I know this has been discussed in other topics, but I thought I would give an economists perspective, and provide some practical solutions to what I see as simple, but potent issues.
First, The entire Guild Hall is a textbook example of the tragedy of the commons. The Tragedy of the commons means that when you give free access to a common resources, people have incentive to contribute little, use much, and the resource is exhausted quickly. The result is small short term gains for many, but huge long term losses for all. This problem is evident in the Mist well, treasury, and storage.
The Mist Well: The mist well has huge potential that it's not reaching. Energy drives the spiral economy in every way. The mist well has potential to not only create gains for all players, but also be the central binding unit of the guild hall rather than the mostly useless accessory it currently is. The solution to the tragedy of the Commons is simple: regulation. There have been many suggestions on how to regulate the well, but let me offer a few original suggestions.
First, allow guild masters to set the regulations, and grant other ranks the ability to regulate if they choose. Regulations of the well need to be a bit more than simply opening or closing the well, however, because this would potentially open the door for those that regulate the well to exploit their controls too much. I suggest implementing a smart well that keeps a tab for all players that contribute. Then, those who have the ability to regulate the well can choose what percentage of CE contributed by a player that player is able to withdraw.
For example, a regulator might choose that players are able to withdraw
50%
100%
120%
150%
Of what they contribute. So if the limit is set at 100%, a player that contributes 500 CE can withdraw 500 mist. at 120% a player that contributes 500 Ce can withdraw the full 600 mist. If the guild so chooses, then there should also be a free access option in which players can withdraw whatever they need regardless of how little they have contributed (the current setting).
Because I believe that sharing is caring, another option that could build off this idea of a smart well that keeps track of each players contributions is the ability to put others on your mist well tab, like you can with elevators. Lets say I contribute 500 CE to the well and withdrawals are regulated at 120%. I am allowed to withdraw 600 mist then. If I want to help a noob out who hasn't contributed anything, I can put him on my mist well tab and he can then withdraw the needed mist from my available 600.
A third and simple idea to help players keep track of what they have available to withdraw in the well is a mist well energy bar, like the current mist energy bar or CE counter. This bar would only be visible when in the guild hall. You could also have a open access record of everyones mist well tab in the central hud. That way, if I'm a poor little nub that needs help, I can look at the public tab, see that John Doe has 10,000 mist in the well, and ask if he can put me on his tab, which he could then do remotely by sending some sort of invitation or using a chat command like /tab.
The final idea, which I am apprehensive about because it could create classes within the guild, and therefore divide rather than unite it, is introducing wells that only certain ranks have access to. A veterans well, an officers, well, a members well, etc. Since I really believe that the mist well can be the center of guild activity and promote greater cooperation, maybe it would be a good idea to play around with the animations a bit. Maybe have one large well that can be accessed by all members in the center of the guild hall, and smaller wells in individual rooms that can only be accessed by GM's or veterans.
The Treasury: The treasury is a simple fix. Allow gms, or whatever rank GM's allow, to control who can buy things with treasury money, and, like the well, regulate how much they can spend based on what they contribute. Also allow GM's to put a lock, or floor, on spending. If, for example I always want to have 100k in the treasury because that's my upkeep, I can put a floor at 100k so that no one can buy anything that puts the treasury below that level.
Guild Storage: Right now there is little incentive to put anything other than materials in guild storage. My first suggestion is to allow GM's to regulate who can withdraw what. Simple solution to the free rider problem.
My next idea is a bit more creative and will take some toying with to figure out. To incentivize members to contribute high level weapons and armor to the storage, allow members to bind equipment to the guild. Here's how it would work.
Lets say I have a leviathan Blade. Since it's a terrible sword, I decide I don't need it and want to contribute it to the guild. Rather than putting it in and having someone run away with it forever, I can choose to bind it to the guild. Items that are bound to the guild can then be rented from storage by members for a certain amount of time, number of floors, or combination of both. We don't want this to completely undermine the incentive to craft, and therefore purchase CE though, so renting would cost a certain amount of energy. OOO's would have to do some math on their end to figure out what would be an acceptable fee to rent an item so that it doesn't undermine the economy, but this could potentially transform what is currently nothing more than material storage, into a full guild armory.
This may even create further incentive to craft. People may want to do more crafting than they would otherwise so that they can contribute weapons to the armory. It can also be a selling point on weapons. If I rent a weapons from the armory and really like it, I may decide to craft one for myself. More crafting=more CE purchases=a healthier economy for everyone.
Those are my thoughts, let me know what you think. Now hopefully OOO's reads some of these ideas and gets some good ideas!
Skipping the Mist Well idea.
If I understand it correctly, the Treasure already only allows Officers+ to purchase things? In most guilds, becoming an officer takes a little while. I'm not sure why any Officer would blatantly waste money in his Guild without contributing.
But having a floor would still not be a bad idea.
For the Guild Storage idea, I has it.
I don't really like the idea of being able to rent 5* items, no matter the CE cost. If a new player joins and rents some 5* items, he gets real nice and easy full clearance across the whole game. He could even borrow some CE from a friend, get T3 clearance, and leech FSC runs and end up making money. That's why in my Armory suggestion it is only used for testing.
~Sev