New Guild Hall System Info

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Ben
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New Guild Hall System Info

Postby Ben » Tue Mar 29, 2005 3:52 pm

The new guild hall system (stage 1) will be put in this week. This will allow guilds to build their initial guild hall room, add rooms on, and change the descriptions of rooms. Your guild hall will actually have a LOCATION, instead of having an entrance shared with all other guilds.

Although we initially said we would let guilds keep their halls, this is not really compatible with our new system. So what we will do instead is "credit" guilds for the value of their old hall, so they can build a new one of comparable size and grandeur.

We must warn you... guild cannons and bunny hutches will be biting the dust, most likely. Please don't cry... the new system will be l33t enough to make up for your loss. ;)


Stage 2, which will be completed "someday", will allow individuals to build apartments off of their guild hall... so don't think we have forgotten about that idea.
Last edited by Ben on Wed Mar 30, 2005 5:37 pm, edited 3 times in total.
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Postby Cory » Tue Mar 29, 2005 5:28 pm

I can't believe you used the word l33t in an official announcement :)
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Postby Ben » Tue Mar 29, 2005 5:39 pm

n00b
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Postby Ben » Wed Mar 30, 2005 2:09 am

TO GET CREDIT FOR YOUR OLD GUILD HALLS:

All guild leaders, appraise your own guild halls, and then send me a PM me on this board:

1) The number of total rooms in your guild hall, including your entrance.
2) The number of custom descriptions in your guild hall.
3) A list of all architect scrolls you still have.

Liars will be sent to "My Guild Will Never Have A Guild Hall Ever Again Because Ben Checked Up On Me Land", so make sure your report is ACCURATE and truthful. =)
Last edited by Ben on Wed Mar 30, 2005 5:36 pm, edited 1 time in total.
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Postby Ben » Wed Mar 30, 2005 2:21 am

Initial empty lots are available for viewing at Laleldan Square, Dark Forest Sanctuary, and Guild Hall Lane communities. Start fighting over where your hall will be located ASAP!

Notice: All these lots have access to both Milltown and Dundee... a no monster path is available in the forest, and the lake path between Dundee and Milltown now has no monsters, so these can be traversed even with full deaths.
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Postby Ben » Wed Mar 30, 2005 1:41 pm

Stop messaging me about where you want your guild halls. They are first come, first serve whenever the items activate... so have fun racing for your spot when that happens. =)
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Postby Ben » Wed Mar 30, 2005 3:51 pm

More empty lots have been added for your consideration, both again accessible from both Milltown and Dundee even with full hourly deaths.

Duberry's Island is located near the northern edge of the swamp, and is accessible via the path starting at northern dundee. The island offers an escape from the smells of the rest of the swamp, and possibly some golden age ruins.

Mountain Retreat is located just north of the entrance to the western mountains in a beautiful valley with a waterfall and some other relaxing scenery. The path in the desert along and into the mountains is now clear of danger.
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Postby Ben » Wed Mar 30, 2005 5:47 pm

HOW THE SYSTEM WILL WORK... GENERALLY.

First of all, you will use a new POINT system to buy guild halls. These points are collected by a guild, not individuals (so the guild has points... characters will never have these types of points for themselves).

The guild gets more points automatically as they play. There is a formula that involves the number of premiums in your guild, as well as how active your guild is in playing, and some other things, and then continuously awards points.

Each guild Empty Lot will cost a certain number of points to purchase initially. When your guild has enough points, the guild leader can go to the Lot she wants to claim, click on the FOR SALE sign, and click USE. The lot will be purchased. From that point on, everybody but your own guild is locked out of that area.

From that intitial area, you can build rooms at will, without the use of any items. Each additional room will cost a certain number of points. The more rooms you already have, the higher the cost will be for another room, because the cost multiplies as you construct a larger and larger hall. In the beginning, a second room off your entrance might only cost 100 points... but by the time you have 10 rooms, it might cost 1000 points to purchase an eleventh. This will make guild halls possible for smaller guilds, but make incredibly large, grand halls possible only for large, grand guilds.

Custom descriptions are paid for using points as well. Guild leaders have the option of changing any room they have created in their guild hall to a new description (and you will want to, because the blank room description is exceedingly dull). EACH TIME YOU CHANGE A DESCRIPTION will cost you points, so you want to make sure to avoid spelling and grammar errors, as there will be no refunds and you will have to spend more points to fix your mistakes. Your rooms can be whatever you want them to be, as long as they stay appropriate to the rules of the game.

Because of this, you may want to plan your entire hall way in advance... for instance, you may want to plan to have the initial area be some kind of garden inside your guild walls, and the actual entrance hall to the building be the first additional room you make. Or you might want to make your initial plot some kind of tower base, and have your entire guild hall built up toward the sky. It is all possible... but it would be better to have a layout drawn up before you begin to plop areas around.
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Postby Ben » Wed Mar 30, 2005 8:32 pm

Two new developments:

Branishor's Guild Avenue has a few spots available, with a view of a gorgeous statue of ME (so its the best spot, naturally.) Remember, though, that a guild hall disconnected from direct paths to Dundee or Milltown might not be for everybody. Still, if you like your guild to have a direct line-of-sight view to the Great Temple of Cory, you can't go wrong here.

There are a few spots open along the eastern bank of Lake Valorn as well... along a newly paved road extending north from the Southern Shore Road. A good location for water lubbers as well as people who want to walk by a tabloid office 50 times a day on the way to and from "work".

There will be no more guild hall areas added in the immediate future. Functionality will be put in as soon as Cory and I playtest the code to make sure there are no glaring errors.
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Postby Ben » Wed Mar 30, 2005 8:50 pm

So far, the following guilds have messaged me with their current guild hall designs, and will be credited with point values for the following:

Champions of the Red Road:
1 room
0 descriptions

Amazonians
1 room
0 descriptions

AVE
5 rooms
0 descriptions

CSB
7 rooms
7 descriptions

LoL
4 rooms
0 descriptions

ROK
7 rooms
7 descriptions


If your guild is not on this list, and you have a guild hall, you are in danger of not getting any points for your current guild hall and having to start from scratch. If you want to avoid this fate, get your list sent to me ASAP, as instructed several posts above.
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Postby Ben » Thu Mar 31, 2005 12:56 am

HOW IT WILL WORK, PART II

Hey, Cory is even cooler than I thought, so I have some additional features to report.

Apparently, guild leaders will be able to set "access levels" for certain rooms in your guild hall. This gives you a lot of options.

Most obviously, you will be able to create meeting rooms that only officers and the leader can access. Even more cool, IMHO, though... you can set areas of your guild where the public can have access. So you can make your entrance, and maybe some kind of sitting room accessible to the public... but then leave the rest of your rooms at the default settings so only your guild mates can go into the rest of your rooms.

You could even go crazy and create your own theater on your property that the public has access to... or a bar... or a park... or... heck, I don't know. A really rich guild could even build its own marketplace where the people in the guild with secondary professions could market their items.

Access to different rooms can be changed at will by the Guild Leader, for a small fee in construction points.

pretty snazzy stuff!
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Postby Ben » Fri Apr 01, 2005 2:56 am

Okay... the new system is in and you can buy a lot for your guild by going to an empty lot, clicking on the sign there, and hitting USE.

To sum up:

*Your initial lot costs 100 construction points.
*Each room thereafter costs more construction points. The more rooms you build, the more you will have to pay to build additional rooms.
*Changing the room name, as well as the longer room description, each cost points. 10 for the name (40 character maximum length!), 40 for the long description (no limit on the description length). Cory says this is all easy to figure out, so we are not posting instructions. =P
*You can change the access level to determine who can enter certain areas.
*Points are given to your guild every 24 hours at midnight, server time. The formula takes into account the number of active users in the guild, how many premium members you have, and some other things. Basically, the more active your guild and the more Nobles you have, the faster you will accrue points.

That is all for now. You may ask questions in the questions forum, and PLEASE REPORT BUGS IN THE BUGS FORUM.
Last edited by Ben on Sat Apr 02, 2005 5:17 pm, edited 1 time in total.
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Postby Ben » Sat Apr 02, 2005 4:57 pm

For those of you planning ahead on your guilds, here is the formula for room costs. Not really a formula so I don't feel bad giving it. ;)

It is just 150 points times the number of rooms you already have.

So when you build your second room off of your Empty Lot, it is 150x1, or, in other words, 150. Your third room is 150x2, or 300. When you build your seventh room, including your first empty lot, the cost is 150x7, or 1050.
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Postby Ben » Sun Apr 03, 2005 7:18 pm

FYI: you CANNOT build circular rooms. For instance, if you have a room two squares to the north of you that you know about, building a room north of where you are now will not make a three room passageways. You have may to go back through your designs to make sure you dont have rooms that double back in circular hallways. Basically, any branch off any one of your rooms cannot double back and go into the same originating room eventually.

Think of the guild hall like a tree. You can branch off in any direction you want.... east west north south up down.... but the branches can never come back and connect back to the trunk, or the other branches. The branches can grow around each other as much as you want, but once a branch splits off, you wont ever get to a point where it melds back into another branch.
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