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Guild pubs editions
Posted: Sat Dec 27, 2008 9:41 pm
by The stranger
Hi,
So, the guild pubs always looked a little dry to me. I never liked this "complete copy" areas (guild pubs- recolored watcher's pub). At least, when they had no story meaning (that's why I also want a kirel redesign, but that's another story).
So I came up with a few suggestions for additions we could put in the guild pubs. Just to make them different from the watcher's pub:
1. Closed roof.
2. Big "myst library" style lamp on the roof. But I mean really big.
3. Instead of the regular doorways and "doors" (not really doors, if you look at them), square doorways with wooden doors (closed, of course).
4. Small round rock tables, with 3-4 chairs around them, were people can sit. Like the ones in the kahlo pub (or what's left of them). There are 3-4 around the imager.
5. On the second (top) level, some other wooden doors. Tere are pics hanging on the wall, many of them are broken, those which are not broken are showing pics of the guild members (d'ni members, of course). One of the doors there is open. It is a 'heek room. There is a 'heek game machine there, like the one in the 'hoods.
6. Back to buttom level, in many of the places where there are doorways, today, there are bars. Like the one in kahlo pub. Just smaller.
7. On one of the tables, there is a notebook giving loads of info about the guild (in whatever guild pub you are).
That's it... I'm not a programmer in any way, so I hope anyone like the idea or the concept and put it in the game in some way.
Opinions?
Thanks, the stranger.
Re: Guild pubs editions
Posted: Sun Dec 28, 2008 7:25 am
by Chacal
Good ideas, and easily implemented. Pretty much like the options in the neighborhood. Those are all things we can do right now. It would be possible to add these into a separate prp, and you would be able to activate any number of them by editing your sdl file. On a Shard, the admin would use VaultManager to turn them on and off.
Re: Guild pubs editions
Posted: Tue Dec 30, 2008 2:23 pm
by GPNMilano
IMO Changing the Guild Pubs isn't such a good idea. The way I imagined the Guild pubs is that they are all rooms off of the main Guild Hall. And that eventually Cyan would open up the main hall of the Guild, with the ability to travel from the Guild Pubs to the Guild Hall (This can be done via the "ball room" door. That upon entering it the client takes over, moves your avatar through the door. Loading screen pops up and when you're done loading you're now in the Guild Hall's hallways. The animation being similar to the exterior Gahreesen Doors. Each guild pub leading to a different hallway, and each hallway leads to the main guild hall itself which is a public area as well. So you can either link via the Nexus to the Guild Pubs, or to the center Guild Hall, and travel from there to one of the pubs.
Re: Guild pubs editions
Posted: Tue Dec 30, 2008 3:36 pm
by The stranger
This is idea is nice (though personally I would not like to see that. If we were told that the pubs were in the ciry proper, and we would get the guilds hall on it's own, I would be happier. It seems all the areas we get in the game are in ae'gura!), but I can't see why my idea can't work with that. I mean, how can few decorations hurt? it could make the place a bit more than a repainted watcher's sanctury.
Re: Guild pubs editions
Posted: Wed Dec 31, 2008 1:14 am
by GPNMilano
The stranger wrote:This is idea is nice (though personally I would not like to see that. If we were told that the pubs were in the ciry proper, and we would get the guilds hall on it's own, I would be happier. It seems all the areas we get in the game are in ae'gura!), but I can't see why my idea can't work with that. I mean, how can few decorations hurt? it could make the place a bit more than a repainted watcher's sanctury.
All of the places are in Ae'gura because thats where the city proper is, that's where all places are. Its like New York City, you have china town, you have Queens, Manhattan etc, but they're all just districts in New York City, which is an island. J'tareri, The Guild Pubs, Sharper's Office, City Proper are all on the Island of Ae'gura.
The hoods, are along the cavern walls surrounding the city, Kveer is its own island, as well as a few other places. Even the Uran silo however is somewhere in the A'shem district of A'egura.
Re: Guild pubs editions
Posted: Wed Dec 31, 2008 2:34 am
by Marten
Argh. Guild Pubs. They make me cry.
What we need are our own spaces in the Guild Hall, not Guild Pubs that are all copies of the Watcher's Sanctuary (why? Are they even anywhere near the Sanctuary? Did the same architect design them all?).
And the Greeters' pub... there was no way to rectify that against canon. I know they were given their own Pub for logistical reasons but it was a mistake, really... a huge mistake. At best, it suggests the DRC found some of the D'ni rock-molding equipment and desecrated an existing space to create a gathering room for the new modern guild. Archaeologists internationally would cringe. (See how terrible it is to try to explain this within canon? It has to go.)
Re: Guild pubs editions
Posted: Wed Dec 31, 2008 5:20 pm
by Erik
GPNMilano wrote:J'tareri, The Guild Pubs, Sharper's Office, City Proper are all on the Island of Ae'gura.
The City Proper is
not on Ae'gura. The City Proper is along the cavern walls like the 'hoods. The City you link to from the Nexus with the Palace, Tokotah and harbour is on Ae'gura, but that's not the City Proper. From the D'ni FAQ from the DRC website:
It has become common in the caverns to refer to Ae'gura as "the city." The City on the cavern wall is then referred to as The City Proper.
I do not like the Guild Pubs either... The journal in the Watcher's Pub made it seem like the Watcher's Pub was a truly unique location in D'ni. The Guild Pubs detract from the Watcher's Pub... Perhaps the Guilds can build their own Guild Pubs? (The Guilds could help each other with that) Perhaps that would be better if they want.
Re: Guild pubs editions
Posted: Wed Dec 31, 2008 5:23 pm
by The stranger
Maybe you are right. I think that maybe the guild hall could be a great place for the guilds. I wonder if Cyan will ever have a chance to build it.
Re: Guild pubs editions
Posted: Thu Jan 01, 2009 5:39 am
by GPNMilano
Erik wrote:GPNMilano wrote:
The City Proper is
not on Ae'gura. The City Proper is along the cavern walls like the 'hoods. The City you link to from the Nexus with the Palace, Tokotah and harbour is on Ae'gura, but that's not the City Proper. From the D'ni FAQ from the DRC website:
It has become common in the caverns to refer to Ae'gura as "the city." The City on the cavern wall is then referred to as The City Proper.
My mistake, when concerning the City Proper, I had always thought that the proper was everything above the courtyard area built into the side of the Guild Hall mountain. Uran, according to the ki's coordinate system, is not on aegura either, but is also not in the City Proper, so its some other weird district.
The journal in the Watcher's Pub made it seem like the Watcher's Pub was a truly unique location in D'ni. The Guild Pubs detract from the Watcher's Pub... Perhaps the Guilds can build their own Guild Pubs? (The Guilds could help each other with that) Perhaps that would be better if they want.
Not at all. Actually the journal in the watcher's pub even noted that the materials to build the tree weren't all that unique and were found in other areas, while the pub itself was built in the year 4000 DE and changed hands several times before Kadish bought it and renovated it into its current incarnation with the ball puzzle. But the pub was used as a meeting place for the wealthy and intellectual of D'ni to meet before that. Kadish turned it into what it is today.
Re: Guild pubs editions
Posted: Tue Jan 06, 2009 9:28 am
by Marten
GPNMilano wrote:Kadish turned it into what it is today.
Not quite. Kadish turned it into what we saw in Complete Chronicles. The DRC restored it into what it is today.

And wow, what a difference. I'm telling you, real archaeologists should be screaming at the top of their lungs.