EDIT: MISSION ACCOMPLISHED! OOO has released the GH Expansion! Adding their own great ideas like Upkeep and the Mist Well, as well as some of our own from here on the Suggestions boards, the GH Expansion is released!
Therefore, in continuation of this thread, I have created a new thread of what they are still missing in the Guild Halls. If you have an idea you want added to the new expansion, please click here to see our new mega-thread. Thanks!
---------------------------------------------------------------------------------------------
TL;DR - Note that this is an in-depth and intricate idea, which requires a Wall of China to explain properly. For a summary, go here.
Please note however, that many details have either been left out or shortened. They are but a broad overview should you not wish to read the entire thread. Thanks!
(For Guild Functionality Improvements as opposed to Guild Hall Upgrades, see my Guild Improvements thread.)
EDIT #4: If you would like a visual representation of an estimated completed project, you can see the lego art by Skyber (Many thanks to him) in the following links: Concept Part 1 Concept Part 2 Rudkin (Too large to fit into the area marked in Concept 1), and finally the Whole concept.
If you would like to see Skyber's entire post, Click here.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Table of Contents -
- Jump to: The Guild Vault System
- Jump to: Change of Location
- Jump to: Guild Trade Room
- Jump to: Bulletin Board
- Jump to: Guild Elevators
- Jump to: Display Cases
- Jump to: Guild Crests
- Jump to: Training Area
- Jump to: Visiting System
- Jump to: Furniture and Decorations
- Jump to: Guild Achievements
- Jump to: Guild Records
- Jump to: Armory
- Jump to: Pricing for Upgrades (Approximations)
----------------------------------------------------
Hello Spiral Knights community, I've never used this forum before so I'm just throwing ideas out there. I hope they're satisfactory.
While playing Spiral Knights I've noticed a general lack of attention the Guild Hall gets. Sure, it's a great place for Guildmates to hang out with solely other guildmates, but that's it. If I wanted a convenient spot for an Alchemy Machine, I'd go right to Haven. So, besides the limited-space chatroom for guildmates only, it's a bit dull (I do have to admit, the view from the Northmost part of the Guild Hall is nice).
What I'm suggesting is a way to Upgrade your Guild Hall. Make it more useful than just for chatting the day away.
How to do this? I have a system in mind.
Firstly, I'd request a "Guild Bank", or "Guild Vault".This will contain solely Crowns and Crystal Energy (Mist/Items may not be deposited). These Crowns and Crystal Energy will go directly from the Guildies' inventory to the Vault, and would be used to purchase upgrades from a Stranger (The return of Rudkin?). Donations would be accepted from all individuals, which includes Visitors. A log would also be available to easily track donations for promotion/event purposes, etc. For simplicity's sake, CR may only be donated in 100s, and CE may only be donated in 10s.
Democratic Inspiration - (Suggested by Hexzyle): "When a player deposits crowns/CE, they can elect what they would like it to be spent on. Their choice would become a vote which would be multiplied by the amount they deposited. A.K.A, The more you deposit, the more say you get in where the money gets spent".
In later discussion, Hex also came up with a Scale-By-Player idea, so that even though all players donate to one large "Vault", the amount of CE they deposited doesn't get stirred in. As the Thieves' Guild says, "Here's the details".
"Guild Vault Contains: 600
Player A contributed 100 CE
Player B contributed 200 CE
Player C contributed 300 CE
Player D contributed nothingGuildmaster wishes to buy an upgrade worth 120 CE"..."[For this upgrade] Player A would need to pay 20 CE, (100/600*120) Player B; 40 CE (200/600*120), and Player C; 60 CE. (300/600*120)." --- Hexzyle
Therefore, once your CE is in the vault, it is not just mixed in with everyone else's and lost in some upgrade. The GM would *know* who spent what on the upgrade. After any purchase (we'll use Hex's example), the Guild Log would show this:
[GuildMaster] has purchased [Upgrade].
20 CE and 0 CR were taken from [Player A]'s donation,
40 CE and 0 CR were taken from [Player B]'s donation,
60 CE and 0 CR were taken from [Player C]'s donation.Any member who had not donated any CE (And therefore not helped pay for anything) would not appear on the list. The GM would then be able to make promotion/demotion/expels with this information even more easily.
Security Update 1.0.6.52(Brought up by Devil-Xtreme): Allow all users to see the Guild Log, not just the Officers and Guild Masters. This may cause some problems betwixt Guild Members (Oh boy, drama), but it will let members easily see "Hey, I've spent X amount of CE and the GM hasn't even donated a penny!". Security Update 1.0.6.52 is probably a Windows Update if you googled it...such a creative name.
Secondly, you would need the upgrades. I have several in mind, whether they are used or are impossible to use or are impractical, these are just my ideas.
"Rudkin" would appear, probably near the Vault. His shop would pull resources (Crowns and CE) from the Vault. Any person with the rank "Guild Master" may purchase things from "Rudkin". Several upgrades I had in mind are as follows:
1 - Change of location. Several maps would be present (Previewable) in the shop, instead of always the current Guild Hall. I would assume that these would be themed similarly to the dungeons. I.E "Aurora Isles" themed Halls, "Devilish Drudgery" themed Halls, etc.
2 - Guild Trade Room(Suggested by Triplescrew): In this trade room, Guildmates would be able to put up trades (obviously) with a buyout price, just like the AH. Except, that in this room, only Guildies may buy the item. The trade may also specify a single Guildmate, who would be the only one who could buy it. The purpose in this is to settle trades with people you never see online, due to timezone differences.
3 - Bulletin Board (Suggested by Skold-The-Drac). A cheap but useful Guild board, editable only by the Guild Master (The Guild Master may choose to change the board to be editable by Officers), in which Guild notices, events, etc. would be viewable. Simple but essential for large guilds that have many players with different timezones in it. I suggest there be different Titles for each bulletin placed on the board. Meaning, when the GM creates it, he may choose "Guild Notice", "Dungeon Crawl Event" or "PvP Event". This way before even reading the notice, you'd know what it's about.
3.5 - Bulletin Board Idea #2 (Suggested by Hexzyle). "Bulletin Board could operate like a forum, which would be fairly simple looking at how mail and the auction house works. Guildmasters could edit what ranks are allowed to create threads, and what ranks are allowed to post in threads. Guildmaster threads and posts appear in highlight (UV yellow colour) while officer's threads and posts appear in green."
"...it [would have] the same interface as the mailbox, except each "message" is a different thread, opening a thread would reveal several different people's comments, then a space to place your own at the bottom. The "message/thread" could then be minimised by clicking the bar of it, just like your mail." - Hexzyle
The Guild Masters/Officers would be the only people who could post new threads up on the board, but anyone would be able to reply to them (Unless they were locked of course).
"Or if that's not possible, the Bulletin Board could work almost EXACTLY the same as your inbox, just publicly readable." -- Hexzyle
3.7 - Mission Board (Suggested by Mwahahaha). "I propose that the missions that are posted on the board would not TELL you what you have to do, but rather direct you to a certain Knight who had asked for help on that certain matter.
Missions that concern the Clockworks could be linked to Feron, Mining/money making missions could be linked to Wegner, very important missions could be linked to King Krogmo (makes first appearance? If not, any better suggestions?), and ....'other missions' ( i was thinking that there could be an aspect of SK that hasn't been shown just yet) that could be linked to the Strangers that are currently in Haven." --Mwahahaha"Regarding the missions, there is absolutely NO order whatsoever, and every knight will (hopefully) start and progress with different missions than any other. In that sense, the mission order would be, again, like roulette, save for the fact that any mission already completed would not show up in the same way, shape or form that it already has existed in." ---Mwahahaha
Storyline:"...The only drawback is that these missions would then have to mesh together in any order possible so that a storyline could slowly seep into gameplay. Of course, that leaves room for intuition; the missions could have flexibility of feeding the player bits and pieces of tales and information (perhaps why there's a random knight deep in the Clockworks with no support, testing out minerals, or why the Twins/JK/Vanaduke/Snarbolax keep respawning/have duplicates) without telling a linear plot outright, and leaving the player to piece together the clues and figure out their version." ---Mwahahaha
According to the new Missions system, the Guild-Exclusive missions could work similarly, such that everyone starts at Rank 1-1(2-1), instead of it being in a random order. I think this might be easier to implement for the Devs, being the reason Missions work this way.
4 - Elevators. A larger upgrade to your Hall would be Elevators. Most likely, these Elevators would only group members of your guild together in parties, instead of getting random players into the dungeon. Partying guildmates-only into groups should be feasible, since we do it for PvP all the time. There would also be Boost near the elevator area (Primarily for Shadow Keys). He can be in several places at once of course.
4.5 - Due to feedback, I've decided to put in more of a reason to have Guild Elevators, rather than only for Display Cases (In all honesty I forget which collaboration of people supported this idea; I believe Hexzyle started it and other players addressed their concerns for how ineffective Arcade-Elevators would be after this update).
Guild-specific dungeons. The guild Elevator would be able to bring you into several Clockworks areas which are different than normal Arcade-Elevators. There would have to be TWO Guild Elevators for this idea to work (Meaning, there must be adequate space for them). Elevator 1 would feature Snarbolax, Jelly King, and Vanaduke. Elevator 2 would feature Snarbolax, Roarmulus Twins, and Vanaduke. The Shadow Lairs and their respective bosses would be elevators within these Guild CW Areas, just like they are in the normal Clockworks (Stratum 5's Clockwork Terminal area). In the future, should there ever be any more bosses for Tier 1/3, they would be substituted for the boss that occurs twice (EXAMPLE: Elevator 2 would feature Snarbolax, Roarmulus Twins, and *King Tinkinzar*).
Now, you may be wondering, what happens to the other depths? You couldn't just have the 3 boss stages, could you? I suggest that Elite versions of random stages would occur. These stages would be based off of a randomly-selected group of stages from the Arcade-Elevators. For instance, if 3 Arcade Elevators had the stages Slime Showdown, Aurora Isles, and Clockwork Tunnels, respectively, then the Guild Elevator would have (Elite versions) any variation of these 3 stages consecutively. Meaning, the Guild Elevator could have Aurora Isles, Clockwork Tunnels, then Slime Showdown, or Clockwork Tunnels, Slime Showdown, Aurora Isles, etc. Basically, the Guild Elevator would have a random sequence of stages found in the current Clockworks. When one of the stages' respective elevators is no longer available, that stage would be randomly generated using a new Elevator.
The only difference between them would be that the Guild Elevator's stages would be "Elite" versions of them. Which means, simply speaking, that if you were doing Tier 1, the enemies would have the abilities of Tier 2 enemies. And if you were doing Tier 3, the enemies would have the abilities equivalent to that of Shadow Lair enemies. However, when doing Shadow Lair stages, the enemies would not be any more difficult, as they are already "Elite". I feel that the use of a Shadow Key is expensive, and that Shadow Lair stages are difficult enough, and do not warrant any further difficulty. At the end of a Shadow Lair boss, there WILL be an elevator to go down into the next Shadow Lair, but it WILL require another Shadow Key.
While some may argue that Tier-3 dungeons should not be as difficult as Shadow Lairs (With the exception of the boss, who would not be a Shadow Lair boss), it is free to do them (No Shadow key required), and it is much easier to coordinate proper gearing, roles, etc. within a Guild. All in all I think that if this were not in place that there would be no challenge until the Shadow Lair dungeons, which some guilds may not be able to fund.
Finally, we come to the section of Heat and Crowns. This would have to be tweaked carefully in order to not incorrectly balance the game. If it were the same as normal, then Guilds could do Tier-3 all day with Shadow Lair difficulty, making their drops phenomenal compared to normal dungeons. At the same time, if the risk:reward were too low, some Guilds may not even want to use it. I suggest cutting the Crowns and Heat in *half*, with the same elevator costs. It is likely because of this, that an Elite Tier-3 dungeon may only provide the same amount of rewards as, say, Red Carpet Runaround, but I've got no real numbers, that's just a guess. I believe that Display Cases are most of the reason to go down into Guild Dungeons, but if this is not balanced correctly, or you have a better idea, *please* notify me.
5 - Display Cases. This would be a minor upgrade to the Guild which is simply for showing off. The display cases would contain the Artifacts from defeating bosses. The catch is, the artifacts will only be shown in the display cases when they have been done *through a Guild Elevator*. And through the Guild Elevator, solely guildmates may have been partied while gathering said artifacts.
If possible, going through any elevator will work only if all players were in the Guild. Due to people leaving and other people entering the dungeon, this would be impossible unless the party automatically locked, in which case it would have to know that you are performing a Guild-only dungeon.
If going through any elevator with only guildmates in your group in order to get the artifacts were possible, the Display Cases would not require the likely-expensive Elevator upgrade.The Display Cases would be in 2 parts: The first would be all the normal artifacts. Snarbolax, Twins, Jelly King, and Vanaduke. The second Display Case upgrade would only encase the artifacts that were obtained when completing a Shadow Dungeon. Darkfire Vanaduke, Ice Queen, etc.
6 - Guild Crests (Suggested by Skold-The-Drac). The Guild Crest upgrade is basically all that it says. After purchase, upon entering the Hall, you'd see the Crest in many places. Possibly rugs hanging from the ceiling with the crest on it, a large Guild Crest on the floor, etc. The Guild Crest would be a modifiable crest, and would be created upon purchase (That is, after purchase it'd immediately bring up the Crest customization screen). In the customization screen, the colors available would be Royal Jelly Purple, Gremlin Orange, Lichen Yellow, Soul Lichen Cyan, Love Puppy Pink, Jelly Green Giant Green, Lumber Brown, Ice Cube Blue, and Super Blast Cube Red.
But that's not the end to its grandeur, because what's the point in a Crest if your guild is the only one that gets to see it? Personal Guild Crests would be able to be bought from Boost (To avoid confusion, they would not be bought from "Rudkin") on a player basis. These crests may or may not be accessories. The crest would be placed most likely on your chestpiece, and would feature your Guild's customized and unique crest.
The only reason I suggested them to be accessories is because accessories also add something to your costume. Since crests do basically the same thing as accessories, I figured there would be no reason to have a new system simply for them.
6.5 - Guild Crests (Achievement Point Upgrades). When speaking to "Rudkin", after the purchase of a Guild Elevator, his new speciality shop will open to you. This shop will require that you have X amount of Achievement Points from your Guild Achievements (See #11). The Guild Crests, as stated before, will be based on the icons seen in the Clockworks (The stage emblems, I.E Knight, Pawn, Crown, etc.). However, not ALL icons will be available at first. His specialty shop will have the following items (Once all upgrades are purchased, *ALL* emblems seen in the clockworks will be available to use in your crest):
Extra Color Palette (Requires 50 Achievement Points),
Snipe Emblem (Requires 150 Achievement Points),
Boss Stage Emblem (This includes the Skull, but also includes all the levels going up to a boss. I.E Roarmulus Stage Emblems, RJP Stage Emblems, Gloaming Wildwoods, ETC.) (Requires 300 Achievement Points),
Cross-swords Emblem (Requires 375 Achievement Points),
The Core's Emblem (Requires 450 Achievement Points), and finally, Shadow Lair's Emblem (Requires ALL 600 Achievement Points).
To clarify, each upgrade simply requires Achievement Points, but they are not spent. Each upgrade is "unlocked" by having the required amount of Achievement Points, rather than using them.
Most of these are self-explanatory, but the Extra color palette will feature a wider array of colors to choose from, to enhance customization options (See 6 for basic colors). The additional colors that you will be able to choose from will be as follows: Ultra Blast Cube Purple, Rock Jelly Grey, Void Gel Black, Core White, Sloom Blue, Quicksilver Silver, Toxigel Green (Darker than Jelly Green Giant green), Punkin King Orange, and finally Swordstone Red.
7 - Training Area. This area could have many various enemies, obstacles, etc. My ideas would be to have Training Dummies (Pixel Art by Alphastevo). These dummies would be colored, or otherwise themed, based on their Monster Type. I.E a Beast Dummy, Elemental Dummy, Gremlin Dummy, and so on. The point in these would be to test your weapon's damage on certain types of creatures. They would also have to be T1, T2, or T3, as would be specified by the Stranger who sells the training area's construction to you. Each tier being more expensive than the last. They may or may not be all in the Hall at once, whatever works for the Game Designers.
More Interaction (Suggested by Alphastevo): "They'd be somewhat mechanized and jitter like a Mecha Knight, would have a button in front of them to cause them to attack, and would be really neat to show people the families, what they attack with, and what they're weak against. OR just to test out your weapon's damage against their monster family."
Training Area Add-on (Suggested by Skold-The-Drac): Sparring Room. The Sparring Room would be a unique PvP room, with Guildmates only. It would be coordinated by a Stranger. It would be a very simple PvP Sparring room. Just two teams, and a lot of dying. The Stranger would lobby the Knights in a party, and when it was full (1+ vs 1+), he would begin a countdown. He would yell, for instance: "Sparring begins in 60 Seconds!". At the end of the countdown, all participating players would be teleported into the Sparring Area.
Based on continuous feedback by my following of courageous ducklings, I've decided to make this basically the same as LD. Why? Well, as my ingenious colleague pointed out [Klipik], it's sort of a training room.
So similar to LD, except:
1 - No time limit or score limit. Game would continue until everyone leaves.
2 - "Rudkin" would be inside both LD bases; upon talking to him, you would have the option to leave the training session.So yes, this is still a Sparring Area, not a Guild Mini-game area. This would be a great place to practice Alchemer-hopping to prevent reloading, shield-cancelling (Boost-cancelling if you're a Striker), strategic troop placement for capture points, etc.
8 - Visiting System(Suggested by Hexzyle). I really like this idea because it allows players who are not in the guild to
(1. Donate to the Guild vault,
(2. Check out the Display cases to see what the Guild can do, and what upgrades they have (Useful for people who *might* want to join the Guild)., and
(3. See for themselves Guild customization options. Just in case some players want to see exactly what they get before buying it, if ever it isn't absolutely clear what an upgrade does/is.The original idea was from Hexzyle, but Mwahahaha and I polished it up a bit.
The CURRENT temporarily agreed-upon interface for visiting Guilds is as follows (Suggested by Mwahahaha):
GH Entrance:"In order to make it easier (and more accessible) for one to explore the many guilds that are in existence, and for one to visit their own guild, I would propose a GH entrance somewhere in Haven, perhaps in the little walled off garden in the bottom left corner of the Haven courtyard. Now we all know that there are numerous guilds at the moment, so creating an entrance where one could look around all the guilds would be tantamount to total confusion and partial disaster....so what to do?" --- Mwahahaha
(GH Entrance should be to the right of the Town Square imo)
Roulette System:"My idea is as follows: perhaps once or twice a week (or any other predetermined period of time), a set number of guilds would be available to explore, in order to make explore less tedious, and in the event that all guilds had been 'put on display', guilds could be cycled through in random order, as long as they all had a fair chance to show off. Now, what if someone wanted to just go to their own guild, or to a specific guild that they wanted to check out?" --- Mwahahaha
Search Bar:"In such a case, if one was wanting to visit their own guild via the entrance, that would be the first guild on the list; however, if one was wanting to find a specific guild to join, and that guild was not on display at the time, a search function could be implemented, where a knight could search for that specific guild, and explore said guild to their satisfaction." --- Mwahahaha
Although this is subject to change, it is currently the best system we can think of. Guilds would be able to have an optional 'Guild Description' feature, which allows someone to view their basic schedule, their Recruiter's name, etc.
Filters. There would also be two filters, for ease of access:
1) Recruiting/Not-Recruiting, which would allow people to see before contacting the Guild Master/Other significant recruiter if the Guild was available.
2)Alphabetical, in case you simply like the organized version of all the currently-showing Guilds at the moment, that you would scan over.Kicking: Concerning "Banning" visitors from your Guild Hall: The Guild Master and Officers would be able to Ban members from your Hall (If they are being disruptive). The GM/Officers may only ban visitors from the Guild Hall, not members of the Guild. If a member of the Guild were being disorderly, the GM/Officers would simply kick him from the Guild. Once banned, visitors may not enter the Guild they were banned from for 2 hours.
Blacklisting (Suggested by Hexzyle): This could either replace kicking or accompany it. I'd think it'd be either/or though. Blacklisting is, as you may have guessed, almost identical to kicking, except the expelled visitor would never be able to re-enter the Guild Hall until removed from the list.
Ban Pardoning (Suggested by Hexzyle): 'The victim of the ban may be pardoned by the GM/Officer who banned him. All he would do is right-click: Pardon, and he would be able to return to the Guild Hall.'
The Guild Master(s) would be able to pardon anyone.
9 - Decorations (Suggested originally by Skyber, reconsidered due to Triplescrew's input). The original idea was furniture, but I think any Decorations could fit into this. Furniture such as couches, tables, etc. may be nice, but any decorations aside from the ones mentioned Guild Crest suggestion would be better imo. Also, if things like...say...Rugs, or Tablecloths are owned at the same time as the Guild Crest upgrade, the crest would be shown on them. I suggest that the colors, as well, should be shown on them. The colors would be determined by the Guild Crest's Primary/Secondary colors (I assume the Guild Crests would be customizable based on the Stage Emblems you see in the Clockworks).
10 - Guild Achievements. Display cases not enough for you? That half-crowns-and-heat thing not working out? Maybe you'll want to do some Guild Dungeons because of the achievements. The purpose for this is two-fold; 1. To increase incentive for using Guild Elevators, and 2. To track your Guild's progress if you complete dungeons *BEFORE* getting the Display Case upgrade. Since the Display Case upgrade would (hopefully) be retroactive, this would be a way for it to track what you did in the Guild Elevators if you didn't have the Display Case upgrade yet.
1. (Baby Steps) Complete an entire Tier 1 expedition, following the defeat of Snarbolax or Rabid Snarbolax, using a Guild Elevator. (30)
2. (Hop, Skip and a Jump) Complete an entire Tier 2 expedition, following the defeat of Jelly King, Ice Queen, Roarmulus Twins, or Red Roarmulus Twins. (40)
3. (Clockworks Juggernaut) Complete an entire Tier-3 expedition, following the defeat of Vanaduke or Darkfire Vanaduke, using a Guild Elevator. (45)
4. (Average Completionist) Complete Depths 0-27 of the Guild Elevator, defeating Snarbolax, Jelly King OR Roarmulus Twins, and Vanaduke along the way. (50)
5. (True Completionist) Complete Depths 0-27 of the Shadow Guild Elevator, defeating Rabid Snarbolax, Ice Queen OR Red Roarmulus Twins, and Darkfire Vanaduke along the way, utilizing 3 Shadow Keys. (75)
6. (Over-Achiever) Defeat all bosses and Shadow Lair Bosses, finding all artifacts to place into your Display Cases, and conquering the Clockworks. (120)
7. (Exterminator) Defeat the Snarbolax within a Guild Elevator. (20)
8. (Usurper) Defeat the Jelly King within a Guild Elevator. (25)
9. (I Used To Be a Mechanic) Defeat the Roarmulus Twins within a Guild Elevator. (25)
10. (Conqueror) Defeat Lord Vanaduke within a Guild Elevator. (30)
11. (Professional Executor of Vaccinations) Defeat the Rabid Snarbolax within a Guild Elevator, completing a Tier-1 Shadow Lair expedition. (30)
12. (Usurper of Usurpers) Defeat the Ice Queen within a Guild Elevator, completing a Tier-2 Shadow Lair expedition. (35)
13. (Switch Master) Defeat the Red Roarmulus Twins within a Guild Elevator, completing a Tier-2 Shadow Lair expedition. (35)
14. (Clockworks Crusader) Defeat Darkfire Vanaduke within a Guild Elevator, completing a Tier-3 Shadow Lair expedition. (40)
Now, you must be wondering what the numbers in parenthesis are at the ends of the Achievements. Those are Achievement Points. They will be used (exclusively at the moment) for Guild Crests. They may or may not have other functions later on (See 6.5).
11 - Records (Suggested by Mwahahaha): A little neat upgrade for the Guild Hall, in respect to Bookshelves. Once purchased, a devilite-style bookshelf would appear in your "Rec Room" (Which would literally be any place there is room for it; the un-used area of your GH which likely has furnishings in it), and would contain dun dun DUNNNN records. Wait, you guessed that? Dang.
Within these records lie personal information (Not that personal, it's not a diary) of each Guild Member therein. For instance, upon clicking the Bookshelf (Or whatever interface it uses, probably the Action button), you would see a series of books. A window that would contain, in alphabetical order, books with all the Knights' names on them that are in the Guild.
Once you have clicked on said book of whichever Knight you wish to view, a little bit of information about that Knight would appear. Furthermore, there would be tabs at the side of the "book" interface which would allow you to switch to different tabbed sections. Allow me to illustrate.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|[Guild Name Here] Pg 1 (Page would expand and be scroll-able, as there would likely be too much info to fit on a basic |page. Information may or may not "dump" after X amount of entries. Another possibility is that old information would go in Pages 2+ as "Archives".)
|
|Chronicled History of [Guild Name]
|
|[Guild Member's Name] has become a Veteran!
|
|[Visitor] was banned from the Guild Hall.
|
|[Guild Hall Upgrade] was purchased!
|
|[Guild Member's Name] was expelled from the Guild.
|
|[Guild Member's Name] has been demoted to Member.
|
|[Visitor]'s ban was waived (?)
|
|[Guild Member's Name] is the Top Donor of the Week! (!)
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~(?): Not sure if this would go into the log. A ban could actually assist officers in knowing whodunit, and who to watch out for, but it may not be necessary to list a waived ban.
(!): Got this idea to (mayyybe) increase incentive for Donating to the Guild. It may change to "Month" because of the likely typical donation rate. I think it'd be a great addition, especially for promotions.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|[Guild Member's Name Here] [ONLINE] Pg 2
|Spiral Headquarters Information
|
| Time Zone: [Enter Time Zone]
|
| Language: [Enter Language]
|
| Tier Clearance: [Enter Clearance Level, up to SL 3]
|
| Artifacts: [List All Obtained Artifacts]
|
| Favorite Gear: [Enter Here; Determined by Most-worn (Possible?)]
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|[Fun Facts] PG 3
|
| Total Lockdown/Blast Network record: XW/XL; XW/XL
|
| Favorite Stages: [List most commonly completed Depth #s]
|
| Achievements: X/X Completed [Show if clicked]
|
| Total Play Time: XX:XX:XX
|
| Date of Account Creation: DD/MM/YYYY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|[(Guild Member's Name)'s Photo Album] PG 1
|
|
|
|
|
| [Screenshot here; Pages 3+ are reserved for Screenshots. Up to (?) pages]
|
|
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fairly simple, amirite? Yay for neat features.The tabs would go on the right-most part of the page, and there would be three. (/Overall Guild Info\), (/Basic Info\) and (/Screenshots\), to conveniently switch between the Photo Album and the other guild information.
NOTE: All Pages are relevant to their Tabs. Meaning, Overall Guild Info has pages 1+ in its tab, but Basic Info also starts at Page 1. You may think of them as "Separate books" for all intents and purposes. This makes it easier for Archiving, screenshotting, the works.
You may ask: "But how could I upload screenshots into my Photo Album?".
My answer: whenever a Screenshot is taken, you get an "Alert" Message (Like when someone trades you). This message would *not* appear in front of your screen, but instead would only appear as an Alert Bubble Icon on the top-left with an exclamation point (As when you "Hide" a trade request). Once clicked, the message would appear:
"Would you like this Screenshot uploaded to your Photo Album?"
Obviously, saying "Yes" will upload it, and saying "No" will ignore it.
Amendment to #11 (Suggested by Serell): Autobiography page. A page (Or up to X amount of pages) reserved for your own bio that you could write whatever you wanted it. A "Report Bio" function may be necessary as a safety precaution.
12 - GH AFKing(Suggested by Noomad): The ability to be able to AFK while in Guild Halls. Could be useful for keeping a chat log if you need to be away for a few minutes, or while waiting for whispers from someone from the Bazaar forums on an item that you're selling.
As long as those CE Giveaways don't return, I don't see any real problems with this.
13 - Armory(Suggested by Mwahahaha): Mwahahaha: "The Armoury would be a collection of gear, armour, and weapons (for a guild, mind you) inside the GH where guildmembers would be able to, at their leisure 'take something out for a spin'.
The equipment inside would consists of anything donated by guildmembers for the entire guild to use, in addition to finished equipment that could be purchased via the supply depot or a vendor or sorts (be it a knight, a stranger or a devilite, etc), and would be connected to the training hall (or a seperate version of the TH) so that knights could run around and test out their newfound toy. As an added bonus, once a piece of equipment is added to the Armoury, every guildmember would be able to take that equipment from the armoury and simultaneously test it--now that would lead to some interesting times, possibly guild events, now wouldn't it?
As a side note, any equipment added to the Armoury cannot be retracted unless the guild is disbanded. Perhaps the GM(s) could authorize the withdrawl/refund for the weapon?"
Clarifications:
1: Severage: "Once you withdraw a piece of gear, be it armor or weapon, the weapon would have a light-blue (Like, baby blue, really light) around the icon in your inventory, rather than the themed darker blue color in the UI (Where the Star Rating is, that whole area would be baby blue instead of the darker color). On this slab, rather than much open space, the white emboldened letters would appear: "Training" or possibly, "Testing", and would be removed from your inventory (or unusable, whichever is easier) when you entered the Clockworks or a LD locker room. Only in the training area of the improved GH, or the TH, would they be usable."
1.5: Mwahahaha: "in addition to whichever method OOO chooses to differentiate the weapons as training-only, if a knight decided to try and leave the Training Hall with the item, a warning would pop up and inform them that once they leave the Training Area, the weapon will no longer be in their Inventory/Loadout."
2: Severage: "[Mwahahaha] defined that members would donate their weapon to be a simulation item - possibly permanently. This is a steep price to pay for a single member, one that undoubtedly the Officer + ranks would get together to complete, rather than random members. Concerning this, I would say that a flat fee from our trusty Rudkin NPC for each star rating would suffice.
Examplemonkey:
Simulation Guns 1*: X CE, X CR; Simulation Guns 2*: X CE, X CR;
Simulation Swords 1*: X CE, X CR...and so on and so forth.This way, the whole guild would donate to the vault, deciding which simulations to perform first, and then the guild as a whole could purchase these upgrades, rather than relying on the rich people or leaders. I did not want to segregate these further, so as to say, Guns (Elemental) 1*, Guns (Shadow) 1*, etc.; I find that unnecessary...though I would put helmets and armor pieces in their own categories."
2.5: Mwahahaha: " I feel that the option of donating a weapon could still remain open for those who are either starting a guild and would like to flesh their GH out a little before recruiting (more revenue for OOO if said to-be-GM buys CE to do so), or if someone is feeling rather guild-friendly. In said case, if the guild was disbanded, the method of returning the items to the rightful owner could be implemented."
EDIT #2: This is my perspective of what would be fair pricing for the respective upgrades. Based on player feedback it will change as necessary. *Modified once so far to be higher priced, and have more crowns necessary than CE*
1 - Scenery Change - 15,000 Crowns, 100 CE
2 - Guild Trade Room - 20,000 Crowns, 150 CE
3 - Bulletin Board: 10,000 Crowns, 50 CE
4 - Guild Elevators: 50,000 Crowns, 600 CE
5 - Display Cases (Normal Bosses): 25,000 Crowns, 300 CE;
Display Cases (Shadow Dungeon Bosses) 75,000 Crowns, 800 CE6 - Guild Crest Upgrade: 20,000 Crowns, 150 CE
*Personal Crest "Accessory"*: 200 CE*Bought from Kozma, the personal crest comes out of your pocket, not the Vault's. It is listed to be bought with CE, but only because everything Boost sells is CE.*
6.5 - Guild Crest Add-ons.
Extra Color Palette: 2,500 Crowns, 0 CE.
Snipe Emblem: 5,000 Crowns, 25 CE (Req. 150 Achievement Points).
Boss-Stage emblem: 7,500 Crowns, 50 CE (Req. 300 Achievement Points).
Cross-Swords Emblem: 10,00 Crowns, 100 CE (Req. 450 Achievement Points).
The Core Emblem: 20,000 Crowns, 200 CE (Req. ALL 600 Achievement Points).7 - Training Area T1: 20,000 Crowns, 150 CE; Training Area T2: 30,000 Crowns; 400 CE. Training Area T3: 35,000 Crowns; 600 CE.
-----Sparring Arena Add-on to Training Area (Any Tier): 30,000 Crowns, 200 CE.8 - Visiting System: Not purchased, always active.
9 - Decorations: Varies based on decorations purchased. Since we have no list of specific decorations, I can't list the prices.
10 - Guild Achievements: Not purchased, always active.
11 - Records: 10,000 Crowns, 75 CE.
EDIT #3: Finally, I'm going to tag these in here. I found them on old/dead threads of GH upgrades, and they're just little things to spice it up even more.
The first being: WILLY WONKA ELEVATOR (Idea from HawtKoffee's old thread). Once stepping onto the elevator, you'd be able to choose if you want to go to the Arcade, Bazaar, or ATH. Remember, it goes all directions, not up and down.
Secondly: Guild Spawn Point (Stolen from the same thread). In HawtKoffee's thread, he described it to be something like this: Somewhere in your Options Menu, you could turn on (If you were in a Guild) the "Guild Spawn" toggle button. Whilst on, you would appear within your Guild Hall upon logging in, instead of the Town Square.
Thirdly: Jukebox (Suggested by Mirtsmak/Hexzyle). A sound-test "machine" that would play BGMs in the Guild Hall, which all Guildmates' within the Hall would hear. It costs 5 Crowns to select a song, and 5 crowns to change it. Upon selecting a song, you would choose how many times it would loop (up to 5). After spending 30 Crowns on the machine, you wouldn't be able to change it for an hour.
(Possible Achievement): JukeBox Hero: Play every song in the Jukebox at least once.
Well, that's it folks. Suggestions and feedback are more than welcome, which means anyone surviving the whole article who still retains his or her sanity and still manages to reply is appreciated. BEHOLD, THE GREAT WALL OF CHINA!
EDIT #5: Whilst mulling over things, I realized that while I gave due credit to contributors, I never mentioned the always-faithful side-contributors. Namely, supporters. I have thus decided to add them to my summarized post which can be found by following the link at the top of this post. While this may sound counter-intuitive, I have concluded that this post is simply too long, so I've decided to make it optional to have to scroll through the Supporters list.
Thanks for reading,
~Sev
(LAST EDITED ON: Thursday, November 15th (2012), 5:02 PM, Central Standard Time (US))
- Jump to: Guild Trade Room
- Jump to: Change of Location
I like this idea. Definitely think the current guild halls are too plain and simple. Nothing makes the guild hall unique or a place you would rather be than afking in a haven. I think you have some really good suggestions with 1, 3 & 6.