Idea Discussion: Expanding The Presence Of Guilds in Tamriel

Matthew_Galvanus
Matthew_Galvanus
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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?



**Edit One**

In an effort to encourage guild members to help beginners (or new characters) complete a dungeon, trial, etc for the first time I propose the implementation of a system in which a party that has at least 1 new character to that particular dungeon receives bonus experience upon completion of the activity, any people who are part of a guild would receive extra guild currency for them to spend.
Edited by Matthew_Galvanus on July 14, 2018 11:34AM
  • rootimus
    rootimus
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    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.
    Even on the internet, clear communication is important; it can be the difference between "helping your Uncle Jack off a horse" and "helping your uncle jack off a horse"; the difference between "knowing your s***" and "knowing you're s***".
    Greybeards & Gals - Civilised, laid-back, mature gamers. Beards optional. |
  • Matthew_Galvanus
    Matthew_Galvanus
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    rootimus 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.
    Edited by Matthew_Galvanus on July 13, 2018 8:04PM
  • Taleof2Cities
    Taleof2Cities
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    #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
    Matthew_Galvanus
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    #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.
  • generalmyrick
    generalmyrick
    ✭✭✭✭✭
    "The red pill and its opposite, the blue pill, are a popular cultural meme, a metaphor representing the choice between:

    Knowledge, freedom, uncertainty and the brutal truths of reality (red pill)
    Security, happiness, beauty, and the blissful ignorance of illusion (blue pill)"

    Insight to Agree to Awesome Ratio = 1:6.04:2.76 as of 1/25/2019

    Compared to people that I've ignored = I am 18% more insightful, 20% less agreeable, and 88% more awesome.
  • rootimus
    rootimus
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    rootimus 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.
    Even on the internet, clear communication is important; it can be the difference between "helping your Uncle Jack off a horse" and "helping your uncle jack off a horse"; the difference between "knowing your s***" and "knowing you're s***".
    Greybeards & Gals - Civilised, laid-back, mature gamers. Beards optional. |
  • Matthew_Galvanus
    Matthew_Galvanus
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    but i don't want something specifically for or from PvP only, rewards should be something every guild member can benefit from whether they are exclusively PvE, or PvP, or do both. (plus the idea of having a guild only vendor won only via PvP in every main city is dumb tbh)
  • Matthew_Galvanus
    Matthew_Galvanus
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    rootimus wrote: »
    rootimus 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.

    the entire point of the Class Rep system is to address this very thing. By bringing this to their attention we can hopefully get class reps to take the case to ZOS and make our stance about why making guilds more prevalent would be a boon.
  • DenMoria
    DenMoria
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    Is this a ploy so you can just charge more on a weekly basis for membership? Include extra storage and I'm all for it!
  • Matthew_Galvanus
    Matthew_Galvanus
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    DenMoria wrote: »
    Is this a ploy so you can just charge more on a weekly basis for membership? Include extra storage and I'm all for it!

    even if some guilds did (which im not condoning that) the idea behind this is to reward active guilds for playing the game.
  • Karivaa
    Karivaa
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    They need to fix the game because guilds are dying.
  • generalmyrick
    generalmyrick
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    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?

    i love this idea and am soooo for it! how do we get the ball rollin?
    "The red pill and its opposite, the blue pill, are a popular cultural meme, a metaphor representing the choice between:

    Knowledge, freedom, uncertainty and the brutal truths of reality (red pill)
    Security, happiness, beauty, and the blissful ignorance of illusion (blue pill)"

    Insight to Agree to Awesome Ratio = 1:6.04:2.76 as of 1/25/2019

    Compared to people that I've ignored = I am 18% more insightful, 20% less agreeable, and 88% more awesome.
  • swippy
    swippy
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    rootimus wrote: »
    rootimus 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.

    there used to be a stack button? oh man. i hate when i consider how many hours of my life have been spent consolidating recipes for the crafting guild.
  • TheShadowScout
    TheShadowScout
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    1. Give us a real guild hall
    As I said the last time this came up:
    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
    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.
    2. Reward guilds for completing content
    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)
    Like... complete content with all guild parties, have a chance to unlock something for your guildhall. Trophies to hang on the wall or display in a museum. Special building project blueprints to expand your buildings. Guild use outfit options. Furniture for the guildhall. Small buffs for all guild members. Advancement on guild projects. And so on...

    And maybe even do a whole achievement page for guild achievements, that other people can peek at, to see what a guild has been up to. Dungeons cleared, trades made, total member activity time, total character achievements from guildmembers, how many AP guildmembers earned in total for which alliance, that sort of thing...
  • Matthew_Galvanus
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    Those are some very interesting ideas @TheShadowScout. 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
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    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
    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.
    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?
  • Matthew_Galvanus
    Matthew_Galvanus
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    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
    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.
    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?

    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.
  • TheShadowScout
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    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.
    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...
    ...though I suppose there are ways to do that, and still have a "safezone" guildhall. Like... making it a two-part build, the guildhall keep itself, which is "safe", and the guildhall fortifications, which are attackable...

  • Matthew_Galvanus
    Matthew_Galvanus
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    Maybe, int he end it isn't just my opinion that counts, there a plenty of people who would welcome it and plenty who wouldn't.
  • Aesthier
    Aesthier
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    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. :D


    Thank you I really needed something funny today

  • Matthew_Galvanus
    Matthew_Galvanus
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    Aesthier 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. :D


    Thank you I really needed something funny today

    glad i could make you laugh
  • Taleof2Cities
    Taleof2Cities
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    #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.

    Edited by Taleof2Cities on July 14, 2018 2:04AM
  • Logicbomb00
    Logicbomb00
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    We also NEED:

    - Title and Costume for CURRENT Guildmaster of a Guild that has... say... over 400 Members.

    Give the GM's some much deserved recognition and pathway of their own to cool stuff.

  • TheGr8David
    TheGr8David
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    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.
    PC-NA-EP

    Argonian - StamDK - Tank - Leaves-Friends-Dead
    Orc - DK - Crafter - Burker

    I saw the "I" yo! CHIM me baby!
  • gabriebe
    gabriebe
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    They could start by adding a few more guild spots.
    Former Empresses: Saliva Bortschion (MagBlade), Janet From Finance (PvP MagSorc), Carla Swagan (Tank DK), Estelle Born (StamBlade), Enya Arsenal (MagPlar), Anita Nurse (Magplar Healer), Bearback Brigitte (Magden), Rachel Justice (MagDK), Nicole From Payroll (Stamden), Bailiff Belinda (PvE MagSorc), Féline Dion (StamDK), Septic Tank Tina (Necro Tank)

    The runts: The Trolly Spirit (Tank Sorc), Floods-Your-Basement (Warden Healer) Dinah Asthma (Magcro), Total Top Tony (Stamcro)

    The traitor
    s: Janis Javelin (Stamplar, EP), Barbecue Becky (Magblade Healer, AD)

    PvE: Gryphon Heart, Immortal Redeemer, Flawless Conqueror


    GM: Animal Control



  • the_other_Alice
    the_other_Alice
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    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?

    ALL OF IT - I know tons of ppl who would love this and I could not have said it better.Beeing a guild leader myself and absolutely into housing I usually get frustrated once a week at least - cause no matter what you do, it never feels like a real guild hall!
    Edited by the_other_Alice on July 14, 2018 8:15AM
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    Death thought about it. CATS, he said eventually. CATS ARE NICE. "
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  • Matthew_Galvanus
    Matthew_Galvanus
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    #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.

    the main reason why so few players use 'guild halls' now is the fact that they aren't actually guild halls, it is the home of one of the guild members who offered to let their property be used as a guild hall, but the problem with this is there is no official way to claim a property as a guild's official headquarters meaning you have to go in through the guild listings, find that player's name and travel to their primary residence.

    there are a couple big issues with this.

    1. it is a major hassle for guild members to have to go through this every time they want to visit the guild hall.
    2. once you travel to said player's primary residence, it counts as a recall so you have to shell out a lot of gold to leave.


    Both of these can be fixed very easily. If we have the ability to select a property as the location for a guild hall, give players the travel to it with ease. This can be accomplished by allowing a property selected as a guild's home to have a wayshrine that guild members can use to travel to and from the guild hall, this would drastically reduce the annoyance of traveling there and you would see many more players using it.

    add on to this by adding things like a guild banker, merchants, etc and that guild hall will be the perfect hub for guild members
  • Matthew_Galvanus
    Matthew_Galvanus
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    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.

    which is why i suggest the addition of a guild currency that guild members can obtain by doing dungeons, trials, veteran content, etc. it would dramatically increase the number of people running that content and encourage beginner players to join guilds to run dungeons.

    speaking of which i have an idea i want to add to the OP
  • Starlight_Knight
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    Give us - Guild VS Guild PVP Territory war then ill be smiling
  • BoiledEgg
    BoiledEgg
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    I agree on the first topic: as of right now what we visit is the guild leader's home not a proper guild hall, and as such it doesn't really look like one. They should make buildings specifically designed to be guild halls (which potentially would also mean more expensive stuff to sell on the crown store ;) ).

    I don't necessarily agree on the second point, or at least how you presented it, but guilds definately need more unique activities, other than guild traders they don't offer anything, they are just a convinient list of names that you can use if you want to do group activities and that's it.
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