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Guilds Merchant Guild

Discussion in 'General Suggestions' started by MikuJuk, Jun 30, 2021.

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What do you think of Merchant Guild

  1. Why Isn't it in Wynncraft already?

    6.3%
  2. It's good

    62.5%
  3. It's Fine... I guess

    25.0%
  4. It's too Underpowered/Overpowered

    0 vote(s)
    0.0%
  5. It's Bad

    6.3%
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  1. MikuJuk

    MikuJuk HICH FAILURE

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    Hello I'm Miku and I wanted to tell you about my idea about as the title says Merchant Guild this is the new type of guilds I want to show you so let's get to the point

    1. What is a Merchant Guild?
    Merchant guild will be as I said a new type of guild. During the creation of a guild you will be able to pick what type of a guild you want to create. You can pick:
    Warring
    Community
    Merchant

    You will be able to pick Communinty+Warring/Merchant but not Warring and Merchant. Merchant Guild would is based on escorting cargo from one Territory to another by a cart that you will be able to upgrade. After you pick the Merchant Guild you will be able to choose where you want to put your Cart

    2. How does it work?
    In the territory, you picked an NPC that will appear that you can interact with and that you will have 4 options:
    -Travel
    -Cart Upgrades
    -Cargo
    -Guards

    (I will explain Cargo, Cart Upgrades, and Guards later). When you click "Travel" you will be able to choose where you want to go on a starting Cart you can only move 2 territories but you will be able to upgrade your Cart to go even further. Then you will start an Escort Mission (like the Aledar cart one) where you have to escort your cart you won't go through all the way because the road would be scaled down based on how far away point b is from point a. If you fail an escort mission you will lose 50% of the cargo and come back to the territory you started to travel on you will also have to repair your cart (this will of course cost emeralds)
    2.5 High-risk zones
    In some places like Nether Plains, there will be a High-Risk zone going through that zone will mean:
    -Stronger Enemies
    -You will lose 65% of the cargo
    -Higher repairs costs
    -But you there will be lower Travel Costs and lower Cargo Tax (15%)


    3. Cargo
    When you choose "Cargo" you will be able to buy cargo from yours or guilds emeralds from Apples to Weapons you will have maximum weight your cart can take at once so you won't be able to take 100kg of swords that's just dumb of course you can upgrade the cart so it can take more cargo.
    3.5 Supply and Demand
    In some territories, there will be a higher demand on let's say apples so they will pay you more for apples than peaches that way you can make bigger profits. But in some places, the demand will be lower that means apples won't pay as good as in places with higher demand ( you can see how much cargo will sell for when arriving at your destination)

    4. Taxes
    Everyone loves taxes right? So let's say you want to travel from Ragni to Detlas but Ragni Territory is owned by guild ABC and Detlas Territory is owned by guild XYZ that means you will have to pay for crossing from one guild ABC territory to XYZs one the price wouldn't be high but the comes the 2nd part... Cargo taxes (you really think you can just easily profit from traveling from place a to place b nooo) guild that owns the territory that you will sell your cargo will get 20% (10% if you are allied with that guild) of the Emeralds you get that can be a lot but guilds will be able to help you using guards which I will explain later


    5. Cart Upgrades
    Sooo you've been grinding a lot of emeralds I see GREAT! so now you can buy Upgrades for your Cart, there will be few upgrades that will make your life easier like:
    -Carts Maximum Health (well it's self-explanatory it just gives your cart more health so it doesn't get destroyed by monsters and robbers)
    -Carts Maximum Weight (it will allow your cart to take more cargo but more mobs will spawn)
    -Carts Maximum Distance (you will be able to travel further but that will mean longer travel time)
    -Carts Maximum Speed (you will be able to travel faster)

    6. Guards
    So defending your cart by yourself isn't the easiest task? Introducing Guards! they will help you defend your cart you will be able to purchase up to 5 guards and guilds will be able to buy them as well guards will help you until you are in that guild territory if you buy a guard he will be there with you until they die but buying a guard isn't that easy because the costs of travel will be higher the more guards you have.

    7. Goods Transportation Across Provinces
    If you want to travel from one province to another province you will have to purchase a boat same rules as traveling by cart but the distance is bigger allowing you to travel from island to island you just have to be careful of pirates trying to get aboard your ship and steal your cargo.

    8. The End
    So that was a little longer than I expected it to be I'll give some scrapped ideas below I scrapped them because I want merchant guilds to be an alternative to people that don't really like the whole warring thing and all. But yeah that's all from me give me your opinions below if that would be a good thing for Wynncraft or not.

    Scrapped Ideas:
    -You can send guards to escort the cart themselves (I scrapped that because I thought it was too easy and people would just be able to afk and get money for that the pay would be lower as the guards would take more money than normal but it was still kinda bad)
    -Guild can send soldiers and try to steal your cargo (I think it would just be too one-sided if every guild would be able to have stronger mobs that will steal everything instead of 50%)
     
    Last edited: Jun 30, 2021
  2. Skylaar

    Skylaar erm VIP+

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    Seems interesting and complicated, although I'm not sure how well it work in practice
     
  3. Samsam101

    Samsam101 Star Walker GM CHAMPION

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    Very cool idea, but how would it tie in with new new changes (guild seasons and stuff)
     
    AlleonVera and dr_carlos like this.
  4. MikuJuk

    MikuJuk HICH FAILURE

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    I think it would have different challenges and 2nd leaderboard for merchant guilds with different rewards
     
    karmakle likes this.
  5. karmakle

    karmakle Travelled Adventurer VIP

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    I like this idea is extremely interesting, I just feel like it could be built on in a few ways. First make it so that guild members, and guilds a collective can buy and sell goods from npc all around the territory which would make so guild members would have to search hard to find a good deal. Second make so individuals can buy good transport and sell goods to other territories things sold this way can give the individual income but if they want to have guild support they have to pay a percent to the guild. Third make it so merchant guilds themselves can transport resources, and emeralds used in guild wars, this would make it so top guilds would search for the good merchant guilds to ally to so they can get there emeralds to the areas there warring quicker. Fourth, merchant guilds can ally, put an embargo on territories, and negotiate deals with warring type guilds. This would allow trade guilds to more effect the map of Wynncraft (also add so warring type guilds can put tariffs on merchant guilds). This are just some things that could be add which in my opinion will make them more dynamic.
     
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