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  1. #1
    Player
    HakuroDK's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    2,052
    Character
    Kinnison Cooke
    World
    Malboro
    Main Class
    Gunbreaker Lv 90

    Improving the Guilds - QoL

    Hey folks! In this thread, I want to talk about things we can do to improve the actual guilds in the game. As you know, there are guilds--mostly Crafting and Gathering--that have apparatuses for honing one's skills within that particular guild. To that end, I make the following suggestions:

    1. Enable use of facilities within each Guild.

    For Disciple of War guilds, that would mean things such as practicing with practice dummies. This could be used to teach players how to most effectively play their roles in combat and master various things most players only get with experience, things like learning how enmity works, the effectiveness of proper positioning, etc. and even allow training in the use of newly acquired skills.

    For Disciple of Magic guilds, it would be very similar to the above, but there would be key differences. Instead of dummies, there would be Clear Crystals which absorb magic. This would teach mages how to most effectively use their magic as well as to practice new spells.

    For Disciple of Hand guilds, this would include the use of crafting apparatuses within the guild that would grant bonuses to Craftsmanship, Control, CP, and XP so long as crafters remain within the premises of their guild's apparatuses.

    For Disciple of Land guilds, this would include being able to farm "practice" nodes to get a feel for the class in question. Fishers would catch Wooden Trout, Botanists would harvest grass, and Miners would mine low quality stone from within the premises of their own guilds. Practicing would grant a 12h buff to Gathering, Perception, GP, and XP gains.

    2. Give the Guild Receptionists More to do: Grant them access to all of the non-GC leves that their represented classes can take on.

    Effectively give all Guild Receptionists the authority to distribute leves. As they are guilds, it is only natural that they would have full access to these things, though only within their respective regions.

    3. For DoH guilds exclusively: Summoning Bells and Market Boards access.

    This would allow DoH classes to craft without constantly running to the markets all the time to buy resources or sell finished works.


    That's all I've got. What do you think? Do you have more?
    (2)

  2. #2
    Player
    Foxen's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    5
    Character
    Junior Riversong
    World
    Midgardsormr
    Main Class
    Arcanist Lv 50
    I like where you're going with this. I imagine talking to the receptionist of any DoW/DoM guild and choosing a prompt similar to "I would like to learn..." and you could choose from basics like hp, crit damage, to things like resource management or hate generation. Then, you are taken to "the training room" which is essentially an instanced area with the practice dummies you bring up and an instructor (or guild leader) which could explain these things and how they matter to the current class (for instance, a CNJ would have a different "lecture" on hate than would a GLD).

    Of course, this would take away from the player leading newbie aspect of the community, which has always been something I've adored; I love rolling a lowbie dungeon and helping someone to whom aspects of MMO doesn't come easily. Even better when the whole group joins in and things get a little silly.

    As for your other points...I couldn't agree more. I've always hated being at a DoH guild and having to run back to the MB because I forgot something with my retainer, or to the leve(...master?) because I forgot which item to grind. Granted, I could just do my crafting directly at these locations (and do, from time to time) but I enjoy the thought of having a base of operations - if you will - to perfect my craft. What better place to do so than the "hub" of your chosen trade? As far as leves go, it makes sense that they should be passed through the guilds themselves (though, I haven't paid a lick of attention to the lore behind them...so this could be terribly wrong).

    I like the idea of practicing at the DoL guilds for a bonus to actual farming. Perhaps a bonus to crafting attributes when crafting within the guild hall? I think it would be neat to run into my alchemists' corner and be surrounded by people at work, rather than flooding the marketplace. This way people would have incentives to spend time at their respective guilds and a better sense of immersion would be built.

    tl;dr I wish the guilds were more relevant and always imagined more hustle and bustle within each.
    (1)
    Last edited by Foxen; 11-17-2014 at 11:55 AM. Reason: Length