I referred here to my own idea, as I wrote it after my idea, you probably read too much into it as I think your saying I’d be referring to yours. I only wrote the post as reply to your post for the diagram part.
- selling/buying beacons makes this system complex. Also here it is easier by good trading skills to get beacons cheap. So the danger, rich people get more beacons is higher and for no appropriate effort.
I don’t know about complexity, unless you’d be referring to your idea here.
Otherwise if referring to my idea, it could be just that the guild representatives could mark spots that need to be beaconed and then set(unless the pricing couldn’t be controlled by players) price which would be paid for the player who places the beacon/plot. This would work same way as mentioned here how it works between players, so the guild would have limited amount of free plots(which can be raised by the before mentioned way in my first post) to use, but the players should “donate” them as in the guild cannot craft plot placer to use the guild plots, but they must be bought from players, while not taking away from the players own plot limit(I don’t know if that makes sense but I hope it does ).
Obviously if the pricing is decided by players griefing is possibility, as in ripping off noobs, which I wouldn’t consider a clever/smart way to make riches(only a person who perceive him/her self more intelligent than they are in reality would). But as I finished the idea, it’s still very raw and requires work and more thought to be put in to make it something that could work in the best possible way.
Also since I haven’t heard that how guilds will work in certainty when we reach 1.0, I think the guild leveling could be beneficial in other ways as well as increasing the allowed plots for the guild, not to mention these could be tied to the player count to make it more appealing for people to stick with guilds rather than guild jumping, but I guess that could make it’s own topic.