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Guilds Dungeons Territory Update

Discussion in 'General Suggestions' started by The_Sky_Rider, Nov 19, 2020.

?

Opinion?, Feel free to tell me criticism

  1. Yes

    25.0%
  2. Ehh (don't care but might like it)

    12.5%
  3. No thank you

    62.5%
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  1. The_Sky_Rider

    The_Sky_Rider *UNFOUND*

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    Guild:
    So everyone knows that Dungeons are among the best sources of XP (Normal Undergrowth ruins gives over 100,000 XP) so there should be a way for guilds to get in on the action, I looked through the top 5 suggestions pages and didn't see anything relating to this so I'm suggesting adding territories to dungeons (Not the entrance but actually INSIDE the dungeon)
    so inside the dungeon there will be a banner next to spawn that you can use to attack the territory, Instead of 5 minutes to battle its 1 minute I'll explain why later I'm going to try to order things by importance,
    ACTUAL OWNERSHIP RULES
    1. XP rule, So I know that your guild normally gets 1/3rd of the XP and emeralds in the territory but this is a exception (That way owning the dungeons are not too OP) instead of getting 1/3 of the XP you get 1/10 (Emeralds are normal because you don't earn very many compared to the same amount of time elsewhere)
    2. Ownership rules, As having 1 dungeon is going to massively increase XP production each guild is going to have a limit of 1 dungeon that they can own, This is to allow some of the smaller guilds to actually profit from this
    3. Conquering rule, Instead of 5 minutes of grace you get 15, Again this is to allow the smaller guilds to profit form actually conquering a Dungeon, Failing to conquer the dungeon is still a 5 minute wait though
    4. Entry Fee, While you have a Dungeon Guild members (Along with anyone they are partied with) are allowed to enter at any time for free, However if you do the dungeon rewards (including XP) is reduced by 25%, You can still spend a key and your rewards will be unaffected
    COMBAT AND CONQUERING RULES
    1. Starting a Raid, So I already said that you only get 1 minute to prep and the reason is you still need to do the dungeon A maximum of 4 players can attack a Dungeon and when you start it 3 other people in your guild can enter for free so that way they can help attack, If a guild member is currently in the dungeon they are unaffected by the guild attacking the dungeon and is ignored, Anyone helping to attack the dungeon is teleported to a small waiting room
    2. Combat, After your 1 minute you begin the attack, 3/4ths of the Monsters that the guild has summoned are randomly spread through out the combat zones of the dungeon and are required to pass the zone, All combat zone requirements are also doubled and Guild monsters don't drop Tokens, If you get all Tokens and spend them the door saves your tokens and when the last Guild monster is defeated it opens
    3. Boss Fight, The boss is the last zone, No guild monsters spawn here but the Guild can buff the boss by spending Emeralds, I will list the cost for boss buffs later
    4. Winning the Dungeon When you beat the boss the dungeon is complete, However 1/4 of the monsters that the guild summons spawns after the boss as a last gasp effectively, This is probably going to be the 2nd hardest spot (Depending on boss buffs and dungeon)
    DEFENDING RULES
    1. Summoning monsters, Depending on the dungeon monsters are going to cost different amounts, The exact number is ,Monster Cost * (Dungeon Level/4)
    2. Buffing the Boss, The cost is multiplied by Dungeon Level cost as well, and it costs in Decrepit Sewers (as its level 1) 250 Emeralds per level (the Base cost) to a max of 10, Each level grants the boss a 10% stat boost, so 10% increased damage and 10% HP As well as 10% Dungeon Rewards (This is to make it a bit more risky to buff the boss as the Dungeon rewards include Emerald but NOT XP)
    DUNGEON COSTS
    1. Decrepit Sewers, Mob and Boss price unaffected
    2. Infested Pit, Mob and Boss price is 25% more expensive
    3. Lost Sanctuary, Mob and Boss price is 50% more expensive
    4. Underworld Crypt, Mob and Boss price is 75% more expensive
    5. Sand Swept Tombs, Mob and Boss price is doubled
    6. Ice Burrows, Mob and Boss price is 125% more expensive
    7. Undergrowth Ruins, Mob and Boss price is 150% more expensive
    8. Galleons Graveyard, Mob and Boss price is 175% more expensive
    9. Corrupted Decrepit Sewers, Mob and Boss price is tripled
    10. Corrupted Infested Pit, Mob and Boss price is 225% more expensive
    11. Corrupted Lost Sanctuary, Mob and Boss price is 250% more expensive
    12. Corrupted Underworld Crypt, Mob and Boss price is 275% more expensive
    13. Corrupted Sand Swept Tombs, Mob and Boss price is quadrupled
    14. Fallen Factory, Mob and Boss price is 325% more expensive
    15. Corrupted Ice Burrows, Mob and Boss price is 350% more expensive
    16. Corrupted Undergrowth Ruins, Mob and Boss price is 375% more expensive
    17. Eldritch Outlook, Mob and Boss price is 5 times more expensive
    As you can see the better the dungeon the harder to defend it
     
  2. dr_carlos

    dr_carlos Morph Gang! VIP+

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    I think this works, and would fit, though it's probably too late for 1.20...
    However, it seems to be well thought out and (at least somewhat) balanced.
     
  3. The_Sky_Rider

    The_Sky_Rider *UNFOUND*

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    Guild:
    Thanks any suggestions?
     
  4. dr_carlos

    dr_carlos Morph Gang! VIP+

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    No, I quite like the idea.
    One idea to add to it is having a territory for the Forgery itself, where you would get x% of the total Corrupted Dungeon Xp...
     
  5. The_Sky_Rider

    The_Sky_Rider *UNFOUND*

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    Well. The reason I didn't do that is because you won't need to do a dungeon to get it and you will get effectively 7 dungeon territories
     
  6. dr_carlos

    dr_carlos Morph Gang! VIP+

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    But could there be a territory for the entrance of the Forgery, so that the emeralds from the corrupted dungeons would go in here?
     
  7. The_Sky_Rider

    The_Sky_Rider *UNFOUND*

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    Guild:
    Actually now that I think of it. That might not be a bad idea...
    Maybe it gains 1/25 of the XP from all the dungeons and 1/10 of the corrupted emeralds
    It will have to otherwise act like a normal territory, Which is the problem, EVERYONE is going to go for it it will be under attack as soon as it is allowed to be attacked
    If I could find a way to balance it to make it more like a special territory and harder to attack/defend make less worth the constant tug-o-war between the guilds I would definitely add it, And I will most assuredly credit you for the idea, I hate taking un-deserved credit
     
  8. dr_carlos

    dr_carlos Morph Gang! VIP+

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    Cool!
    BTW the idea is amazing and I like the detail
     
  9. The_Sky_Rider

    The_Sky_Rider *UNFOUND*

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    Got any ideas on how I can implement it?
     
  10. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    Creator Karma:
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    Minecraft:
    imagine having to go through a dungeon (especially CUR) just to reclaim your territory after it was attacked
    the fact that qira's boss room is its own territory is already stupid enough
     
  11. Theeef

    Theeef Self Proclaimed Idiot CHAMPION

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    I don’t think there is any healthy way to balance the XP from dungeons that guilds would get. Idea is decent in theory but I’m personally just not a fan of it.
     
  12. The_Sky_Rider

    The_Sky_Rider *UNFOUND*

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    Qira's boss room gives a LOT of XP but only once per class
    In a sense its balanced and people is going to want to conquer it to before finishing the quest,
    It give loads of XP every once in a while unlike most territories which gives small amounts rapidly
    Also you still get the XP from completing the dungeon (extra to be exact from the summoned mobs)

    ________________________________
    Well Its still in development, When I learn information I edit it in response, I intenionally added a dungeon territory limit of 1 because owning more then one will give guilds MASSIVE amounts of XP
     
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