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Guilds Some Ideas For Guilds

Discussion in 'General Suggestions' started by Rothboy, Aug 18, 2020.

?

What idea do you support?

  1. 1) guild housing

    62.5%
  2. 2) better rewards to higher levels

    50.0%
  3. 3)Revamping territories

    37.5%
  4. 4)Guild erasing

    75.0%
Multiple votes are allowed.
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  1. Rothboy

    Rothboy Well-Known Adventurer

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    Hey guys, I have been a very active member in the wynncraft guild community since the beginning of 2020 and, as seen by other forum posts, the guild community in general is striving for improvements. Seeing this, I decided to think a bit and share some ideas I and some friends had. Note: many ideas might be outdated since i started this some months ago, but i think it is still worth sharing this text.


    1. 1) Wynncraft Guild (Endgame), housing idea. Credit to @Minoxen

    My suggestion is based on a few different MMO’s I played growing up (EQ2, Xenimus, Runescape, etc) I realize variations of this may have been suggested prior.


    A Fixed number of guild halls located in towns/cities throughout Wynn would be added. They would be very costly to initially purchase and would require a maintenance fee (or other requirements) to prevent dead guilds from maintaining the property indefinitely. They could be of a fixed design and the devs could make it copy paste, or develop Guild houses relevant for each region/town.


    Purchasable only by the guild leader they would be mostly empty to begin with, but would be something that the guild could improve over time at significant cost. (Kind of like Skyrim properties)


    Entry would require guild membership and could kick back non-members like a quest zone/dungeon.


    The improvements would be static and only added once the guild purchased them. If the guild loses the property then they would be re-set for the next owner to purchase thus providing a major money sink to keep emerald value relevant.


    The guild hall would be simple, yet convenient for its members to craft, bank, and offer limited gathering opportunities once upgraded.


    Below is a list of suggestions for upgrades. You can use your imagination to think up some things.


    Base Guild Hall: Gain access to a mostly empty static structure with Storage and Emerald banker


    Smithy Upgrade: Populate one room or area with a Blacksmith merchant (Could come with weapon/armor crafting stations, or require upgrade.


    Teleport Merchant: Merchant to sell guild hall tp scrolls at a decent price as well as possibly a few different locations (Could lock locations behind a merchant upgrade purchase)


    Crafting stations: These could be purchasable individually and would be populated in pre-determined convenient locations in the structure.


    Peaceful Harvest nodes: The nodes could be upgradable, and even limited to a certain number or tier to prevent abuse or obvious advantage. They could be made usable by non-guild members in a public backyard area or something of that sort, but the type/quality/quantity of the nodes could be upgradable.


    Really you could go on-and-on with the potential things for this feature. It could provide a valuable emerald sink for end-game content and provide long term goals for guilds.



    The demand for guild housing would likely lead to plot-sitter behavior and folks wanting to sell/trade them so some kind of system will need to be implemented to stop or discourage large guilds/sub-guilds from hoarding property. This could be done by guild level requirements, on-going expenses/maintenance, activity requirements, or any other variety of means such as territory holding, etc.



    I know that instanced customizable housing might be preferable to some, but I think once the structures and property plots are first developed they could be a good source for endgame content for guilds, and the devs could potentially monetize the cosmetic aspects of the guild hall if they wanted to make the structures customizable in some way. The simplest way for initial implementation would be to re-purpose structures already in cities, or to make a copy/paste structure that would simply sit on a XbyX sized plot they could drop in anywhere that would only require designing/programming once.


    1. 2) Better rewards to higher levels

    I don't think there is much incentive besides flexing on leveling up your guild. The only real benefit is getting one more space (and being able to purchase higher tier banners, but you can't really count this as a benefit). I came up with 3 ideas that maybe can solve this issue:


    -First one would be a discount that would be applied on the total value of the defence you are hiring. The discount could be the square root of the guild level and rounded up to the nearest integer, so a guild level 42-56 for example would receive a 7% discount on their defenses. That would mean a 106 emerald (the emerald would always be rounded down, so if the discount is 106-106.99 it goes to 106) discount every filler defense, which is a nice small buff. For balancing purposes, if the content team feels like a bigger/smaller discount or if a cap is needed, it's pretty easy to do so.


    -Another similar one would be buffing the mobs you hire. Same thing, the buff would be the square root of the guild level rounded up to the nearest integer, so a guild level 42-56 for example would receive a 7% buff on their defending mobs. That would also help the issue of the meta being fillers, because maybe this buff can make getting a 22K defense more viable, because maybe then it will be able to kill someone lvl 100+. For balancing purposes, if the content team feels like a bigger/smaller buff or if a cap is needed, it's pretty easy to do so.


    -My last suggestion would be adding more cosmetics, that would have level requirements to be gained/bought. Suggestion: every 20 guilds levels, a new guild cosmetic would be available to guild members. Like a new particle effect, something similar to the cosmetics already in the game.


    1. 3) Revamping territories

    We have a huge difference between territories, with a few almost op and a few useless (bear island, worm tunnel, tree island, etc). I suggest adding a small passive xp and/or emerald gain to every terr, keeping the current xp and emerald system unchanged.

    This xp and/or emerald gain could come each minute/hour/day to whoever is holding the terr, and maybe make it reset when the change changes hands. A nice side effect of this idea would be that some new war strategies could be developed. For example, if the xp comes daily, some time before the “pay time” we would likely see more wars than normal. If it resets when it changes hands, holding territories for a longer period of time would be more valued.

    Why would this help a bit to reduce territory inequality? Let's suppose that the passive xp adopted is 1 mi xp per day and that bear island gives 500 xp per day on average(is this correct?) and that herb cave gives 500mi xp per day on average(again, is this correct?). With the passive xp, bear island would have its xp buffed in ~200.000%, while herb cave would have its xp buffed in 0.2%. Concluding, a flat xp buff to all terrs would mean a lot to low xp terrs and little to high xp terrs, giving more incentive to capture terrs other than the high xp ones.


    1. 4) Guild erasing

    This is probably a more controversial idea, but I decided it is worth the mention. I realized recently how hard it is to get good tags for a guild. What happens is that with the years, many and many guilds have been created and died, but their tag is still unavailable to use.


    I would like to see the extremely dead guilds being erased, mainly because of this tag issue, but it also helps on the stats page, on which dead guilds show on the leaderboards. So, if a guild has no active members, it will simply be erased. The hard part is on what active would mean. I think it is good to say that if no members logged on for 3 months, erasing this guild would hurt no one and benefit everyone with better leaderboards and benefit on the creation of new guilds.
     
    Jirayut and Ascended Kitten like this.
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