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How to guild hall

5 replies [Last post]
Tue, 03/17/2015 - 09:22
Fehzor's picture
Fehzor

So I was a bit disappointed with the guild hall update way back when. Not overwhelmingly so, but just a little, because what I was really hoping for was a more interactive experience and what I got was a crown sink and the ability to purchase furniture which is alright but left room for improvement. If there is ever a plan in the far far future to revisit the guild halls and possibly improve upon them, here are some ideas for cool and interactive features that would almost certainly not disappoint.

Monster containment + study

The idea is that you can now capture live monsters in the clockworks and study them in the guild hall! The laziest way to implement "captures" would be to provide missions only accessible from the capture station that ended with a cutscene of the monster being captured with a net or something. The less lazy way would be to actually have the knights go out into the arcade and capture the monster using some sort of device.

Once a monster is captured, it is placed in a cage (an area that is sectioned off in a room) with a mist wall in front of it. An interface (possibly the same one that let you capture it) would allow you to feed the monster excess materials from the guild storage or your inventory in bulk. Eventually, the tame monster would be free to roam your guild hall as a furnishing, or made to sit still/look about if it is a turret/trojan. Guilds that failed to feed the monster in captivity would end up losing the monster.

Another possible reward for doing this could be enhanced damage vs monster UVs against that monster family. Specifically, a ticket that when brought to punch would allow you to get an extra damage vs monster UV on whatever. I don't think this would be OP in guilds favor because such a ticket would ONLY help newer players while being inconsequential to old ones, since older players have more gear and better variants and are probably don't care for a construct med bonus.

Gate construction lab

The guild can now, working together, build their own gate! The gate would be constructed level by level selected using minerals, and each area would be assigned guild furnishings based on what levels were put into it. Since these furnishings would come unbound and gates would be relatively expensive to build, these gates would be lucrative for guild members that aren't strictly interested in improving the looks of the guild; i.e. most everyone that isn't the guild master. They would also serve to partially balance out the want to create a primarily arena oriented area, though I'm sure this would be of great interest to guilds.

Non guild members would be allowed to use the gate, but would not receive any furnishings for doing so. There could also (arcade redux wink wink) be an area that allowed for guildless people to build such special gates.

Tue, 03/17/2015 - 16:22
#1
Leekcoco's picture
Leekcoco

+1 It's worth giving an incentive to the people who never joined a good guild to try and find one. Makes the game much more enjoyable.

Tue, 03/17/2015 - 20:54
#2
Zethalan's picture
Zethalan
+1

+1 The monster containment + study thing would be great, i want some devilites walking around the guild hall.

The gate construction lab would be great too but that seems a little hard to implement.

Wed, 03/18/2015 - 10:55
#3
Fangel's picture
Fangel
Welp.

There could also (arcade redux wink wink) be an area that allowed for guildless people to build such special gates.
Pretty sure we could use that mineral depository in the Lab for guildless players.

Overall suggestion sounds good. Only questions are if the gates we create are similar to gate construction like before, and if we can invite players to these gates (mandatory for a lab gate unless that was server-wide).

Monster containment would be a lot of fun. If it's a clockworks thing however you'd have to make sure the item isn't usable on bosses or certain larger enemies (tortodrones come to mind when their event is near, as neat as it would be).

Wed, 03/18/2015 - 11:12
#4
Fehzor's picture
Fehzor

Yeah these would definitely not be easy to make, and would require quite a bit of thought put into them. But they'd be awesome.

If it did come out I could totally see it letting us capture certain bosses like the roarmulus twins, tortodrones, jelly king, snarbolax... Vanduke would be a stretch though. The others would be at least somewhat plausible to fit into a guild room and have as captive while you tame, and would make excellent super-rare trophies.

Fri, 04/03/2015 - 12:36
#5
Bullpig's picture
Bullpig
+1

love the monster lab idea. sounds like you would need more than just a single room however. possibly just reskin the guild training hall door to look more like a lab and have it lead to a room with enough space to house every monster in the clockworks (or only the logical ones. no one is going to be able to catch a vanaduke and fit it in the lab)

i love the furniture part of it, but i feel like the difficulty should increase if you want to be able to have them walk around your guild as pets. every guild would be able to have chromas walking around if all you had to do was feed it materials. maybe level them up like sprites?

to be able to catch monsters (it would be a rare chance to find one) you would have to find an eggling and defeat the surrounding enemies (which would be a tier above the current tier you're in, i.e. if you find the monster in T2, the monsters protecting it would be T3. they would also be from the same family so you know which type of monster you're getting. this might be problematic for some monsters such as trojans and gunpups)

from there, the egglings would be fed like a sprite would (feed it materials till it is ready to level up, and then use special food depending on the family) this also gives a purpose for valestone and moonstone. each different monster family would be assigned it's own mineral group and that's which type of food you use to level up! (crafting stations could either be shared with the sprite booth or completely separate and only found in the lab)

the monster would remain an eggling until level 15, when it would hatch as a baby. from there it would grow into a slightly smaller version of the monster at level 30ish. at level 70ish, the monster would be normal size, and at level 100 it would be a slightly bigger T3 version (fully matured versions of these monsters would be different than regular T3, because in theory, the monsters in clockworks never have time to fully mature because we keep killing them. but here in the lab, they can grow to full potential! i.e. mature chromas could have small beards and extra horns and more detailed skin. just a suggestion)

idk if any of that made sense but i love your original idea. (you have a lot and i'm just coming back to the suggestion forums so don't get annoyed with my spam :P)

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