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Guild Update Discussion Thread

Discussion in 'Guild Discussions' started by Tealy, Nov 23, 2020.

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  1. Tealy

    Tealy a businessman of sorts GM

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    With the Changelog coming out earlier today, (https://forums.wynncraft.com/threads/1-20-gavel-reborn-changelog.277744/),

    I am very interested in all the new Guild changes that have been explained more thoroughly, and what the rest of the Community thinks of this.​


    Here's what's been posted on the thread about guilds, and my thoughts:
    - Added a Guild Bank which allows you to share items with other guild members. There are two different banks: one for everyone, and one for the high ranked members. Make sure to trust your guild members if you put high-value items in there.

    I think this will be a very interesting dynamic to add to guilds, especially if this means you can turn contributed emeralds back into actual physical emeralds. I'm not sure if that's what they mean, or if contributing emeralds will even still work in the same way, or at all, but just food for thought.

    - Added an easy option to switch guild ownership to other guild members

    Finally
    - Improved the guild creation process

    Not enough information to comment really, though I would like it if it was more than just talking to a villager for 5 minutes.

    - Added various Guild menus (member list, territory list, compass shortcut)

    Polish like this is what makes an update really feel like an update. It's the same feeling I got from seeing that sweet ass design for the Tome page. Seeing more customized menus for Guilds is long overdue, and I hope they are of as high quality as that one.

    - Now allow Guild Tags to be 3 or 4 letters long when creating a guild

    uh oh

    - Increased the guild creation price to 20 LE (81,920 emeralds)

    Less 3 player guilds, this is probably a good thing. Keeping the endgame content of Guilds, endgame. I feel like right now having the Guild master in Cinfras is too encouraging for level 60-70 to believe they are meant to save up and make a guild, unintentially losing all there money to unlock a feature they can barely participate in at their level. I hope this higher price will discourage that from happening.

    - Added a new rank between Captain and Chief: Strategist. Strategists can upgrade your guild towers and territory bonuses (we'll talk about that more later)

    Pretty pog, and probably necessary with this scale of update, with so many more factors being introduced.

    - Added guild notifications popups (you can disable this with /toggle)

    Even more harassment of guild members to participate in wars? This is extreme swag

    - Added Guild Badges which allow you to set a theme for your guild (ex. Traders, War Hungry, Social, etc)

    Nice QOL addition, will be fun to play around with. I am glad they are adding things like this along with all the big changes. Even if these badges don't necessarily do anything, I think Guild pride and self-identifying is important, especially with the more community based guilds.

    - Improved the guild level up message

    now with extra swag sauce

    - Fixed a bug where guilds wouldn't level up until you joined a new world

    Bug go boom, very happy noises

    - Reduced level XP requirements (we still suspect levelling might take too long right now, let us know how much effort it takes to level your guild up during beta)

    We'll see in the beta.

    - Improved the level up rewards

    Extra swag, now there will be more incentive to level up outside of "Yay, I could theoretically have 30 people in my 8 person guild now! Woo!"


    Starting a war will no longer spawn hundreds of mobs to fight. Instead, you will be transported into an arena with a tower in the center. This tower is called the "Guild Tower" and act like a boss you must defeat. The defending guild can buff this tower with various resources and add special abilities. However it is not a one-time purchase, you must continuously pay to keep your defences up.

    So no more mobs? Alright. This will be very interesting to see how it affects the guild metagame. Lifesteal tanks will likely phase right out, if there is just 1 tower mob. I'm interested to see how teamwork will be incorporated into these fights. Maybe 1 person will tank the insane damage, other person is a cannon? Does the health regen too fast to wittle down as hyper tanks? Will the guild battles be a rush for 5 glass cannons to destroy the tower before they're wiped? I think this will take a lot of time on the Beta to examine fully.

    Guild Trading Routes

    You get resources by simply holding territories. There are 5 types:
    - Emeralds (generated on every territory)
    - Wood (mostly found in forest territories)
    - Fishes (mostly found in the ocean)
    - Ores (mostly found in Gavel)
    - Crops (mostly found in Wynn)


    I am very glad they did this. THIS is why guilds are going to be so much more interesting. You can't have it all anymore. Even the big guilds will need to really think not just in DMs with other guild leaders, but also in regular gameplay. Which territory do I attack? Will this territory even help me that much? Where do I need to protect the most? Which territory do I tax the most to defeat my enemy? Where do I have to blockade to stop my trade route being cut? All these questions and more will need to be addressed, and I am so so excited. This is what guilds needed.


    After capturing territories, you will have the option to make it a Headquarters Territory. Every 2 minutes, the excess resources each territory gathers will start moving towards your Guild Headquarters one territory at a time. At the same time, your Headquarters will also start sending resources out to your entire empire to feed the needed resources. You can think of your HQ a bit like your empire's heart.

    This is like what I was talking about above. You will actually have to THINK about this! This is such a monumental improvement from the patchy territory capturing we have currently. Empires will evolve organically.

    [​IMG]
    Pretty cool
    [​IMG]
    Oh wow, that's pretty nifty
    [​IMG]
    Alright, pretty standard I gu-
    [​IMG]

    -WHAT. Boys... GUILDS ACTUALLY MAKE A GAMEPLAY DIFFERENCE NOW
    This is certified swag

    There might be times where your empire is too far away from important resources to get them yourself. In this case, you can also ally yourself with other guilds. When allied, you can send hourly tributes or gifts to each other to make up for missing resources. But be careful, resources you exchange with allies will also need to move through each territory and get taxed. An enemy guild could cut off your trading routes by closing their borders.

    This was pretty necessary when adding territory tax. As Salted said later in the thread, I am worried about people finding ways to create unbreakable alliances, though we will need to experiment more to see if such a thing is even possible/profitable.

    - Wars are no longer done on separate servers. Instead, starting a war will bring you and your group to a regular WC server with enough slots.

    okay

    - Territories no longer generate XP

    wait.. But how do we get xp then? Did I miss something? Comment down below! also hit the sunscribe button

    - Added a Territory Map by pressing L (or opening the advancement menu)

    Certified swag menu moment

    - Added a Guild Icon feature for VIP+ which shows up on the Territory Map

    What like, custom icons? For the whole guild if you're VIP+? This is more of what I was talking about with guild badges. Definitely +1 Swagbuck

    - Attacking a territory will cost emeralds (you can use your personal emeralds or your guild emeralds)

    This is probably good. This will help to eliminate the braindead territory tug-of-war that has plagued guilds since they released, which I am pretty sure is a good thing.

    - Fixed territories name (llevigar/olux territories east-west being switched, efilim being misspelt)

    I didn't even know about this but that's kinda funny


    That's my thoughts. Now discuss!​
     
    Last edited: Nov 24, 2020
    Dwicey, pogge5 and Salted like this.
  2. one_ood

    one_ood c lown VIP

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  3. dr_carlos

    dr_carlos Morph Gang!

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    But you still only have to be level 40.
    In fact, I created the guild I am in when I was level 43 or something because it only cost 5 LE so I just went on horse all the way from Llevigar.
     
  4. Tealy

    Tealy a businessman of sorts GM

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