Housing & Guild
Mock TL Report
by Uriel, posted 1/23/04
Note: Due to the recent change to TL report formats,
there are no 'solutions' proposed here, save where it is unavoidable (i.e.
pointing out the problem is also suggesting a solution).
Summary: The Foundations expansion has been a great success and positively
affected the game as a whole, proving to be more than the "fluff" many
predicted. Nothing is ever perfect, however, and housing is no exception.
Confusion over house transfers. Most players do not have a clue what happens
when a house is transferred, especially with regard to decorations and
hookpoints inside the house.
There is no way to monitor guild house vaults, tools, decorations, etc. While
the permissions settings allow you to restrict access to those you trust, there
is no recourse when that trust is abused. The hands-off CSR policy is correct;
however, players should be able to police themselves without revoking all
The number of items allowed in a house is also felt by many to be lower than it
Lack of a permissions setting for hookpoints, to facilitate sharing of a single
house by multiple accounts, each of which may need a separate crafting tool or
Portal merchants and others available for purchase could use more
The Heroes scroll on the Sauvage, Isles, and Heroes portal merchant takes you
to the "remnant zone" of Trials of Atlantis. This requires a second portal if a
player wishes to reach the main part of ToA. Since there is nothing to do in
the remnant zone, and it is also only one zone among many, the odds are that
nearly every player who ports to Atlantis through the housing merchants will
then port again through the Hall of Heroes. This is slow and inefficient.
Houses are extremely static.
Merchants (and other NPCs) in houses, because of the uniform skins and names,
detract from the individuality of and sense of ownership in houses.
Seasonal (fall, winter, Christmas/Yule/Dark Age equivalent, etc) decorations
and garden products.
Setting prices on Consignment Merchants can be extremely tedious, especially
for those who sell many of the same item.
Craftable housing objects, or at least dyeable ones.
Reinstitution of the lock feature.
Multiple levels of decorations based upon the house level.
Summary: Guilds are, obviously, a smashing success, since virtually
everyone is in one, and would be regardless of how good or bad the guild system
itself is. Perhaps because of this, the guild system has remained nearly
stagnant while other systems have been added and improved. As a result, it is
functional, but lacks some of the polish other game systems have.
Guild administration is still handled entirely through slash commands. What
happened to the GUI?
There is no actual "guild bank", making it cumbersome for a guild to support
crafters, get cash to newer characters, or simply store gold for a large
Alliances are limited, both in size and functionality. In particular:
Limiting alliances to 20 guilds serves no discernable purpose.
There should be no need for 'dummy guilds' to lead an alliance, simply so that
players in multiple alliance guilds may have access to alliance leader
Alliance officers have no means to chat privately without creating a chatgroup.
Not all guild commands work across zones (or regions, or whatever they're being
termed these days). With an ever-increasing number of these (home zone, enemy
frontier 1, enemy frontier 2, Shrouded Isles, dungeons, Trials of Atlantis), it
can make using these commands a hassle.
1) The same guild emblems
have been available since the game's release. Newer ones to fit with the
expansions and newer lore would be nice.
2) Purge of inactive guilds in order to reuse names/emblems.
3) /gc autodemote command.