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Custom guildbases
Posted: Wed Jun 17, 2026 3:10 pm
by Reijo
Hello Team,
there were like 36 guildbases around the world, limited to one guild each. They could guild port there.
Please set to all of these bases an innkeeper, so any guild could set their base to these places
Simple and fair solution
Re: Custom guildbases
Posted: Wed Jun 17, 2026 5:01 pm
by Montery
Yeah seems sad to see them abandoned the way they are. Leaving the NPCs with the old guild tags, to sort of memorialize the original guilds, but letting current guilds use them as bases (even if it means sharing them, which I doubt any would have a problem with) gives them back their original purpose. But I also know the GMs here have said repeatedly they have their own dream for how guild bases should work so looking forward to hear more about that.
Re: Custom guildbases
Posted: Fri Jun 26, 2026 8:12 pm
by Octosaur
Hot Take: I did not like the guild bases.
They were all very same-y, they took up space in the open world which could have been used for questing zones/hubs, and they provided teleportation and even vendors in very far-flung corners of the world. Un'goro crater's design is supposed to be isolating to the player and make them struggle for vendors or easy access. There being guild based secreted away in the mountains giving that guild easier transportation to the furthest reaches of Azeroth as well as anyone who stops by access to an extra vendor/armorer for the zone was a real drag.
The current system of turning existing inns into guild bases is far less egregious though I think there are some places such as Silithus which should remain un-guildable if only to prevent the furthest reaches of Azeroth from feeling too gamified and accessible.
I would argue that rather than placing guild bases out in the world that spaces be set aside for them in more settled areas or towns. I don't think the world will suffer should Sentinel Hill gain a new church, nor if a new bunker should appear near Kharanos. But principally if I run into a place when I am out and questing I would like that place to be a neat new questing hub/location rather than a convenient stop to refill my food/water, repair my armour, empty my bags, and get new reagents.
Re: Custom guildbases
Posted: Sun Aug 02, 2026 9:13 am
by Lin
They were nice features, but sadly not open for everyone. Were there any other discussion on this?
Re: Custom guildbases
Posted: Sun Aug 02, 2026 11:10 am
by Berdal
Octosaur wrote: Fri Jun 26, 2026 8:12 pm
Hot Take: I did not like the guild bases.
They were all very same-y, they took up space in the open world which could have been used for questing zones/hubs, and they provided teleportation and even vendors in very far-flung corners of the world. Un'goro crater's design is supposed to be isolating to the player and make them struggle for vendors or easy access. There being guild based secreted away in the mountains giving that guild easier transportation to the furthest reaches of Azeroth as well as anyone who stops by access to an extra vendor/armorer for the zone was a real drag.
The current system of turning existing inns into guild bases is far less egregious though I think there are some places such as Silithus which should remain un-guildable if only to prevent the furthest reaches of Azeroth from feeling too gamified and accessible.
I would argue that rather than placing guild bases out in the world that spaces be set aside for them in more settled areas or towns. I don't think the world will suffer should Sentinel Hill gain a new church, nor if a new bunker should appear near Kharanos. But principally if I run into a place when I am out and questing I would like that place to be a neat new questing hub/location rather than a convenient stop to refill my food/water, repair my armour, empty my bags, and get new reagents.
I like this take
Would be interesting to see what the Octo devs are cooking up. But I liked the TWoW implementation of choosing an Inn as a HQ.
Re: Custom guildbases
Posted: Sun Aug 02, 2026 4:47 pm
by Reijo
Berdal wrote: Sun Aug 02, 2026 11:10 am
Octosaur wrote: Fri Jun 26, 2026 8:12 pm
Hot Take: I did not like the guild bases.
They were all very same-y, they took up space in the open world which could have been used for questing zones/hubs, and they provided teleportation and even vendors in very far-flung corners of the world. Un'goro crater's design is supposed to be isolating to the player and make them struggle for vendors or easy access. There being guild based secreted away in the mountains giving that guild easier transportation to the furthest reaches of Azeroth as well as anyone who stops by access to an extra vendor/armorer for the zone was a real drag.
The current system of turning existing inns into guild bases is far less egregious though I think there are some places such as Silithus which should remain un-guildable if only to prevent the furthest reaches of Azeroth from feeling too gamified and accessible.
I would argue that rather than placing guild bases out in the world that spaces be set aside for them in more settled areas or towns. I don't think the world will suffer should Sentinel Hill gain a new church, nor if a new bunker should appear near Kharanos. But principally if I run into a place when I am out and questing I would like that place to be a neat new questing hub/location rather than a convenient stop to refill my food/water, repair my armour, empty my bags, and get new reagents.
I like this take
Would be interesting to see what the Octo devs are cooking up. But I liked the TWoW implementation of choosing an Inn as a HQ.
Nice idea!
My main point is that they could be somehow used and included into the world, because now they are just standing alone. It does not matter if trough questing or something else. They are nice easter egg places what everyone should see once.
Re: Custom guildbases
Posted: Mon Aug 03, 2026 7:53 am
by Octosaur
Reijo wrote: Sun Aug 02, 2026 4:47 pm
Berdal wrote: Sun Aug 02, 2026 11:10 am
Octosaur wrote: Fri Jun 26, 2026 8:12 pm
Hot Take: I did not like the guild bases.
They were all very same-y, they took up space in the open world which could have been used for questing zones/hubs, and they provided teleportation and even vendors in very far-flung corners of the world. Un'goro crater's design is supposed to be isolating to the player and make them struggle for vendors or easy access. There being guild based secreted away in the mountains giving that guild easier transportation to the furthest reaches of Azeroth as well as anyone who stops by access to an extra vendor/armorer for the zone was a real drag.
The current system of turning existing inns into guild bases is far less egregious though I think there are some places such as Silithus which should remain un-guildable if only to prevent the furthest reaches of Azeroth from feeling too gamified and accessible.
I would argue that rather than placing guild bases out in the world that spaces be set aside for them in more settled areas or towns. I don't think the world will suffer should Sentinel Hill gain a new church, nor if a new bunker should appear near Kharanos. But principally if I run into a place when I am out and questing I would like that place to be a neat new questing hub/location rather than a convenient stop to refill my food/water, repair my armour, empty my bags, and get new reagents.
I like this take
Would be interesting to see what the Octo devs are cooking up. But I liked the TWoW implementation of choosing an Inn as a HQ.
Nice idea!
My main point is that they could be somehow used and included into the world, because now they are just standing alone. It does not matter if trough questing or something else. They are nice easter egg places what everyone should see once.
If the concern is about preservation then do they all require preservation, thus perpetuating the issue of their all being samey, taking up valuable space, and interfering with zone aesthetics. I don't think Eastern Plaguelands is made better by the inclusion of an estate filled with vendors right as you walk into it.
If you want to preserve one for posterity's sake, to preserve some aspect of the legacy, I don't think that will brook any complaint but most of them didn't belong where they were to begin with. If the concern is about having more space for guilds then why not expand the inn thing outwards to existing buildings? The bunker leading into Loch Modan at the foot of the two statues. That would be a cool place for a guild base. Maybe the further away from civilisation your guild base gets the fewer amenities it provides so you might have to accept you won't get a reagent vendor or an armourer if you want your base to be that isolated pirate ship off the coast between Dustwallow and Tanaris. But crucially that pirate ship being there means devs would need to move it in order to build anything new on that unused coastline, which is fine for a boat but far less so inland such as with the base at the south of Silverpine.
I don't think they all need to be preserved but I don't think they all need to go either, and heck maybe turn one of them into a lil questing hub with NPCs being named not directly after but in subtle reference to the guild who used to own it, provided ofc they are zone-appropriate.
Re: Custom guildbases
Posted: Tue Aug 04, 2026 5:40 am
by Bonecrushaa223
Octosaur wrote: Fri Jun 26, 2026 8:12 pm
Hot Take: I did not like the guild bases.
They were all very same-y, they took up space in the open world which could have been used for questing zones/hubs, and they provided teleportation and even vendors in very far-flung corners of the world. Un'goro crater's design is supposed to be isolating to the player and make them struggle for vendors or easy access. There being guild based secreted away in the mountains giving that guild easier transportation to the furthest reaches of Azeroth as well as anyone who stops by access to an extra vendor/armorer for the zone was a real drag.
The current system of turning existing inns into guild bases is far less egregious though I think there are some places such as Silithus which should remain un-guildable if only to prevent the furthest reaches of Azeroth from feeling too gamified and accessible.
I would argue that rather than placing guild bases out in the world that spaces be set aside for them in more settled areas or towns. I don't think the world will suffer should Sentinel Hill gain a new church, nor if a new bunker should appear near Kharanos. But principally if I run into a place when I am out and questing I would like that place to be a neat new questing hub/location rather than a convenient stop to refill my food/water, repair my armour, empty my bags, and get new reagents.
Agreed 100%. Guild bases should only be near major settlements to keep remote zones isolated and dangerous! There's plenty of underutilized space to integrate them near capital cities.
Those bunker buildings that stick out of the mountains of Dun Morogh that are just unused set pieces? They would be perfect guild halls. And it'd be easy to house a lot of guilds there condo-association style.
Compounds and ranches can be built into the mountains north of Westbrook Garrison in Elwynn Forest. Another valley can be added in Orgrimmar that's a residential neighborhood for guilds.
The only exception for "far away" guild bases should be near Steamwheedle towns (Booty Bay, Gadgetzan, etc.). Goblins make sense as neutral real estate brokers, making those spots the ideal home for cross-faction guilds.
Fill in underutilized areas around capital cities, and leave wild zones untouched to preserve the isolation and danger places like Un'Goro and Silithus are supposed to have.