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Guilds Alternate Guild Wars, A New Meta

Discussion in 'General Suggestions' started by Gearsalt_Mark, Aug 19, 2018.

?

Good idea?

  1. Yes

  2. No

  3. Yes, with some changes

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  1. Gearsalt_Mark

    Gearsalt_Mark Travelling Merchant CHAMPION

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    Guild wars seem SUPER grindy to me. Spell, run away, heal, spell, attack, run away, heal, it's boring when you're actually in the war because there's no strategy, just a horde of mobs. Personally I've met people who love warring, but it's because of the territories, no one I've talked to has ever told me they love the actual battle itself.

    My suggestion, hopefully, fixes that.

    Some people die in guild wars because it's laggy. Some die from inexperience. Some die from the overwhelming amount of mobs. I suggest a counter to all of it.

    I suggest a way of warring that provides a bigger challenge and requires more thought. I suggest making the guild wars on a seperate terrain, one from a list of like, 7 or something.
    A few can be chosen, from simple plains to a mountain the splits the terrain in the middle that forces people to go around it, a plain with a moat on the left and right side to create a funnel effect, a cliffside that rises to one side to give areas for archers, etc etc., I'll leave this map creation part to the mods who are much more creative than me, but if this gets more than 100 "yes" or "yes with tweaks" votes, I'll personally draw some sketches of maps I think would be interesting battle fronts and include them in this thread.

    The general idea is:
    1.) Wars function in a similar way to the Underground Crypt dungeon boss fight, summoning minions, not fighting yourself.

    2.) You do not spawn them, you buy a set limited amount and give specific instructions, like baiting the enemy, creating a wall of soldiers and archers to support, rushing in with mobile and high damaging warriors to break their defenses before the main army arrives, etc etc. Basically, an actual STRATEGY game.

    3.) A guild sets up their "defense strategy" which is what their soldiers do, and on what terrain they make that formation. (Defending guild always has the advantage because they can choose what terrain they want to fight on) The defending guild cannot change it's stategy (as the defending guild may or may not be online)

    4.) The attacking guild must have a captain who creates the battle strategy in beford the war starts --> Starting a war will have the same counter, but as soon as it's done all members will be taken to a "war room" fit with a table and chairs to fit the theme. They are given maximum half an hour to come up with a plan, but can cancel the timer by pressing a button for "ready" when they are ready. If no plan is made, or no soldiers are bought, the war is a forfeit, and neither side loses money, but the defending guild cannot be attacked for another 3 IRL hours.
    4.5) If soldiers are bought, but no plan is made, soldiers will spawn in and do nothing, and the captain must then give them orders in real time, or forfeit the war.

    5.) The attacking guild must buy attacking soldiers with guild money (provides a money sink since losing can be a waste of money).

    6.) The captain who initiated the war CANNOT fight, but any other present members can run alongside the army and fight. However, the enemy soldiers will be just as strong, or stronger than the player (depending on the level) meaning the participating players cannot one-shot everything, but having people join in wars is a valuable addition, making people want to join wars even more. Dying in war does not lose soul points or items, you instead become a ghost, but you are forced to stay next to the captain to avoid cheating and looking closer at the enemy battle plan, unless you type /war leave.
    6.5) Players who participate in wars cannot destroy the enemy castle, meaning you still need an actual army to win.

    7.) The captain acts as the head of the army and can change their plans mid fight, telling them to draw back and heal, to make a wall, push forward, etc., if their original plan is not working. Patience is a virtue. The captain can also forfeit the war at any time and be refunded for all living soldiers.
    7.5) Guild owners who initiate the war give their soldiers a "morale boost", giving all stats in the army a 5% boost. This boost can only be used once every 6 real life hours. (Guild owners will be more motivated to play, and the cool down prevents them from being the sole cammander every time)

    8.) Wars will have a 45 minute time limit, if the challenging guild does not win, they are refunded the money from all living soldiers. Every life lost is a true loss.

    9.) The way to win is to either eliminate the other army, or manage to destroy a small "castle" on the opposite side of the field, much like the spin off clash of clans game that uses cards. (I forgot the name)
    9.5) The defending guild MAY NOT cross the halfway mark of the terrain. They just win by destroying the enemy army, or staying alive unter the timer runs out. Additionally, all soldiers who defend automatically receive a 7% defense buff. Defending, in real life and in video games, always gives you the strategic advantage.

    10.) Every war lost by the defending guild gives them a 12 hour grace period. Every defending win, a 6 hour grace period. Every forfeit within the first 10 minutes a 3 hour grace period ^^^
    If you, the challenger, find a way to beat their army, it would be unfair if you could "rinse and repeat" and win ALL of a guild's territory in a single night. Such a long wait time provides a fair middle ground for people from other time zones to prepare.
    10.5) Attacking another guild forfeits your grace period. Attacking another guild is not limited by anything other than your guild bank. You can attack as much as you want to. If you enjoy wars but don't want to keep attacking and losing money, see 11 below.
    10.7) Any soldiers lost in an attack will be automatically bought through the guild bank If selected, or the soldiers you purchased previously will become "suggested" selections to re-fill your previous army. If you wish to change your army, you may disregard the suggestion.

    11.) Because purchasing an entire army will be exlensive, Guild captains can practice their strategy through mock wars. They give directives for both sides, and work with only 1/2 of an army on both sides. The captain cannot change the directive of the challenging army, like in a real war, but can still experiment with combat effectivnesse.
    11.5) Because these are SOLDIERS any mock war has a 15% chance to create casualties (broken bones, twisted ankles) and may cost the guild between 0.5Le -> 10Le at maximum.

    12.) Every war won awards the territory you enacted a war on, and more territories, but depending on the level of said territory, and the level of the defending guild.
    Lower level guilds fighting lower level guilds will win 2-3 territories of a similar level. Guilds fighting near Ragni will take 2 maybe 3 territories, the lower level you are in comparison to the defending guild helps you. (As higher level guilds should have more people, more money, etc.)

    The way it works is that you receive points, and each territory is worth a certain amount of points, and the lower level in comparison you are the more points you earn, after a win you can spend these points on many low level territories or a few high level ones.

    This makes higher level territories more valuable for higher level guilds and lower level ones more valuable for lower level guilds.
    Because wars take a long time and have a long wait time, a bigger reward is more feasible.
    12.5) Territories you win give you a minor buff, guild members of a respective guild will be awarded 3% bonus in all stats in territories they own.

    13.) If a guild is being attack from multiple locations near the same time, the very same army and very same terrain will rendered for each challenging guild. If each challenger wins / loses the the grace period given to the defending guild is automatically the largest one given.
    If 2 attack at the same time, one challenger wins, giving them 12 hours, and the other loses, giving them 6, the defending guild is given 12 hours.

    Awesome player suggestions;
    @Muchwag
    "don't get 2 territories get the 1 you warred for"
    Bad idea now that I've been given a different suggestion, 20-45 minute wars with a long cool down need a bigger yield than 1 territory

    I poured a lot of thought into this because we have a large player base of lvl 100's that has nothing to do and ends up straying from the game, because they "finished it", so I think something like this that involves a lot of thought, has no level limitations, includes player interaction and has a variety of strategies to really make the player think, will really grab hold onto the players' imaginations.

    Well, that's what I got so far, it might be command block heavy which is a con I realize, but I really think the dev team is amazing and can do anything they put their minds to. I mean, we have WYNNCRAFT for f*cks sake, who would have imagined this game could even exist in Minecraft??

    Any constructive feedback is appreciated, any suggestions I feel are particularly noteworthy will be included above!
     
    Last edited: Aug 20, 2018
  2. Theeef

    Theeef Self Proclaimed Idiot CHAMPION

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    I like this idea a lot. Thing is, how do you organize where mobs can go and what they can do... or do you just choose a hoard of mobs to spawn in and then they just kill the other army with no specific formation..
     
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  3. Gearsalt_Mark

    Gearsalt_Mark Travelling Merchant CHAMPION

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    The hoard vs hoard is a really shitty outcome that I hate in stategy / war games, what I'm thinking is that they have primary and secondary directives. "Proceed in this fashion" and "kill enemies", as well as "wait for backup" so your army doesn't get worn thin.

    The same way guard NPCs follow YOU and fight anything near you, they'll follow the path you pick and fight enemies along the way. If the dev team decides to step it up they could even have "hp" directives like targeting enemies near a low hp Ally or having a low hp Ally move back in the army and switch to a bow to keep attacking and offer more support.

    If they really really wanted to make guild wars more strategy based I think they wouldn't mind if it took a lot of effort
     
    Last edited: Aug 23, 2018
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  4. tig

    tig "Because EO parkour killed my grandma, OK???"

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    just leave wars alone ;-;

    i thought the 3 min anti-snipe felt like an eternity....
     
  5. Gearsalt_Mark

    Gearsalt_Mark Travelling Merchant CHAMPION

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    Bump, edited a lot of typos, and added 0.5 rules, as well as giving more information
    ________________________________
    If you have a stat that beats their army, after 3 minutes you can attack again using the ecace same strat and win every time, taking guild territory like crazy. 6 hour grace period if you forfeit, and 12 if you win/lose gives a window for different time zones to come up with a strategy
    ________________________________
    Changed the rule so that if you attack another guild your grace period is forfeited.
     
  6. tig

    tig "Because EO parkour killed my grandma, OK???"

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    better :P
    i still think peeps are taking wars too seriously tho
     
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  7. Gearsalt_Mark

    Gearsalt_Mark Travelling Merchant CHAMPION

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    People rn already love war, not because of gameplay but for territory, I'm just thinking of something that'll keep even more players active and might even make a new forums section for strategy and whatnot. That would be cool wouldn't it?

    My priority is "something fun that isn't level dependent and will bore lvl 100's", because that's 'the end of the game', and that's where most people drop off from the server, mid to high level. Maybe we're getting too far into wars lmao
     
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  8. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    So you want a mini game
     
  9. Muchwag

    Muchwag Don’t call me Poliwhirl! VIP+

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    I too have been thinking a lot about the shitty guild war situation and I like this idea a lot to make a strategy game around warring I like almost all of this idea except for maybe a few tweaks like how you can’t make it like a real time army so it would have have more emphasis on when you place troops rather than once they are out there (like clash royale) and also I think you should just get the terr you warred not you get to choose 2, otherwise, great idea +3
     
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  10. Gearsalt_Mark

    Gearsalt_Mark Travelling Merchant CHAMPION

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    If you don't make a plan, it becomes real time war. (For you at least) and if you have a plan made, you as the captain, can still change it mid-battle
    ________________________________
    Bumperinos
     
  11. Wynn: The Anime

    Wynn: The Anime Does not like anime VIP+

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    I like implementing strategy and putting time and thought into each and every attack, however that is also this is the idea's greatest weakness. There is too much time and thought put into every attack if this idea is to be implemented.

    Since this is now some strategy mini-game and with a timer of 45 minutes lets just say that each attack takes ~20 minutes for example sake, that is a long time and I know that while some people that may be no problem, the net gain compared to the time put into each and every attack is just not worth it. I do not think anyone would want to spend 20 minutes just trying to take "Dead Island North West" just because an enemy guild has it, and the gain from owning a territory as deserted as such would mean all the time would be in vain.

    Additionally this massive amount of time that it takes to capture a single terr gives a massive advantage to those with already a big terr count. For example, to capture all of Kingdom Foxes territories would take about 21 HOURS with a single guild, and that is not counting if the attacker loses a territory giving the territory a 6 HOUR cooldown in order to attack the territory once more. And coordinated attacks would be harder then ever before getting a group of people across guilds to all sink in HOURS worth of prep and war time just to take a couple of territories. I do not see that happening anytime soon.

    Lastly, it is seems a bit unfair to the enemies if the other guild can partake against the enemies' defense in real-time if this whole idea is just about strategy. This would take away the whole point of the idea as wars would just be regular wars but now with hours of cooldowns instead of the not-too-short / not-too-long 3 minutes that is already implemented in the game.

    I like the thought of adding strategy, but a lot of the waiting and cooldowns, and the sheer amount time investment does not suite with how many territories we have and how insignificant some territories are.
     
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  12. Gearsalt_Mark

    Gearsalt_Mark Travelling Merchant CHAMPION

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    1.) Maybe taking 3-5 territories would be more fair
    2.) Territories you own give YOUR guild mates bonuses in every stat (ws, loot, exp, etc.) By 3%.
    3.) As soon as the update rolls reset all guild territories.
    4.) Yes they'd have real time strategy and the defending guild doesn't, but that's just the nature of the game. Guilds aren't online constantly.
    5.) Take 21 hours? It would take 24 just to take 2 territories (by my current suggestion) because of the defending guild's 12 hour grace period every time they lose.
     
  13. one_ood

    one_ood c lown VIP

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    all of that would be done in guild discords
     
  14. Gearsalt_Mark

    Gearsalt_Mark Travelling Merchant CHAMPION

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    Even so, it would be a really cool thing to see guilds team up and help each other like this, to put their minds together
    ________________________________
    Edit: Added an idea for how winning territory works, and an ideal way that territories would be valuable, both for low and high level guilds.
     
  15. one_ood

    one_ood c lown VIP

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    the guilds would not help people outside of their alliance, which would most likely have its own discord
     
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  16. Gearsalt_Mark

    Gearsalt_Mark Travelling Merchant CHAMPION

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    Yes I know, that's obvious. If you misunderstood me I meant seeing that kind of mechanic and meta evolve within each guild's community
    ________________________________
    Bumpy bump
     
  17. Twilo101

    Twilo101 Well-Known Adventurer VIP+

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    I really like this idea, and I like seeing how much passion and attention to detail you put into this. However, I feel like this is the opposite side of the spectrum. Guild Wars at the moment are very quick, while your idea is very slow. To be fair, it is really hard to find the middle ground in this situation, so I'm not blaming you for that one.

    Perhaps you can combine the best of both worlds. Allow the Defending guild to specify where to place specific troops (Rangers on hills/high ground, Rogues in the back, Mercenaries head on etc etc), and allow to the Attacking guild to purchase troops to fight along with them, along with specifications on where and how they fight (Retreat, formations etc. like you mentioned). It gives players more input during wars and they still have something to do (rather than watching soldiers fight for them).
     
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  18. IreczeQ

    IreczeQ Well-Known Adventurer CHAMPION

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    I don't see how smaller guilds would be able get into warring vs. billionaire guilds that are already on server
     
  19. Gearsalt_Mark

    Gearsalt_Mark Travelling Merchant CHAMPION

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    My current idea is that the defending guild does that ^ before hand, as a selection for ALL onslaughts, because usually the same 2 guilds are not online at the same time (from my experience) and they take each other's territories when one is offline. I want this to be as appealing as possible, but I also realize that it's very slow paced for fairness, as you said, and that will be an issue for people who want to rush and conquer quickly.

    Maybe people were too used to the fast pace of it right now? It's supposed to be a "war" not a "skirmish" after all
    ________________________________
    Buying an army would be expensive, but not insanely expensive. Also, any soldiers you lost would be replaced, not the entire army, meaning (unless you lost) you would never pay the full price of your army again.

    The bar should be set high, it's an end-game based idea, but not to the point where you need to spend a stack of LE every day

    Edit: With practice mode small guilds could still practice their skills without throwing away their troops in endless battles, either for fun or for practice
     
  20. Kulfyr3

    Kulfyr3 Well-Known Adventurer

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    While I would absolutely love it if this was added I do think the devs shouldn't prioritize, as this would be a massive project that wouldn't impact the core game a whole lot.
     
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