tyluke Posted August 27, 2008 Share Posted August 27, 2008 This is a topic that I have discussed with many people while fishing monks, woodcutting and mining. and most people agree with me that more guilds need to be made and the guilds need to have some adjustments made to them. Theses suggestions are 'like diamonds in the rough' and I will refine and improve them as posts are made. enjoy Guild Revision 1. First I'd like to look at what a guild is:[hide=A Guild Is]a. An association of persons of the same trade or pursuits, formed to protect mutual interests and maintain standards. b. A similar association, as of merchants or artisans, in medieval times.[/hide] In that spirit I think the requirements to enter all guilds should be atleast 50. This means the Monastary, Ranging Guild, and the Cooking Guild entrance requirements will need to be raised. Any guild that has a preset limit higher than 50 doesn't need to be changed, hopefully this will make the guild more; for the elite. Guilds also need some content upgrades, I haven't come up with any as of yet but I am looking for suggestions and thinking of ideas Guild Revision 2 Each guild should have a small line of quests relevent to just those guilds; the quests start out easy; but the more you do the more difficult the quests become. Ex. The cooking guild would have miniquests to make food orders or create strange food Ex. The mining guild would have miniquests to fufill mining orders [hide=Guild Quest rewards]-Exp rewards -Skill lamps -Clothing related to the skill -Tokens or minigame rewards -Money -Skill related raw materialts[/hide] Guild Revision 3 The guilds should not require any worn symbols to enter: the doorman; will have an entrance list and if you have the required skills you can enter. This isn't a huge issue; but it just simplifies the proccess of travel Guild Revision 4 Each guild will have a guild cape; that only vetern members of the guild can wear. (The cape requires the level required to enter the guild +10 levels. Ex. To wear the mage guild cape you need level 76 magic. The cape doesn't have an emote or hood; its just an icon of belonging New Guild Suggestions [hide=The Woodsman's Guild]Requirements: 50 Woodcutting 50 Fletching 50 Firemaking Features: A large grove of trees amongst a field of flax, bank, tool shop, spinning wheels, A firemaking minigame, 2 anvils, and a woodcutting minigame, the ability to carve and use a new canoe travel system. Location: West of Gnome Stronghold Miniquest examples: creating new bow types; new ammunition, filling out miltary orders for equipement, light torches (similar to beacons)[/hide] [hide=The Beastmasters Guild]Requirements: Wolf Whistle 50 Summoning 50 Hunter Features: Teleport portals to the Hunter areas, Pet trainers(teach your pet emotes; and possibly raise them :-k, Summoning Obelisk, Summoning minigame, Hunter equipment shop, fur traders, a cavern where you can collect spirit shards for a small fee, and a Deposit Box Location: South of Yanille Miniquest examples: collecting pelts, hunting rare creatures, collecting summoning ingredients/hide] [hide=The Naturalists Guild]Requirements: Drudic Ritual My Arm's Big Adventure 50 Herblore 50 Farming Features: Herb patches with a low disease rate, Large farm patches, that require 2x the seeds and produce larger crop yields (bigger fields), tool shop, seed store, Leprecaun tool exchange, Leprecaun tool upgrades (rake upgrades that cleans a patch in one sweep), larger watering cans, Herblore shop, Herb-examiners (people who examine herbs for a fee), and a deposit box Location: Talvery (opposite side of Talvery to Hero's Guild) Miniquest examples: collect herblore ingredients, grow large food orders, rescue lost leprecauns, do landscaping on homes.[/hide] [hide=The Bandits Guild]Requirements: 50 Thieving 50 Agility Features: Thieving minigame (similar to the mansion game in rat catchers), A new agility course, Thieving tutors, tool shop, smuggling tunnels connecting to Rogues Den and Agility Arena, Bank. Location: Random tunnels across Runescape that lead to an underground lair Miniquest examples: navigating and looting dungeons; creating new smuggling trade routes, stealing important artifacts for the guild, training new adepts at the guild[/hide] [hide=The Tradesmen's Guild]Requirements: 50 Construction 50 Smithing Features: A Slightly cheaper Sawmil operater, Anvils, Construction Shop (Marble Blocks, Gold Leaves etc), Construction NPCs (taxadermists etc), Tool shop, Tutors/Trainers, Another Blast Furnace, A universal home portal (a portal in the guild that teleports you to your house; no matter where it is, Bank. Location: East of Sinclair Mansion, North of Camelot Miniquest examples: creating large military armory shipments; fixing peoples homes, helping NPC's forfil bar orders, train butlers etc, helping construct new buildings.[/hide] [hide=The Slayer Guild]Requirements: 50 Slayer Smoking Kills Features: A slayer gem despenser (free slayer gems), bank, slayer tool shop, The leader of the Slayer masters (name :?: ), Slayer minigame, regeneration pool (similar to mage arena), Slayer tutors, Caged slayer monsters (no slayer xp, just for observation and testing) Location: Morytania Miniquest examples: Slayer tasks, TEAM slayer tasks, Armageddon wars (10 humans against 100 slayer monsters; the more you kill the more slayer xp you recieve)[/hide] How You can contribute 1. Join and Become a Supporter 2. Create a Supporter List 3. Anyone who could design artwork, banners, quest ideas or anthing to contribute. Please feel free to; full credit will be adressed to the author or artist. 4. Any person who has any further complaints about the current guilds please post and I will add create a solution. 5. Post any ideas for new guilds, mini-games, or guild layouts 6. Post any other locations that would be good places for a guild to be found 7. Comment 8. Have a good day : edited on Augest 28th 7:12PM only 2 skills below level 50 :) Link to comment Share on other sites More sharing options...
yeahyeahyeahs Posted August 27, 2008 Share Posted August 27, 2008 Very nice, I certainly support these guilds! Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 28, 2008 Share Posted August 28, 2008 Not all skills are created equal. 50 cooking is much easier to get than 50, say, prayer. For that reason the cooking requirement ought to be higher, at around 65. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
Yomyth105 Posted August 28, 2008 Share Posted August 28, 2008 i like ur guilds u have there. i support. Link to comment Share on other sites More sharing options...
tyluke Posted August 28, 2008 Author Share Posted August 28, 2008 Not all skills are created equal. 50 cooking is much easier to get than 50, say, prayer. For that reason the cooking requirement ought to be higher, at around 65. Very true and I didn't think about comparing the skills like that, I still feel though the guid requirements that are lower then 50 need to be elevated :thumbup: only 2 skills below level 50 :) Link to comment Share on other sites More sharing options...
Beethovens29 Posted August 28, 2008 Share Posted August 28, 2008 hmmm very interesting idea. what about say a new guild, possibly the master's guild where only people with skill stats(not including combat) over 90 can enter. there could be teleports to each guild and mini games that mix every skill into it. just an idea : anyway, i really like your idea, and i think jagex should take this into consideration, although i do agree with tht other person who said some skills are easy to get to 50 than others, this is y jagex made different skill level requirement for guilds, but other than that, u hav my support :thumbsup: Link to comment Share on other sites More sharing options...
mememe513 Posted August 28, 2008 Share Posted August 28, 2008 Guild Revision 1. First I'd like to look at what a guild is:[hide=A Guild Is]a. An association of persons of the same trade or pursuits, formed to protect mutual interests and maintain standards. b. A similar association, as of merchants or artisans, in medieval times.[/hide] In that spirit I think the requirements to enter all guilds should be at least 50. This means the Monastery, Ranging Guild, and the Cooking Guild entrance requirements will need to be raised. Any guild that has a preset limit higher than 50 doesn't need to be changed, hopefully this will make the guild more; for the elite. Simply add extra floors to guilds with low requirements. Also, if you look at the highscores, you'll see that guilds such as the runecrafting and fishing only apply to a fraction of the players of RuneScape. Personally, I feel that the guilds need better content, but there's no need to make a okay guild have an outrageously high level requirement. Guild Revision 2 Each guild should have a small line of quests relevant to just those guilds; the quests start out easy; but the more you do the more difficult the quests become. Ex. The cooking guild would have miniquests to make food orders or create strange food Ex. The mining guild would have miniquests to fulfill mining orders [hide=Guild Quest rewards]-Exp rewards -Skill lamps -Clothing related to the skill -Tokens or minigame rewards -Money[/hide] Cooking has a Gnome Restaurant minigame. The only use of the Mining Guild is to make it easier to mine coal near a bank with few others. As for the rewards, nonmembers have too many useless things clogging up their bank, so there should be a point system that can redeem points for ores/raw materials. Guild Revision 3 The guilds should not require any worn symbols to enter: the doorman; will have an entrance list and if you have the required skills you can enter I can only think of a two guilds requiring certain equipment, and if it bothers you, bring a spare helm/platebody. It's not like you're going to fight a high-leveled monster in there. Guild Revision 4 Each guild will have a guild cape; that only veteran members of the guild can wear. (The cape requires the level required to enter the guild +10 levels. Ex. To wear the mage guild cape you need level 76 magic. The cape doesn't have an emote or hood; its just an icon Just make it like a cheaper skill cape, with weaker emotes, +1 level bonus, a option to wear this instead of a "worn symbol", and uglier than the real skillcapes. New Guild Suggestions [hide=The Lumberjack or Woodsman's Guild]Requirements: 50 Woodcutting 50 Fletching 50 Firemaking Features: A large grove of trees amongst a field of flax, bank, tool shop, spinning wheels, A firemaking minigame, 2 anvils, and a woodcutting minigame, the ability to carve and use a new canoe travel system. Location: West of Gnome Stronghold Miniquest examples: creating new bow types; new ammunition, filling out military orders for equipment, light torches (similar to beacons)[/hide] Why include fletching in a Woodcutting Guild? Fletching has very little to do with woodcutting or firemaking [hide=The Beastmasters Guild]Requirements: Wolf Whistle 50 Summoning 50 Hunter Features: Teleport portals to the Hunter areas, Pet trainers, Summoning Obelisk, Summoning minigame, Hunter equipment shop, fur shop, and a cavern where you can collect spirit shards for a small fee, and a Deposit Box Location: South of Yanille Miniquest examples: collecting pelts, hunting rare creatures, collecting summoning ingredients[/hide] Make level requirements for the portals. Also, the "spirit shard cave" should be a mine. The summoning obelisk should be a small obelisk, not one to make pouches/scrolls on. And what are pet trainers? [hide=The Naturalists Guild]Requirements: Drudic Ritual My Arm's Big Adventure 50 Herblore 50 Farming Features: Herb patches that reduce the chances of disease, Large patches to grow stuff, that require 2x the seeds and produce at least 2x the normal crop yield (bigger fields), tool shop, Leprechaun tool exchange, Leprechaun tool upgrades (rake upgrades that cleans a patch in one sweep), larger watering cans, Herblore shop, Herb-examiners, and a deposit box Location: Taverly (opposite side of Taverly to Hero's Guild) Miniquest examples: collect herblore ingredients, grow large food orders, rescue lost Leprechauns, do landscaping on homes.[/hide] What are herb examiners? There should be a seed store, and only one of each type of patch. [hide=The Bandits Guild]Requirements: 50 Thieving 50 Agility Features: Thieving minigame (similar to the mansion game in rat catchers), A new agility course, Thieving tutors, tool shop, smuggling tunnels connecting to Rogues Den and Agility Arena, Bank. Location: Random tunnels across Runescape that lead to an underground lair Miniquest examples: navigating and looting dungeons; creating new smuggling trade routes, stealing important artifacts for the guild, training new adepts at the guild[/hide] Doesn't the Rogue's Den have the exact same requirements? [hide=The Tradesmen's Guild]Requirements: 50 Construction 50 Smithing Features: A Slightly cheaper Sawmil operater, Anvils, Construction Shop (Marble Blocks, Gold Leaves etc), Construction NPCs (taxidermists etc), Tool shop, Tutors/Trainers, Another Blast Furnace, A universal home portal (a portal in the guild that teleports you to your house; no matter where it is, Bank. Location: East of Sinclair Mansion, North of Camelot Miniquest examples: creating large military armory shipments; fixing peoples homes, helping NPC's forfil bar orders, train butlers etc.[/hide] The only military forces in RuneScape are pathetic and are constantly losing valuable bronze, iron, and steel equipment![/sarcasm] [hide=The Slayer Guild]Requirements: 50 Slayer Smoking Kills Features: A slayer gem dispenser (free slayer gems), bank, slayer tool shop, Slayer Masters, Slayer minigame, regeneration pool (similar to mage arena), Slayer tutors, Caged slayer monsters (no slayer xp, just for observation and testing) Location: Morytania Miniquest examples: Slayer tasks, TEAM slayer tasks, Armageddon wars (10 humans against 100 slayer monsters; the more you kill the more slayer xp you receive) You can't put slayer masters in two places at once, perhaps portals to the slayer masters? The team slayer tasks seem like communism;what if 1 high leveled player is doing all the slaying? And the Armageddon War sounds like Barbarian Assault[/hide] Link to comment Share on other sites More sharing options...
tyluke Posted August 28, 2008 Author Share Posted August 28, 2008 To answer some questions Just make it like a cheaper skill cape, with weaker emotes, +1 level bonus, a option to wear this instead of a "worn symbol", and uglier than the real skillcapes. No I am not making a cheaper or knock-off skill cape, people on other forums are trying to push this. the cape is supposed to be just an icon Why include fletching in a Woodcutting Guild? Fletching has very little to do with woodcutting or firemaking Fletching actually does have a significant ammount to do with woodcuting, since a good portion of woodcut materials goes into fletching bows and arrows. Fletching creates bows. you can use bows to light fires after barbarian training :D haha they relate. The Woodsmen's guild is built to incorporate 3 skills that individually wouldn't have enough content for a great guild. Make level requirements for the portals. Also, the "spirit shard cave" should be a mine. The summoning obelisk should be a small obelisk, not one to make pouches/scrolls on. I have no objection to your idea of a spirit shard 'mine' but I would rather create something that isn't dependent on a skill; unless perhaps its summoning or hunter. No I absolutly feel the summoning guild needs a full obelisk Doesn't the Rogue's Den have the exact same requirements? Yes it does; that isn't really controversal to my guild suggestion though :D The only military forces in RuneScape are pathetic and are constantly losing valuable bronze, iron, and steel equipment![/sarcasm] :lol: very true in appearance. you can still make military contracts for mithril, adamante and rune armor; you just won't see it in game. similar as to if you mine, fish, woodcut or gather in MTK; even though you did it; you don't get to keep the raw materials. You can't put slayer masters in two places at once, perhaps portals to the slayer masters? The team slayer tasks seem like communism;what if 1 high leveled player is doing all the slaying? And the Armageddon War sounds like Barbarian Assault I like the portal suggestion; but I am going to go in a bit of a different direction 8-) ; 1. To answer the first bold part. then only the high leveled player gets all the slayer points and experience, players won't be able to cheat; your communism idea isn't relevent either. 2. To answer the second bold part, Yes I guess it does seem like Barbarian Assault, but i hoped it would encourage events like teaming up in GWD, Daggs, or Kalphite queen. Except in this way its a series of people against slayer monsters; so its quick fun xp only 2 skills below level 50 :) Link to comment Share on other sites More sharing options...
dv_trainer Posted August 29, 2008 Share Posted August 29, 2008 How about instead of Veteran Capes, Shields? You could walk up to some guy in the guild and, for a fee, he will paint the shield into the guild's coat of arms. It could require one of your miniquests to get the shield painted along with +10 levels than the guild's entrance requirement The shield could also change its rim colour dependant on how many levels you have, or how many tasks you have completed, and at Level 90 or something to be charged so that it offers 3 or so teleports to the guild Support! Boom! Dead Shot Link to comment Share on other sites More sharing options...
Hawks Posted August 29, 2008 Share Posted August 29, 2008 I support! sig by Soa.....tip.it times.....art & mediadeviantart/flickr/last.fm/steam/twitter/tumblr/youtube Link to comment Share on other sites More sharing options...
Boris5000 Posted August 30, 2008 Share Posted August 30, 2008 A woodcutting guild will never work, A bunch of high level trees next to a bank, It is the only reason why I don't uct yews and magics... Too many people Too far of a distance to bother to click... The hunting/summoning guild is not needed... It wouldn't work unless you add a monster that drops lotsof charms, it still would fail... There is no need for a farming guild, we have a farming mini-game already... Tool upgrades? I don't want a spade that will give me 10% more yeild Bandits guild? We have the rogues den. Construction guild? Hmm, isn't that what a house is for? If you have like 200m gp, it could take afew hours to get 99... I don't think armageddon wars is an appropiate name for the slayer mini game, you make it sound like the world will blow up... Luck be a Lady Link to comment Share on other sites More sharing options...
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