Maintenance for the week of May 4:
• PC/Mac: No maintenance – May 4

Guilds v2: Electric Boogaloo

Billium813
Billium813
✭✭✭✭✭
I would love to see a rejuvenation of the Guild system in ESO. It seems like ESO has been becoming more and more solo-player focused and I think guilds are a great avenue to inject some support for group play and activity
  1. Add monthly "Guild Endeavors"
    • Guild Endeavors would offer a unique currency, similar to Seals of Endeavor, that are owned by the guild (not a player), and used by Guild Leaders to unlock or purchase things for the guild
    • When Guild Endeavors are used, all guild members are sent a letter or notification informing them that the guild leader has made a purchase. The Guild Leader can add a personal message when "purchasing" the items (similar to the message when gifted Crown Store items) to be included to the letter.
    • Examples of Endeavors:
      • Have your guild take ownership of 30 enemy Keeps in Cyrodiil
      • Have your guild trader surpass 500,000,000 in sales
      • Win 100 games of Battle Grounds, with a group only containing fellow guild members
      • Complete 100 Veteran Hard Mode dungeons, with a group only containing fellow guild members
      • Complete 10 Veteran Hard Mode trials, with a group only containing fellow guild members
    • Examples of rewards:
      • 100 random guild members are gifted Guild Coffers containing an assortment of
        • Adventurer's Backpack, Document Pouch, Epic Treasure, Alliance Points, Tel Var stones, Siege of Cyrodiil Merits, random Public Dungeon Fragments, Undaunted Reward Boxes, Uncracked Transmutation Geodes
      • 100 random guild members are gifted random Common and Fine crown crate rewards
      • 10 random guild members are gifted random Superior crown crate rewards from the latest crown crate
      • 8 hours of increased XP gain or resource gathering rates for all members of the guild (doesn't stack with other Guilds)
      • "Guild Hall" items
        • These items are "Guild Bound", meaning they can only be held by a member of the Guild they are bound with.
        • These items can be placed in any house, but are only interactable if the home is designated as a "Guild Hall" and associated with the Guild they are bound with.
        • Examples:
          • Superior Crafting Stations that contain all of the current, ESO Plus available crafting sets
          • Superior Mundus Stone that contains all possible mundus buffs
          • "Guild Admin" NPC that offers Merchant, Guild Trader, and Bank services
          • "Guild Trainer" NPC that offers Deconstruct, Armory, Fence, and Stablemaster
          • Configurable Training Dummy that the user can specify what buffs / debuffs the user / dummy will receive
  2. Add support for "Guild Halls"
    • All "Manor" sized houses can be designated by the Guild Leader as the "Guild Hall". By doing so, the home becomes uniquely associated with the Guild that the Guild Leader is the leader of
    • The owner of the house and/or the Guild Leader of the associated Guild may remove that association at any time. All "Guild Bound" items in the house will be removed and placed in the Guild Bank.
  3. Guild Achievements
    • The Guild tab would have Achievements for the associated Guild, unlockable through Guild activities and individual player contributions
    • Examples:
      • Guild members have collected 100,000 Nirncrux / Perfect Roe
      • Guild members have collected 1000 Aetherial Dust
      • Guild members have collected 1 million of each raw material (Rubedite Ore, Rubedo Hide Scraps, Raw Ancestor Silk, Platinum Dust, Rough Ruby Ash)
      • Guild members have completed 100,000 Veteran Dungeons while grouped with a guild member
      • Guild has collected 1 billion gold in taxes
    • Rewards:
      • Guild Trader titles, costumes, emotes, and stall decorations
      • Cyrodiil Guild Keep NPC costumes and titles
      • Titles and Personalities for Guild Members
      • "Guild Hall" House Guests

If you have more suggestions, post below!
Edited by Billium813 on January 18, 2023 4:59PM
  • Ragnarok0130
    Ragnarok0130
    ✭✭✭✭✭
    ✭✭
    I’d like actual guild halls that Guilds can buy with Gold or the guild endeavors you mentioned that belong to the guild and not to a person. We had that in SWTOR and it prevented constantly moving the guild hall when someone stopped playing or left the guild.

    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.

    The list you made is solid.
    Edited by Ragnarok0130 on January 18, 2023 3:38PM
  • Billium813
    Billium813
    ✭✭✭✭✭
    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 Bound" items 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.

    You want to leave room for members to be tasked with creating new "Guild Halls" by officers, so the items need to be transferrable to guild members. But those items must not do anything functional UNLESS the home is a "Guild Hall" of the associated Guild. This may help prevent officers from just buying for their own personal homes and run away with the items. Then, you need to protect "Guild Bound" items as the person could go offline and never come back... they could steal the item for their personal home... they could just leave and try to take the item with them!
    Edited by Billium813 on January 18, 2023 3:50PM
  • Ragnarok0130
    Ragnarok0130
    ✭✭✭✭✭
    ✭✭
    Billium813 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.
    Edited by Ragnarok0130 on January 18, 2023 3:49PM
  • jaws343
    jaws343
    ✭✭✭✭✭
    ✭✭✭✭✭
    Billium813 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
    Billium813
    ✭✭✭✭✭
    jaws343 wrote: »
    Billium813 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.
    Edited by Billium813 on January 18, 2023 4:28PM
  • jaws343
    jaws343
    ✭✭✭✭✭
    ✭✭✭✭✭
    Billium813 wrote: »
    jaws343 wrote: »
    Billium813 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
    SilverBride
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.
    Edited by SilverBride on January 18, 2023 4:38PM
    PCNA
  • Billium813
    Billium813
    ✭✭✭✭✭
    jaws343 wrote: »
    Billium813 wrote: »
    jaws343 wrote: »
    Billium813 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.

    Unfortunately, that's the price we have to pay for a world of untrustworthy people. If everyone could be trusted, such steps wouldn't be necessary! However, once you allow Guilds to purchase special items for themselves, you will have players that take those items from the Guild and run. There has to be a system in place to protect players.

    And having those special items for Guilds to purchase is important to grow the functionality of the Guild. The main issue being that these items would be too powerful for individual use and ownership, but in a "Guild Hall", as an amenity, it's fine if the Guild put in the work to unlock it.
  • Billium813
    Billium813
    ✭✭✭✭✭
    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.

    No one would be forced into anything... this would be Guild participation and individuals can choose to just ignore this. Your Guild might want you to help... but that's up to you and them.

    > have my earning seals be dependent on others

    I mean, this is a Guild thing and they aren't your seals... so it's going to require group work and an individual couldn't be expected to do it alone. That's kinda the point.

    Also, there would be a multitude of Monthly Guild Seals of Endeavor available, spread over several different types of activities. Similar to how it is now, the Guild wouldn't need to complete all of them. But they could target a specific one with guildies setting up groups on a Friday night to work on one. The Guild Leader could organize groups to raid PvP. All kinds of things could be organized at a Guild level.
    Edited by Billium813 on January 18, 2023 4:51PM
  • SilverBride
    SilverBride
    ✭✭✭✭✭
    ✭✭✭✭✭
    Billium813 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.
    Edited by SilverBride on January 18, 2023 5:03PM
    PCNA
  • Billium813
    Billium813
    ✭✭✭✭✭
    Billium813 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.

    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?
    Edited by Billium813 on January 18, 2023 5:06PM
  • BenTSG
    BenTSG
    ✭✭✭✭
    I actually quite like the sound of these suggestions. Adding a little more interactivity options within guilds can help promote a little more group play with shared goals in place, as well as rewards to offer as well. Sure, you could say it's down to the guild leaders themselves to promote activities, but given the max limit of 500 players, and a somewhat lacking choice of rewards outside of gold or plain items, I can see it being quite hard and expensive to try and reward *everyone* in a guild, and keep track of who chooses and wishes to take part.
  • Amottica
    Amottica
    ✭✭✭✭✭
    ✭✭✭✭✭
    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.
  • jaws343
    jaws343
    ✭✭✭✭✭
    ✭✭✭✭✭
    Amottica wrote: »
    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
    Billium813
    ✭✭✭✭✭
    jaws343 wrote: »
    Amottica wrote: »
    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.

    I feel like people aren't reading what I wrote and are just forming their own ideas, then harshly judging based on that. How would Officers be "benefiting off guild members work"? The rewards bought with Guild Seals would be a benefit to the Guild members, not just the officers (random gifted items, Guild Hall improvements, XP / gathering boosts).

    And how would the Guild officers know who isn't participating and therefore kick them? I think you are seeing this as more strict and mandatory then it would be. I don't see any guilds adding "must complete X dungeons a week with guild members". The only reason there are dues, in some guilds mind you, is to purchase the monthly cost of Guild Traders! So what if no one contributes, there is no monthly upkeep costs to encourage such harsh treatment of the guild members. So 100 random guildies don't get a fun grab bag this month? So, if members don't help with endeavors then the Guild Hall can't save up for that Super Crafting Station... that's kick worthy?

    I seriously don't see the issue with most of these additions.
  • SilverBride
    SilverBride
    ✭✭✭✭✭
    ✭✭✭✭✭
    Billium813 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?
    Edited by SilverBride on January 18, 2023 8:09PM
    PCNA
  • Billium813
    Billium813
    ✭✭✭✭✭
    Billium813 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?

    Certainly the issue of "ownership" is an issue that the new system would have to account for. I understand that currently, a Guild isn't a player, that's kind of the idea behind improving the game and adding new systems; things would change. I think it would be ideal for guild members to have the ability to possess these items and place them in houses, but they would not be functional unless the house is a "Guild Hall", associated with the Bound Guild. Leaving said Guild would also involve removing all Guild Bound items and putting them back into the Guild Bank.

    I welcome you to read my posts on the concept of "Guild Bound" items. Certainly, it could be a challenge to implement, but I can't see it as impossible and it may not even be that difficult for ZOS to do; who's to say. I'm not saying my ideas are perfect, but I do think they have merit in considering.
    Edited by Billium813 on January 18, 2023 9:23PM
  • Ragnarok0130
    Ragnarok0130
    ✭✭✭✭✭
    ✭✭
    jaws343 wrote: »
    Billium813 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..

    They way we had it working in SWTOR was the guild banks have permissions for guild bank withdrawals so anyone could donate items or credits but withdrawals had rank permissions, and we could have different tabs set up with different viewing and withdrawing privileges for each tab, and you also needed permissions assigned to be a hall decorator that can move our decos but not remove them similar to the role in our personal homes in ESO. Basically donating an item to a guild would make it soul bound to the guild in my vision.

    In SWTOR we also could have multiple guild halls including a Star Destroyer like guild ship that one could move into orbit around a planet for buffs to certain guild activities. I don't see that type of functionality coming in ESO but could see multiple guild halls so one could have a guild crafting hall, a guild social hall, a guild PVP hall and so on. And if people could buy homes with crowns and gift them to a guild that would make the bean counters at Microsoft's finance department happy as well.
  • VaranisArano
    VaranisArano
    ✭✭✭✭✭
    ✭✭✭✭✭
    Here's some other stuff that could benefit people who are already in Guilds without mashing the FOMO button for people who aren't:

    Bring back 24-player groups in PVE
    ZOS dropped us to 12-player groups for performance reasons (at the same time they added Companions) to the detriment of social guilds who ran activities like skyshard hunts, zone clears, scavenger hunts, and so on.

    Guild Houses
    In my guilds, the Guildmaster or an officer ends up maintaining one of their houses as the "crafting station/training dummy practice area." Having a house that's attached to the guild with furnishings who's ownership can be assigned to the guild would be nice, especially since it's not dependent on one person staying in that guild. No doubt ZOS would have to figure out what to do in the case of dissolving the guild though.

    Consolidated Crafting Stations
    As ZOS keeps adding crafted sets to ESO, they really should look at consolidating their crafting stations so that guilds don't need to maintain 4 stations per set.

    Better Guild Management Tools
    PC players have a lot more data available than Console players do, to the point that we can track player contributions vis donations and sales much easier. I'd like ZOS to look into making more of these tools available base game, such as asking Console guild leaders what would make guild management easier for them.


    OP, I think you're running into two issues.

    1. If the Guild is putting in collective efforts, then the Guild should get a collective reward. In the case of guild-bound items or buying rewards for the guild, this does require the Guild Officers to work with guild members.

    An example where this worked well: when attuned crafting stations came out, one of my guilds organized a Writ Drive where we got rewarded for donating Master Writs for our Guildmaster to make and buy the attuned crafting stations for the house.

    2. While you're suggesting ideas that are an opportunity for guilds who participate, the flip side is that it feels like a "fear of missing out" for guilds who don't. That's why some people feel they'll be "forced" into participating.

    While I tend to think that players need to manage their own FOMO, I can also see some complaints here.

    A. There are a number of players who will never join guilds, no matter how ZOS bribes them. They naturally miss out and have incentives to not fall further behind guilded players.

    B. Smaller guilds cannot really keep up with bigger guilds in your suggested Endeavors. The minimum guild size for a bank is 10 (like my IRL friends guild), the minimum for an in-guild trader is 50, and maximum is 500 players. Your Endeavors and achievements all seem very geared towards the higher end of guilds.

    C. Guilds have different focuses, and it's a very rare guild who can do ALL of the Endeavors you suggest. I'll assume it works like current Endeavors where you only have to do one, but then let me ask: Which endeavor would a social guild who caters to new players complete? Which endeavor should a Housing guild complete?


    I like your ideas. I have some quibbles about implementation.
Sign In or Register to comment.