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krawco

Guilds

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Let us have guild deeds. Only people with 90+ skills could plant and manage them and they would only work for that particular 90+ skill. Advantage of being in a guild would be increased skill gain (for the guild skill only). Maybe there should also be some success rate bonus, eg you fail less often or get higher QL jumps. I'm not sure if these buffs should work all the time or only when guild master is online and nearby.

Guild life would involve grinding mostly and there would be lots of items being created. People with low skill would leave their items for further imping to higher skilled members. There could be a NPC taking care of this, something like trader in a village but accepting and giving away all the items for free depending on members rank in guild.

Ranks could be set automaticaly depending on member's skill or manualy by guild master.

There should also be a way to bind some tools to guild. That would work like this: a member can take any tool from guild warehouse and use it as much as he/she wants but once he leaves guild area with that tool on him/her, guild guards would chase and take him/her  down.

Guilds could be created inside village areas or very close to them (or close to each other). There should be no limit on how close to each other guilds can be. This would allow to create whole huge guild towns with skills related districts.

About getting guild deed: as it was mentioned before, they could be bought at trader or they could simply spawn in your inventory once you get to 90 in some skill.

I'm not sure about naming them. Maybe they should recive the name automaticaly. It would consist of master's name and skill, eg: Krawco's Carpentry Guild.

I'm lookin forward to constructive criticism and any ideas that could improve this basic thought.

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How would the miners' guild work? Once they have mined out everything under the deed then there really is no point to it anymore.

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I would like a guild hall more... Needs a lot of things to build and 90 masonry to start... Can only be planted on a size 10+ deed and only 1 per deed... Then you select what Guild it is (Blacksmithing Guild, Tailoring Guild) and that job gets higher skillgain inside the building... Should be an impressing hall and not the normal stone house model =D

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Yet again we fail to address the miners. And Mijam's idea also excludes lumberjacks, unless of course you want to cut trees inside of a building  :P

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Ain't it better to have guilds for some skills than have none at all?

For miners or lumberjacks the guild system could be a bit different. Smaller skill gain increase but larger range around the guild.

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Or make it so that only the mine entrance has to be on the guild for it to be guild property.  If somebody mines from their mine into the guild mines, they should be told just a couple of mine actions before "You hear members of Black Lung Guild just up ahead, if you break this wall, your mine becomes part of their property.

This gives you a chance to secure your mine before you lose it.

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A limit of 1 guild per deed would remove the entire part of having multiple districts in one town, which have skill related guilds in them. (multiple types of smithing guilds in one district for example). I don't think a guild needs to be on a deed at all, for example, a lumberjack guild might be somewhere in a forest, instead of in a city (deed) itself.

I also don't see why 90 masonry should be required, it's always been carpentry that decided that stuff and 90 is a bit high either way. The guild master will need to have 90+ skill already, no need to make another 90+ skill a requirement for the building.

Also, it shouldn't be the building that gives extra skill gain and such, it should be the player with the 90+ skill teaching you how it's done. So being in, or outside of, the building shouldn't have any effect on the skill gain.

It would be better if instead, the skill gain depends on when you last saw your guild master practising the guild skill. If you were within 1-2 tiles of him (any further away and you wouldn't be able to see well, what he is doing.) within 24 hours then your skill gain bonus is max, it should decrease for every day that you haven't see him practising his skill. Say, after 3-4 RL days the bonus is completely gone again and you will have to see him practising his skill, before any bonus returns. Maybe you should also be observing him for a while in order to get the max skill gain bonus, say 5-10 minutes (practising the skill yourself next to the guild master would count as observing too, since you are looking at how he's doing it, and then trying it out yourself at that very moment).

This way it makes more sense then forcing you to be in the building for the skill gain bonus, since the building is just a symbol, the real important thing to the guild, and the skill, is the guild master. With the bonus depending on when you last saw him practising his skill, it will support a bit more player interaction.

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Good sugestion there Ecrir  :)

Maybe it should be able to make 1 or 2 members a master's right hand. They would allow other member to get skill gain bonus but less with less power or at slower rate. To become a right hand you should have 70 skill.

/offtopic

I'm getting a feeling this requires too much code work and won't be added anytime soon  :-\

Anyway, it's good to dream  ;D

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How about, none of this fancy stuff, but a 'teach' option, where the person with a higher skill 'teaches' and goes afk, in which time the 'student' has 3x skill gain. 'Teachers' could be paid for this service.

--EDIT--

As an afterthought, the boosted skillgain could depend on your skill, and the teacher's skill

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How about, none of this fancy stuff, but a 'teach' option, where the person with a higher skill 'teaches' and goes afk, in which time the 'student' has 3x skill gain. 'Teachers' could be paid for this service.

This.

+1

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There should also be a way to bind some tools to guild. That would work like this: a member can take any tool from guild warehouse and use it as much as he/she wants but once he leaves guild area with that tool on him/her, guild guards would chase and take him/her  down.

How about instead of that the tool just dissapears from your inventory and goes back into the guild bank/vault? Because people like me would probably forget to return it and that would be an unnecessary death.

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Yeah not a bad idea, with more tweeking could be very good indeed. I have to say i cringed when i first read "guilds" but it's well thought out and sounds like it would go well in Wurm. 

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Most of this sounds really unfeasible and almost actively counterproductive in practice.

How many villages have members with 90+ skill?

How useful is a guild going to be to your average player (and why waste time implementing something that 99% of the server will never get any benefit from).

If you have guild villages (which is sort of implied on a quick read) then wont that undermine part of the raison d'etre of villages as the are now?

On the other hands, guild implemented in the context of gameplay as it is already has some interesting ideas.

Fair enough, only a 90+ crafter can found a guild chapter. This might be part of the village deed/description and possibly endow some small, but general, benefit to the village. Perhaps slightly more visits or more purchases from king's messengers. Perhaps a miniscule increase in skill gain for all people practicing that craft (might actually be quite good at higher levels).

Perhaps a village might be limited to having only one guild chapter in order to ensure that benefits were not excess and also to force villages to align with one or another craft.

Why should guild members be limited to only high level crafters. Introduce a title scheme where, at various skill levels, someone wanting to be in that guild would have to visit a guild chapterhouse in person in order to to progress to the next rank. Each rank might bestow some tiny increase in skill gain (or maybe imp success) that would vanish until the character had visited a chapterhouse.

Each rank would cost some amount of cash from the character in the form of buying a rank badge from a trader in a village with a chapterhouse for that guild. Rank badges would be made by people of that rank and sold to the trader for nothing but sold by the trader at whatever the price is.

So the village and the guild benefit by the activity of its own member craftsmen and not at all if there is no such craftsman. In order to ensure that it would always be possible to attain the next rank, the trader in a village with a guild chapterhouse would be appropriately infrequently supplied with rank badges. IE it should usually be easier to ask for a rank badge to be made than to wait till a trader has one.

Whats the point of this way of implementing guilds?

people are encouraged travel

villages get kudos and respect for being guild centres

characters contribute to the game economy as they would do in reality to the existence of their guild, financially

characters get a benefit to their skill that is not so much easier skill gain as easier item creation

guild members will need to actively promote their guild by making and donating rank badges to the traders for new people of that rank to gain

characters will get zero benefits if they do not update their guild rank by going to a village that is a guild chapterhouse

Its a different perspective and no doubt also has disadvantages, but the first suggestions seem not to really fit into the game's ethos

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