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Guild updates!

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Ruy112
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Guild updates! Empty Guild updates!

Post by blank Sat Aug 28, 2010 6:35 am

Hi,

I just recently(like half an hour ago) got an idea for Guilds. Instead of just walking into the guild, make it have an unlocking thing related to the skill/achievement!

This would be a one-time only thing, since I guessed it might annoy some people ^^

I've also come up with some new guilds, whom will be posted below the entrance updates.

Anyway, without further ado, the progress I have so far:
Spoiler:

Possible Guilds
Spoiler:

Special Guilds
Spoiler:
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Post by The Empty Lord Sat Aug 28, 2010 7:06 am

I'll reply better to this when I'm not on my iPod and I can read it all, but I reckons guilds should be a mixture.

Some guilds should be available from the offset and should be a means of training. Guilds is sometimes used to mean school in a specific subject. So a Guild of Thieves might only have a minimal requirement purely to set apart the petty thieves from the potential masterminds - but otherwise similar to Slayer, except in one guilding rather than several random, seemingly unrelated people.

Whilst, some guilds should be hidden locations only accessible by those trained to do so. Your Construction idea sounds neat - but due to little information from you, I immediately just imagined an abandoned castle that the player can do up to their own desire. In a sense, it's not so much a guild as a high-level reward. Smile

Whilst places like the mining guild probably shouldn't be called guilds at all. Especially when things like the Grand Tree and similar mines have far more difficult requirements. And what with the requirements to mine the ore itself anyway. I think they should release a big mining complex beneath Keldagrim, with tunnels and mineral veins, and a mine cart minigame. And the reason it's a guild is because only the most important miners can use it. Smile
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Post by blank Sat Aug 28, 2010 7:15 am

-is confused- ^^ simple explanation, yet I don't understand it Grin

And I'm working on the Guilds, no worries. I'll post them once I finish.
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Post by trixtor Sat Aug 28, 2010 8:10 am

Guilds are also groups of skilled laborers ( I think that's a general term). Sort of like clubs with entry requirements.
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Post by Dark Avorian Sat Aug 28, 2010 8:36 am

...3mpty...did you honestly just say the grand tree mine has "difficult requirements"? 25 agility and a few mage levels (i did it at 17 mage) is not hard...
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Post by The Empty Lord Sat Aug 28, 2010 9:49 am

I meant more it has requirements. Tongue

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Post by Dark Avorian Sun Aug 29, 2010 1:18 am

so because areas can have requirements you can't call any of them a guild? Confuse
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Post by The Empty Lord Sun Aug 29, 2010 1:20 am

You really missed the point of what I was saying there. XD
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Post by Dark Avorian Sun Aug 29, 2010 1:31 am

yeah because you did a crappy job of saying what you meant.
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Post by Ruy112 Sun Aug 29, 2010 1:46 am

I like the idea of unlocking more benefits from a guild as you level up. I don't think you should be able to 'train' in a guild, but I think you should benefit from it Smile
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Post by Dark Avorian Sun Aug 29, 2010 1:50 am

You don't think we should be able to train in a guild Confuse?

Fishing guild?
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Post by The Empty Lord Sun Aug 29, 2010 1:53 am

You know what, yeah. The Coal Mine's more of a guild than the Mining Guild. I don't think having a requirement is enough to make something a guild, especially if it's not a good source of anything; aside from the Mithril. The problem with resource gathering guilds is that they don't work... the resource has it's own requirement. Yay, level 59 to enter the guild... a few more levels and it's useless to me.

I don't know, I apologise for my fail examples.
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Post by Dark Avorian Sun Aug 29, 2010 1:57 am

fishing guild is a resource gathering guild and it's easily the most useful guild in the game...
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Post by The Empty Lord Sun Aug 29, 2010 2:29 am

Easily. Tongue
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Post by Ruy112 Sun Aug 29, 2010 4:33 am

Ya, but I think it is boring, then you just train in there like you would outside, you Fishing Guild you. It doesn't add anything new, and it doesn't give a really guildy feeling.
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Post by The Empty Lord Sun Aug 29, 2010 4:51 am

We clearly all have different views on guilds, so let's spare an argument. Wink
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Post by The Empty Lord Sun Aug 29, 2010 5:05 am

Combat Guilds?
• Warriors' Guild — Attack, Strength and Defence
• Archers' Guild — Ranged and Defence
• Magicians' Guild — Magic and Defence (I feel combat magic should have it's own guild)
• Guild of Medics — Constitution?
• Monastery — Prayer *cough* Guild
• Citadel — Prayer Guild *whistles*
• Summoning — This one will take some imagination.

Existing;
• Wizards' Guild (magic)
• Runecrafting Guild
• Fishing
• Mining
• Crafting
• Cooking
• Thieving

Level 2s/Alternate Guilds;
• Mining
• Thieving

(other) Needed?
• Woodcutting
• Farming
• Smithing
• Firemaking
• Agility
• Herblore
• Fletching
• Slayer
• Construction — Fortresses? Meow
• Hunter

Too soon;
• Dungeoneering
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Post by blank Sun Aug 29, 2010 7:32 am

How the hell would you make a Dungeoneering Guild? Daemonheim's good enough if you ask me ^^
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Post by TATORZ Sun Aug 29, 2010 7:47 am

I want to construct a summoning guild Tongue
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Post by Dark Avorian Sun Aug 29, 2010 7:52 am

and summon a construction guild from the nether regions of Daemonheim of course.
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Post by TATORZ Sun Aug 29, 2010 7:53 am

I like that idea better.
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Post by Dark Avorian Sun Aug 29, 2010 7:54 am

well yes I am a genius thank you
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Post by Handeath Thu Dec 16, 2010 5:13 am

This seems more like an entrance animation change than a bonefide update. Sigh

On the subject, I think each guild should have something that makes being/working there worth while, like a special item, or a plethora of resources. For example, the Warrior's Guild gives Defenders (and I'm getting my Dragon one soon Cool). That having been said, I think each guild should do something similar.

Warriors': see above.
Rangers': Continuing off the Slings introduced for low-level combat, you can buy higher leveled ones (Sheperd, Sniper, Master, David?) with Archery Tickets.
Mages': I hate to be cliche, but unlockable spells of some sort?

And, I've got nothing.


Last edited by Handeath on Fri Dec 17, 2010 6:21 am; edited 1 time in total
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Post by Gladzosaurus Rex Thu Dec 16, 2010 11:23 pm

Rangers guild had an awesome lure spot, and the mages guild brings essence, ability to buy mystic and a previously very valuable rune shop.

Could do with some improvements, yeah :$


Last edited by Gladzosaurus Rex on Sat Dec 18, 2010 5:59 am; edited 1 time in total
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Post by MorbiusMonster Fri Dec 17, 2010 6:34 pm

I've already come up with the Summoning Guild, I cannot stress that enough.
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