Ragnarok0130 wrote: »Also the ability to rename guilds and donate decos/crafting stations to the guild as guild property to be used only in guild halls would be nice too.
Billium813 wrote: »Ragnarok0130 wrote: »Also the ability to rename guilds and donate decos/crafting stations to the guild as guild property to be used only in guild halls would be nice too.
Ya, I think the concept of "Guild Owned" would be maybe the largest and most complex thing to implement (who can have what in their inventory, what happens when they leave the guild, what happens when the house stops being associated with a Guild Hall, ect). It adds a lot more work on, what is currently, the simple act of "leaving a guild". But it's critically important.
Ragnarok0130 wrote: »Billium813 wrote: »Ragnarok0130 wrote: »Also the ability to rename guilds and donate decos/crafting stations to the guild as guild property to be used only in guild halls would be nice too.
Ya, I think the concept of "Guild Owned" would be maybe the largest and most complex thing to implement (who can have what in their inventory, what happens when they leave the guild, what happens when the house stops being associated with a Guild Hall, ect). It adds a lot more work on, what is currently, the simple act of "leaving a guild". But it's critically important.
There would have to be a guild bank for such items IMO and probably a guild crafting bag limited by withdrawal permissions that anyone could donate to. It would take some programming but the foundation is already in game unlike the foundation for the card game - so if they could add a CCG to ESO they can give us solid guild features.
Once donated the items belong to the guild so if one leaves the items stay.
Ragnarok0130 wrote: »Billium813 wrote: »Ragnarok0130 wrote: »Also the ability to rename guilds and donate decos/crafting stations to the guild as guild property to be used only in guild halls would be nice too.
Ya, I think the concept of "Guild Owned" would be maybe the largest and most complex thing to implement (who can have what in their inventory, what happens when they leave the guild, what happens when the house stops being associated with a Guild Hall, ect). It adds a lot more work on, what is currently, the simple act of "leaving a guild". But it's critically important.
There would have to be a guild bank for such items IMO and probably a guild crafting bag limited by withdrawal permissions that anyone could donate to. It would take some programming but the foundation is already in game unlike the foundation for the card game - so if they could add a CCG to ESO they can give us solid guild features.
Once donated the items belong to the guild so if one leaves the items stay.
How does an item stay with the guild if you have pulled it from the bank and it is in your inventory, or in your personal storage. Does it get yanked from your inventory? Can't see that causing any problems..
Billium813 wrote: »Ragnarok0130 wrote: »Billium813 wrote: »Ragnarok0130 wrote: »Also the ability to rename guilds and donate decos/crafting stations to the guild as guild property to be used only in guild halls would be nice too.
Ya, I think the concept of "Guild Owned" would be maybe the largest and most complex thing to implement (who can have what in their inventory, what happens when they leave the guild, what happens when the house stops being associated with a Guild Hall, ect). It adds a lot more work on, what is currently, the simple act of "leaving a guild". But it's critically important.
There would have to be a guild bank for such items IMO and probably a guild crafting bag limited by withdrawal permissions that anyone could donate to. It would take some programming but the foundation is already in game unlike the foundation for the card game - so if they could add a CCG to ESO they can give us solid guild features.
Once donated the items belong to the guild so if one leaves the items stay.
How does an item stay with the guild if you have pulled it from the bank and it is in your inventory, or in your personal storage. Does it get yanked from your inventory? Can't see that causing any problems..
It would all have to center on the "Guild Bound" identifier assigned to an item, and the steps the game takes when removing someone from a guild.
Only guild members would be able to pickup a "Guild Bound" item in the first place, and when that player is removed from a guild, all guild bound items in their inventory, bank, storage chests, homes, mailbox, FOR THAT GUILD, would need to be transferred to the Guild Bank. It would most certainly be a hot mess to test and would most likely be horribly buggy. But I don't know if it's impossible as the game exists.
Of course, this gets REALLY crazy with edge cases like storage coffers in players homes, craft bags, removing furniture from player homes, what if the Guild Bound item is crafted?, ect. I think the best thing would be to FIRST introduce items that can ONLY be Guild Bound (like the "Guild Hall" items I provided examples from above). Then, as the kinks are worked out of the system, ZOS can manually delete items from players and refund guilds the Guild Endeavors they spent on those items. Maybe in the future then, normal items can become "Guild Owned", but that would need to take some time to work out.
Billium813 wrote: »Ragnarok0130 wrote: »Billium813 wrote: »Ragnarok0130 wrote: »Also the ability to rename guilds and donate decos/crafting stations to the guild as guild property to be used only in guild halls would be nice too.
Ya, I think the concept of "Guild Owned" would be maybe the largest and most complex thing to implement (who can have what in their inventory, what happens when they leave the guild, what happens when the house stops being associated with a Guild Hall, ect). It adds a lot more work on, what is currently, the simple act of "leaving a guild". But it's critically important.
There would have to be a guild bank for such items IMO and probably a guild crafting bag limited by withdrawal permissions that anyone could donate to. It would take some programming but the foundation is already in game unlike the foundation for the card game - so if they could add a CCG to ESO they can give us solid guild features.
Once donated the items belong to the guild so if one leaves the items stay.
How does an item stay with the guild if you have pulled it from the bank and it is in your inventory, or in your personal storage. Does it get yanked from your inventory? Can't see that causing any problems..
It would all have to center on the "Guild Bound" identifier assigned to an item, and the steps the game takes when removing someone from a guild.
Only guild members would be able to pickup a "Guild Bound" item in the first place, and when that player is removed from a guild, all guild bound items in their inventory, bank, storage chests, homes, mailbox, FOR THAT GUILD, would need to be transferred to the Guild Bank. It would most certainly be a hot mess to test and would most likely be horribly buggy. But I don't know if it's impossible as the game exists.
Of course, this gets REALLY crazy with edge cases like storage coffers in players homes, craft bags, removing furniture from player homes, what if the Guild Bound item is crafted?, ect. I think the best thing would be to FIRST introduce items that can ONLY be Guild Bound (like the "Guild Hall" items I provided examples from above). Then, as the kinks are worked out of the system, ZOS can manually delete items from players and refund guilds the Guild Endeavors they spent on those items. Maybe in the future then, normal items can become "Guild Owned", but that would need to take some time to work out.
Just seems like a whole lot of work to implement a whole lot of nonsense that is certainly going to cause issues with player inventory and storage.
The moment you have a system trying to delete or remove things from an account like this is the moment you are going to have a whole lot of unnecessary things deleted or removed alongside it.
SilverBride wrote: »I don't like the idea of monthly guild endeavors. I do not want to be forced into PvP or veteran content or have my earning seals be dependent on others.
I also don't like the idea of rewarding random guild members for completing endeavors. The seals are the reward.
Billium813 wrote: »SilverBride wrote: »I don't like the idea of monthly guild endeavors. I do not want to be forced into PvP or veteran content or have my earning seals be dependent on others.
I also don't like the idea of rewarding random guild members for completing endeavors. The seals are the reward.
Perhaps I didnt describe it well or you are not understanding how it'd work. Individuals wouldn't get these seals... they are owned by the Guild, so individuals aren't being rewarded with anything. It'd be up to the Guild Officers to use those seals to help the Guild with amenities or rewards.
SilverBride wrote: »Billium813 wrote: »SilverBride wrote: »I don't like the idea of monthly guild endeavors. I do not want to be forced into PvP or veteran content or have my earning seals be dependent on others.
I also don't like the idea of rewarding random guild members for completing endeavors. The seals are the reward.
Perhaps I didnt describe it well or you are not understanding how it'd work. Individuals wouldn't get these seals... they are owned by the Guild, so individuals aren't being rewarded with anything. It'd be up to the Guild Officers to use those seals to help the Guild with amenities or rewards.
I still don't like the idea. With players being in multiple guilds and coming and going it could create a lot of confusion.
It also feels like forced grouping which I do not agree with.
There are already great reasons to be part of a guild. Running dungeons, trials, grouping up for Cyrodiil and BGs, and the trading system. A well-run guild will have no problems recruiting and retaining players active in that guild.
Further, since it can have up to 5 guilds, there would be double dipping without additional effort. If it were designed so that we could only benefit one guild and get benefit from that same guild, it would also mean that guilds would start dropping players that were not helping that specific guild.
Problems either way, and again, a well-run guild will find having players active in their guild is not an issue.
There are already great reasons to be part of a guild. Running dungeons, trials, grouping up for Cyrodiil and BGs, and the trading system. A well-run guild will have no problems recruiting and retaining players active in that guild.
Further, since it can have up to 5 guilds, there would be double dipping without additional effort. If it were designed so that we could only benefit one guild and get benefit from that same guild, it would also mean that guilds would start dropping players that were not helping that specific guild.
Problems either way, and again, a well-run guild will find having players active in their guild is not an issue.
To add to this, the proposed Guild changes would just introduce more, in stone, methods of pushing people out of guild.
Say I am in a trading guild that has dues. I pay my dues now, I sell in the guild. Now suddenly, the Guild Leader wants members to complete the endeavors so that they and their management team can benefit off their guild members work. Suddenly, guilds have "must complete X dungeons a week with guild members" requirements in order to remain in them or to keep sales privileges.
Its just all so unnecessary.
Billium813 wrote: »SilverBride wrote: »I still don't like the idea. With players being in multiple guilds and coming and going it could create a lot of confusion.
It also feels like forced grouping which I do not agree with.
What is "forced grouping"? I viewed it more as offering a benefit for guildies to group together and participate in activities. Doing so benefits the guild, if you care to do that... What is "forced" about it?
SilverBride wrote: »Billium813 wrote: »SilverBride wrote: »I still don't like the idea. With players being in multiple guilds and coming and going it could create a lot of confusion.
It also feels like forced grouping which I do not agree with.
What is "forced grouping"? I viewed it more as offering a benefit for guildies to group together and participate in activities. Doing so benefits the guild, if you care to do that... What is "forced" about it?
Another reason I think linking endeavors to guilds is not a good idea is because guild memberships are always fluctuating. Some guilds have more than one GM, or leadership changes hands, which could create conflict about who owns all the rewards that were given for doing the endeavors.
I know the rewards would technically belong to the guild, but the guild isn't a player that can control these items. What would stop a GM from taking them for themselves and leaving?
Ragnarok0130 wrote: »Billium813 wrote: »Ragnarok0130 wrote: »Also the ability to rename guilds and donate decos/crafting stations to the guild as guild property to be used only in guild halls would be nice too.
Ya, I think the concept of "Guild Owned" would be maybe the largest and most complex thing to implement (who can have what in their inventory, what happens when they leave the guild, what happens when the house stops being associated with a Guild Hall, ect). It adds a lot more work on, what is currently, the simple act of "leaving a guild". But it's critically important.
There would have to be a guild bank for such items IMO and probably a guild crafting bag limited by withdrawal permissions that anyone could donate to. It would take some programming but the foundation is already in game unlike the foundation for the card game - so if they could add a CCG to ESO they can give us solid guild features.
Once donated the items belong to the guild so if one leaves the items stay.
How does an item stay with the guild if you have pulled it from the bank and it is in your inventory, or in your personal storage. Does it get yanked from your inventory? Can't see that causing any problems..