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"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Sumie said:Ailish said:Could we please make achievement bonuses toggleable? I am out of short achievement bonuses and I hate activating the long ones because I feel it locks me into bashing for their duration, which means that if for whatever reason I can't bash, I'd rather log out altogether than waste precious precious double xp time. Would be much better if I could deactivate it and bank the remainder for later
Ailish said:Could we please make achievement bonuses toggleable? I am out of short achievement bonuses and I hate activating the long ones because I feel it locks me into bashing for their duration, which means that if for whatever reason I can't bash, I'd rather log out altogether than waste precious precious double xp time. Would be much better if I could deactivate it and bank the remainder for later
To clarify, I would not want extra city guards, because no city is going to use them to cover a guildhall. I would want guildhalls to get their own guards. Since guilds generally don't have any kind of economy to speak of, I would not expect the guards to be like city guards in that they need to be repurchased every time they're killed. Maybe something like an initial purchasing cost and then they respawn after death from then on out, perhaps.
Strengthwise, I'd rather just make a handful of stupidly powerful guards than have a horde of weaker ones. That is to say, I'd rather have Septus and I get trashed by a Wytch healer and two deathknights that hit like 300 damage trucks than have us get trashed by 4 healers and 12 deathknights that hit like 50 damage trucks. From a practical perspective, this just neatens things up and you don't need to have 15 guards sitting with the teacher or in the ritual room or whatnot. They might be a bit easier to kill than a swarm, but honestly? If Septus and I can bash them to death with any kind of reliability, just make them hit harder and harder until we can't do it anymore, I'm cool with that.
From an RP vantage, the 'big single guard' could let a guild potentially customize all their guards, so that Kanthari could create 10-15 unique looking guards instead of having Generic Deathknight Guards #142-154. Name them, give them dialogue, whatever. Involve them in guild quests or whatnot, etc.
My big thing is just that I would almost always prefer an active defense of some sort over a passive block that just flat out blocks conflict.
Honestly, guildhalls and places in general are just too easy to raid and break into. And there is a significant difference between fun pvp and harassing others because you're bored and you know they can't really do much about it. The raid just brings too much hassle to the guild, with dealing with city policies and what not. I would rather see protection, make raiding a guild actually hard for example stealing a key, following someone in, traitors and whatnot that actually comes with RP than oops i sat in a room too long and they have realm-wide prism with no counters other than pay attention every second of being in the guildhall. If it is a choice between being in the guildhall and being forced to pay attention every second or relaxing and being able to do things IRL too then it is a pretty easy choice. Raiding as it stands is just far too easy. If we do go with the guild guards idea, i would like to see guildhalls have their own area. Such as you enter Kinsarmar go to the animists guildhall and when you enter the guildhall you are now in the "Animists Guildhall Area" so that cities cannot complain about having enemies in the guildhall as it does not effect them.