Guild Building Suggestions

Guild Building Types
These are just little ideas for different types of buildings that could be used for guilds.

Main Building Types:
So at a certain infamy level you will be able to build buildings, these are the following ideas I have…

Quest Building:
Essentially a building where you go to get and receive quests from the Magic Council or random requests from shady places. (i guess this depends on the amount of good/bad players you have). The Leader of the guild can choose what type of quests appear on the wall.

It can expand to the point where you can find quest NPCs chilling inside it from time to time.

Cafe/Tavern:
You can name the sign. It’s essentially a tavern where you can buy food to replenish your hunger. This is only available at higher infamy.

Fairly simple, it can be expanded, and you can find random NPCs in there offering quests. Not as much exp as the NPCs in the Quest Building though.

Office/Leaders Quarters:
The building where the leader can store his things and they CANNOT be accessed by anyone BUT the leader. He receives all the guild infamy reports and different information reports from the Magic Council as well as important quests. He can also receive cash and challenges from other guilds.

Also where the co-leader lives in. Replaces the leader if he isn’t in the server. Cannot access Leader’s stuff but has his own stuff

All private storages are COMPLETELY PRIVATE (AnUnnamedBoi)

Market :
A place filled with booths selling various items. There may be NPC Tailors, Smiths, Material Sellers, Auctioneers, and Metalworkers. Wandering merchants will also spawn there. Smiths come from various cultures, and the wandering merchants have at least 5 randomized item types in their inventory. The largest booth will have several permanent NPCs, and it will be the market where players can offer various goods for predefined prices and other players can buy them. On the back will be a large board showing the various offerings. Requires a good amount of infamy.
(Danny_Zou)

Recruitment Office :
Here players can sign up to join the guild. From here, Guild Leaders and possibly Co-leaders can hire mercenary guards, who will attack anyone who kills NPCs or destroys guild property. Leaders/Co-leaders can direct the guards to a certain area, where they will stay until the aforementioned disturbances happen. They will despawn and respawn at those spots 2 minutes after the disturbance is over. Does not require infamy.
(Danny_Zou)

Guild Quarters:
Just a bunch of large tents that appear each time a member of a guild comes in. They have a little box that only the owner can open and access items/crowns etc.

Guild Bank:
A place where you can deposit and take a bit of cash depending on the amount of money your guild has.

Other Stuff
Walls:
Walls around your guild area

Towers:
For surveillance and cool factor

Gate:
Can only be opened by guild members, of course, the walls can be jumped over.

Upgrades :
You can upgrade your various buildings at a certain amount of infamy for a certain price in crowns. Upgraded Guild Quarters can become permanent buildings, Guild Banks can increase in size and storage capacity, Walls can increase in height and strength, the size of the Market can increase merchant capacity, meaning guild members are more likely to find what they’re looking for. Upgraded Cafes/Taverns can make and sell more food, and can house more quest NPCs.
(Danny_Zou)

ah yes because leader is thousands of times higher than co leader

shhh we don’t talk about that

XD im joking

here we go lets change something

Here are some ideas.

Let’s add some buildings.

Market:
A place filled with booths selling various items. There may be NPC Tailors, Smiths, Material Sellers, Auctioneers, and Metalworkers. Wandering merchants will also spawn there. Smiths come from various cultures, and the wandering merchants have at least 5 randomized item types in their inventory. The largest booth will have several permanent NPCs, and it will be the market where players can offer various goods for predefined prices and other players can buy them. On the back will be a large board showing the various offerings. Requires a good amount of infamy.

Recruitment Office:
Here players can sign up to join the guild. From here, Guild Leaders and possibly Co-leaders can hire mercenary guards, who will attack anyone who kills NPCs or destroys guild property. Leaders/Co-leaders can direct the guards to a certain area, where they will stay until the aforementioned disturbances happen. They will despawn and respawn at those spots 2 minutes after the disturbance is over. Does not require infamy.

And one more thing.

Upgrades:
You can upgrade your various buildings at a certain amount of infamy for a certain price in crowns. Upgraded Guild Quarters can become permanent buildings, Guild Banks can increase in size and storage capacity, Walls can increase in height and strength, the size of the Market can increase merchant capacity, meaning guild members are more likely to find what they’re looking for. Upgraded Cafes/Taverns can make and sell more food, and can house more quest NPCs.

2 Likes

dats a cool idea

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