lordrichter wrote: »You talk about "guild cities" like this is what they are thinking about doing. Where does that come from?
I want my player housing to consist of a campsite to my own design...just a little space where I can place a tent, campfire, hammock, few other goodies...and Trees! Mhm, maybe even a tree-house instead of a tent. Bosmer live in trees after all.
Instead of consuming just gold for player/guild housing, makes sense that it should cost resources too. Lots and Lots of Stone & Lumber! Can even do it in phases so a rank1 house might be 1 level or have just 1 room. That way, the number of players in a guild could scale to the amount of space actually needed. Lots of players means a guild house grows very quickly where if you solo house build, it progresses at a bit of a slower pace unless someone helps you out and dumps a ton of resources on you.
Of course, I'd also be content with just an inn room until ZoS works out all the guild housing details. Or even a temporary campsite that you can set up in the world with a timer on it - like the campfires from WoW that lasted only 5 min. You could remake it at no cost after it expired and the timer would keep the landscape from being littered.
diabeticDemon18 wrote: »I think your ideas sound flawless!! Honestly, even if you wouldn't want to participate in these kinds of things, why would it matter to you? A few things I was thinking of though.
1. Making furniture and household items - I think this would be really cool. There are SO many different items in the world, of a lot of different skill levels. Wouldn't it be cool if you had to go get wood or iron to make a chair or stove? I think that would be cool and could be used as another way to level your woodworking and blacksmithing level. You could even have some of the recipes require a high enough level in two or more skill lines. Such as a stove requires level 5 blacksmithing and level 10 provisioning. That way the skills aren't overly high, but a level 1 player can't just go build himself a house. Overall I think this could work really well and provide people with a lot of fun.
2. Placing furniture and rooms - The one thing I don't want to see... a bunch of cookie cutter houses. This is where I feel runescape excelled. Yeah yeah, start your mockery now. The idea is, you buy a house but it only has a simple room (of dimensions you specify when purchasing the house, preset sizes of course). Then, you can build a door and place it in the wall. When you go to place the wall you must purchase another room of chosen dimensions. I think that would be cool and allow people to have very customized housing. Also, the houses and guild cities are instanced so that they're only there whenever you go through a portal to them. Also, these rooms are empty to begin but you can build furniture (as stated in the previous statement) and place it where you want. There was a mod for Skyrim that added something similar, it basically just showed an ethereal version of what you are building in front of you and then you could place it wherever you want. This would work by designating certain buttons to rotation, and other buttons to distance from you. This would allow people to create some really cool evil lairs or some very classy altmer quarters.
3. Furniture has Motif Style - As with all woodworking and blacksmithing, you have to know the motif book for what you want to build. That way you can have different themed rooms, or a daedric basement, or an ancient elf kitchen, the possibilities here are endless!
4. No one can just walk in to your house without being invited... that would be kind of ridiculous and I think if you own a house you should have a key. A player may pickpocket or loot (in cyrodill) your dead body for an instance of this key so they may enter your house. That way they still have to be sneaky about it and can't just waltz in when you're not around to stop them.
Everything you said on the guild cities, perfect
Warhammer tried that and it failed, I doubt ZO would repeat the mistake with guild housing, castles or as you call it "cities".
Its a much better idea to offer player housing, this everyone can access and not only a few people who are lucky enough to be in a high rated guild.
In my opinion this game needs more content for people outside of guilds, you know those nasty Casuals that keep the game aliveTrading is already bound to guild membership, trials are as well - we really don't need more of that for now.
Good content is always content that everyone has access too and this should always be remembered.
Warhammer tried that and it failed, I doubt ZO would repeat the mistake with guild housing, castles or as you call it "cities".
Its a much better idea to offer player housing, this everyone can access and not only a few people who are lucky enough to be in a high rated guild.
In my opinion this game needs more content for people outside of guilds, you know those nasty Casuals that keep the game aliveTrading is already bound to guild membership, trials are as well - we really don't need more of that for now.
Good content is always content that everyone has access too and this should always be remembered.
phreatophile wrote: »Saw the title and knew this thread was yours!
Started with Guild cities...[snip]
A little further down the page, I'm loving it.
Cost should be high but not a huge barrier. Def no # of members requirement unless it's 'at least 10'.
Various decorating motifs would be great.
Need a vampire shrine, werewolf shrine, Sithis shrine, and multiple shrine options(because a trading guild would probably be largely ecumenical).
Guild Cities sounds cool, like this guild protects everyone in the city that it owns and acts as the cities Guard Commanders, NPC guards can still stay and wear the guild banner.
then maybe when the justice system comes out well you know how it works
diabeticDemon18 wrote: »Although, I do think things should either cost a lot of money or a mixture between money and ingredients, or just ingredients. That way, all three types of guilds will have a chance to build add-ons and things like that. Motifs to me are a MUST. The shrines sound cool, but I really don't care if they're there or not.
Would like to have player housing in all cities, towns even villages. All pre-made with sizes ranging from rooms to guild halls with limited numbers i.e. a small village may have 1 house and a couple of rooms at the inn. We'd need strict rules concerning lapsed players / owed rent - In the Justice system the landlord could hire a few heavy's to get their owed coin!
Choice to have vendor in your house with maybe an advertisement board in major cities (not pricing but info to entice customers).
Maybe tie this in to a merchant skill line and of course the chance of stealing from the house / store with the justice system (pay the local guards to be more vigilant around your house or maybe a payment to the local thieves guild?) I guess limiting what can be stolen to stop rage quitting??
MornaBaine wrote: »Guild Cities sounds cool, like this guild protects everyone in the city that it owns and acts as the cities Guard Commanders, NPC guards can still stay and wear the guild banner.
then maybe when the justice system comes out well you know how it works
In a perfect world they would have it so that eventually one guild can sign up to siege another guild's city. Say Guild Awesome "enables siege at 8:00PM EST on Nov. 26th." The first guild that clicks on "accepted" now has the option to bring a force of their own players to the guild city at that time and date and attempt to take it. Now Guild Awesome must defend their keep against Guild Nefarious...PvP shenanigans ensue until the timer runs out (signaling Guild Nefarious' defeat) or until Guild Nefarious breeches the walls or gate and kills X number of players, signalling the defeat of Guild Awesome. One heavy gold purse to the guild bank of the victor AND a chest that all players of the victorious team get to loot. If Guild Nefarious (the attacking guild) wins, they get to run amuck looting and pillaging Guild Awesome's city for a 24 hour period and Guild Awesome cannot access their shops or anything else. Further, Guild Awesome gets a repair bill that they must have in their guild bank in order to sign up for the siege in the first place. These heavier penalties are to offset the home team advantage of defending, however, if the defenders WIN they get a greater payout and better loot in the chest. Bigger risk, bigger reward. Attackers, on the other hand, get the thrill of pillaging and setting stuff on fire! LOL
I would LOVE to see something like this happen!
diabeticDemon18 wrote: »MornaBaine wrote: »Guild Cities sounds cool, like this guild protects everyone in the city that it owns and acts as the cities Guard Commanders, NPC guards can still stay and wear the guild banner.
then maybe when the justice system comes out well you know how it works
In a perfect world they would have it so that eventually one guild can sign up to siege another guild's city. Say Guild Awesome "enables siege at 8:00PM EST on Nov. 26th." The first guild that clicks on "accepted" now has the option to bring a force of their own players to the guild city at that time and date and attempt to take it. Now Guild Awesome must defend their keep against Guild Nefarious...PvP shenanigans ensue until the timer runs out (signaling Guild Nefarious' defeat) or until Guild Nefarious breeches the walls or gate and kills X number of players, signalling the defeat of Guild Awesome. One heavy gold purse to the guild bank of the victor AND a chest that all players of the victorious team get to loot. If Guild Nefarious (the attacking guild) wins, they get to run amuck looting and pillaging Guild Awesome's city for a 24 hour period and Guild Awesome cannot access their shops or anything else. Further, Guild Awesome gets a repair bill that they must have in their guild bank in order to sign up for the siege in the first place. These heavier penalties are to offset the home team advantage of defending, however, if the defenders WIN they get a greater payout and better loot in the chest. Bigger risk, bigger reward. Attackers, on the other hand, get the thrill of pillaging and setting stuff on fire! LOL
I would LOVE to see something like this happen!
This would destroy what I want guild cities to be for me
MornaBaine wrote: »diabeticDemon18 wrote: »MornaBaine wrote: »Guild Cities sounds cool, like this guild protects everyone in the city that it owns and acts as the cities Guard Commanders, NPC guards can still stay and wear the guild banner.
then maybe when the justice system comes out well you know how it works
In a perfect world they would have it so that eventually one guild can sign up to siege another guild's city. Say Guild Awesome "enables siege at 8:00PM EST on Nov. 26th." The first guild that clicks on "accepted" now has the option to bring a force of their own players to the guild city at that time and date and attempt to take it. Now Guild Awesome must defend their keep against Guild Nefarious...PvP shenanigans ensue until the timer runs out (signaling Guild Nefarious' defeat) or until Guild Nefarious breeches the walls or gate and kills X number of players, signalling the defeat of Guild Awesome. One heavy gold purse to the guild bank of the victor AND a chest that all players of the victorious team get to loot. If Guild Nefarious (the attacking guild) wins, they get to run amuck looting and pillaging Guild Awesome's city for a 24 hour period and Guild Awesome cannot access their shops or anything else. Further, Guild Awesome gets a repair bill that they must have in their guild bank in order to sign up for the siege in the first place. These heavier penalties are to offset the home team advantage of defending, however, if the defenders WIN they get a greater payout and better loot in the chest. Bigger risk, bigger reward. Attackers, on the other hand, get the thrill of pillaging and setting stuff on fire! LOL
I would LOVE to see something like this happen!
This would destroy what I want guild cities to be for me
In what way? It would certainly be optional. Guilds would not have to siege or be sieged.
diabeticDemon18 wrote: »MornaBaine wrote: »diabeticDemon18 wrote: »MornaBaine wrote: »Guild Cities sounds cool, like this guild protects everyone in the city that it owns and acts as the cities Guard Commanders, NPC guards can still stay and wear the guild banner.
then maybe when the justice system comes out well you know how it works
In a perfect world they would have it so that eventually one guild can sign up to siege another guild's city. Say Guild Awesome "enables siege at 8:00PM EST on Nov. 26th." The first guild that clicks on "accepted" now has the option to bring a force of their own players to the guild city at that time and date and attempt to take it. Now Guild Awesome must defend their keep against Guild Nefarious...PvP shenanigans ensue until the timer runs out (signaling Guild Nefarious' defeat) or until Guild Nefarious breeches the walls or gate and kills X number of players, signalling the defeat of Guild Awesome. One heavy gold purse to the guild bank of the victor AND a chest that all players of the victorious team get to loot. If Guild Nefarious (the attacking guild) wins, they get to run amuck looting and pillaging Guild Awesome's city for a 24 hour period and Guild Awesome cannot access their shops or anything else. Further, Guild Awesome gets a repair bill that they must have in their guild bank in order to sign up for the siege in the first place. These heavier penalties are to offset the home team advantage of defending, however, if the defenders WIN they get a greater payout and better loot in the chest. Bigger risk, bigger reward. Attackers, on the other hand, get the thrill of pillaging and setting stuff on fire! LOL
I would LOVE to see something like this happen!
This would destroy what I want guild cities to be for me
In what way? It would certainly be optional. Guilds would not have to siege or be sieged.
Ohhh, ok! That works then!! lol I thought you were saying that a guild says "Hey... we're gonna come sack your city on this day. Be ready" and then you have no choice to fight. BUT if it's optional then by all means, FIGHT TO THE DEATH!!!!
deepseamk20b14_ESO wrote: »I'll never understand the need to have player housing or anything. It's a game where you go kill things not sit on a couch in game trying to become Americas next top interior decorator. But to each his own. If they ever do this hopefully they at least make it so certain items in your house buff you when out in the field fighting. I think FFXI did that?
No to Guild Cities.
Yes to Player Housing.
The ONLY guild I will join is the Dark Brotherhood.
robertgraberub17_ESO wrote: »Would like to have player housing in all cities, towns even villages. All pre-made with sizes ranging from rooms to guild halls with limited numbers i.e. a small village may have 1 house and a couple of rooms at the inn. We'd need strict rules concerning lapsed players / owed rent - In the Justice system the landlord could hire a few heavy's to get their owed coin!
Choice to have vendor in your house with maybe an advertisement board in major cities (not pricing but info to entice customers).
Maybe tie this in to a merchant skill line and of course the chance of stealing from the house / store with the justice system (pay the local guards to be more vigilant around your house or maybe a payment to the local thieves guild?) I guess limiting what can be stolen to stop rage quitting??
The sizing of rooms at the inn, to guild halls sounds good, however I do not like that your are dictating who gets what here. Just because someone is a casual player should not limit access.
Vendor in your own "house" would take away from immersion.
Access should be player phased so as to not worry about thievery at all...
WraithAzraiel wrote: »robertgraberub17_ESO wrote: »Would like to have player housing in all cities, towns even villages. All pre-made with sizes ranging from rooms to guild halls with limited numbers i.e. a small village may have 1 house and a couple of rooms at the inn. We'd need strict rules concerning lapsed players / owed rent - In the Justice system the landlord could hire a few heavy's to get their owed coin!
Choice to have vendor in your house with maybe an advertisement board in major cities (not pricing but info to entice customers).
Maybe tie this in to a merchant skill line and of course the chance of stealing from the house / store with the justice system (pay the local guards to be more vigilant around your house or maybe a payment to the local thieves guild?) I guess limiting what can be stolen to stop rage quitting??
The sizing of rooms at the inn, to guild halls sounds good, however I do not like that your are dictating who gets what here. Just because someone is a casual player should not limit access.
Vendor in your own "house" would take away from immersion.
Access should be player phased so as to not worry about thievery at all...
You could have a vendor in your house, in the form of your spouse, in Skyrim. Did that ruin your immersion?