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Guilds [guild Fortresses]

Discussion in 'General Suggestions' started by Insensible, Aug 17, 2018.

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  1. Insensible

    Insensible Travelled Adventurer

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    Hello everyone,

    Before we begin I want to say that I have done some research regarding the Housing System suggestions and it looks like the majority of the community doesn't approve of it. I want to say that Guild Fortresses will function differently and any reasons that are against Housing shouldn't really apply here. I will have a different section at the end of the thread answering possible comments.


    General
    The Guild Fortresses will function as small castles within Guild Territories. Now, you may ask yourselves; "so each territory will have a Guild Fortress? It is a no-no."

    There will be certain areas that will have a Guild Fortress. Basically 10 areas around the entire map should be enough. The Guild Fortresses will basically provide the guild with a couple of Perks and Bonuses.

    Perks

    • Extra space to store your items.
    • A way to give items to Guild Members. (w/ a cost)
    • Somewhere where Guild Members can spend their time.
    • The area around the Guild Fortress will give x3 items and exp.
    Basically Guild Fortresses will be the House of a Guild.


    Buildings
    Considering that the world is filled with buildings here and there, Guild Fortresses will have to be something small, yet comfortable for the Guilds.

    Each Guild Fortress will be unique depending on the surrounding area. For example, if it is close to a forest it will noticeably have more wood in it than a Fortress close to a mountain, where it will use more stone than wood.

    The Guild Fortresses shouldn't be more than 35x35 or 45x45. Inside each Guild Fortress there will be 3 floors. The main floor, the top floor and the basement.

    • Top Floor
    The top floor will be the area where the Guild Members will "sleep". It will be filled with beds and tables.

    • Main Floor
    The main floor will be somewhat like a tavern. It will have a Bar and tables filling the place. There, Guild Members will be able to spend their time role playing or minding their own business.

    • Basement
    The basement will have the treasure of the Guild. There, Guild Members will be able to store their personal items and contribute towards the Guild by giving emeralds to the Guild Bank.

    Note: Each Guild can have up to two Guild Fortresses at a time.

    Features
    Now, there are certain things in the suggestion that just don't add up. Things like "Guild Bank" or "Bar" don't make much sense to y'all so I will break all of that down and explain in-depth what each of these things will do.

    • Bar
    In the Bar there will be an NPC named "Bartender" the bartender will be able to provide you with simple potions such as Mana, HP etc but also create custom potions such as Strength, Leap and whatnot.

    1) Simple Potions
    Simple Potions will require 15 EM/ 5 potions. The Guild Master or Officers will have to purchase potions every time the Bar is out of stock otherwise they will have to purchase potions through the Pot Seller in big cities.

    2) Custom Potions
    Custom Potions will require certain ingredients to be made. Custom Potions will be something around the nature of "Loot", "EXP" etc. Basically a Loot Potion will give you 50% more chance to get a higher tier item when killing a mob for 5 minutes or so. To create a Loot Potion for example you would need to have 6 mushrooms, 4 sugar, 2 wheat, 8 eggs and maybe some special or more rare item.

    Now, this is something certainly most of you don't think is good for any reason. But let me explain you the pros of the certain feature;

    Guild Members will go on expeditions where they will have to gather resources to stock their potions. This will create a more alive environment to the entire server as well as give some purpose to the Guilds. As for now, there isn't much a Guild can offer you so I believe that it will be a great way to give some purpose to them.

    Furthermore, it will give a challenge in managing a Guild. As for now there aren't many concerns a Guild Master have to worry about so I believe that worrying about the economy of the Guild will provide a challenge, thus more fun, to the whole Guild System.

    • Guild Bank
    The Guild Bank will provide the Guild with 3 slots. In these slots the Guild can put Bankers. Also, the Guild Bank will provide 3 slots for enderchests (Personal Bank) so that the Members can put & take items right from the Guild Fortress.

    1) Bankers
    Each Banker will require a monthly (in-game) payment otherwise it will be gone. The Payment will be something like 50,000 EM/ +1 Banker. This means that the first Banker will need 50,000 EM, the second one 100,000 EM (150,000 EM total). Each day in Wynn is- give or take- 25 minutes which means that almost each day they will have to pay. This may sound very pricey but I believe it gives an extra purpose to the Guild as a whole and an extra challenge to the Guild Management.

    The Guild Bankers will have a better exchange rate (The Higher their level is the better, maybe have 5 levels). For example 14 EM -> 1 Gold instead of 16 EM.

    2) EnderChest
    The Enderchests won't require a weekly payment but it will cost quite a lot to purchase one. I believe that the first enderchest should cost 10,000 EM the second one 15,000 EM and the third one 25,000 EM. This shouldn't be a problem for the bigger guilds but it will certainly be a challenge.

    • Guild Quests
    I think that after playing on the server for a lot of time (A few years, maybe?) you will reach a point where you will have completed all quests. I know that they keep adding quests and it is great but it does take some time to make/test and finally add them to the game.

    I believe that spending some time considering - creating and then adding tiered Guild Quests it will make the server more alive in terms of Quests and Challenges. The quests will be like;

    1) #1 Tier

    The most simple quests where any member of the Guild can complete. They will reset every 2 (real life) days.

    The First Tier quests should be around about 8.

    2) #2 Tier

    The second Tier quests will be somewhat more difficult, again, any member of the Guild can complete them but they will be for Level 45+.

    3) #3 Tier

    The third Tier quests will be even more difficult. They will provide a great challenge to all the Guild Members. To complete these quests the Guild Members must be in pairs of 2+ (in a Party) and they must be over Level 45.

    4) #4 Tier

    The most difficult Guild quests. They will require 4+ Guild Members (in a Party) and they must be over Level 75.

    Each Tier will provide the Guild Members each, as well as the Guild as a whole. I haven't though of anything in-depth but I am sure that you can think of something that will possibly make them fun and worth the Guild's time.

    • Fortress Levels
    Now, when a Guild controls a territory, the Guild Members receive greater rewards. By upgrading your Fortress these rewards will be even greater.

    There will be 100 Fortress Levels. On every Fortress Level upgrade the controlled guild territories will provide the Guild Members with +0.25 EXP and Chance of getting a better item. Basically in Fortress Level 1 the members will have 0.25% chance of getting a better item on kill + 0.25 EXP. (If a Mob drops a Common Item and gives 2 EXP a Fortress Level 1 may get an Uncommon or whatever the next tier is and 2.25 EXP)

    • Guild Guards
    The Guild Warriors will basically be similar to those in Ragni, Datlas and wherever else. Each Guild Guard will be different (Archer or Warrior) and they will have 25 Levels each.

    Each Guild Guard level will give +0.25 Strength to each individual guard but also on Levels 5, 10, 15, 20 and 25 their Weapons and Armour will upgrade to the next better armour/weapon.

    The Guards will attack and kill nearby Mobs as well as Enemy Guilds. If a neutral player hits them then they will attack and kill them. If the player doesn't have any soul points and he drops his items then they will be stored inside the Guild Bank.

    Each EXP and Items mobs killed by Guild Guards give will be stored inside the Guild Bank and also be given to the Guild (Items will be stored, EXP will contribute towards upgrading the Guild)

    On each territory the Guild Management can add up to 15 Guards.

    1. Guild Level 25: 5 Guild Guards
    2. Guild Level 50: 10 Guild Guards
    3. Guild Level 75: 15 Guild Guards
    4. Guild Level 100: Ability to Upgrade the Territory Guild Guards
    The Guild Guards will protect the territories (Fight mobs and Players that attack them) as well as Fight against Guilds that attack that Territory.

    • Guild Wars
    For a Guild to take over another Guild's territory they will have to kill all the Guards and stay inside the territory for 15 minutes (To capture it). After that the territory will be theirs. But, if all the players lose then they will have to wait 7 (real life) days until they attack again.

    In order to begin a war you will have to have a certain amount of members online (15 Minimum) otherwise you won't be able to attack the certain territory.

    If you attack the territory in which the Guild Fortress is and you capture it then all the enemy's Guild Territories will be yours. Although, the Guild Fortress will have more than 15 Guards (Maximum 25 Guards) and also they will have 3 Lives. (You will have to kill 75 Guards in-total) + Wait 30 instead of 15 minutes inside the Guild Fortress to capture it.

    If Members of the defending Guild are online at that time then they will have Speed 1 + Strength 1 inside the Guild Fortress.

    This will make Guild Wars much more difficult but also much more fun and "realistic".

    • Guild Territory Farms
    If a Guild has a Territory in which there is a Wheat or Animal farms then they will get paid by the Farmers. The Guild will be able to set the Tax amount (Maximum 3 EM/Week).

    The higher the tax the lower the production and happiness of the Farmers. The Farmers will leave the Farm if they are too unhappy but they will produce much faster if they are very happy.

    This will create some short of economy and give life to the server. Enemy Guilds that conquer Farm Territories will be able to take all the Loot (All the stored wheat) but also all the EM from the Villagers. This will add an extra challenge to protecting a territory.

    Also, Mobs will attack and frighten Farmers causing them to lose Happiness points (Making them Unhappy) and if they die they won't respawn unless you pay a certain amount of EM.

    Final Note
    I want to thank you for your time and hope that you enjoyed this suggestion.

    • This will cause Lag.
    No, it won't cause any significant Lag to the server. The Guild Fortresses will be limited (10) which means that they won't cause any Lag at all. The Guild Guards will function similarly to the current Guards, they won't be causing any significant damage. Maybe a tiny bit if they are all gathered together. Everything will actually be as it currently is except for the 10 new structures and the new plugins that introduce the new features.

    • It is a waste of time for the Builders and Developers
    This argument isn't really "smart", I guess. The Builders' job is to create new structures and that is exactly what the suggestion is about. 10 new structures. This won't require a lot of time (Obviously it takes time to prepare the building and then actually construct it but it is not as if they are making a castle or whatever).

    The Developers' job is to make plugins that will improve the server and I think that there aren't many or any cons in this suggestion really. It only provides positive stuff and give life to the current, pail in my opinion, Guild System. Also, this will give a reason to new players to look forward to making a Guild.

    If you have any other concerns please ask me below.

    Constructive Criticism and Feedback is greatly accepted but I shall not accept Hate or irrelevant comments (e.g "No")
     
    Last edited: Aug 17, 2018
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  2. Twilo101

    Twilo101 Well-Known Adventurer VIP+

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    Minecraft:
    Before I start I want to say that I like how much detail you put into this idea, and I can definitively agree with the idea of having Guild Halls (or Fortresses, Bases, you get the point).

    The main problems I see with this idea is that:
    1. There is a limited amount of territories with fortresses, which will cause guilds to fight relentlessly over them, and as such one guild cannot have a fortress long enough to get comfortable in it and build it up because..
    2. Taking territories isn't all that hard if you have a few coordinated members, unless the defending guild pours all of their money into this one territory

    Although hard to implement lore-wise, I would prefer a Guild Fortress which your guild can purchase and permanently keep without a threat of it being gone after 10 minutes. Also, I feel like there shouldn't be a limited amount of fortresses, because this would cause smaller guilds to be left out of this part of the game entirely.
    Lastly, the upgrades and decorations for a fortress should be really expensive. It'd be a good money sink to help fix the economy (even if just a bit) and it'd motivate all the members of a guild to contribute towards their own fortress.

    Tl;Dr I like the idea, but it needs refining
     
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  3. akita neru

    akita neru hashire sori yo, kaze no you ni, tsukimihara wo... HERO

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    Ah man, I thought this suggestion would've been wizard fortress for guilds. Disappointed
     
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  4. Insensible

    Insensible Travelled Adventurer

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    Hey,

    I do see your points and agree with certain of them so I have come up with a small yet useful system that could prevent what you're suggesting from happening.

    Once capturing a Territory with the Guild Fortress in it you will be given 1 Month (real life) to prepare your defenses and whatnot. One month is more than enough in my opinion to get decent/good defenses and prevent other guilds from attacking you. Furthermore, I think that once being attacked and winning (The attacking guild loses) no other Guild will be able to attack you until 14 days (real life) have passed. This will allow the Guild to prepare (Revive Guards, Come up with a plan etc) and be ready for the next attack. Maybe 14 days are too little but I find 1 month too much.

    Also, you state that with the current system it is not that hard to capture a territory. That's the main reason behind the Guild Guards. I think that they will be to a similar level of a decent player (According to their Level of course) which means that there shouldn't be a big problem with losing a territory easily. Also, I think along with the Normal Guards there could be (Max 2/ Territory) 2 Iron Golem Guards. This will make it even more difficult for a territory to be captured.
     
  5. flip

    flip Chef HERO

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    its a housing suggestion in disguise, do not be fooled.
     
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  6. Insensible

    Insensible Travelled Adventurer

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    Not similar at all. You see, the Housing suggestion had multiple disadvantages which cannot be found in my idea. The housing idea had multiple small houses that could be rented by the players for a certain amount of time. My idea is much more creative and fun.

    You obviously fail to understand the concept of it but no worries, everyone who wants to be "cool" acts like that. If you had actual arguments then I would be more than happy to listen to you and answer them but obviously you don't.
     
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  7. A Human

    A Human Definitely not an alien. VIP+

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    Minecraft:
    Good idea, however there is room for improvement.

    Let me first say, this is much better than the usual housing suggestions.

    Now, time for criticism.
    1. Where will these be placed? I find it would be cool for some territories to be classified as ‘fortress territories’ and if a guild owns one of those has access to /guild fortress to access the fortress or something.
    2. Extra storage space isn’t really nescessary. I think it would instead be better for the bankers there to give a slightly better exhange rate for gold/emeralds (15 emeralds / 1 gold instead of 16/1)
    3. Potions sounds cool, but I think instead of making thwm give acrual potion effects, maybe special wynn-related effects (5 minutes of +10% loot bonus, 2 mins of +50% xp bonus excluding dungeons and quests)
    3. The guild guards seems like a watered-down version of guild defense. I think it should stay the way it is.
    4. The guild levels system there sounds cool, but perhaps it can be renamed ‘fortress levels’ to not confuse it with normal guild levels and only affect the territory with the fortress (that way max level guilds don’t just get insane amounts of xp and tons of mythics)

    But overall the suggestions is good, you should add a poll!
    ________________________________
    I think they’re joking.
    ________________________________
    You also underestimate the time needed to complete all the quests. I have played for around 4 months and have completed all the quests save two, Hidden city (its broken and unfinishable) and Hollow Sirene (really don’t feel like it)
     
  8. Insensible

    Insensible Travelled Adventurer

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    This sounds very cool. For example we have 10 territories which are going to be "Guild Territories" and in those territories the Guild will have to pay to have a Guild Fortress... This could make it even more challenging to start, manage and protect it, thus more fun.

    This sounds more useful, I totally agree. When I said more space I meant that the Guild Bankers would give you 2 Vaults instead of one (If you haven't unlocked it). I like your idea better though.

    Again, more fun than normal potions. I agree once more.

    The reason behind Guild Guards is to actually make a more "alive" version of the Guild Defense system. I find the current system pail really. So it actually a redesigned Guild Defense system with some twists.

    Ah, yes. That's what I wanted to call them in the first place but I was reading something about Guilds at the time to make sure I didn't make any mistakes. Thank you for pointing that out.
     
  9. A Human

    A Human Definitely not an alien. VIP+

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    And one more thing, these prices are honestly very low. In one playthrough, a single player will acquire over 200,000 emeralds from completing all quests.
     
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  10. flip

    flip Chef HERO

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    well played my man.
     
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  11. Insensible

    Insensible Travelled Adventurer

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    I increased all the prices to make it more realistic and made some changes to the Idea.

    Also, I don't want to add a Poll yet because as you can see (an example is flip) people who are toxic will probably vote No because they might think it is a Housing Idea "in disguise"
     
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  12. A Human

    A Human Definitely not an alien. VIP+

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    They were joking, probably misread the title. Most people here actually read the whole suggestion though, don’t worry.
     
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  13. Insensible

    Insensible Travelled Adventurer

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    Joking or not I clearly stated that I won't accept "hate" or irrelevant comments so yeah, I am kind of strict as this is my first suggestion and I don't want it to be filled with s**t comments, jokes or not.
     
  14. tig

    tig EO parkour still sucks.

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    hidden city is fixed now tho
    ________________________________
    Dont come onto the wynncraft forums and expect a thread without irrelevant posts
     
  15. seeksery

    seeksery Wybel Photographer HERO

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    Minecraft:
    How about no
    This doesn't make it more challenging
    It just makes it so that losing = losing a lot of money
    Mythics aren't untradeable and I would hate to lose a thrunda due to lag
    The war itself isn't made hard due to this
    It just punishes you severely for losing
    Thus it makes untradeable items in builds favored
    @InnerJoker I win look at my above sentence
     
  16. Insensible

    Insensible Travelled Adventurer

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    It does make it more challenging because if you do lag- as you say- then you will consider it twice before going to war. Also, it will balance the entire Guild War system as guilds will have to get very strong in order to attack another guild while the other guild will have to make strong defenses to prevent the enemy from attacking.

    It looks to me as if you haven't played many strategy games. PvP in minecraft is pretty much clicking and that's all. By adding great drawbacks (Such as losing items on death) it will lead Guild Leaders to think of a plan before actually attacking and that is one reason why I chose to play on Wynncraft. If you have a group of 4 players (Different classes) then you can easily beat even the strongest monster, if you have a plan of course.
     
  17. seeksery

    seeksery Wybel Photographer HERO

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    So do you lose untradeable items or
    Also that doesn't answer my question about lag
    Like just a sudden spontaneous long death
    Or the infamous void glitch happening
    ________________________________
    What happens when the fortress is taken but you have items stored
    Are they just stored until it's recaptured
     
    Last edited: Aug 17, 2018
  18. Insensible

    Insensible Travelled Adventurer

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    Why would you be carrying untradable items? Unless you mean weapons and such then no, you should be able to restore them through either the banker or just keep them on-death

    I edited that out I think... Bankers just have a better exchange rate. (It was about Guild Bankers, you would have 2 PVs instead of 1 even before level 10 but kinda dumb idea)

    You never said anything about death? Also, you would simply die and respawn to the last big city you visited or however that works.
     
  19. A Human

    A Human Definitely not an alien. VIP+

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    Still needs a map push though

    It’s very common to die in guild wars, and yoh already are punished, since you lose soul points and you can lose items if the soul points are too low. Losing all your items will make it so nobody would ever want to war for fear of losing a mythic and never getting it back.

    Also, people saying ‘housing in disguise’ aren’t hating, they are just making a joke. I agree it’s not really a funny joke, but it’s not hate.
    ________________________________
    People keep untradable items because often there are untradable weapons (like from dungeons) or horses from dungeons too.
     
  20. seeksery

    seeksery Wybel Photographer HERO

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    Minecraft:
    Cack-cack
    here's a build immune from your death system
    https://wynndata.tk/s/Mw34LY
    yes it's usable
    after all
    i use a modified version of it
     
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