This is a suggestion I’ve thought about for now about 12 hours: NPC-leaded guilds. I’m not asking to change every guild so they have a NPC leader, far from it. I thought of doing something more like ordered, like thieves in the Thieves’ guild, the merchants in the Merchants’ guild, etc…. These guilds would have a NPC leader and they could do things a normal guild can’t, like to give quests
Also, the NPC-leaded guilds could have access to some items only accessible to the guild-members (for example, the merchants' guild could sell stands where players could put their stuff so everybody can see them, but can't take them away except if he has the required pick pocketing level. The result could vary, depending on the level in the appropriate skill and the faction points (in this case, skill: pick pocketing, factions: merchants and thieves))
This point can be seen as having “Guild quests”, which would be done individually.
For example: The leader of the Mercenary calls one of the members of the guild (The player is the member of the guild if you hadn’t already guessed), then tells him this: Mercenary <enter the Player's first name here>, A man has bought the services of a mercenary, and you're the one who is going to work for him. The man is called <Random NPCs' name here>, and located nearby <Random location which suits the NPC's job well here>. Meet him there. He'll tell you what to do. (The NPC then pops up when he's supposed to wait for the player (to make so there's not tons of NPCs one over another, they pops up at different positions in the specified zone, but not more than five.) When the player enters the zone, the NPC automatically sends a say in the NPC section, telling what he wants you to do. At the end of the quest, you get reward points in the related factions (if the NPC was a merchant, you get points in the merchant and the Mercenary faction), along with the fee. The guild claims around 50% of the fee, and leaves you the rest.) When you get enough faction points in the related faction, you can meet the guild leader who can promote you to a higher rank. Also, there's a "cap" faction points required to join the guild. The faction points you have affects your relations with the NPC guild members (For example, when you are at zero in a faction, the related guild is just neutral. When over zero but under the cap level, they're friendly but still not willing you to join them. When your faction points would be under zero, the members of the related guild could be aggressive and hostile, going to an extent to even to refuse to interact with you until your faction points goes back around zero. When over the "cap" level, they can allow you to join them. There would also be a "cap" level (that one would be based on the guild points, rewarded for doing guild quests.) required for each rank of the appropriate guild).]
As an addition that could be added later in time (With or without that addition, the main idea doesn’t change.) would be that the players could request the services of the guild, and it gets delegated to members like said before. (To me, this addition seems a lot harder than some things said here. (Not that I say that it is harder, it’s only what I think of this addition to my idea))
I think making these guilds impossible to disband might help my idea. These guilds are not leaded by players, and they would have NPC members in it. For example, the Merchants’ guild wouldn’t only have players as members, because NPCs like Jayose (the guy owning Hydlaa’s library) are merchants too.
Also, these guilds could help the players to order what their characters will do in Yliakum, because not everybody is a famous ulbernaut hunter. This could also help order the world better (two examples: the hunters hunt beasts. They then sells the skins and furs to a tanner, who will after tan it to sell it to peoples who will change the tanned skins and furs into clothing they will then sell to merchants who will also sell these products in their shops. The Miners' guild mines metal ores that will be sold to metalworkers, who transforms it in bars and ingots. The metalworkers then sell the metal bars and ingots to artisans who will transform these in objects of their craft, which they will sell to merchants who will sell them in their shops. I think it would help the game if this was added to it.
This was my suggestion. If you think I did something wrong when posting it, please tell me about it and I will try to correct it. Please, this is my first topic on this forum, so I'd like to have constructive comments if possible.