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Guilds Relatively Small Changes To Guilds That I Believe Would Satisfy Everybody In The Guild Scene

Discussion in 'General Suggestions' started by Splintered, Feb 9, 2021.

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What does the playerbase think about this?

  1. I agree with everything here.

    11 vote(s)
    84.6%
  2. I agree with suggestions 1 and 2.

    0 vote(s)
    0.0%
  3. I agree with one suggestion here.

    2 vote(s)
    15.4%
  4. I agree with two suggestions here.

    0 vote(s)
    0.0%
  5. I completely disagree.

    0 vote(s)
    0.0%
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  1. Splintered

    Splintered dERN for ERN VIP

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    Hi Salted and staff. I'm going to be addressing this directly to you in the hopes that you read this. This is not a dig at you guys at all, the new system is crazy popular amongst those who never took the time to get into warring before and those who were but never got very high up the ranks in their guild. The main problem is the background stuff that makes it both expensive on the leaders of the guild and worthless. I hope to have a couple simple fixes that can satisfy you who worked so hard on this update, and those who want to war for the betterment of their guild.

    1. As much as it might be annoying to hear, territory xp is absolutely vital to the warring scene being alive. It is the primary reason most guilds war. All most guilds care about is the furthering of their guild, getting new members becoming more active, etc. Hell the big guilds will only have ~10 people on at the best time of day, being able to semi passively gain experience is critical.

    2. This is where my ideas will branch out a bit. The other most prominent complaint people have about the new system is the cost of wars. My idea will hopefully address this in a way that keeps the spirit of the update alive. And while it will be removing emeralds being used to pay for wars I will give a remedy for the much needed money sink in my next point. Essentially my idea is to have a token system. It would cost one token per war. The way that tokens would work is they would build up say 1 for every day that a guild has no claims. It would cap at a certain amount so that an alliance can't just abstain from warring for a few months then absolutely bulldoze the alliance in power for three days straight. We'll say maybe it caps at 10 per guild (these numbers are obviously just made up and testing would have to be done). That would mean each guild in the alliance would have 10 wars to try and establish a HQ and get money flowing. It also requires alliances to be more coordinated and such.

    3. This last topic will be a bit more of quality of life stuff. Right now wars are a bit confusing. First of all I would say get rid of the defense type things in bonuses, make bonuses just for stuff like giving more xp to a certain terr, quality of life stuff. Make instead a defenses place where the guild tower stuff is, just you know separate the stuff so it's easier to figure out what's what. As for the money sink I would say just have it so bonuses can be bought with both HQ emeralds and player emeralds. Just a small money sink option that also makes using bonuses a bit more viable.
     
  2. Kitsune

    Kitsune Random uwu gamer boi CHAMPION

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    That would definitely be beneficial if that were to be added
     
  3. Pally

    Pally Former Titans Valor [ANO] Owner HERO

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    I find the idea of the tokens system to be quite interesting!
    It’s better than having to spend 20 LE for 10 wars that’s for certain haha
     
    Kitsune likes this.
  4. Kitsune

    Kitsune Random uwu gamer boi CHAMPION

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    Wars are toooo expensive
     
  5. quick007

    quick007 Master Adventurer

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    Gonna not vote on this as a lot of guild leaders are working on a big thread to "fix" guilds
     
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