stojekarcub18_ESO wrote: »
Girl_Number8 wrote: »With performance bugs in guild roster ...maybe we will finally get our quality of life dreams for guild system! What do you guys hope to see?
* For me I would like the guild roster to show roles, so I know who to pm in guild for some content.
You can already do that in member notes. Though if they are decent at the game they should have a dps/ a tanky/and a healer character that can all do vet endgame content.
Malacthulhu wrote: »1. Ability to flag favourites
2. Leveling unlock system for extra bonuses to members
3. A way to donate a %of gold you pick up from loot.
4. Options to set daily withdraw limits from guild bank per rank.
5. An auto stack option/sort.
PC USStraight out of Mo- uh, oh wait. Um... Ebonheart, I guess?
With performance bugs in guild roster ...maybe we will finally get our quality of life dreams for guild system! What do you guys hope to see?
* For me I would like the guild roster to show roles, so I know who to pm in guild for some content.
I expect the performance bug would be fixed well before Zos could build some new guild features.
Guilds should have the ability to divide the bank into different sections and be able to set access to each section separately. I have seen this in games not as good as ESO so there is no reason we should not have it. It could be as simple as dividing the allotted slots into two or three different groups.
-Guildhalls: It would be nice if the GuildLeader could add some of their homes to a drop-down menu and add custom names and let everybody access them through it. The guild I'm in has a Guildhall for social stuff and DPS checks and a "Library" with all set Crafting stations and Lorebooks. However, the GL can only set 1 as their main home so you need PTFH or a similar addon to access it. The homes listed as Guildhalls could also get some special perks like a Guild Bank option on Tythis or an EXP boost if X amount of guildies stay inside for Y amount of time.
-More Ranks: 10 seems like a decent amount for dedicated guilds, but once you jump into social/multipurpose guilds, you see that there are obvious limitations. I don't see how more ranks (at least 15, but 20 would be better) would be difficult to implement.
-More Guild Rank icons: Related to the point above. More icons would be nice, especially if there was visible progression between them. For example, there could be 3 Star icons, and each would have more points (5 - 7 - 10). It would make differentiating role progression much easier.
-Some sort of badg system: Let the Leader and officers assign badges to people. The badges would show on the Guild Roster besides the player's name. A very simple example would be the typical 'Healer - DD - Tank' badges that could be assigned to players that have a PvX rank.
Guild house, which only guildmaster can upgrade it for moneys from members who just donate to bank.
OFC... GvG !!! Guild vs Guild 12vs12 opposite to trials but for pvp players/pvp guilds.
Guilds leveling system
Guilds skills/buffs with higher lvl guild by transfer some xp from player or in other way and in result people have access to skills/buffs
Also ranking for GvG with greatest amount of winnings like best scores for trials.
System board to finding guild who searching players
And finally... category what type of guild is it. Social/ progress pve/pvp/ roleplay/ national/ hardcore or something else
Upgrade system with tabards because they left it and nothing change (what looks a good idea but not finished)
TheShadowScout wrote: »...GUILDHALLS!
Maybe as deadric mini-planes that need to be "conquered" first (raid-level "clear the area" combat), and then can be built on. Projects started by guildmaster, members contribute stuff until its done, constructions require -tons- of white-quality crafting materials (All those "Ta" runes you have no idea what to do with!), and so the conquered area slowly gets filled with buildings and fortifications... outer walls, inner keep, etc., much like a "do it yourself" cyrodil keep... and then once a building is constructed, it can be filled with furniture, NPC guards, traps and stuff...
And in the end, combetative guilds can choose to declare their guildhall to be "open for battle", which means they can get attacked and their guildmembers can attack other "combat-enabled" guildhalls... while those guilds who'd rather just have fun with their friends can opt to keep their guildhall "warded" and unattackable...

The removal of guild stores and introduction of a central marketplace.
Not to be too off-topic but has ZOS ever really gone back and provided an update to any systems previously released? Every update is just new content and combat balance mostly. Their focus seems to entirely be on putting new coats of paint on top of the rusting metal underneath that sees no repair.
Leads me to believe they dont have the development capability to do so and if the trend in corporations these days extends to Zenimax, its the marketing department making all the decisions which is why there is no way in hell they're ever going back to iterate on already released systems. Its all about pushing new content for $$$.