group (up to +12%)

Wild Hunt (Cyrodiil PVP Effect) [Werewolf Packs]
"There are many things from Nirn and beyond that can strike fear into the hearts of an enemy army. Few are as effective as the howling and the sight of a werewolf pack loose for the hunt."
+2% Damage to all Werewolf skills and attacks per Guild Member in group (up to +12%)
20% Slower Werewolf timer per Guild Member in group (up to 120%)

Thievery & Mischief (Non-Cyrodiil PVE Effect) [Burglary Bands]
"A good pickpocketer always escapes from the city guards but a better band of burglars won't even alarm them."
-5% Chance of being detected by NPCs while sneaking per Guild Member in group (up to -30%)
+2% Legerdemain skill line rank gain speed per Guild Member in group (up to +12%)

Backstabbing (Cyrodiil PVP Effect) [Burglary Bands]
"It is not always that crime pays. But the skills developed for crime are certainly useful when you find yourself on a battlefield."
+3% Running speed and Sneaking speed per Guild Member in group (up to 18%)
+2% to all Damage inflicted while sneaking per Guild Member in group (up to +12%)

REASONING
These guilds are meant to be quite similar to the "standard" Alliance guilds, however they're focused on a special group of people. Mostly RP, other than being similar to the standard guilds, they have PVE Group Effects focused on playing that style with friends and levelling it together and also some specific and nice roles for their PVP Group effects. For example, Vampires and Werewolves are meant to be able to play more (and better) as groups of vampires and werewolves, and burglars get bonuses that will allow them to become the ultimate flaggers/scouts. Their unique keeps will also increase tactical value of keep ownership.

FINAL WORDS
Well, there it is. This is the whole concept of my idea for Guild Specializations. The purpose of this whole thing is to add depth, immersion and allow the generation of tons of new 'content' by providing support and encouragement to something that the community has created already but it's not officially recognized. There's a huge potential, not only for all the things this can bring but also for future guild types and even some guild specific content, unlocks, more progression, etc...

I've spent quite some time coming up with this, it's an idea I've suggested long ago and decided to finally work it out. As I've said, I'm sure a LOT would've to be balanced and reworked for it to fit properly into the game, I did say most of the numbers are merely demonstrative. What matters is the concept and how much it could bring into the game, in my opinion... So, please, feel free to contribute, suggest and point out whatever your thoughts on this! Feedback is always appreciated.

Thanks for reading if you've come this far and see you all ;)
Edited by DaniAngione on March 3, 2015 3:18PM
  • MornaBaine
    MornaBaine
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    My RP Guild is a vampire AND werewolf focused guild. I can't justify favoring one group of players over the other. Splitting into 2 guilds limits communication between members who are currently happy all being in the same guild together.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • DaniAngione
    DaniAngione
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    MornaBaine wrote: »
    My RP Guild is a vampire AND werewolf focused guild. I can't justify favoring one group of players over the other. Splitting into 2 guilds limits communication between members who are currently happy all being in the same guild together.

    Certainly, but that's why you get to choose which type of guild you're going to create :smile: it's not a forced thing.

    The three "Alliance guilds" work pretty much the same as guilds currently do in the game, so your guild could just stay like that :wink:

    This idea doesn't 'change' guilds as they are, it adds options/variability.
    Edited by DaniAngione on March 2, 2015 11:11PM
  • DaniAngione
    DaniAngione
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    Sorry for the 'double post', just wanted to add that I edited (improved?) some stuff :pensive:
  • Gidorick
    Gidorick
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    I was just wondering why ZOS doesn't allow guilds to specialize so I did a search and found this thread!

    I kind of think this would be a great way to introduce things like "vampire lord". We could have it so that a player who owns a Vampire Guild with.. oh... 300+ players, unlocks Vampire Lord morps of their vampire skills. So then, if you saw someone in ESO running around like this:

    latest?cb=20120629135238

    you'd know why and they would be kind of unique in the world.
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • Abeille
    Abeille
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    Okay this thread is kinda old, but I actually like the idea of guilds being specialized on something.
    Just so that everyone knows, my Altmer still can't have black hair. About a dozen of Altmer NPCs in the game have black hair. Just saying.

    Meet my characters:
    Command: Do the thing.

    Zadarri, Khajiit Fist of Thalmor: The thing was done, as commanded.
    Durza gra-Maghul, Orc blacksmith: The thing was done perfectly, in the most efficient way.
    Tegwen, Bosmer troublemaker: You can't prove I didn't do the thing.
    Sings-Many-Songs, Argonian fisher: Sure, I'll do the thing... Eventually. Maybe.
    Aerindel, Altmer stormcaller: After extensive research, I've come to the conclusion that doing the thing would be a waste of resources.
    Liliel, Dunmer pyromancer: Aerindel said I shouldn't do the thing. Something about "resources".
    Gyda Snowcaller, Nord cryomancer: I will find a way to do it that won't waste resources and make Aerindel proud of me.
    Beatrice Leoriane, Breton vampire: I persuaded someone else into doing the thing. You are welcome, dear.
    Sahima, Redguard performer: Doing the thing sounds awfully unpleasant and really not my problem.
    Ellaria Valerius, Imperial priestess: I'll pray to the Eight for the thing to be done, if it is Their will.
  • Gidorick
    Gidorick
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    Don't be ageist @Abeille, just because a thread is old doesn't mean it's not applicable. In fact I would argue that there's been so little growth in ESO since its been released, that most of the idea threads that are out there are still applicable.

    I went and found this thread because I was actually typing up an idea about being able to flag your guild as a vampire coven werewolf pack... I got about 10 minutes into writing and wondered if anyone else ever thought of this. Well, they had!
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • DaniAngione
    DaniAngione
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    Thanks for the necro @Gidorick :3

    To be honest, this is one of my favorite posts I've ever written, although not exactly popular :P
  • Taryf
    Taryf
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    Making this will be huge mechanic change, but maybe there will be simple "guild role" in "looking for guild" tool.
    PvP
    PvE
    Trade

    just like is now Tank, Healer, DPS
    PS4
    EU
    Imperial Dragonknight Stamina Tank
    Ebonheart Pact

    M'aiq prefers to adventure alone. Others just get in the way. And they talk, talk, talk - M'aiq the Liar
  • SirCritical
    SirCritical
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    I've played a PBEM game, which had the system of specialized guilds, and it worked very well :smiley:

    So I really could support this idea :) This kind of change on guilds could help this game to be more different, than "standard" MMOs. Great writing up there DaniAngione
  • DaniAngione
    DaniAngione
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    Great writing up there DaniAngione

    Thank you :smile:

    Yeah, I tried to focus on something that I felt it was a need rather than something that could or not be good. For instance, I'm sure Trade guilds would love tho be able to customize some monetary settings like I suggest.

    Being able to manage the House cut, for example, would allow for guilds with well positioned Kiosks to charge more per sale, working as a subistitute for 'player enforced quotas'. Also, being a 'factionless' guild with a larger number of players would do wonders for trade!

    As for the other ideas, they're more there to support different playstyles and mostly RP needs - but I do like the idea of Mercenary guilds. They could be a seriously cool thing for people that just enjoy a good PVP battle regardless of loyalty!
  • Gidorick
    Gidorick
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    I've been toying around with some guild-upgrade concepts and am planning on quoting this thread... I was wondering @DaniAngione , Do you see the Faction Guilds as being exclusionary? The reason I ask is my concept includes things like guilds being able to be joined by character or by account.

    This would mean that if you join an Ebonheart Guild with your Ebonheart character but set the guild to account and then create a Daggerfall character, you won't show the guild on that character. Faction Guilds are exclusive to those characters in that faction.

    It would be similar for guilds that are designated as a Coven or a Pack, if you're not a Vamp or a Wolf, you can't be in those guilds.

    How were you thinking Faction, Coven, and Pack guilds would work with characters who don't meet the criteria?
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • Samsayia
    Samsayia
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    I had a thread about trying to use a game mechanic to bolster outlaw guilds by giving them actual contracts to hand out like mini quests, but the thieves guild DLC is already decided that the actual thieves guild is going to handle all contracts :/ soo there's not much other than RP reasons to support a thieves guild.

  • DaniAngione
    DaniAngione
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    Gidorick wrote: »
    I've been toying around with some guild-upgrade concepts and am planning on quoting this thread... I was wondering @DaniAngione , Do you see the Faction Guilds as being exclusionary? The reason I ask is my concept includes things like guilds being able to be joined by character or by account.

    This would mean that if you join an Ebonheart Guild with your Ebonheart character but set the guild to account and then create a Daggerfall character, you won't show the guild on that character. Faction Guilds are exclusive to those characters in that faction.

    It would be similar for guilds that are designated as a Coven or a Pack, if you're not a Vamp or a Wolf, you can't be in those guilds.

    How were you thinking Faction, Coven, and Pack guilds would work with characters who don't meet the criteria?

    Hmmmm, that is interesting.

    I actually tried to keep my idea as close as possible to how guilds currently fuction, just adding some tweaks/systems that would be based on features that already exist - like the "choose guild alliance' window for type selection, etc.. The intention was to make the suggestion as retroactive as possible, so it wouldn't be much hassle to change current guilds, &tc, &tc.

    So, for example, vampires and wolves would be part of their respective guilds normally, being able to communicate even on other characters, the only difference is that they wouldn't benefit from the guild specific buffs with non-vamp/wolf characters.

    Same for faction guilds, so yes, they would probably be kind of exclusive, although one could have a vamp daggerfall covenant guild, for example.

    I do like your idea, however, of detaching guilds from the account and making them "character-based", even though it is beyond the range of my idea of "keeping it simple so it's easier to implement" - I think there's a lot of room to expand on some of my suggestions if you go that way, since it gives a lot of flexibility (and I'm aware of your creativity, you have amazing posts! ;) ) so feel free to link/quote whatever you want to and develop further/rethink, etc any of the things mentioned here, if you so wish. :)

    I'll be happy to support any and all ideas that aim to improve the guild system! :3

  • Solariken
    Solariken
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    Wow, this incredibly well-thought and interesting. I love your ideas OP. This would add immeasurable depth to the game.

    +1
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