World of Warcraft

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  • 0. Guild Halls - an extensive proposal revisited   08/25/2006 10:32:13 AM PDT
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So what was once a 4 post proposal on the old forums has increased a bit due to the post size restrictions. I posted this proposal on the old boards and it reached 17 pages in about 2 months. So I made sure to save it before the servers went down and am now bringing it over to the new boards. With grad school starting back up, I didn't get started on this transferral project early enough so I did lose some of the last 3 or 4 pages worth of notes and posts. But, I have the meat of the proposal and would love to get more feedback on it. So let's get this thread going again. More criticism please. =)

Abstract (The Short Version)
A guild can purchase an instanced plot of land, and then have it's members go out and purchase/discover blueprints which will allow different building projects to be built. Building projects can be managed by the guild leader/officers allowing officers to select which projects are active and thus able to be constructed. They can also discover and recruit various npcs from around the world who will go and set up shop in your guild hall. The npcs and buildings will offer unique services, vendor items, quests, instances, a guildstone, guild reputation, and guild events/activities to help give guilds activities that they can do together outside of raiding and BGing and that will yield in-game benefits.


Land Grants
Vendors in the major town will now be selling Deeds to lands to all interested guilds. These deeds will allow a guild to set aside a spot of land to use for whatever purposes the guild sees fit. The deeds to the land cost 200g and you can purchase land of the following types:


  • Grassland - Trees, a small river, and plenty of open fields. All the open space a guild could need to start it's own little community.

  • Snowy Mountain - A winter wonderland. Snow-covered trees along a ledge halfway up the mountain. The view is spectacular and the fall down the side long and painful.

  • Swampy Morass - Perfect for the isolationist in all of us, the mosquitos in this swampy parcel of land are large enough to feed a family of four.

  • Red Clay Desert - For those who enjoy the look of the Blasted Lands, picking up this parcel of land is a great buy. Dark Portals not included.

  • Rocky Wasteland - Bleak greys are the hot fashion this season and if this were true, the Rocky Wasteland would be an idyllic if barren paradise.


The initial plot will be empty land of the type designated in your deed. The vendors also have available some specialty real estate. Set at a price tag of 2000g, these lots are primed for the taking. If a guild upgrades or changes the deed, all buildings built will be transferred to the new landscape.


  • Volcanic Crater - Start with one of our beautiful rocky wastelands, add a hint of snow-covered rocks around the lip of the crater, and add all the charm of flows of molten lava. The grandiose scene is perfect for scaring off intruders or setting up a summer barbecue.

  • Sandy Desert - Not all sandy beaches have to end. This little plot of land is the eternal beachfront. All the beauty of Silithus with none of the bugs or ancient obsidian monsters.

  • Tropical Island - This secluded get-away has it all. Giant Palm Trees, a lot of water, and a little place to call your own. Tall drinks with small umbrellas cost extra.

  • Hive Tunnels - An abandoned series of tunnels, the insects had carved out a giant room for the now (presumably) dead Hive Queen. A perfect fit for the growing guild, just pray that the insects have truly abandoned these tunnels.

  • Fel Forest - A corrupted patch of woodland, this section of the forest has resisted all efforts to be cleaned up but also refuses to die. Green ooze seeps from the ground and trees, and the rocks have a malignant black growth clinging to them.

  • Haunted Fields - At one point, the Scourge inhabited and salted the lands here. Bones can be seen littering the ground and a grey mist hugs the ground.



When you purchase your land, we will dispatch a highly skilled team of workers to assist your up-and-coming guild with cultivating the land. Good luck!

As players zone into their newly purchased guild plot, there will be a small tent set up with 2 npcs under it. The first is the construction foreman and the second is the Steward of your guildhall. As you expand your guildhall, these npcs will take on more and more roles and will have their duties and functionality expanded.

The guild leader will have a new button added to the guild pane of the Social (O) window that will allow permissions to be set for interacting with the npcs. The default options will allow only the guild leader to initiate new guild projects and to begin npc recruitment quests while everyone in the guild will be able to work on active projects and do quest turn-ins.

[ Post edited by Kinn ]

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  • 1. Re: Guild Halls - an extensive proposal revis   08/25/2006 10:33:16 AM PDT
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Foreman NPC
The foreman NPC is a dwarf or orc who will offer all of the construction projects (see post 2 - Guild Projects). Speaking with him will offer a conversation pane that details all of the projects that are available to work on or are currently being worked on. Near the bottom of this list will be a list of those projects that have already been completed and are placed in the guild instance.

A new item simply referred to as Construction Materials will be added to the drop tables for many world mobs. The first place this will drop will be (rarely) off the goblins in the Stonetalon Mountains and slightly more commonly off the goblins in STV. The orcs in the Blasted Lands and Burning Steppes will commonly be carrying these materials, as will the dwarves in Searing Gorge. Other mobs may carry them as well. The Construction Materials item will be the base component needed to build many of the projects for the guild.


The Hired Help - Recruiting NPCs
The Steward of your Manor (or Castle) spends much of his time looking for people to help make his task of running your guild hall easier. When he hears of someone who may be interested in doing a bit of side work or is down on his luck, he sends you out to find him and offer him work. The Steward is not the only NPC who can offer recruitment quests. Be sure to check in with all the various NPCs in your guild hall to see if any of them will offer hints as to who or what may be awaiting you in the world at large (see post 3 for sample NPCs available for recruitment).


Guild Faction and Reputation
The Guild panel will now have a new progress bar on the Guild tab of the Social (O) window known as your guild's reputation. The progress bar (which looks strikingly similar to a reputation bar) represents how the world in general views your guild. As your guild completes more projects, recruits more NPCs, run the guild instances, and finish Guild Quests, your Guild's reputation will increase, allowing for more quests to be received, more rewards that can be earned, and more projects that can be worked on. Currently, there are no plans to allow players to lower their guild's reputation (drama much?).

Guild Rewards
The guild rewards aren't necessarily tangible rewards nor do they have any real benefits. They are "extras" that appear for completing certain criteria and are meant to add ambience, a feeling of accomplishment, or just a sense of personalization or ownership to your guild hall.


  • Order of the Murloc - When your guild has successfully completed it's first building project, your guild's name will be recruited into the Order of the Murloc. Your guild's name will now appear in the official list maintained by the guild vendors. Any interested parties will now be able to view certain statistics about your guild when speaking with the guild vendors in any major city. Potential viewable statistics include # of people on the guild roster, other guild rewards earned, # of buildings built, # of npcs recruited, # of raid bosses downed, number of pvp-ranked members in the guild, etc.

  • Knights of the Realm/Horde - After completing the Rustic Manor House, Parade Grounds, and Lesser Wizard's Tower your guild will be inducted in as Knights of the Realm/Horde. The benefit of this will be the ability to have two guild tabard designs. The pattern itself will be the same, but the colors will be the inverse. If your guild tabard is redesigned at any point, the alternate tabard will take on the new look as well.

  • Guild Champion - After your guild has successfully completed 5 building projects and recruited 3 npcs, the foreman npc will offer a free project. The project will be a statue of a mounted champion - the hero will be on his level 40 racial mount and the race of the hero can be decided when the guild leader purchases the statue. This statue will also place 1 to 3 additional critters in the environment.

  • Guild Hero - After your guild has successfully completed 10 building projects and recruited 6 npcs, the foreman npc will upgrade the statue of the Guild Champion so that the statue is on an epic mount and brandishing a sword.

  • Scholarly Arches - After completing the Greater Wizard's Tower and recruiting Meredith the Ocular, the foreman will offer to upgrade the Wizard's Tower. The upgrade will add ivy to the walls of the Tower and surrounding wall and will replace the gate in the wall surrounding the Tower grounds. The new gate will have ornate trim work snd will have two statues of mages with outstretched staves forming the arch over the entrance.

  • Light of the Phoenix - Once the Corrupted Aerie instance has been completed 10 times and if your guild has a trophy room in it's castle, a fiery phoenix wing will be mounted on the wall in the trophy room.

[ Post edited by Kinn ]

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  • 2. Re: Guild Halls - an extensive proposal revis   08/25/2006 10:35:11 AM PDT
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Guildhall Entrance
Each city will have an instance portal leading to the guildhalls. When a character zones into a guildhall from a city, zoning out of the guildhall will return the player to that city. If any other means is used to enter the guildhall (such as using the guildstone) zoning out of the guildhall through the instance portal will return a player to their racial city (Dwarves to IF, Taurens to TB, etc.).

Visiting other Guildhalls
Next to the guild vendor in the major cities will be a new interactive item, a tome labelled "Guilds of Azeroth". Once a guild has achieved the Order of the Murloc (see the Guild Rewards section for details on that), their name and information will be placed on this roster.

Guild leaders will be able to give their guild one of 2 statuses to be designated in this interactive object.


  • Visible / Invisible - This will toggle whether any information is visible about the guild. If the guild is invisible, only it's name will show up in the roster. If it is visible, information about buildings and npcs will be available for viewing (similar in nature to how reputations can be clicked on and info will pop up in a seperate window).

  • Private/Invitation Only/Public - This will determine whether a guild allows others to zone into their guild hall instance using an option on the tome. If a guild is set to private, the listing will show up in red. If you have been invited or if the guild is set to public, the listing in the tome will show up in green. Guild leaders and appropriately designated officers will have the ability to /ginstanceinvite <player> which will give a person a 15 minute window to zone in (they won't be limited to 15 minutes in the instance; only that they have to initially zone in within 15 minutes).



While visiting another guild hall, you will not be able to interact with npcs, objects, or participate in any guild events. If you are partied with a member of that guild, you will be able to zone in with them to a guild dungeon instance, but any quests for that dungeon (as well as guild quests that player may be on) cannot be obtained or shared with the visitor.

Guild Item Rewards

  • Guildstone - The guildstone is an item that can be purchased from the Seer's Hut or Wizard's Tower projects. The initial item is uncharged hearthstone. NPCs in the Seer's Hut and Wizard's Tower will offer a variety of quests to power it up. The first quest will permanently bind the guildstone to the Wizard's Tower and give it one charge. The second quest can be done once per week and will give the guildstone 5 charges (up to a maximum of 25 charges). The Greater Wizard's Tower project will allow players to complete a third quest that will add another 5 charges to the guildstone. This means that a player may add up to 10 charges to the guildstone per week up to a maximum of 25 charges. The guildstone has a 12 second activation time and is on a 2 hour cooldown.



Unrefined ideas

  • City faction (and other faction) rewards - Aesthetic rewards from the city factions as well as tangible benefits such as the Cenarian Circle offering a Moonwell quest/blueprint (where the required quest items will be water from half a dozen different moonwells or something). Quests would allow guild members who hit a certain reputation level to get a quest that would result in a quest item you could turn in to the Steward. After the guild has collected a certain number of these items, a new guild quest would become available that would allow the guild to obtain a special blueprint or NPC recruitment quest. Alternatively, the quest could be repeatable once per reputation level instead of having to have XX members reach a certain point.

  • Alternate means of NPC recruitment - Quest flavors could include bribing the NPC, threatening/intimidating the NPC, wooing the NPC, opposing NPCs (recruiting one excludes the other) etc.

  • Vanity "Mascot" pet - Smitty the Mascot handler will sell vanity pets once the guild recruits a mascot.

  • P+E vs. P+E - Looking into either a battleground or some other special means of having the guild hall be involved with PVP. It could just be a simple 10 man BG where the "decorative guards" that come with certain buildings would fight with you. This also allows for humorous NPC combatants (such as your cook armed with a frying pan joining the fray).

[ Post edited by Kinn ]

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  • 3. Re: Guild Halls - an extensive proposal revis   08/25/2006 10:36:27 AM PDT
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Project names will be labelled with (Core) after the Name if the project is available from the Foreman. Otherwise, the plans will be listed in the pre-requisites as well as it's rarity.

Project Layout
Name: The Name of the Project
Pre-requisite(s): What guild projects and quests must be completed before this project will be made available. Pre-requisites labelled with (GQ) indicate a Guild Quest that must be completed.
Cost: What materials the guild will have to gather as well as monetary costs
Description: Textual description of what the module will look like.
Benefits: What benefits this module will offer.


Sample Projects
Name: Seer's Hut (Core)
Pre-requisite(s): None
Cost: 100g, 10x Azerothian Diamonds, 50x Rugged Hides, 50x Construction Materials
Description: A small primitive dwelling, the inside of the Seer's Hut is dark and the air reeks of burnt incense and dried blood. The mysterious woman residing here has much knowledge into the mystic arts.
Benefits: The NPC living within will offer guild quests.


Name: Lesser Wizards's Tower (Core)
Pre-requisite(s): Seer's Hut, (GQ)The Path of Sorcery
Cost: 600g, 20x Runed Golden Rods, 40x Runed Copper Rods, 200x Construction Materials
Description: The short squat tower offers refuge for those just beginning their path to arcane mastery.
Benefits: The NPCs living within will offer guild quests. Also, as long as this building is placed in the landscape, all other buildings being built will have the amount of construction materials required reduced by 2% (magical slave labor).

Name: Rustic Manor House (Core)
Pre-requisite(s): None
Cost: 900g, 350x Construction Materials
Description: This two story manor house is ideal for the country lord and lady (picture the house NW of the Alterac Ruins, right on the lake).
Benefits: The house will have a steward npc to care for the guild affairs. He will offer unique information on the guild and offer guild quests. Also, the presence of the manor house on the land will add ambience to the landscape: Wild animals, flowers and trees to the grasslands area; Scorpions, tumbleweeds and animal skulls for the desert and red clay landscapes, etc. Will also add a mailbox outside the front entrance.

Name: Small Castle
Pre-requisite(s): Rustic Manor House, Friendly Guild Reputation, Obtained from the Blueprint: Small Castle (uncommon world drop)
Cost: 1200g, 550x Construction Materials
Description: A man's home is his castle. 3 stories of solid rock exemplifying all that your guild stands for (think the standard fort in Menethil or Theramore)
Benefits: Has all of the benefits of the Rustic Manor House. Will also place 5 decorative guards around the building (2 outside, 2 inside, 1 patrolling everywhere). In addition, the Steward will now act as a PVP vendor, selling all the same rewards found at pvp rank 5 and below. Will also offer the service of redesigning your guild tabard once per week. Players can also talk to the Steward and set their herthpoint to be the guild hall.

Name: Neglected Shrine (Core)
Pre-requisite(s): None
Cost: 200g, 75x Construction Materials
Description: A small outdoor collonade with a fountain and altar at one end.
Benefits: The altar acts as an instance portal for a guild-only 5-man instance, Chamber of the Tidehunter.

Name: Burning Altar
Pre-requisite(s): Neglected Shrine must be built. Obtained from the Blueprint: Burning Altar (rare, random drop from BRD and BRS trash mobs), Honored Guild Rep
Cost: 400g, 100x Construction Materials, 25x Essence of Fire, 50x Elemental Fire
Description: A marble epitaph that is constantly engulfed in flames.
Benefits: Touching the altar will grant a 50 minute buff to the user giving 5FR and adds 1-4 fire damage to each attack.

Name: Sparring Grounds
Pre-requisite(s): Obtained from the Blueprint: Sparring Grounds (rare, random drop from ZF trash mobs), Friendly Guild Rep
Cost: 300g, 150x Construction Materials
Description: A small dirt field surrounded by wooden fencing on two sides and with wooden stands for spectators to watch from on the other 2 sides. Wooden poles bearing penants form a break in the wall to act as an entrance to the sparring grounds.
Benefits: Allows for ffa combat within the confines of the arena walls.
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  • 4. Re: Guild Halls - an extensive proposal revis   08/25/2006 10:37:30 AM PDT
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Name: Obsidian Frieze
Pre-requisite(s): Collonaded Park must be built, Obtained from the Blueprint: Obsidian Frieze (rare, random drop from trash mobs in TAQ and RAQ), Revered Guild Rep
Cost: 300g, 100x Large Obsidian Shards
Description: A wall of obsidian, one side is carved to depict the battle of Grim Batol
Benefits: Touching the obsidian relief will grant the user a 50 minute buff giving a 8% bonus to resisting charm and polymorph effects.

Name: Artificer's Workshop (Core)
Pre-requisite(s): Friendly Guild Rep
Cost: 50x Copper Bars, 50x Iron Bars, 50x Mithril Bars, 100x Construction Materials
Description: Everything you need to build your own metal-working workshop.
Benefits: Contains a forge and anvil, as well as a blacksmithing supplies NPC. Reduces the crafting time of all items crafted here by 5%. The supplier NPC will also have non-guild quests for blacksmiths, engineers and jewelers. The rewards for those quests will be unique BOP recipes.

Name: Monument of the Phoenix
Pre-requisite(s): Burning Altar, Must obtain a Blueprint: Monument of the Phoenix (rare drop from BRS bosses), (GQ) The Burning Feather, Revered Guild Rep
Cost: 100g, 20x Large Obsidian Shards, 20x Heart of Fire, 100x Construction Material
Description: A blazing phoenix statue perching atop the Blazing Altar.
Benefits:Offers the (GQ) Cleansing Rebirth; grants access to the 10-man instance Corrupted Aerie. NOTE: This structure alters the look of the Burning Altar.

Name: Parade Grounds
Pre-requisite(s): Rustic Manor House, Obtained from Blueprint: Parade Grounds (uncommon world drop), (GQ) Essence of Nobility, Friendly Guild Rep
Cost: 100g, 75x Construction Material
Description: A large open area to hold town meetings, the focus of the parade grounds is on the small platform near the front from which people could rise and issue edicts or announcements from. The flags of the nations flank the speaking platform. Across from the ceremonial platform is the platform of punishment. A hangman stands between the gallows and the stocks, his axe resting against the chopping block located nearby.
Benefits:Offers the (GQ) I was Framed!; grants access to the 5-man instance Prisons of Nethergarde. This project increases the reputation gain for completing guild quests by 3%.

Name: Greater Wizard's Tower (Core)
Pre-requisite(s): Built the Lesser Wizard's Tower, Honored Guild Rep
Cost: 500g, 250x Construction Material
Description: A towering edifice of magical might, low chanting can be constantly heard from within. Dark clouds cling to the top, shrouding the upper reaches, crackling energy briefly illuminating the swirling masses.
Benefits: Offers the (GQ) The Eternal Jailor. Completing the The Eternal Jailor Guild Quest opens the 20-man world instance Abandoned Barrow Prison for the guild. The entrance to the instance can be found in Azshara.

Name: Collonaded Park (Core)
Pre-requisite(s): Friendly Guild Rep
Cost: 300g, 50x Construction Materials
Description: Ancient columns surround this brick park. A small font in the center of the patio sends jets of colorful water off in random directions.
Benefits: All enchants done within 10 yards of the central font are 5% more likely to yield a skill up (if a skill up from the enchant is normally possible).

Name: Geyser (Core)
Pre-requisite(s): Friendly Guild Rep
Cost: 50x Construction Materials, 20x Large Brilliant Shards
Description: The foreman has tapped some goblin geologist friends of his to look into creating a geological marvel for your guild. A geyser of appropriate nature can be created with very little effort.The type of geyser will be dependent upon the type of guild hall terrain you have. All of the basic land grants will have a 15 foot tall geyser of water created. The Volcanic Crater land grant will have a 20 foot spike of lava; the Sandy Desert and Hive Tunnels will have a 20 foot geyser of sand; the Tropical Island will have a 20 foot spout of green and purple magical water; the Fel Woodland deed will have a 20 foot spout of green goop; the Haunted Fields will have a 20 foot geyser of blackish-red "water".
Benefits: Players can enter the geyser and get rocketed up into the air. Safe landings not guaranteed. Up to 5 geysers can be built in your guild hall (after which the goblins can't guarantee geologic stability).

Name: Egg of Onyxia
Pre-requisite(s): Must have a trophy room, Revered Reputation
Cost: (GQ) From the mouths of babes...
Description: One of the eggs stolen from Onyxia's Lair, mounted on a small pedestal.
Benefits: Will eventually hatch a whelpling pet that will fly around the guild hall instance.
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  • 5. Re: Guild Halls - an extensive proposal revis   08/25/2006 10:38:31 AM PDT
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Name: Throne Room
Pre-requisite(s): Small Castle, requires Revered guild reputation, Obtained from Blueprint: Throne Room (random rare world drop)
Cost: 20x Azerothian Diamonds, 50x Silk Cloth, 10x Mooncloth, 10x Huge Diamonds, 10x Blue Sapphires, 20x Construction Materials
Description: Will transform the Steward's Room into an official throne room with a throne upon a raised dais, the guild's banners displayed prominently throughout the room, and 2 more decorative guards placed at each end of the room.
Benefits: Completing the throne room will reduce the gold cost of recruiting NPCs by 5%. Will also enable the guild to reach the Exalted Reputation level.

Name: Mausoleum (Core)
Pre-requisite(s): Requires honored guild reputation
Cost: 100x Construction Materials, 200g
Description: A small grey stone building, the mausoleum stands as a monument to the fallen heroes of the past. Names on the faceplates will change depending on the faction (horde or alliance).
Benefits: The mausoleum reduces the damage done to equipment by 5% when a member of the guild chooses to ressurect with the spirit rezzer.

Name: Impossibly Tall Spire
Pre-requisite(s): Artificer's Workshop must be built; Honored guild reputation
Cost: 400x Construction Materials, 10x Arcanite Bars
Description: A thin wobbly tower that shoots far into the sky, beyond any other non-magical building. The occasional gnome can be seen hangng out the windows as the shifting building causes one of the occupants to lose their footing.
Benefits: The goblins here will offer teleportation services to Everlook available at the cost of 23 silver. The goblins will also offer Guild quests to expand your guild bank (assuming you've completed the pre-requisites) to 50 slots and then 60 slots. They will also offer teleportation to the top of the Twin Colossals in Feralas (with a 75% chance of hitting their mark - think Haleh in Winterspring).


Task Projects
Tasks are smaller projects which require far less effort to acquire. They are still obtained primarily from the Foreman NPC. These will eventually be dispersed into real projects, rewards for completing a Guild Quest, Guild Rewards, etc.


  • Torn Page of Nielas Aran's Spellbook - Completing this task will place a pedestal in your trophy room upon which will be displayed a worn and nearly illegible page rumored to be from the spellbook of Nielas Aran. It will randomly give off a "light show" of sparks and spell effects as the powerful magic in the frayed pages fails to be contained.

  • Sleeping with the Fish - This task will place a pond outside the entrance to your manor house or castle. A small bridge will cross the pond giving access to the Steward's Dwelling. Fish can be caught in the pond (and will grant skill ups to ~50). (this task's reward will be land grant specific for the specialty deeds).

  • Banners Flying High - This task will place the guild's insignia and colors as banners flying all around the guild hall (primarily from the wizard's tower, the parade grounds, and the castle/manor house).

  • A Vassal's Reward - Completing this task will allow you to give your steward a title. The task is repeatable and every time it is repeated, you can change his title again. The format will be "Steward <name>, <title>". For example "Steward Bob, Murloc Extrordinaire" or "Steward Johnny, Purveyor of Apple Cider".

  • Alchemy Lab - Adds Alchemical equipment to the Greater Wizard's tower, allowing flasks to be made here with a 3% speed increase to all alchemy done within the Wizard's Tower itself.

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  • 6. Re: Guild Halls - an extensive proposal revis   08/25/2006 10:39:35 AM PDT
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Diplomat Layout
Name: The Name of the NPC you can recruit
Pre-requisite(s): What guild projects and quests must be completed before this NPC can be recruited. Some NPCs require that other NPCs be recruited first. Pre-requisites labelled with (GQ) indicate a Guild Quest that must be completed first.
Cost: What materials the guild will have to gather as well as monetary costs
Description: Textual description of the NPC.
Benefits: What benefits this NPC will offer.


Sample Available Diplomats
Name: Maurice the Misguided
Pre-requisites: None
Cost: 300g
Description: <write up a history for Maurice and his title>
Benefits: Maurice offers a repeatable quest available once per week for each guild member that will offer a significant reputation reward for one of the major city factions. Each city will have one week, and each guild member can do the quest once per week, so the Thunder Bluff quest can be done once each week that it's available.


Name: Ronnie the Cook
Pre-requisites: Rustic Manor House must be completed
Cost: 100g, 150x Roasted Quail Meat, 150x Turtle Meat
Description: <write up a history for Ronnie>
Benefits: Offers several purchasable cooking recipes (limited quantity items, 3 per 24 hours) as well as vendors all cooking supplies. Also offers 2 guild quests to expand his inventories.


Name: The Herald of the Ages
Pre-requisites: Sparring Grounds building must be completed, 8000 experience levels of "deaths" must occur in the Sparring Grounds (i.e. 200 level 40s or 134 level 60's, etc).
Cost: When the death tally has been reached, a small glistening metal shield will appear on a pole near the entrance to the Sparring Grounds. This metal shield begins the quest Known for his Valor.
Description: An ethereal suit of plate armor, sized to fit a Draenei or Tauren, it walks around the perimiter of the Sparring Grounds, a ghostly voice echoing forth hollowly from somewhere deep within the armor, calling out the names of heroes long dead.
Benefits: the Herald's services are available to any guild member who has fought at least once in the Sparring Grounds during the past week. The Herald offers teleportation services to the (center of) Gurubashi Arena in Stranglethorn Vale available to each guild member once per day (24 hour cooldown per player).


Name: Jeering Spectator
Pre-requisites: Sparring Grounds must be completed, (GQ) Peanuts! Get yer Peanuts!
Cost: Free
Description: A Jeering Spectator can be of any race and will shout insults down upon those fighting in the arena. They have also been known to belch loudly, begin fights with the other fans, and throw things at the fighters.
Benefits: None, but the quest can be repeated so you can get up to 10 Jeering Spectators in the stands at once.


Name: Meredith, the Ocular
Pre-requisites: Seer's Hut, (GQ) One Who Shall Come After Me
Cost: Free
Description: Meredith replaces the Seer found in the Seer's hut.
Benefits: Meredith offers all the same quests the Seer normally offers as well as offering fortunes similar to those from the Darkmoon Faire.


Name: Smitty, Mascot Handler
Pre-requisites: (GQ) Rah! Rah! Rah!
Cost: Free
Description: Out of work from his failed business venture at the Mirage Raceway, Smitty is looking to bring the joy of team mascots to everyone on Azeroth.
Benefits: Allows recruitment of a guild mascot.

Other NPC concepts that I haven't come up with a flavor for yet:


  • Will offer the engineering training (not the quests needed to learn it or the post-goblin/gnomish upgrade) as well as reduce the time needed to craft engineering items by 3%. Pre-req will be the Artificer's Workshop.

  • A Darkmoon Faire rep that will "travel" with the Faire (essentially meaning that he'll be there for 1 week out of 4). He will offer a small variety of the vendor items as well as accept turn-ins and dispense Faire tickets.

  • Various quest-givers for the guild-instances, who will augment the original quests and will give more depth to the instances.

  • Upgrades to the NPCs in the various buildings such as the Castle and the Lesser Wizard's Towers.

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  • 7. Re: Guild Halls - an extensive proposal revis   08/25/2006 10:40:37 AM PDT
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Guild Quests
  • (GQ) Vaults of the Undermine - The Vaults of the Undermine requires guild members to travel to various goblins throughout the world and do individual quests for each goblin. The hitch is that the goblins will require certain quest objectives to occur within a certain amount of time of each happening. This will mean that about 4 groups of 5 will need to head out, one to each location and to complete the final objective of each quest within a few minutes of one another (it will probably involve relatively simple spawnable boss fights. The reward for this quest will be access to an npc banker in each city who will have access to a 40 slot guild bank (with permissions based on guild member rank as set by officers/leader).

  • (GQ) One Who Shall Come After Me - This quest begins from the Seer in the Seer's Hut. Predicting her own demise, she sends members of the guild off on a piligrimage, a set of riddles and clues guiding the group to various wizardly outposts in the world in search of one who will take up the mantle of seeress and guide the guild in it's growth. The result of this quest will be the recruitment of Meredith the Ocular.

  • Quest, Goblin Getaway - The goblin getaway is a non-guild quest offered by The Seer or Meredith the Ocular. A goblin has fled from the Undermine carrying in his posession documents pertaining to secrets the goblins do not wish to be known. The quest is a world quest that will involve various level 30-40 instances and zones (as well as multiple trips back to the quest giver as your quarry surfaces and then goes to ground and she must re-locate him for you).

  • (GQ) Bragging Rights - Once the guild has completed 5 or more buildings and recruited at least 2 NPCs, the Steward will offer this quest. Upon completion, the Steward will transform an empty room of the Manor House or Castle into a Trophy Room. For a variety of momentous and non-momentous deeds, trophies, plaques, busts, and statues will be placed in the room. Examples will include a pvp trophy (with details such as number of guild members killed, number of kills obtained by guild members, highest pvp ranked guild member etc.), a Molten Core trophy (number of times each boss was killed (as defined by the raid instance number and where at least 2/3 of the people for each boss fight are of your guild), as well as the fewest number of people for each boss kill, the shortest total time in instance, etc), and many more trophies (world raid bosses, other instance accomplishments, etc.).

  • (GQ) Rah! Rah! Rah! - This guild quest will recruit a mascot for the guild. Upon completion of the quest, the mascot handler NPC will have free vendor items allowing one of the following to be purchased: a large brown bear, a ram, a wolf, or a giraffe. The animal will wander around the guild grounds and will have the guild's tabard displayed on it's back.

  • (GQ) Knight Captures Rook - The steward offers this quest once 50% or more of your members have spoken with him on this particular topic. He tells the tale of how a giant made of stone once ravaged the coast of Kalimdor. There are rumors about the stone giant sleeping beneath the waves on the coast of Kalimdor. The steward will send you to speak with Landslide since he is one of the few known stone giants remaining. If you enter the Maraudon instance with this quest active (and if Landslide hasn't been engaged yet), Landslide will be spawned as a neutral mob. Initiating a dialogue will spawn a Ragnaros style conversation at which point Landslide reverts to his normal status and begins a fight with the party. When defeated, everyone on the quest can loot a quest item "fragment of a stone tablet" which you can return to the steward. When 20 of these fragments have been returned, he will offer the completed tablet and the next step of the quest, which is a 40 man world raid boss, spawnable from the altar located on the island northwest of Desolace. The Stone Giant will spawn claimed and will despawn if at any point all members of the raid die. When the spawned stone giant boss is defeated, the tablet item can be used as a "speak with the earth" spell on his remains. You are then filled in on who the stone giant was (a foot soldier in the armies of Therazane the Stonemother).


  • (GQ) Memories of Suramar - Under development.


  • (GQ) Sundered Helm of Valstann Staghelm - Under development.
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    • 8. Re: Guild Halls - an extensive proposal revis   08/25/2006 10:41:39 AM PDT
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    Sample Instances and Events
    [ul]
  • Guild Instance: The Corrupted Aerie - The Corrupted Aerie is intended to be a 10-man Onyxia style fight - a few guards leading up to the lair, and then a multi-stage fight. The first stage of the boss is a fire-based airborne Phoenix; the second stage is shadow-based (the corrupted form of the phoenix having been released upon the original phoenix's death); the third stage is an undead variant (as the last vestiges of the phoenix's rebirth magic is used up but corrupted by the shadowy phoenix). Each stage will have a complete health bar removed so that each stage looks like you completely killed it. It may also allow for a few seconds to drink or med before a flash of rebirth brings the creature back to life and puts everyone in combat. At the end of the fight (after all loot is removed from the body), the "cleansed" phoenix will be reborn and will be the npc you turn the quest Cleansing Rebirth in to. This instance will have the same lock out as Onyxia.

  • Guild Instance: Chamber of the Tidehunter - The Chamber of the Tidehunter is a 5 man instance containing a goodly number of Murlocs, Naga, and other dwellers of the sea. The purpose of this instance is to expand on the story of Neptulon the Tidehunter and to help ferret out some of the answers as to why The Hydraxian Waterlords seem to have turned on their evil ways - is Neptulon really becoming an elemental force for good or is he simply using the mortals of Azeroth in furthering his own ambitions against the other old gods? The instance itself will be similar in nature and appearance to BFD with a hint of Sunken Temple. It won't have a lockout and will have average loot for a 5-man instance at the level 33-40 range.

  • Guild Instance: Abandoned Barrow Prison - The Abandoned Prison was once the place where the great warden Maiev kept watch over Illidan. When Illidan was freed, the barrow became an empty tomb, the perfect dwelling for anyone who wished to inhabit it. Naga have come forth to claim it and it is rumored that information regarding the missing red dragon flight can be found deep within.

  • Guild Instance: Prisons of Nethergarde - The Prisons are sealed deep below Nethergarde Keep and have been forgotten by everyone but the most dedicated of scholars. Within the prison are the foulest criminals, the most unsavory of beasts and one immortal yet deranged warlock who was somehow involved in the history of the Dark Portal...

  • Guild Event: Un-natural Disasters - This guild event can happen once every 7 days and will last for 1 hour. It can be triggered by clicking on the window object on the top floor of the Lesser Wizard's Tower. Every 15 minutes an "un-natural disaster" will be randomly generated. These involve but are not limited to: dozens of goblins raining from the sky (and who are quite angry about it); herds of angry cattle (not just the level 3-5 ones, but appropriate level cows) stampeding through; a family of giants stopping by on their family vacation to tour your guildhall; an out-of-control gnomish robot from Gnomeregan digs it's way up out of the ground; etc. Random, fun battles are the point of the activity, with various light-hearted rewards available from the wizards in the tower.

  • Guild Event: Restructuring - The Restructuring event is one that will alleviate the need to farm for construction materials. On a 1 week cooldown, talking to the Foreman npc will trigger this event. Spawning randomly around and within all of the buildings you've created will be nodes marked "Spare Parts", "Missing Parts", "Exposed Scraps", and "Loose Screws". Finding and activating any of these objects will allow you to collect a variety of objects that you can then run back and return to a crate in front of the Foreman. The items are: "Goblin Lunchbox" - for every 5 of these that the guild collects and turns in, the cost of a randomly selected active guild project will have 2 gold applied towards it's construction cost; "Wood Scraps" - for every 10 of these that the guild collects and turns in, 3 construction materials will be applied towards a randomly selected active guild project; "Missing Parts" - for every 10 of these the guild collects and turns in, the foreman will hand over 3 Construction Materials to the guild leader (available at the end of the event and available until this event is started again). The Scavenger Hunt throughout the area lasts for 10 minutes. Players can only carry one node item on them at a time (one item total, not one of each) and can spawn in any location (walls, ceilings, under beds, etc.). Additionally, goblins will invade the guild hall and will steal the nodes from other players. Goblins carrying a Scavenger item will have a hunter's mark over their heads. Goblins can also get Scavenger items if they are engaged by a player carrying an item and the player dies to the goblin. Goblins will carry these items to a sewer grate and w
  • [ Post edited by Kinn ]

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    • 9. Re: Guild Halls - an extensive proposal revis   08/25/2006 10:42:48 AM PDT
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    PvP Building Projects
    This section is being kept seperate from the other building projects due to the distinctly different nature of the projects. While most of the other projects can be obtained through pve, these will be exclusively obtained through pvp.

    Name: Altar of Blood
    Pre-requisite(s): Must have 2000 levels of deaths in the AV battleground, blueprint purchased from AV vendor.
    Cost: 200g, 200x Construction Materials, 3x Blood of the Mountain
    Description: A stone sacrificial altar with paths cut into the stone so that fluids can be drained and contained in jars at the base of the altar.
    Benefits: Touching the altar will give this player a 50 minute non-dispellable buff. The buff allows the player to instantly ressurrect the next time the player dies in a BG. If the player's corpse is looted, this will not function, but the buff will not be lost until it is used or time expires. The player comes back with (level * 0.5)% health (and mana if applicable).

    Name: Predator's Monument
    Pre-requisite(s): 2000 levels of kills outside of a BG instance, blueprint purchased from the Steward.
    Cost: 200g, 50x Construction Materials, 6x Huge Emeralds
    Description: A giant stone statue of a mountain cat roaring over it's caught prey, a once fleet-footed Antelope.
    Benefits: The Predator's Monument offers players a 50 minute non-dispellable buff. The buff allows the player to have a 40% increase to his out-of-combat health regeneration immediately after killing a player (the first buff is triggered upon killing an opponent and will put a second buff on the player that lasts 10 seconds). This effect can be triggered either inside or outside of a BG.

    Name: Pedestal of the Champion
    Pre-requisite(s): 400 wins in any battleground.
    Cost: 300x Construction Materials
    Description: <statue of an appropriate race in a triumphant position>
    Benefits: The Pedestal of the Champion is an interactive item that allows players to loot a unique item (a trumpet) from it. The item is a one-shot use that has a 3 hour cooldown. When used, the item will give all friendly players in a 40 yard radius an immediate 25 rage, 300 mana, or 25 energy. This item can only be used inside a BG.
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    • 10. Re: Guild Halls - an extensive proposal revis   08/25/2006 10:43:50 AM PDT
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    Here's an excerpt from the philosophy that I've been penning up:
    Guild Hall Development Philosophy

    • City Extensions, not city replacement - Guild halls should extend not replace city functionality; they should offer fun, repeatable activities for the guilds (hence the repeatable guild events); they shouldn't offer so many overwhelming benefits that players will need to join a large guild to survive; etc. This point more than any others guides what content gets included in the guild halls proposal.

    • MMO Social Structure - The cities act primarily as business hubs for the larger community and then have a secondary purpose as a social setting for the larger community. Guild halls (I feel) should act primarily as a social hub for the smaller community and have functionality that enhances this primary purpose. The nature of mmos gives a non-centralized social structure; people in Silithus can still talk and act with friends in EPL or MC; they can interact regardless of level or race (within faction). As such, creating a centralized social setting that is worth the investment as well as creating a reason to gather there without over-balancing the need to join large established guilds is a primary concern.

    • Prohibitive Costs, Guild levels and sizes - The costs on most of these are fairly low to keep the benefits available to all guilds regardless of size. There are a handful of raid-based blueprints, and I'm working on some pvp-based ones as well as some from the 5-man end-game instances. I also wanted to make sure that any benefits provided by the buildings wouldn't be over-whelming, but still worthwhile.

    • Guild Cohesion - I tried to create a handful of repeatable guild events that could be triggered from various buildings and npcs. These are important because it ties guilds closer together and provides a social reason for actually hanging out in the guild hall. I want to see reasons to hang out in the guild hall. The projects that improve the crafting speed, the jeering spectators in the sparring grounds, the guild events - all of these provide reasons to be there beyond centrally locating everything players need. I want the feel that when you zone in you really are coming home - people you know, unique flavors and a sense of accomplishment that it is something you helped create.

    • Guild Instance Keys - To address concerns about keying up for the guild-only instances (for those instances that may require keys), the concept of guild keys are being introduced. Completing the "keying up" quests will create a number of keys to that instance and deposit them to the Steward found in the central manor (either rustic manor house or small castle, etc). The number of keys created will be 1.5 times the number of players required for that instance (for example the Corrupted Aerie is a 10 man dungeon, so 15 keys will be created). The keys will act as a free vendor item and can be made available on a guild rank basis or can be distributed by the guild leader. This means that as the guild grows or as more people become interested in the guild-only instances, the keying up quest will need to be repeated to expand on the vendor's inventory.

    • Completing Guild Quests - Quests offered by the NPCs will be designated in your quest log with the (GUILD) tag. Non-repeatable quests completed by your guild will be marked complete. Rewards for guild quests are set up so that those who worked on the quest get the most benefit but anyone who received the quest prior to completion will receive whatever the end reward is. All guild members will reap the benefits of completed quests (such as new instances, building benefits, etc.).



    And as much as I love the new forums, I'm very bummed that the post length restriction has been lowered. This was only 4 posts on the old forum. =(
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    • 11. Re: Guild Halls - an extensive proposal revis   08/25/2006 10:54:51 AM PDT
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    =D i think it's a great idea

    /signed
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    • 12. Re: Guild Halls - an extensive proposal revis   08/25/2006 11:32:13 AM PDT
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    • Sentinels
    • 13. Re: Guild Halls - an extensive proposal revis   08/25/2006 12:01:14 PM PDT
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    I may have overlooked it, but there should be a way to implement a completely interactive guild bank.

    Somewhere people can post what items they want/need, and the GM (or anyone in the guild) can put items in for others to get.

    I'm not sure how you would implement this, as I'm sure nobody wants someone to be able to take all the guild items in the bank and /gquit. Also, GMs would want some way of knowing how much stuff one person gives and how much another takes.

    It would save us GMs a ton of headache of managing 4+ guildbank alts.
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    • 14. Re: Guild Halls - an extensive proposal revis   08/25/2006 12:56:09 PM PDT
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    Q u o t e:
    Somewhere people can post what items they want/need, and the GM (or anyone in the guild) can put items in for others to get.

    There is a central guild bank that is available in my proposal, as well as guild quests to upgrade the space available. I didn't put in a distribution system, but included a permissions level, so anyone can deposit items into the bank but only people of a certain guild rank could withdraw from each one. That way, everyone can see what's available in the banks, and put in a request for the items outside of their permissions and the GM/officers would still have control over it.
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    • 15. Re: Guild Halls - an extensive proposal revis   08/25/2006 02:31:48 PM PDT
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    /signed

    best idea ever i hope it lasts!
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    • 16. Re: Guild Halls - an extensive proposal revis   08/28/2006 06:03:49 AM PDT
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    Quick update to start the week. I'm trying to make the proposal more readable to account for the smaller post lengths.

    I also started adding some more factional building plans, such as a Moonwell for Cenarion Circle rep, one of the "log houses" for Timbermaw rep, an upgrade to the Artificer's Workshop (cool-looking smelting pot/forge combo) for Thorium Brotherhood rep, and I'm currently scouring the goblin towns to find some very distinctive yet meaningful architecture to include for one of the Steamwheedle reps.

    I also expanded the abstract slightly so those who think the proposal is too long can still get the gist of what I am proposing.

    I'll continue to add as I can. Thanks for reading.
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    • 17. Re: Guild Halls - an extensive proposal revis   08/28/2006 07:23:46 AM PDT
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    Great idea! I belong to a small guild but we are sooo close. We would love to have something like this to call our own!

    /signed
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    • 18. Re: Guild Halls - an extensive proposal revis   08/28/2006 09:03:14 AM PDT
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    what the hell happened too old forum? and did it ever get a blue post?
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    • 19. Re: Guild Halls - an extensive proposal revis   08/28/2006 10:34:43 AM PDT
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    Q u o t e:
    what the hell happened too old forum? and did it ever get a blue post?

    Nope, after the one post in the silly mana bandage thread, no other blue post ever showed up there.

    I did lose a lot of the ideas others posted, but I remember the best ones and will add them back in as I tweak 'em and get the idea integrated with the rest of the proposal.
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