Coming from Eve, I expected all sorts of similar guild tools to be present in ESO. I'm pretty certain that if ZOS intended guilds to be a significant thing they'd have provided the tools years ago.
Taleof2Cities wrote: »#2 is a great idea ... guild achievements would be cool.
#1 kind of already exists with some of the larger houses that are available. If you’re expecting more furniture slots from ZOS you’re going to be disappointed.
Matthew_Galvanus wrote: »Coming from Eve, I expected all sorts of similar guild tools to be present in ESO. I'm pretty certain that if ZOS intended guilds to be a significant thing they'd have provided the tools years ago.
it has been fairly well established that ZOS is fairly new to the MMO scene and needs the steady hand of their customers to guide them towards making informed decisions that benefit everyone, this would be one of those times.
generalmyrick wrote: »https://forums.elderscrollsonline.com/en/discussion/425139/coolest-idea-ever-8-guild-rewards-for-pvp#latest
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careful! it looks unpopular right now!
Matthew_Galvanus wrote: »Coming from Eve, I expected all sorts of similar guild tools to be present in ESO. I'm pretty certain that if ZOS intended guilds to be a significant thing they'd have provided the tools years ago.
it has been fairly well established that ZOS is fairly new to the MMO scene and needs the steady hand of their customers to guide them towards making informed decisions that benefit everyone, this would be one of those times.
Players have asked for this stuff on many occasions and there has been exactly zero response from ZOS. I put it to you that if they want their customers to guide them, they need to interact with us. If they had any interest in providing quality guild tools, they'd at the very minimum given us an option in their joke of a mail client to send a mail to the entire guild by now. Or fixed the guild bank duplicate bug so that we can have the stack button back.
Matthew_Galvanus wrote: »Now for the longest time one of the more sought after additions to the game has been the inclusion of guild halls, a location that a guild can claim to serve as a headquarters for their members to frequent, however in my opinion there is so much more we could incorporate to make a guild experience much more rewarding overall.
1. Give us a real guild hall: I don't particularly like the idea of picking a premade home for 100, 200, 300, etc, guild members from our current selection of properties. Most of them are downright small and the few that aren't still don't have the kind of space some of the much larger guilds need. A guild hall should be something a guild creates itself, allowing them to purchase an expanse of land and to build themselves a hall worthy of their size and deeds. Incentivize this process by offering larger guild halls access to unique services, like a banker in the guild hall, unique merchants (such as the weekend gold jewelry +monster set merchant). So much could be done to make being part of a guild much more worthwhile.
2. Reward guilds for completing content: Guilds who get together to complete content be it dungeons, trials, or join the fray in Cyrodiil should be reward for their efforts, and i am not talking about a mere pat on the head. I am talking about being given a special kind of guild currency that guild members are awarded for completing things like veteran content, undaunted pledges, and so forth that can be spent on things like crafting equipment (thereby giving guilds a second avenue for collecting attunable crafting tables), exclusive furniture, unlocking a full set of guild themed outfits, guild buffs that all members can benefit from (examples could be a small increase in the gold you find, a small buff to exp, increased duration on food/drinks, reduced recall costs. etc).
Guilds are an important part of Tamriel, they bring players together, they help new adventurers find a home and people who can help them become an experienced traveler in the dangerous world they frequent. Isn't it about time we gave them their due?
Matthew_Galvanus wrote: »Coming from Eve, I expected all sorts of similar guild tools to be present in ESO. I'm pretty certain that if ZOS intended guilds to be a significant thing they'd have provided the tools years ago.
it has been fairly well established that ZOS is fairly new to the MMO scene and needs the steady hand of their customers to guide them towards making informed decisions that benefit everyone, this would be one of those times.
Players have asked for this stuff on many occasions and there has been exactly zero response from ZOS. I put it to you that if they want their customers to guide them, they need to interact with us. If they had any interest in providing quality guild tools, they'd at the very minimum given us an option in their joke of a mail client to send a mail to the entire guild by now. Or fixed the guild bank duplicate bug so that we can have the stack button back.
As I said the last time this came up:Matthew_Galvanus wrote: »1. Give us a real guild hall
And I really, really hope they would balance it so any guild can manage something, with the only question being how long it would take them... small guilds might take many months to complete their guildhall, large guilds do it in a few weeks, etc.TheShadowScout wrote: »Guildhalls would be great, though not merely with the current housing... I would wish for the option for a guild to "conquer" some oblivion pocket plane (making it a big fight to "clear" an empty plot of land of daedra and claim it for your guild), a single "floating island" hanging in a dimension of its own (which might come in multiple flavors - be it a coldharbour-ish pice near Molag Bals domain or a "colored rooms" style region near meridias plane, or a deadlands-tastic isle rising from lava near where Mehunes Dagon lives, or... or...), where guildmasters then can start construction projects for all members to contribute... build a keep, build side buildings, build walls and fortifications, add NPC guards, add traps and defenses, etc.; in the end it should be less like a homestead, and more like a cyrodil keep - just player designed, so they can choose different crafting styles (dunmer style or nord style or saxheel style for pact guilds, etc.), and have the side buildings designated for different functions - crafting, stables, flower beds for alchemy ingredient harvesting, whatever...
And of course, building each of those would be a guild project, for all members to contribute resources to. And perhaps get some "Guild Points" they can then use to buy stuff from a special vendor that appears once the main guildhall is finished? Selling stuff thats hard (but not impossible, so guilds are not giving an insurmountable advantage) to get otherwise? Motiv pages, bind-on-pickup gear, special outfit pieces, special furniture, whatever...
And guildmembers could then donate furniture to the guild, for the GM to fill the guildhall with. The more they bring, the better their guildhall will look. And so on.
Naturally there could also be guildhall invasions. That of course would have to be on a semi-voluntary basis... a guild could be either set as "safe" but also not be able to start invasion missions, or a guild could be PvP-enabled, which allows its guildhall to be attacked, and also allows its members to attack other guildhalls... something like that.
Naturally such invasions would be even more difficult then cyrodil PvP, since they would have to deal with fixed defenses designed by devious guildmasters... who should be able to use not only auto-spawning NPCs like the cyrodil guards, but also every kind of trap we can encounter in the game, from the floor spikes to the wall flamethrowers, from the lightning gates to the falling blades - as much as the guild can afford to build (guild projects!) and place (limit determined by how many guild buildings are finished)
Another idea I would love to see was something that allows guilds to specialize... it has been mentioned before:
https://forums.elderscrollsonline.com/en/discussion/413345/refreshing-the-guilds-system-idea
True enough, and I think such rewards ought to be rewards for the guilds as a whole, and not the players who compete (who already get the usual rewards from drops and such)Matthew_Galvanus wrote: »2. Reward guilds for completing content
That is why I mentioned those being semi-voluntary... the GM would choose if the guild was PvP-enabled, attacking and being attackable, or "safe" and not being able to engage in guild war either.Matthew_Galvanus wrote: »Personally i wouldn't be for the invading of other guild halls, it would be super annoying to deal with larger groups zerging unprepared guilds
TheShadowScout wrote: »That is why I mentioned those being semi-voluntary... the GM would choose if the guild was PvP-enabled, attacking and being attackable, or "safe" and not being able to engage in guild war either.Matthew_Galvanus wrote: »Personally i wouldn't be for the invading of other guild halls, it would be super annoying to deal with larger groups zerging unprepared guilds
It would be... like going into Cyrodil. Everyone makes that choice on their own, and if they do, they know what they are in for. And if they don't want to get ganked today... they stay out.
...and obviously a guildmaster wouldn't switch to "bring it!" mode until the guild was ready for it, right?
Maybe its because I enjoyed playing Dungeon Keeper, but... I find the idea of a GM looking at a cyrodil keep and going "Why was this built that way, I could do better..." interesting. And would like to have the option dor guilds to build their very own "stronghold", then test its defenses in a guild war...Matthew_Galvanus wrote: »I just believe we should try to keep PvP separate from the guildhalls, i wouldn't mind being able to set up things like battleground matches between guilds, but guildhall assaults seems a bit much.
Matthew_Galvanus wrote: »it has been fairly well established that ZOS is fairly new to the MMO scene and needs the steady hand of their customers to guide them towards making informed decisions that benefit everyone,
Matthew_Galvanus wrote: »it has been fairly well established that ZOS is fairly new to the MMO scene and needs the steady hand of their customers to guide them towards making informed decisions that benefit everyone,
Sorry but this made me giggle.
Thank you I really needed something funny today
Matthew_Galvanus wrote: »Taleof2Cities wrote: »#2 is a great idea ... guild achievements would be cool.
#1 kind of already exists with some of the larger houses that are available. If you’re expecting more furniture slots from ZOS you’re going to be disappointed.
As I said before, even the largest homes are rather small when your guild has hundreds of players, having plots made specifically for guilds would be much better.
Matthew_Galvanus wrote: »Now for the longest time one of the more sought after additions to the game has been the inclusion of guild halls, a location that a guild can claim to serve as a headquarters for their members to frequent, however in my opinion there is so much more we could incorporate to make a guild experience much more rewarding overall.
1. Give us a real guild hall: I don't particularly like the idea of picking a premade home for 100, 200, 300, etc, guild members from our current selection of properties. Most of them are downright small and the few that aren't still don't have the kind of space some of the much larger guilds need. A guild hall should be something a guild creates itself, allowing them to purchase an expanse of land and to build themselves a hall worthy of their size and deeds. Incentivize this process by offering larger guild halls access to unique services, like a banker in the guild hall, unique merchants (such as the weekend gold jewelry +monster set merchant). So much could be done to make being part of a guild much more worthwhile.
2. Reward guilds for completing content: Guilds who get together to complete content be it dungeons, trials, or join the fray in Cyrodiil should be reward for their efforts, and i am not talking about a mere pat on the head. I am talking about being given a special kind of guild currency that guild members are awarded for completing things like veteran content, undaunted pledges, and so forth that can be spent on things like crafting equipment (thereby giving guilds a second avenue for collecting attunable crafting tables), exclusive furniture, unlocking a full set of guild themed outfits, guild buffs that all members can benefit from (examples could be a small increase in the gold you find, a small buff to exp, increased duration on food/drinks, reduced recall costs. etc).
Guilds are an important part of Tamriel, they bring players together, they help new adventurers find a home and people who can help them become an experienced traveler in the dangerous world they frequent. Isn't it about time we gave them their due?
Taleof2Cities wrote: »Matthew_Galvanus wrote: »Taleof2Cities wrote: »#2 is a great idea ... guild achievements would be cool.
#1 kind of already exists with some of the larger houses that are available. If you’re expecting more furniture slots from ZOS you’re going to be disappointed.
As I said before, even the largest homes are rather small when your guild has hundreds of players, having plots made specifically for guilds would be much better.
I’m in a 500/500 major trading guild. When I head to the guild hall to do crafting writs, I see 2-3 other players if I’m lucky.
I don’t think anyone is opposed to more floor space. But, being able to fully utilize the extra floor space is an issue ... in the current game environment.
TheGr8David wrote: »I like your ideas for changes to the Guild system, although at this point I would welcome any changes at all.
I think all MMOs struggle to keep their Guild systems relevant. ESO keeps Trade Guilds relevant through the bid process for the merchants, but PvE & PvP Guilds have a tendency to be silent as the crypt and not really have any interesting content for newer players trying to gear or get into the scene.
I think there needs to be an in-game incentive for PvE guilds to help newer players clear their first Veteran Trials/Dungeons.