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Guilds Guild Season Rewards & Balancing Of Small/big Guilds

Discussion in 'General Suggestions' started by Hesnilo, Dec 19, 2018.

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Guild Season Rewards?

  1. Yes

  2. No

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  1. Hesnilo

    Hesnilo Well-Known Adventurer

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    Balancing of Small & Big Guilds + Rewards for top 3 guilds

    I know this thread is long but please read it. It would be much appreciated!
    OwO

    There are no objectives to securing territories in this game right now. Let's introduce some.

    First up, why not introduce season rewards into Wynncraft guilds? Each season would consist of a month. At the end of each season, the top 10 guilds will face off each other in a final tournament to win one of the top 3 spots. These 3 top spots will win prizes(@Homruh @Bensky).

    Prizes will be distributed according to the player's participation in territory attacks.
    eg. A player's guild is ranked #2, the max. reward is 8LE. The player contributes to 30/40 territory attacks. The player gets 75% of the max emerald reward which will be 6LE.

    Conquered territories will give guild members in that territory buffs - eg. XP boost.

    Your position on the leaderboard is determined by how many territories you conquer every month. At the end of the month, the top 10 guilds will join a world where they will have a 1-hour game facing off against each other. The objective of the tournament is to capture as many territories as possible. Rewards will be given out to the top 3 guilds who capture the most territories by the end of the tournament.

    An example of the leaderboard.
    #1 Guild X, 20 Territories Conquered
    #2 Guild Y, 15 Territories Conquered
    #3 Guild Z, 10 Territories Conquered
    #4 Guild A, 4 Territories Conquered
    #5 Guild B, 2 Territories Conquered
    #6 Guild C, 0 Territories Conquered
    #7 ... and so on

    To balance out high levelled players and low levelled players when attacking territories, all players will have the same level when attacking a territory - level 50. They can choose a particular pre-made armour and weapon build before they attack.

    Territories will now have a maximum player raid to prevent big guilds from swarming. Mobs will additionally be buffed to make it harder to conquer territories than usual - eg. Mobs will have a level of 20 levels above with modified attack/hp. They will kind of have boss-like attack and hp.

    Monthly Tournament for top 10 guilds

    Only a certain number of players from your guild can only represent your guild in a tournament- eg. 15 people representing each guild for each tournament to prevent big guilds from swarming.

    All players to be in their designated zone for the Guild to join into the monthly tournament faceoff against the top 10 guilds (if the player's guild is in the top 10 rankings). If not all 15 players are there, the team is disqualified from the tournament.

    In the tournament:
    All players consist of the same level - lv 50.
    Each player will choose a class before they enter the world. They will not be able to change their class once they have spawned into the world.
    You have 4 typical abilities per class
    Class damage example:
    Archer high burst dps, very weak hp
    Warrior high defence, low power, high hp
    Assassin, high cc (crowd control such as multi-strike ability), moderate hp, moderate damage
    Note: Invis. only gives speed and invisibility, no strength 3 so assassins can't 2 shot mobs with auto attacks.
    Mage, high spell power, weak hp, weak auto attacks.

    1) Players will be able to choose pre-made sets before attacking a territory.
    An example of an assassin spell set (stats need tweaking) is:

    https://drive.google.com/open?id=1OL6isED7Blwrfrd7d-KowoL7Cpa6q_Kt

    OR

    2) People can still use their current builds and weapons except the item stats will be converted to lvl 50. For example, a lvl. 100 helmet with hp stat +1100 hp would be converted to +550 once the player gets into the war territory.
    (Please suggest which idea is better in the comments!)


    Each guild is given 1000 mobs (challenging mobs) to place in territories they conquer for the tournament. Once they have defeated all mobs in a territory, they can then place mobs of their own. You may spend all your 1000 mobs to protect one territory or you could divide and spend however many you like on other territories. Once all your 1000 mobs have depleted, you may not attack another territory not defend a territory.

    Rule:
    No Alliances between guilds whatsoever

    To combat big guilds from allying with each other, passive players who are called Guild Overseers are handpicked by the head moderator. They monitor the 6 guilds that will be facing off against each other in the weekly tournament. 2-4 Guild Overseers will be allocated to monitor the 6 guilds that will face against each other which are revealed 7 days before the competition. Guild Overseers are moderators who must follow the following criteria when they are chosen to undertake this task:
    1. Must have no connection with anyone in any of the guilds they are monitoring for the weekly duration.
    2. Must remain unbias
    3. Must report any suspicious activity that could suggest alliances
    4. Monitor patterns on the leaderboards
    [​IMG]
     
    Last edited: Dec 25, 2018
    NeonRider and Homruh like this.
  2. SaltyKing

    SaltyKing Banana CHAMPION

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    Almost 100% sure the item rewards wouldn't work.
    For the same reason Wynn has a No refund policy on items lost to hoppers and stuff.
    Those Items have to come from somewhere. Someone has to get those items.
     
    Hesnilo likes this.
  3. SaltyKing

    SaltyKing Banana CHAMPION

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  4. Homruh

    Homruh From 0 Emeralds -> 120 Stacks In 5 Months. HERO

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    A small change is required but I love the idea
     
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  5. Hesnilo

    Hesnilo Well-Known Adventurer

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    Maybe. But there could be a Guild Weekly Tournament Chest and Guild Season Chest where you could redeem your rewards? Kind of like the daily reward chest? But we'll see...
     
  6. pengue

    pengue skr skr VIP+

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    These changes sound very good in theory, but this won't allow for smaller guilds to capture territories and defend them, As a lot of people know a group alliance between some of the biggest guilds in Wynncraft created an alliance between themselves called the Valkyrie group, I doubt that these item rewards would be able to split them up.
    Also, you would just have people joining big guilds such as Imperial just to get the rewards and not to have a fun time with guildmates conquering areas!
    I also think that adding more guild points to smaller guilds that conquer bigger guilds territories would be such a shame, as the big guilds like Hax have worked for all that experience.
     
  7. Hesnilo

    Hesnilo Well-Known Adventurer

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    Edited my original thread^
     
  8. SaltyKing

    SaltyKing Banana CHAMPION

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    I'm just really confused...

    In theory most of it makes sense.
    But in in practice... it just doesn't seem like it will work.

    3Hour games?
    Alot of people don't have that kind of time.
    Especially not 6 guilds worth of 15 people?
    So few guilds could realistically do this and they are ALL big guilds. Hax, Fox, Imp etc and I doubt they could get 15 people on for 3 hours straight without anyone needing to leave for something.

    There have been alot of ideas chucked around for PVP wars or other war revamps but they just are not realistic.
     
  9. Hesnilo

    Hesnilo Well-Known Adventurer

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  10. Hesnilo

    Hesnilo Well-Known Adventurer

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    I hope the simplification of the thread made it a bit easier to understand and not so messy. More feedback is appreciated! Thanks!
     
    Last edited: Dec 25, 2018
  11. tig

    tig EO parkour still sucks.

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    More inflation, yay
     
  12. Hesnilo

    Hesnilo Well-Known Adventurer

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    We are given eyes, not one facing backwards and inside, but two facing forwards and outside.
    One eye for the individualists, two for the collectivists.
     
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