Homecoming (Guild Stuff) Idea Set - Part V: Guild Stash

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Dracora-Speaking's picture
Dracora-Speaking

WARNING: HUGE BLOCKS OF TEXT AHEAD. Skip down to my comment for a TL;DR summary of this part. This idea is in a few parts:

HOMECOMING PART I: Social Changes
HOMECOMING PART II: Shuttle
HOMECOMING PART III: Ready Room Renovation
HOMECOMING PART IV: Guild Lab
HOMECOMING PART V: Guild Stash

So, I have a bunch of ideas for Guild Halls lately, and I remember an event a while back that was called the "Homecoming Celebration" and it celebrated the major Guild Hall change. See release notes 2012-11-14 for details. We've not had one of these in a while and I'd like to see it again - and I'd like for it to always be Guild or at least social related, so players can expect playerbase-focused updates around the time of a Homecoming Celebration.

It's sorta close to that time of year, so I feel like posting these now. Ignoring the fact that this sort of thing can take ages to code. Hey, at least I'm posting earlier than the time it used to happen! >,..,> Anyway....

I'll be submitting these ideas in Parts over the next several days/weeks as I have time. Some of them will not be liked, I'm pretty sure. Many of them incorporate suggestions made by others before, some of them many times, with my own twist on the idea(s).

Obviously I don't want ALL of them in one Homecoming event, that would be too overwhelming. Just something, you know?

Focus of this part is on:

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Guild Stash: the sharing of items.

This is the one I think people won't like at all. But this is the suggestions tread, and darn it, I'm gonna suggest it >:O

Guild Stash:

I think in the long, long run it will be very good for the game, and everyone.

I've been thinking about OOO's just...absolute avalanche of promo boxes. Items in these boxes are "limited," yes, that's part of the market strategy. But they're so brief, and so abundant, that each individual thing gets lost in it all, and long-term? This strategy is not as profitable as other strategies. Reason being, things are just forgotten. I try my best to maintain the wiki regarding all these aesthetics, but this is essentially just data storage. New and returning players are not very likely to figure out that, say, the celestial shield even exists unless they're bored and looking through the shield/news list or happen to see it in Haven. So there's no chance they might spend money on it, if they don't know it exists. Right?

With this guild stash, things will change big time. It is kinda...advertising with longevity. Perhaps with this, we could get fewer promos and more events because OOO will get a higher money trickle from released promos than before. That is a hope of mine, anyway. I dream of slooms and more content.

So here I go with this idea pitch:

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First, some major changes:

Empty Halls:
If the last member of a guild leaves the guild, the guild's hall automatically goes up for Hall Auction, with a starting bid at its upkeep. The time is infinite until someone bids, after which the auction lasts a week. The winner is the Master of the guild and hall. You can only bid if you're not in a guild. Guild name change passes make this better. Reasoning: we invest a lot in a hall. I don't like the idea of that effort and money vanishing into nothing because some guild master decided to start a new guild or whatever. With the guild stash, a lot more, a whole lot more, will be invested. The previous hall owner(s) do not get any money from this auction (unlike the standard auction house). You've consigned your hall to HQ if everyone in the guild is gone, and Spiral HQ uses that money on...HQ stuff. Game Logic.

PvP:
Part of social changes really. Players can now "represent" another guild for GvG. The PvP stats for this will be separated from the rest, to "represented" category (vs. pure guild vs guild with no representation, so hardcore PvP guilds can have their numbers) purpose of this is to allow desired matches to occur with specific groups and planned teams, without having to try and set this up with a random team or guild subbing. Subbing, with the guild stash, will be a really really bad idea, and "representation" will be absolutely vital because of the stash. Representation lasts 12 hours or until you represent another guild. You can only represent one guild at a time. If you are not representing, you essentially represent your own guild, or if guildless, yourself.
You can represent a guild if you recieve a representation invite from a veteran+ of a guild. Quing will ensue as usual, as if you were in the guild you're representing. You have the option to ignore any and all representation invites in the options menu, because this sort of thing will be VERY annoying junk mail for sure in a lot of inboxes.

Leaving a Guild:
Leaving a guild is done one way only: social options menu, big red button that says "leave guild" and then says "are you sure."
Reason: I've had plenty of guildies say they've almost accidentally left the guild when trying to leave or enter the hall through the social guild menus.
With the guild stash mechanics? yikes. Leaving a guild is no mistake now. Because the consequences in relation to the stash are quite serious.

Accessories:
This is crazy. Bear with me. This is inspired by, again, Warframe, which I feel does a TON of things right. Just so much. I know this is SK, and not WF, but we usually learn and improve via comparison. *takes a deep breath* here it goes:

Accessories will no longer be attached with superglue by Bechamel. Bechamel talked with Biotech Hahn and figured out that magnets are a thing, so accessories are now attached with magnets. Meaning that they can pop on and off, of any armor/helm, for free, without destroying them, by the player. Bechamel now sells silver keys and lockboxes for tokens, perhaps, so the NPC still has a function. Just throwing that out there. Anyway, this will be facilitated by a new UI panel in the inspect window, called "Appearance." Again, there are SO many accessories that are just forgotten about or already bought, so money is in the past and limited in the future. With this, future won't be so limited - players might desire published aesthetics, and OOO can spend more time on content/events instead of promos (I dream). And honestly? I think in the long run OOO will profit more from this setup in the long run: players won't desire more than one copy of an item, sure, but they'd probably be more willing to go after more accessories because of this. We'd just have to see. A lot of merchants will weep. Putting this update in would make all attached accessories pop off into players' inventories in the "accessory" arsenal tab. Major market derps. Oh the not-really-physically-painful-pain of market derps. Yeah, like I said, crazy.

Warframe does it this way. You buy an accessory, you can stick it on or take it off of any frame at any time. And they don't even have a ton of aesthetics! SK has like, BILLIONS. I say we try this out.

Please take a gander at this potential UI I spruced up. Pretty neat that it feels like it could totally fuse into our current UI, heh? Yeah, I like this idea a lot. Each accessory could use its own icon, like they did with gear/costumes. Oh, work, right, people don't like doing that do they?

*hides behind dread skelly shield from the "omg no dracora they will absolutely never do this" barrage of comments.* Oh you're not gonna like the stash one bit if you don't like this "one accessory, many outfits" idea.

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The Guild Stash

The Guild's Hall has a Command Console. The Command Console grants access to Storage, Design Mode, and Guild history. It allows treasury deposits.
It will now have a Guild Stash in addition to these other things. The Guild Stash is how Guild members can share items with each other, without unbinding fees.

Yes, this includes accessories, costumes, gear, and most battle sprites.

I know, I'm crazy. Someone's already trying to put a straightjacket on me. Here's the mental picture:

The celestial shield. Not a reskin. Infuriatingly locked behind a paywall. But your guild has many members. One of them unboxed this shield.
That member can choose to deposit the celestial shield into the Guild Stash. Any guild member that is able to equip 5* items (even guild masters who are too low star level cannot equip items beyond star restriction - situation entirely possible) can use the shield whenever they want, so long as nobody else is using it. They can only use it, not sell it etc. Obviously. Your guild has all the luck you need! (probably).

The shield shows up in every guild member's individual arsenal, marked with a green guild shield symbol where the "blue bound diamond" normally is.
It can be incorporated into loadouts. Similar to trinkets, if someone is using the shield and you equip a loadout with that shield in the loadout data, the loadout equips everything it can. Like if you made a loadout with trinkets, then your trinket slots expire, your loadout equips everything but the trinkets. Same thing with guild stuff.

Items equipped from the guild stash will automatically pop back into the stash when the person who's equipped them logs off (or equips something else). Because of this, guild members logging in will always be wearing their proto armor.

Some safeguards:

-once an item is deposited in the stash, it's pretty much stuck there. But not entirely!

-The game remembers who put what into the stash:

-If a member is kicked out of a guild, anything they put into the stash is automatically returned to them.

-If a member leaves a guild, their link to their stuff is severed, so even if they come back in and are kicked, their stuff is stuck in the Stash.

-This way, a kindly officer can kick their friend out of a guild in case the Guild Master goes crazy and there's less suffering.

-This way, someone joins a guild, and deposits, they'll probably stick around longer.

-This way, a bad GM or group can't just steal items by kicking the people who shared them out.

-If a guild master kicks everyone out of the guild and then leaves, any items retaining links to owners will be returned to owners via mail and the hall goes up for Mega Auction.

Once an item is in the stash, it can't be modified in any way while it's in the stash. Be sure an item has the final UVs you want on it before putting it in.
You can ask an officer or GM to kick you from the guild so you can get your stuff back, punch roll it as desired, then put it back.
I like to put in safeguards :3

The battle sprite you chose for the "Eternal Bond" mission cannot be shared in the stash. Any other sprite can. Your proto armor cannot be stored in the stash.

An item cannot have accessories on it and be in the stash. Because they all popped off remember? *digs into the ground and covers hole with shield.*

The Stash has a row-slot for every depositable item in the game, including accessories.

And now here's the part that forum people REALLY won't like (probably). You can just equip those accessories like costumes, easily. See the image I linked to above. Shared around the guild via the stash. With all members.

Inspired by how warframe cosmetics work - you have a shoulder thing? It can go on ANY frame, you only need to buy it once, no recovery or destroying involved at all. Now, I know that's warframe, and this is SK. But SK could work this way, and IMO, it sort of needs to: because there's a darn lot of accessories and a darn lot of costumes and a darn lot of gear, and as each new costume or accessory comes out, things might fit better on the new stuff. It would advertise to new and returning players things that exist, and really be a sort of teaser - stick around and get your own!

Now, you might say, OOO makes money with people recovering acc and putting them on something else. I think that yes, this is true, but! A lot of players also don't bother with this sort of thing, giving up on the new stuff because recovery is not an economic choice for them. More players might unbox more boxes if they know that they can share it with the guild and put it on any armor/helm they want, when they otherwise might not have bothered. We'd have to see how the economics play out.

The guild stash is sort of a long-term advertising mechanism. People with access to a stash can easily peruse and wear the lovely treasures of the past, and will very likely want to get one of their own "just in case" and buy into the game/play more of the game to earn cr for their own copy. When otherwise they wouldn't have even known the item existed. This is on many levels - 0 knowledge. Or... Seeing something on someone who's got private inspect. Without taking a while looking through pictures on the wiki...or asking someone what something is... How would you search on the AH for something you didn't know the name of? At 0 knowledge, you wouldn't even search of course. I think you get the picture here.

Stash Limits
The stash has a slot for everything in the game that can be deposited into the stash. Infuriatingly, you can see these slots (in the command console's stash UI) even if they're empty. This might set some guilds into a collection frenzy mode. I know I would be tempted.

The first Stash upgrade has 1 slot per item (this is general - like two vog cub coats with different UVs are considered the same type of item by the stash). The second has two slots per item.
third, 3,
and up to 5.

So you could share like, five vog cub coats with different UVs at this point, along with 5 of anything else. Each stash upgrade is unlocked with wing upgrades - both 1F wings, first stash unlocked, etc. If the guild removes wings, the stash locks. Items are retained, merely inaccessible. Stash is locked when guild fails to pay upkeep. Stash upgrades obviously would cost a ton of crowns. like a ton. so much. I mean think about the power here.

Stash could also be called "armory," "hoard," etc.

Storage is essentially a trust test at this point, what with a guild alchemy machine drawing from the treasury in the other parts of this idea.

OOO could easily just do accessory slot upgrades that expire, like trinket slot upgrades, or make it so items can't be shared in the stash until 3 months after their release into the game, etc.

Costumes (and accessories, with this idea) should be able to be unbound at Vise. What price would be fair for a costume, vs. a functional 0 (or 5 etc.) star armor?

------Pros/Cons------
Cons:
complete player market crash for accessories. like rekt.
huge pressure to join a guild now, a lot of people don't like that.
property risks - don't donate to the stash of a guild you don't trust.

Pros:
players are happier because items are shared.
More items are known about by more players because they're accessible in the guild stash, when otherwise the players might not have known the items even existed, nor would have had any prodding to know.
OOO might benefit in the long run due to these factors, we'd have to see.
Less complaining about rare odds - sadly, OOO would probably make things MORE rare in the boxes because of the guild population spread, but maybe not, to keep it fair for the guildless.
Players who wish to become dormant but keep their stuff for future playing can "leave a legacy" while they're gone. A useful legacy.

------To readers------

Please avoid saying things like "OOO will never do this" etc. I want user opinions about the game/feedback for this. +/- 1 based on how you think it will be for the players. Please post ideas about cost/time parameters and so on!

This is probably the most ridiculous idea I've ever come up with in terms of "OOO will never bloody do this ever."

But as I said, this is a suggestions forum, and I'm gonna suggest in it, darn it! D:<

Dracora-Speaking's picture
Dracora-Speaking
TL;DR

Guild halls no longer poof when all members leave, they go up for Mega Auction.

PvP guild representation.

Leaving a guild is no longer a mistake of the player. Extremely intentional.

Accessories are now equip-able on anything your character wears, like costumes.

Guild stash shares items without unbind fees. Could easily limit to just aesthetics and not functional gear. Anti-player abuse stuff in place.

Potential UI for this.

Please don't yell at me.

Yes, these are long, huge ideas. I've been working on them for about 10-20 minutes for the past month or so, because yes, I do have a life (barely). Happy Halloween!

For more ideas by my friends and me, check out my idea list thread.

Janeks's picture
Janeks
you could do it with unbound

you could do it with unbound items. It would be very stupid without that. Im not plating tomorrow so ill put every piece of eq there so ppl can use it. Then my frien kicks me and invites me again.

Fehzor's picture
Fehzor

We already have this in the form of the veteran/member/officer storages. We suggested those storages to work like you are suggesting; a place to share recipes, gear with one another etc. and we got what we currently have, which is a bit disappointing and unwieldy when the game focuses entirely around being greedy to sustain itself. The concept of freely sharing with one another just happens to go against this predetermined status quo, which is also rooted in games like the Legend of Zelda and Phantasy Star Online; two inspirational titles that rely on the idea of the player unlocking and earning gear.

Dracora-Speaking's picture
Dracora-Speaking
@JaneksWhat? Why would you

@Janeks
What? Why would you do that? And yes, things would have to be unbound. Hence me mentioning unbinding costumes at Vise.

@Fehzor
You can't pass HoH with shared gear (only gear bound to you), so people would still have to unlock and earn their own gear. As I said, it's more like a test drive, then once you've established yourself with your own armor that you've decided to invest in based on your experience and your skillset (vs. the advice of veterans who may or may not take personal preference into consideration) you can start really cramming the time, effort, and cash into it, which leads to more time in the game. Since the raritiy/forge thing came about, most players - especially new ones - can't go around all willy-nilly making whatever they want, so it's even more important to know exactly what you feel like heating up to heat level 10 once you can wear 5*. (On an off-note, I am REALLY bothered that they don't tell us the lockbox odds/drops - more information about the game is always nice). Additionally, sk has so many toys and junk around at this point, it's hard to even know what to do in the first place (again, especially if you're new). Think of it like a giant walmart that you've never been to...where do I find something I don't even know the name of? Ask an employee that's already been asked the same question a billion times? (employee = staff or veteran players). I always say go to the wiki, but there's nothing like being able to really test run something yourself, especially out of a huge pool of toys. And this would be far more involved than the test server, which is rarely open to public.

It would also open up more opportunity for OOO to make really weird, not entirely (or at all) amazing/game-breaking, difficult-to-get items...liiiiiiiike...the awful grind-walled Kat armors. I wouldn't mind the kat armor so much if I knew we could all work on getting it as a group and share it. Know what I mean?

A guild should never be able to get gameplay items (well except furniture, whatever) that nobody else can get. IMO, the only difference in getting items between a player in a guild, and a player not in a guild, should be time...more people working well together should be rewarded with less time, more fun. It also makes logical sense.

Fehzor's picture
Fehzor

Players now have access to basically all of the gear in the game up to 4* for next to nothing, compared to before the forge update. There is no real penalty for failing levels any longer, there are 4 times the healing pills, each level grants you ten energy more of profit in what you would have lost and crafting items are not tired to energy. New players are op.

Switching from singular and small crafts to collective large crafts would also be a tremendous change from what is already established. Locking players into joining guilds sounds miserable as well.

I could say more.

Crazierz
Good +1

"Accessories are now equip-able on anything your character wears, like costumes."

That need a little work... think of all the coding.....

Dracora-Speaking's picture
Dracora-Speaking
@Fehzor

Nah, while it's fun to go on and on about this sort of thing, I don't really wanna. So I'll debate one more time but then let the idea be itself.

I feel that new players are not OP. It's not fair to compare the conditions veterans used to have to the conditions new players have now. New players didn't get to experience that, and so they don't have a bias towards those conditions (unless they desire them from what they hear from other players). Really this entire post is "new player pity" and "old player respect," which plenty of games lack in balance. I've had more than a few new players poop out at around 3-star, more so after the forge update. I've had more than a few veteran players just sort of stop playing, wishing that their time could be remembered better (this partially inspired that statue idea, because narcissism). Talking with people - new and old alike - in Spiral Knights has revealed a lot more problems to me, and thus spawned a few of these ideas. That's why my name on the forums is Dracora-Speaking, I speak for a few, and sometimes a many. And occasionally myself ;D

The recipes would remain the same, bulk crafting of gear would not be a thing. There would just be stupid things like the kat armors.

Players wouldn't be locked into guilds physically with the safeguards (kicking vs. leaving) I've put in place. The only chains here are those of guilt and loyalty.

Could easily just limit this to costumes and accessories (accessories with my change up there in the UI picture), but I like the idea of a Guild teaching newly crashed knights how to survive, cause that makes sense to me. Aesthetics, while fun, are largely useless - so I don't like to focus on them too much.

Dracora-Speaking's picture
Dracora-Speaking
@Crazierz

Lots of coding? Only like 100 years of coding. That's not a lot, right?

Fehzor's picture
Fehzor

Well first, you're the one that brought up the changes to how the game now uses rarities, which is why I commented with the advantages that that update brought about for newer players.

Since the raritiy/forge thing came about, most players - especially new ones - can't go around all willy-nilly making whatever they want
It's not fair to compare the conditions veterans used to have to the conditions new players have now

You're just... missing the consequences that these things bring about, and haven't really thought about why they are the way that they are to begin with. I already told you that your idea has been suggested before and essentially denied. Why would you suppose that this is?

Dracora-Speaking's picture
Dracora-Speaking
@Fehzor - why make it personal? :/

Well, this has been made personal...*Sigh* one more reply, then no more. I don't see any reason to talk further, since nobody is going to convince anybody here of one thing or another. And once it gets personal, it gets ugly. No thanks.

Saying I've not really thought about it...makes me wonder if the post has been read thoroughly ;P
It's pretty much full of positive and negative consequences...that I've thought about. :/

So yeah, don't really want to get personal here...saying I'm missing a concept - or a few - is rude (especially when I'm not). I'm not contradicting myself either (which seems to be an accusation regarding those quotes), because the context of the comparison is different - the first line quoted is about a factual result of progression and/or game changes (macro - entire gameplay), not a statement about status quo factors in flux (micro - individuals together), which is what the second line pertains to. Entirely different. From my various surveys and years in the game, the forge is a huge disadvantage for everyone, and is especially bad for new players (no advantage to new players at all - it's a rate limiting series of steps, how is this an advantage for nubbies, especially when veteran players already have lvl 10 things? I'm not saying it can't be, would just appreciate elaboration on the stance that they're an advantage - rarities in general, maybe, but certainly not the fire crystal rarities+forge, IMO) who already had a hard enough time progressing (again, this is a comparison of macro, not micro). The forge is essentially a moneygrab from OOO to make up for "lost" crafting costs with orb of alchemy drops. But we all know that, and I don't like it.

OOO is always experimenting. They've tried boxes with energy for money, boxes for energy, and now boxes for money. They had DLC, then it could be bought for Energy. They said things would be totally limited (rose), but then changed their minds - so even if they say they'll never do a thing, they still might do that thing. Things are never set in stone. As far as games go, SK is still pretty "new."

This would be another experiment. If it works, great, if not, change again. No individual or group can predict the macro (entire gameplay effects) - we have to observe changes. Test servers should be open for months, IMO, and be pushed on players a lot more than it currently is. Anyway, this is a sort of dream thread, I have no actual hope that they'll do this at all, hence the hiding behind my shield.

When on the forums, keep the debates general. Personal "attacks" (however passive) do not contribute to debates.

Besides, I kindly asked readers to not say things like "OOO won't do this" and to speak for themselves. We, as players, can't truly say what OOO can and can't do, or will and won't do about a lot of things, as evidenced by the game's total changes to date. But freedom of speech and all that, say whatever, *waves hand* no more from me on this conversation, no more.

Fehzor's picture
Fehzor

Experimentation is what the game had when it was in beta, and it should have ended there or been carried out on the testing server which cannot quite test for these kinds of economic issues.

While much smaller economic changes can be tested on the main server freely and then changed later, what you're talking about is changing the way all of gear progression works drastically. The developers can't just do that lightly and on faith without good reason to do so- much better reason to do so than just "it would be cool", especially when what you're suggesting is so unconventional. I've never seen or heard of an MMO that shares loot among a common group of players collectively like this. What do you think would happen, if this were implemented in its fullest extent?

The forge is an upgrade for newer players because it takes in fire crystals as opposed to paid currency. Newer players directly find these fire crystals, and can craft gear without having to give up playing the game for a day, and when they have all of their gear crafted, these fire crystals just sit there and build up, so that whenever they do decide to craft something they're set to do so. Radiant fire crystals do not apply here, as new players aren't even ready to craft 5* gear for quite some time. The radiant fire crystals being found so deep are the only serious issue that the crafting system faces. Even the high complexity of such a system is a bit pale in comparison.

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Dracora-Speaking's picture
Dracora-Speaking
*Sigh*

I clearly said say what you want. The getting-to-get-a-bit-personal communication style here is just the reason I'm not going to talk anymore, it is not something I enjoy. You do whatever. Nothing you've done is reportable...well sheesh. I feel like this got super negative, so, enjoy this funny comic. Good day.

Keepscaite's picture
Keepscaite
Whew, so hostile! Anyway,

Whew, so hostile!

Anyway, Dracora, Fehzor isn't trying to make this personal and/or agress you or anything, it's just how he talks.

About the topic, I do agree with Fehzor in that introducing the stash can have some serious consequences.

Imagine you being a newbie. You got (by some miracle) invited to a big-ass guild. That guild's stash has everything you could ever want, from Mercurial demo to Divine Avengers to even Scissor Blades.

This system would trivialize the crafting process. Why bother making anything other than a Leviathan Blade and Valiance if everything else is already provided in the stash?

The number one reason most newbs travel the clockworks is the promise of getting newer, more exciting, OP weapons. Without the huge influx of mid-tier players raiding the clockworks for crowns and orbs, the dungeons would be deserted.

It's useful and convenient. It's TOO useful and convenient.

Suddenly, guilds will be full of people. But those people will be leeches just there for the gear.

Fehzor's picture
Fehzor

Yes, I tend not to be a very positive or likable person. That went without saying before you brought it up.

Dracora-Speaking's picture
Dracora-Speaking
@keepscaite

Yeah, I tend to be overly helpful and dreamy. I like to think that only good things happen, but I am not naive enough to believe it ;P

So, simply limit this to aesthetics. This would make players happy, and force OOO to make new weapons/gear/mechanics (which cannot be shared, with this alternative to the stash idea) because with shared aesthetics, they'll make less monies from aesthetic promos in general. Maybe.

That's one possible outcome anyway, I just stated it cause it's my favorite one.

If the stash were limited to just aesthetics, we'd just call it the Guild Wardrobe. Heh.

As far as "not needing to craft cause your guild has it" - personally, I'd be more encouraged to craft things for myself, "just in case." But that's me, and there's a huge number of people that would, yes, simply be parasites.

Just let me huff this zee core and keep dreaming <3

EDIT: oooooh idea, we could totally have it so a player can't deposit an item into their guild's stashy-wardrobe until a set amount of time has passed after said item has been introduced - so, like, I couldn't put in my anti-hazard spikes until arounnnnnd...Jan or Feb :3

Impatient people who pay to be pretty early won't be affected much. Patient people will be rewarded (not just parasites, people who wait and watch the AH and so on). And that's something that should be supported in general, not just in SK.
A depositing fee could also work.

Keepscaite's picture
Keepscaite
Actually, a much better

Actually, a much better limiter would be to give a stat penalty to all items put in the guild stash. Say, if all the items in the guild stash were only 50% as effective as the real thing in it's 1st level, people would be inclined to make the items for themselves.

At the same time, newbies would have a method to preview the items they want to craft, to see whether it fits their expectations or not.

Dracora-Speaking's picture
Dracora-Speaking
@Keepscaite

Oh, very interesting...

Instead of a penalty, the items could be worn only in the training hall, and the training hall in the GH could be made to summon holograms of any non-boss desired target. I think that would be amazing. And rather realistic!

Fehzor's picture
Fehzor

There's no real reason to let players share accessories and costumes. The purpose of all of that stuff is just to waste time and energy so that endgame players get less bored and SEGA turns a profit.

Allowing players to test out gear in the training hall would be a pretty ingenious turn around for this idea however. Like, if the developers made a few monster spawning areas there and then allowed knights to temporarily equip gear that was deposited to test out there, it would work out well. Players wouldn't really be able to use any particular items in meaningful ways against real levels, but they could get the gist of them against 3 respawning monsters of a few very limited types to decide whether they'd be useful to go for. It wouldn't force people into guilds or completely murder the economy, but it would be a nice and relatively inconsequential but positive bonus, which seems to be (should be) the general goal here.

Avihr's picture
Avihr
Void

Dracora... we can do this the easy way... or the hard way, put on the straightjacket, let us take you to the asylum nice and calmly, and no one will get hurt.

-----------------------end of stupidity----------------------------------

Again, I like everything that this thread proposes, +1 to all.

but umm despite what you might think abouit it I'm going to go ahead and say it, OOO WILL NEVER DO THIS!! (at least the part of the accessories)

Much like fehzor said, the purpose of rare prize box stuff is there to make profits for OOO and by restricting them as much as they can they ensure more profits being had from them(so work hard all of you unboxing lab rats *whips*), just look at the price they put to the removing tickets on the Suppy depot, It's not that they don't have reasons to allow this "sharing" to happen, they have all the reasons in the world NOT to let this happen, it's what they've been making money off since... since EVER! yah all that unseen stuff that nobody touches SUCKS BALLS but thats how they make their money.

and the guild stash with the 50% damage nerf would be cool but not as cool as the 100% thing, I've had the Idea of having a "Testing field" part on guild halls, where you are handed all the available items in the game and you're also able to play around with UVs and stuff, with monster spawners and PVP enabled and all for maximum...test-ability? but the trick is that you have to unlock items in order to use them in this testing field (say 5 energy for a 1* item, 10 energy for 2*, 40 energy for each 3*, 60 energy for each 4*, 120 for each 5* )
now that would be a much cooler way of letting people preview the stuff the game has to offer, it doesn't hurt their business, gives players their cool beans and earns OOO some munies.

And before anyone asks why I don't post ideas in the suggestion forums is because
1) lazy
2) 0 hope
3) GG all I win