I know Guilds have been discussed before but never in any real detail, that I've found, or how they would impact the game. Here is my thoughts on their additions and ways to hopefully make the game more fun and longer lasting.
One of the greatest issues I have with Haven is lack of depth and the ease of mastering skills that should take much longer. About a month in you have steel plate, swords, merchant robes, dragon helms... This is a serious issue. If you can make everything so early from then on out its just a matter of staying ahead of material quality and the grind begins.
I suggest we add a loose guild status system that both maintains long term game play and rewards true progress, not forced feeding or rushing. Sample titles would be Apprentice, Journeyman, Master, and Grand Master. Each level of status would be its own skill set, rewards, and requirements.
At Apprentice level, whatever the crafting skill, you would be able to access the basics only. If you were a metal worker or smith this opens anvils, scythes, metal cauldrons...Leather workers would be able to make slings, leather clothes...Cooks would learn the basics of roasting meats, grinding flour, and simple assembly of items like breads... Miners may be only able to mine level one.
At Journeyman level you might move up to making things like bronze weapons and armor, leather armors, more food crafting.. Also at this level you can not exceed base item quality. This limits rushing and rewards the next step. Miners would be only able to mine levels one through three.
At Master level you now have spent your time learning your skills so you can begin to make higher level items such as steal weapons and armor, the cutthroat curaiss, higher level foods... This would also be the level at which can exceed item quality such as with anvils or other tools. Miners could mine levels one through four.
At Grand Master level you have mastered your skill to a point you can know add your own touches to items. Maybe swords are extra sharp and can deal more damage such as historic Damascus steel or your armors are so well fashioned they increase defence slightly. Your foods may give bonus FEP's... Whatever the bonus its a well deserved one at making it to this level. Miners can now mine all levels.
Combined with these levels of progression should be a system that that binds ability as well as skill in an area. So in the case of advanced armor making you may need a certain level of strength to forge metal, dexterity to meet the rythm needed for production, constitution to endure the process... Setting physical limits to each level then requires much more effort to achieve a level.
Each guild level should open its own new set of a skill tree and items it can produce and only once these levels are achieved. This creates long term game play, goals to achieve, and makes character development more an issue than rushing to just get a skill and it all be open to make. For example the steel making skill can only be unlocked once reaching Master level.
These level requirements should not be easy task to achieve. We know people will try and rush or force feed specialists to get there faster so the Developers must set the bar higher as each level goes. As it is a month in and you have high level items being produced. This needs to be curtailed else we only get the rage wars of conflict that taper down to huge player base drop out because they burned through it all so fast.
Well this is my attempt at a new balance. What does everyone else think?