I’m a developer, and let me just say that a well created wireframe like this makes development 10 times easier then someone who isn’t exactly clear about what they want their functionality to be.
The code in a well de-coupled concept practically writes itself and can be handed out piece-meal to multiple devs at once, leading to very fast development. Obviously there are some implications to these that are a little more in-depth but it’s not like tools aren’t largely present anyway.
Some examples of reusable code for guild hideouts:
1. The game already lets you log-in inside your own hideout instead of your last visited act. This means creating an alternative zone and letting your character “remember” it already exists.
2. Non-party members who are on your friend’s list can join your hideout. This means that visiting a zone “owned” by a player isn’t purely restrictive on being in that players party.
3. Guild stash is already configured not to be disruptive when multiple players are accessing it.
As for the idea of “bounties” or “quests”:
1. What else gives us quests: Prophecies! These are connected to an outside system from any specific npc. Sharing quests? Look no further then the heavily abused master rotations!
2. The game already tracks data individually across each character for achievments. This means it could be organized and calculated to determine the “completion” status of a guild bounty.
3. Rewards: We have many interfaces for handing out rewards to players, this includes mtx transaction window, card turn-in, and cadiro. You could stick that in this tab and allow players to grab it if the guild completes a challenge.
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