@John You ordered screenshots? Have some screenshots. (and a little nostalgia trip te he) for the record aside from vending machines you could purchase all sorts of neat stuff for the Hideout('s) I remember a music changer,the minesweeper npc, and the wz seller npc,. I think i forgot a few things but you get the idea you could also purchase monsters for the hideout i recall Exception's hideout had an Alishar and a Pap (as pictured above) that would respawn every so often. but anyways you get the general idea thank you for taking the time to read my little nostalgia trip and have a nice day.
+1, supported! Altho, if anything like this gets added, it should be more restricted that NightSoulMS had. For example, our guild Mint hideout had Fairies spawn which has probably the best exp/hp rate. Normally the maps that has Fairies there's usually only few of them spawned same time but you when you get many of the on one small lane.. the exp is pretty much too good. Tbh is was quite boring to train inside the hideout and leave the open world alone rekt, the only screenshot I have from hideout
Here are some ideas for mesos sink with this guild hideout: --Put a vending machine that can purchase bosses with mesos that gives no exp or item, but a little guild points instead (small amount of guild points that still make GPQ the much better option to farm guild points, so not impacting that feature of the game). --purchase different jump quest stages unlockable with mesos and % of the guild members completely the stage. (Stages can be just all the jump quests available in the game sort by difficulty. Similar to the dojo thing to hunt all the boses in one place, and the bosses are sort by lvls). For example, stage one should be unlock through mesos only, and to unlock stage 2, it needs to be unlocked by mesos and X% of the guild member completing the stage 1 jump quest. On top of that, the guild members need to be with the guild for at least Y# of days to be able to enter the guild jump quest area so you can't just invite mules to unlock the stages. Give a little guild points (again, not enough to impact the GPQ) to have people repeating/racing the jump quest may be an fun idea, or just give a complete different point system available to be view by everyone so we know how many crazy jumpers are out there =). --Vending machine with furnitures available for mesos purchase to place around the guild hideout similar to pokemon ruby, sapphire, and emeralds.
Pay $$ to gain map access will turn people away...not necessarily need a new map, maybe just modify the orbis guild place or the GPQ map with a wraping NPC to each of the jump quest maps that are already exist in the file. Similarly with the bosses, (i think i saw something about dojo quest will be available in the new source) we can place a NPC at the dojo temple for guild master to purchase a boss, and warp everyone into that map and fight for a little guild points.
Not to gain access, to have the features of something that seems very big. Guild leader/guild members can use RP to buy stuff for the guild map. If not everything custom maps and some features should cost RP to buy.
How would that be pay 2 win?o.o I'm pretty sure that there won't be anything "game enhancing" in the guild hq.
What are you winning? A better map? custom map etc... Some cool donor features for guilds in that map? These things I mean are mostly cosmetics, maybe a vending machine with some items that aren't game enhancing.
One example: NPC (any kind of). Let's say you're training in ToT and your equip inv gets full. Normally it'd take a lot time to go Leafre and back just to NPC them. Now with this you could just ez warp to FM and get in the hideout and NPC them. I dunno about you but I see that as p2w sicne you're saving a lot time by using RPs
Why would that even happen? It would be blocked, like there are npc's in FM on the beta that you currently can do that with. Since that will be blocked from those I can't see why a guild HQ would have that possibility.
Right, I didin't think of that possibility since I haven't been much in beta. Even so, I'd see any kind of merchant NPC as p2w. Even there wouldn't be any kind p2w possibilities I still think it's not a good idea to make there anything to cost RP, especially where (in your suggestion) it should be leader that uses them. It is just very off putting idea.. Ayy neighbor, I've afked hundreads of hours in 3/6 This is what I thought, and I hope this won't change that not even the slightest way where after donating I could buy blue potions in hideout..
I agree with some things, if you can buy items like potions in the hideout that should be an expensive meso feature. But having a mob spawn to test your damage on or having a custom map would be a donor thing.
My original guild hideout/mesos sink are based on a few assumptions: 1. You cannot just wrap there or gain access to it from anywhere. You'll have to physically take ship, walk, or use teleport rock to get there. I'm thinking the location (orbis) where you start a guild may be a good place to put it. 2. Mesos to unlock furnitures, dojo-like bosses, and jump quest stages are a form of mesos sink since there is are concerns the value of mesos are steadily decreasing as more and more players enter the server. Therefore it may be a good idea to use this to sink more mesos instead of encourage people to buy/donate PR. 3. If we assume adding features or maps are donors only privileges (pay2w or not), then CWPQ should be donors only privileges too since new source are adding a bunch of new maps to Royals' server. On top of that, if we have this unique feature in Royals, that can attract more people from other servers, and that means more donors.
1. In my single opinion, a HQ should be accessible in the same way a free market could. I don't really see a reason to force players to go to a specific location just to enter it. 2. Furniture, bosses and jump quests???. To be completely honest, making it so that a guild HQ is more than a map, with a game-changing features, brings too large changes. Why would we put bosses in a Guild-HQ when it takes the whole point of the nostalgic boss-hunt and regulated boss system we already have? That's not suiting at all in my eyes. Jump quests are accessed all over the map, why have special ones for the Guild-HQ? This is all getting out of hand, A simple vault and a simple map. That's what i stand for. 3. Unlocking the guildhq is not a necessity. Its an additional feature. I don't see a problem with being released, and able to be bought for a certain amount of RP. The whole guild could contribute to the purchase even, does not have to be the guild-leader only purchase. I don't really see what CWKPQ has to do with any of this, nor the meso-sink. Of course there could be ideas of what NPCs or features that could be interesting to place within a guild hq but that is far from where we are standing now. Chose to put in a few maps i found with an easy 5 minute search through the my map files. All maps can be edited to suit the needs of a guildHQ (Removing mobs, teleports, Npc, new MapID's and so on). I did not capture the background for these maps, but a neat background color should do. I'm also sure the GM's have spent their time finding some neat maps while being on service, and all other suggestions are strongly appreciated. (Beeing within a spoiler, so that images don't occupy the whole thread) Spoiler: Maps Spoiler: Eliza's garden Eliza's garden, 920020000. v83 Spoiler: Hidden house in the east Hidden house in the east, 109010102 (There are more, a bit different, but similar type of maps within a few map-ids of this one.) Spoiler: A small cave A Small cave, 230040301. Spoiler: Between twilight and daybreak Between Twilight and Daybreak, 270050300 Spoiler: Phoenix's nest Phoenix's nest, 921100200
Point noted. Keep all the ideas to ourselves in the future instead of sharing with everyone. Got it down.
You might have miss-interpreted the meaning of this thread, as it was in the beginning, a suggestion merely to bring in a headquarter and a vault. While i welcome all suggestions, good and bad ones, i wish that those might find place in another thread, at a time that may suit better (Perhaps if GuildHQ becomes a reality, we can discuss features such as your ideas) But for now i wish to keep the discussion on topic (Should, should we not bring in a GuildHQ, and/or Guild Vault) By stating this here, i welcome everyone to discuss what previously said, Vault and Guild headquarter (Other features may be discussed in another thread )