Guild updates!
+5
Ruy112
Dark Avorian
trixtor
The Empty Lord
blank
9 posters
The Suggestion Site :: Creative Portal :: RuneScape :: Suggestions :: Skills
Page 1 of 2
Page 1 of 2 • 1, 2
Guild updates!
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:
Possible Guilds
Special Guilds
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:
-Ranging Guild: Shoot an arrow in an archery target to open the door. Any level under 40 will fail.
Requirements: A bow and arrow
-Mining Guild : You have to mine a large quarry blocking the entrance. Any level under 60 will fail.
Requirements: Pickaxe
-Thieving Guild : Pickpocket the lock.(Trapdoor) Level unverified.
-Runecrafting Guild : Imbue the portal with power. Any level under 50 will fail.
Requirements: None
-Crafting Guild : I haven’t got an idea for this, any suggestion is welcome!
Requirements: N/A
-Fishing Guild : I haven’t got an idea for this, any suggestion is welcome!
Requirements: N/A
-Cooking Guild : I haven’t got an idea for this, any suggestion is welcome!
Requirements: N/A
-Mage Guild : Dispell the barrier in front of the door. Any level under 66 will fail.
Requirements: None
-Warrior’s Guild : I haven’t got an idea for this, any suggestion is welcome!
Requirements: N/A
Possible Guilds
- Spoiler:
-(possible) Construction Guild : Repair the bridge leading to the guild. Any level under 50 will fail.
Requirements: Saw, Hammer, 4 Planks
-(possible) Farming Guild : Prune the vines blocking the entrance. Any level under 60 will fail.
Requirements: Knife, Secateurs
-(possible) Herblore Guild(Part of Farming Guild) : Add a compound to the mix blocking the door(Dungeoneering styled door). Any level under 65 will fail.
Requirements: Vial
-(possible) Agility Guild : Do a small agility course to unlock the door. Any level under 60 will fail.
Requirements: None
-(possible) Hunter Guild : Catch a small animal with the key tied around it’s neck, then use the key on the door to open it. Any level under 45 will fail.
Requirements: (Obtained) Hunter Guild Key
-(possible) Smithing Guild: Smith a key out of a steel bar. Any level under 50 will fail.
Requirements: Steel bar, (Obtained) Smithing Guild Key, (Obtained) Key Mould
-(possible) Woodcutting/Fletching/Firemaking Guild : (3 doors)
Woodcutting door: Chop some branches blocking the door. Any level under 64 will fail.
Fletching door: Fletch the doorknob and put it on the door. Any level under 70 will fail.
Firemaking: Burn some debris blocking your path. Any level under 60 will fail.
Requirements: Woodcutting: Hatchet
Fletching: Knife, Doorknob(Obtained)
Firemaking: Tinderbox
-(possible) Summoning Guild: Sacrifice 500 Spirit Shards, 1 of each charm and 1 summoning pouch. Any level under 55 will fail.
Requirements: 500 Spirit Shards, 1 Blue Charm, 1 Green Charm, 1 gold Charm, 1 Gold Charm, 1 Crimson Charm, 1 empty summoning pouch.
Special Guilds
- Spoiler:
-(possible) Questing Guild : Show your quest cape to the Guild Master(You must be able to equip it)
Requirements: Questing Cape you can wear.[NOTE: If you want to enter the guild again after a new quest has been released that you haven’t done, you can just enter it again. It’s a one time payment.]
-(possible) Achievement Guild: Show all Achievement Diary items(1, 2 or 3) to the clerk.
Requirements: All achievement diary items(1,2 or 3) that are currently available. [NOTE: If a new diary comes out and you want to enter the guild again, you won’t have to complete the diary. It’s a one time payment]
blank- Proselyte
- Number of posts : 461
Age : 29
Re: Guild updates!
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.
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.
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.
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.
Re: Guild updates!
-is confused- ^^ simple explanation, yet I don't understand it
And I'm working on the Guilds, no worries. I'll post them once I finish.
And I'm working on the Guilds, no worries. I'll post them once I finish.
blank- Proselyte
- Number of posts : 461
Age : 29
Re: Guild updates!
Guilds are also groups of skilled laborers ( I think that's a general term). Sort of like clubs with entry requirements.
trixtor- Advocate
- Number of posts : 538
Location : North NJ.
Re: Guild updates!
...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...
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Guild updates!
so because areas can have requirements you can't call any of them a guild?
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Guild updates!
yeah because you did a crappy job of saying what you meant.
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Guild updates!
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
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Guild updates!
You don't think we should be able to train in a guild ?
Fishing guild?
Fishing guild?
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Guild updates!
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.
I don't know, I apologise for my fail examples.
Re: Guild updates!
fishing guild is a resource gathering guild and it's easily the most useful guild in the game...
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Guild updates!
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.
Ruy112- Partisan
- Number of posts : 1623
Age : 30
Location : Denmark
Re: Guild updates!
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?
• Hunter
Too soon;
• Dungeoneering
• 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?
• Hunter
Too soon;
• Dungeoneering
Re: Guild updates!
How the hell would you make a Dungeoneering Guild? Daemonheim's good enough if you ask me ^^
blank- Proselyte
- Number of posts : 461
Age : 29
Re: Guild updates!
I want to construct a summoning guild
TATORZ- Forum Mod
- Number of posts : 2458
Age : 30
Location : USA
Re: Guild updates!
and summon a construction guild from the nether regions of Daemonheim of course.
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Guild updates!
I like that idea better.
TATORZ- Forum Mod
- Number of posts : 2458
Age : 30
Location : USA
Re: Guild updates!
well yes I am a genius thank you
Dark Avorian- Templar
- Number of posts : 3550
Age : 30
Location : Within the hallowed halls of the mighty, those known only as nobles.
Re: Guild updates!
This seems more like an entrance animation change than a bonefide update.
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 ). 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.
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 ). 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
Handeath- Advocate
- Number of posts : 955
Age : 28
Location : USA
Re: Guild updates!
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 :$
Could do with some improvements, yeah :$
Last edited by Gladzosaurus Rex on Sat Dec 18, 2010 5:59 am; edited 1 time in total
Re: Guild updates!
I've already come up with the Summoning Guild, I cannot stress that enough.
MorbiusMonster- Templar
- Number of posts : 2641
Age : 32
Page 1 of 2 • 1, 2
Similar topics
» The Legends Guild!!!
» Arzonus, the City of Werewolves
» Guild of Lesser Suggesters!
» (Clan) The Suggestion Guild
» Arzonus, the City of Werewolves
» Guild of Lesser Suggesters!
» (Clan) The Suggestion Guild
The Suggestion Site :: Creative Portal :: RuneScape :: Suggestions :: Skills
Page 1 of 2
Permissions in this forum:
You cannot reply to topics in this forum