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Guilds Enormous Guild Rework (83,4% Support)

Discussion in 'General Suggestions' started by Peter_Marius, Jun 24, 2017.

?

Should this be added?

  1. Yeah it's perfect as it is! (Please write why)

    50.0%
  2. It should be added with some minor changes here and there (Please write changes you would make)

    32.9%
  3. It's pretty good but needs some changes (Please write what changes you would make)

    10.5%
  4. It has some pretty good potential just needs changes (Please write what changes you would make)

    5.3%
  5. It's not the great but i could be something (Please write what changes you would make)

    3.9%
  6. It's pretty bad and needs some major overhauls (Please write what changes you would make)

    3.9%
  7. It's really bad and it isn't good neough to be added! (Please write why)

    11.8%
Multiple votes are allowed.
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  1. Peter_Marius

    Peter_Marius mhm... CHAMPION Builder

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    Creator Karma:
    Minecraft:
    The general idea
    My idea it that you can create different types of guild that would all offer unique ways of playing wynncraft.
    The guild would be used as hangouts, raiding and guild ungeon swhich are specially made for guilds.
    This idea would make guilds more interresting and add some sort gameplay to them.
    The guild should be able to purchase a base from a merchant which would then dictate what sort of guild it would become, if you buy a flying island base it would become a skyraider guild, if you buy a massive pirate ship you're guild would become a pirate guild and if you bought a castle you're guild would become a Kingdom/Monarch guild.
    The guild could visit a merchant in: Detlas, Ahsmord or on Selchar and the merchant would sell a base for 64 LE and the guild would only be able to purchase one type of base, but the guild would be able to change what type of guild they are, but for the price of 64 LE again and it would reset the base completly.
    The idea is to give people more of an incentive to join and make guilds, it would also work great as a giant money sink if a rich guy don't want to loot raid and just want to get the perks/shops.


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    Different type of guilds/sub-guilds
    You can create three different type of guilds: Skyraider, Kingdom/Monarch and Pirate and the guilds are
    sky, earth and water based guilds which all would have different themes to them and a unique idea to play.
    The guilds wouldn't replaceany of the guild perks/gameplay features that there are they would instead act as a sub-guild this would only change how you play in the specific guild scenarios and it dosen't remove the guild attack/defend that there already is in the game.
    The guilds would instead be a different way to play the same content for example when you raid you do the same thing on all three guilds, but it has a visual distinction and there is special raids which is in essence just a harder version of the normal raids.

    Skyrader guild
    The skyraider guild would be an air-based guild which specialises in the flying islands like areas.
    The skyraider guild who have a flying island as a base and the base would have a dock for airships for loot raiding etc.
    The skyraider guild would dock on a small island and would then loot raid the small village on it.
    The skyraider guild would get fast travel to Detlas, Cinfras and Ahmsord.

    Kingdom/Monarch guild
    The Kingdom/Monarch guild would be an earth-based guild which would function alot like the current guild with it being on the ground and stuff.
    The Kingdom/Monarch guild would have a castle as a base in a small closed of area like a valley or something that limits vision.
    The Kingdom/Monarch guild would loot raid small villages on plaines or in valleys, but they would have a unique mechanic where there is a 10% chance that the city would surrender and that would give you 10% more ressources, but the ressources would come in over an hour instead of it being instant.
    The monarch guild would have fast travels to Detlas, Cinfras, Troms and Ragni.

    pirate guild
    The Pirate guild would be a water-based guild which woud specialise in water based raids and mechanics.
    The pirate guilds base would be a giant pirate ship which would have a smaller ship besides it that is used for loot raiding small islands in the seas.
    The pirate guild would raid small islands and small islands villages, but the villages and islands are so shallow that the ship wouldn't be able to dock there so small ships sail to the island to raid it.
    The pirate guild would have fast travel to Llevigar, Nemract, Selchar and Corkus city.

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    Dungeon raid's
    The special dungeon would work like a traditional raid in a MMO game and it would require a minimum of 10 guild members or a maximum of 15 players together to run it and it would have different stages which signifies how long a guild has come into the "Dungeon raid"
    Guilds would have access once a week and if they fail the dungeon raid they wont have to wait another week it's only when they have completed it that there would be the countdown.
    The raid would be available on friday, saturday and sunday and after that a guild would have to wait another week for it to open.
    The different type of guild would also have a different dungeon raid to run each week.

    Skyraider Dungeon raid

    Stage I
    The Skyraider Dungeon raid starts out with the skyraider guild arriving at a small island with a small "sky-temple" where they have to kill 6 "Corrupted Angels" which require 1-2 lvl. 100 people to defeat.
    After they have been defeated and their tokens where thrown into the hopper a bridge would appear which leads to the main island of the dungeon raid.

    Stage II
    When the guild have walked over the bridge they will reach the main island of the dungeon raid which has a gaint "sky-temple" which is the biggest area of the dungeon raid.
    When everybody have gone over the bridge they have to complete a puzzle which involves a letter puzzle where they gotta spell the right word and after they have done that they get access to the temple.
    When they have gotten access to the temple they have to fight 10 "Corrupted Angels" which come in 2 waves.
    After they have been kill the guild get's access to the main part of the "sky-temple".

    Stage III
    After the guild have gotten access to the main part of the dungeon raid the guild would have to fight "Corrupted Elder Angel" which would require 5-7 lvl. 100 players.
    After it was killed the guild would gain access to the next room of the dungeon raid where they would have to do a little parkour before they reach the top of the big "sky-temple" where they have to fight 5 "Corrupted Greater Angel" Which each would require 2-3 lvl. 100 people.
    After they have been defeated they will drop 5 tokens which each should be needed for a door so you have to open 5 doors until the guild come to the bottom of the temple where a door is opened and the guild can walk down on a way that follows a spire down from the bottom of the island.
    After they have reached the bottom they have to walk to another island over a bridge, which would be the longest bridge in the dungeon raid, and the bridge would be a large bridge with a couple of "Corrupted angels" along the bridge.

    Stage IV
    After the guild have reached the new island they have to do a little parkour up a mountain side until the reach the small "sky-temple" which only consists of one big room.
    After the guild have reached the top and enetered the temple and they have to fight "Corrupted Master Angel" which would require 7-10 lvl. 100 people to defeat and after it has been defeated it would drop a token which would be used at top of the temple and would grant a cloud walkway to a big "sky-temple" where the boss would be.

    Stage V / Boss stage
    The guild would walk up the cloud walkway and they would reach i giant open room where the "Corrupted Grandmaster Angel" which would require 10-15 lvl. 100 people to defeat.
    After the boss has been defeated and it dropped it's token that token would be used to open up a walkway which would lead down to the underside of the raid dungeon and where the loot would be.

    Kingdom/Monarch Dungeon raid

    Stage I
    The Kingdom/Monarch Dungeon raid starts with you arriving at a front of an castle and you have to walk up a walkway like the Dullahan castle and from their you have to fight 2 "Ancient Castle Guards" which would require 3-5 lvl. 100 players each.
    After you have beaten the "Ancient Castle Quards" you can open a raid chest and you recieve a "Castle Sewers Key" Where you have to go.

    Stage II
    After you have reached the Sewers which are reached after entering the next room in the Dungeon raid you have to split up into to two groups with a minimal size of 5 because you have to open a door into the next room.
    When the two teams have reached the end of the sewers after they have opened the doors they have to complete a puzzle each which involves finding 5 mobs which each drop 1 token and after the two teams have killed all of the mobs they have to throw them into a hopper and if both teams have thrown the tokens into the hopper at the same time a door will open for both teams and that would make the two teams come together again and then they continue into the next room.

    Stage III
    When they have reached the next room they come into the basement where they will have to find all of the buttons and after they have found them they reach the next room of the basement where they have to complete a small parkour and then after that they have reached the higher floor of the last part of the basement.
    They have to get 20 tokens to continue and the tokens are gained through killing "Haunted Spirits" which require 1 lvl. 100 person to kill and they are spread around the floor behind some crates and stuff and in some smaller rooms that are away from the middle room.
    After the 20 tokens have been collected the team throws them into the hopper and they gain access to the next room.

    Stage IV
    This is the main hall of the castle where you have to complete a puzzle where you have to split into 4 groups each going up in each tower and pressing a button at the same time.
    After they all have pressed the button there will spawn enemies in the main room and the guild would need to kill 5 of them and then throw their tokens into the hopper and after that they gain access to the throne room where they would have to kill "Ancient Prince" which requires 5 lvl. 100 people and after he is killed he will drop a token and then "Ancient Queen" will spawn which will require 7-10 lvl. 100 people and she will also drop one token.
    A chest will spawn and after people have looted the chest they will throw their tokens into the hopper that is hidden in one of the thrones.

    Stage V / Boss stage
    After they have thrown the tokens into the hopper the throne will dissapear and a hole will appear in the back of the room behind the throne.
    The guild would go through the hole and they will run 50-100 blocks in a little valley until they reach a hidden area of the castle and they will have to kill 2 "Greater Ancient Castle Guards" which each require 5-7 lvl. 100 people and after they have been killed they will get tokens to throw into a hopper and that will open the door into the room which has "Ancient King" which would require 10-15 lvl. 100 people and after he has been defeated he will drop a token which grants access to the hidden treasure room which has the raid rewards in it.

    Pirate Dungeon raid

    Stage I
    The Pirate Dungeon raid starts with you arriving at an island in the middle of the ocean and the 10-15 people who are a part of the raid has to look for key that opens the temple door, which leads down to an Atlantis-type city.
    The enerance would be a giant skull comparable to the skull on pirate islan the tunnel/road down there would have a dungeon/maze layout in different levels and it would have a lot of enemies on different levels and they become harder and harder the longer you go down.

    Stage II
    When you reach the room which has the door which leads to the city a boss drops from the ceiling known as the "Ancient Guard" which would require 6-10 lvl. 100 people, when the boos is defeated it will drop a key which allows players to open the door.
    After they open the door there is a chest that has the "Raid Pool" on it and allows players to get raid shards and maybe a piece of raid armor or raid weapon.
    (The chest can only be a rare chest so the changes of getting good items i heavily reduced in this chest)

    Stage III
    After they open the door they will walk into the city and they have to kill 25 "Ancient fighters" which all would require 1-2 lvl. 100 people to slay.
    After they have slayed all of the "Ancient fighters" and have dropped all of their tokens into the hopper they will be able to walk into the higher levels of the city.

    Stage IV
    When they have reached the higher level of the city the guild needs to complete a puzzle which involves finding secret rooms in keypoint buildings.
    After they have found the secret rooms they all have to press a button at the same time and that will grant them access to the city hall.
    After the guild enters the city hall the doors shuts behind them and they are forced to fight two weaker versions of the "Ancient guard" which requires 3-5 lvl. 100 people to defeat.
    After they have defeated they will get acces to another chest.
    (This chest is also a rare chest and should give around the same reward as the first chest)

    Stage V / Boss stage
    After they have defeated the two "Ancient guards" they will be given the chance to enter the central room where in the final boss is.
    The final boss named "Forgotten king of the seas" which would require 10-15 lvl. 100 people to defeat.
    After they have defeated the boss they will get access to the loot room which has the normal 6 loot pools and the 1 raid pool.
    (The last raid pool chest can only be a "Legendary tier" or in some cases have a chance to be a "Mythic tier" chest which would have the most powerful raid shards)

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    Dungeon raid loot

    dungeon raid's loot and pools

    The guild would have to throw the token which the final boss gives into a hopper which opens and grants a path over to a small area where the loot would be.
    The dungeon will also have 2 mini-bosses which both will give access to a rare tier "Dungeon raid chest" which will give the least amount of shards, the worst tier of the shards and a 25% chance of getting a piece of raid gear.
    The loot is split into 7 different pools at the end loot reward each pool has it's own chest.
    there is
    2 armor pools.
    2 weapon pools.
    2 money/random item pools.
    1 dungeon raid pool.

    Armor pools
    The armor pools are the chest which gives armor, they give armor which quality relies on the tier the chest is like if the chest is the rare tier AKA tier I it would have a 75% chance of giving you a rare chestplate, but i has a 25% chance of giving you a legendary chestplate.

    Weapon pools
    the weapon pools are the chest which gives weapons, but the amount of rewards from this chest is smaller than the armor chest.

    Money/random item pools
    This pool gives money, powders and shards, but this chest is the one most affected by the tier it is.

    When the chest is rare tier the chest gives 1-3 money rewards which each is worth 4-8 EB, 1-3 Tier II powders and 1-2 "Cracked" or "Healed" shards.

    When the chest is legendary tier the chest gives 2-3 money rewards which each is worth 16-32 EB per money reward, 2-3 Tier II or Tier III powders and 2-3 "Decayed" and "Cracked" or "Healed" and "Light" shards.

    When the chest is mythic tier the chest gives 2-4 money rewards which each is worth 1-4 LE per money reward, 2-4 Tier III or Tier IV powders and 2-3 "Corrupted" and "Decayed" or "Light" and "Heavingly" shards.

    Raid pool
    The raid pool dosen't really get affected by the tier it is, only the amount and quality of shards, but if it is a mythic tier chest it has a chance to give a second piece of raid gear.

    Dungeon raid loot tier's
    The chances of getting different tiers and the chances of getting a different quality item.

    20% Rare, Tier I

    The rare tier is the tier that gives the worst rewards.
    75% of the rewards are rare and 25% are legendary.
    This means that if you get 4 chestplates from the two armor pools 3 of them would be rare and one of them would be a legendary one, but you could still get 4 rares since it's up to chance.

    70% Legendary, Tier II
    85% of the rewards are legendary, 15% are rare.
    This is the most common tier and is what most people would get.

    10% Mythic, Tier III
    35% of the rewards are mythic tier rewards and 65% of them are legendarys.
    This is the most uncommon tier reward and is the only one which gives the change to get another piece of raid armor or another raid weapon in the raid pool.

    Raid gear
    Gear raid and weapons would be weak in the start comparable to some good rares and some of the worst legendarys.
    The raid gear would tho be able to be upgraded or ascended, but this removes any powders added onto the gear, but it give the weapon better id's and makes it better all around.
    The raid armor would be split into 5 categories, each focusing on either Strength, Dexterity, Intelligence, Defence or Agility.

    Bruthys the bear of the pentagon table
    This would be the set of armor focusing on the brute subclass a.k.a Strength it would have mediocore melee damage in the start, but it would in the end have one of the best if not the best melee damage along with -1 attack speed for armor.
    This would be the best earth element armor set to use at endgame, but it would be viable with other pieces of armor, but this would by far be one of the best sets just alone.

    Dekhanyx the hidden of the pentagon table
    This would be the set focusing on dexterity and would be the assasin/ninja armor.
    This armor would have no attack speed bonus at the start and would have pretty good dexteriy stats.
    This armor would in the end have a +2 attack speed bonus and really good crit chances etc.
    This would also be the best element armor to use for an assasin or a class that uses a lot dexterity.

    Marius Twain the light of the pentagon table
    This set would heavily focus on spell damage and spell damage percentage and not on mana regen.
    This set would have average spell damage and pretty good spell damage percantage at the start with next to no other stats.
    This raid set would be the one who definitly gains the most out of being ascended since it starts out with pretty bas stats and ends up probably being the best set.

    Vanksily the unkillable of the pentagon table
    This would be the set focusing on the fire subclass and would be best suited people who use the fire subclass the most and people who are tanks.
    This set would have pretty good HP in the start, but i wouldn't have much else.
    This set would also be one which greatly increases in power after it has been ascended since it gains a lot of hp regen, +hp and defence skill points.

    Donagil the fast of the pentagon table
    This set would be the scout subclass raid set, it would have a lot of focus on walkspeed and agility.
    This would be the set with the least amount of hp, but it would also have pretty good mana regen.
    This set would be the one which gains the least from being ascended.

    Raid gear ascension
    The raid gear ascension would work like an upgrade system for raid gear and weapons.
    You can ascend your raid gear 5 times and a sixth for tier 3 and you can ascend it in 3 different tiers.
    The different tiers are accordingle to what kind of shard you use as the more rare one shard is the better the ascension is going to be and the stronger the armor is going to be.
    The increase in power across the board is going to be the average as the id's can vary another 2,5% in each direction.

    Tier I, II and III
    Level 1: 5% - 10% increase in power across the board.

    Level 2: 7,5% - 12,5% increase in power across the board.

    Level 3: 10% - 15% increase in power across the board.

    Level 4: 12,5% - 17,5% increase in power across the board.

    Level 5: 15% - 20% increase in power across the board.

    Level 1: 10% - 15% increase in power across the board.

    Level 2: 12,5% - 17,5% increase in power across the board.

    Level 3: 15% - 20% increase in power across the board.

    Level 4: 17,5% - 22,5% increase in power across the board.

    Level 5: 25% - 30% increase in power across the board.

    Level 1: 20% - 25% increase in power across the board.

    Level 2: 30% - 35% increase in power across the board.

    Level 3: 40% - 45% increase in power across the board.

    Level 4: 55% - 60% increase in power across the board.

    Level 5: 75% - 80% increase in power across the board.

    Level 6: 100% - 125% increase in power across the board.

    Ascension id's
    There will be special id's added to each peice of gear that is ascended and the special id's will be different for each side that you pick to ascend your gear in.
    The heavingly or the corrupted side differences in the id department and name, but not much more.

    Heavingly id's
    Angel's touch (Makes you walk faster in city's and other safezones)

    Light shield (Creates a shield around you making you invincible until the shield is broken, the max hp for the shield is 500 HP)

    Wisdom (Gain 10% more Xp for quests)

    Heavingly power (Makes you do 10% more damage to undead and "evil" enemies)

    Angel (Tier I, II or III) (Spell damage boost of 7,5, 12,5% or 22,5% and gives +1, +3 or +5 in all skill points)

    Corrupted id's
    Demon's touch (Makes you walk faster in combat areas and other "hostile" zones)

    Dark shield (Creates a shield around you making you invincible until the shield is broken, max hp for the shield is 500 HP)

    Greed (Gain 10% more money for quests)

    Corrupted force (Makes you do 10% more damage to light and "good" enemies)

    Demon (Tier I, II or III) (Melee boost of 5%, 10% or 20% and gives 250 Hp, 500 Hp or 1000 Hp )

    Dungeon raid tokens
    The special dungeon tokens can be used to buy varius different items and they can be used to give your guild varius different perks/buffs.
    You get one Dungeon raid token after each completed dungeon, the dungeon token can be stored in the guild bank like LE can, but they can also be withdrawn for personal use instead of a guild usin git for you for guild-wide buffs.
    The Dungeon raid tokens can be used in the special merchant shop and the perks and buffs available also cost LE.

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    Loot raid's
    Raids would be a challenge available to all guilds and the type of raid would dictate what type of raid it would be like the skyraider guild raids sky islands.
    The raids are a limited time event that takes 5-10 minutes and that would if it's a special raid or a normal role since special raids usually are bigger.
    You can only play raids a couple of times per day, but it can be upgraded with the base upgrades.
    The 5 minute raids would display: "Quick! There is only 5 minutes until reinforcemnts come, take as much as you can before enemy reinforcments are here."
    And the special raids would display "Quick! The creatures have discovered us and their shamans/summoners are already in the procces of summoning a beast to defend their teasure, get as much possible loot we only have 10 minutes." or "Quick! The guards from the stronghol have discovered and have already send a message to get reinforcments, be quick we only have 10 minutes."

    Loot raid ship/caravan and Raid master
    Raid ships are an upgradable part of the base that dictates how much loot you can carry and how many people can go raiding.
    The raid master dictates what raids you can go on and he also unlocks more special raids to play.
    The raid ship and the raid master are both upgrades that are highly depended on each other since the harder raids require more people to get the max amount of loot since they become a lot harder.
    The loot area would usually be a central building in the town or a storage area.

    How loot raid's would work
    Raids would see you boarding your raid ship/caravan and then you would be tp'ed off map and then you would have 5 or 10 minutes to go around the island left clicking blocks and left clicking villagers/NPC's and look for an area which has large amounts of loot, but more guards than the rest of the raid area.


    Special loot raid's
    Each guild would have some special raids that they would have a chance to do that would add some extra challenge and it would be a visually distinct structure like the stronghold being made mostly out of stone instead of wood or other less durable materials.

    The Kingdom/Monarch guild would be able to raid strongholds which would have alot more enemies, but would also give better loot, but the random effect of surrendering is disabled with this special raid.
    The Kingdom/Monarch guild would also have a chance to encounter ruins, the ruins would have undead enemies and a lot of them compared to the other raids and it would have a treasure room in which the majority of the loot in the raid is stored.

    The Skyraider guild would be able to raid multiple islands in same instances and they would have more loot but would also have more guards and a chance of extra guards spawning even over the extra amount of guards.
    The skyraider guild would also have a chance to find a temple, but this would be much harder but give out much more loot, the temple would be defended by magical creatures and the majority of the loot would be spread out in 2-4 different rooms each guarded by a large amount of enemies.

    The Pirate guild would have a chance of finding a city with a dock and the big raiding ship would be able to dock and the city would be harder but also give more loot.
    The pirate guild would have a chance to encounter a temple/dungeon kinda like the skull on Pirate island where they then would be able to loot it and it would have a treasure room, but the treasure room wouldn't have many enemies instead it would have a lot of traps etc.

    Loot raid perks
    There will be perks in rading for each guild and they will effect raiding in a positive way for each guild, but i will require the guild to have their ship upgraded to level 2.

    The Kingdom/Monarch guild would have a chance for a city/area they are raiding to surrender and that will give 10% more LE but it will take on ehour for the loot to come in.

    The skyraider guild would be able to raid one more time per day.

    The pirate guild would have a bonus of 5% more LE since they sell the items they don't sell legally on the black market instead.

    Loot raid rewards and loot
    Raid loot would give most of the loot to the guild, but around 10% of the loot is shared between that people who raided the place.
    Raid loot would just work like the guild bank works now where you can't take money from it and you can only donate to it, it would also be used to buy upgrades and purchase mobs to defend area.
    You would loot places by right clicking on specific items and you will find loot in them and it would say the worth of that loot it would usually be something like a few EB but rarely there can be 1 LE in one but it would be 1 /1500 or 0,067% chance of finding it.

    Lootable items
    You will right click an item from the list below and it would display a message
    "The loot you found is worth [8 EB]"

    You will be able to loot:
    Chests.
    Double chests.
    Noteblocks.
    2x2 Piston crates.
    3x3 piston crates.
    Pots.

    You will also be able to steal directly from villagers/NPC's but it has a chance for them to get angry and attack you and sometimes they don't have anything on them.
    There where will be taverns in most raids and they would have more hostile and tougher enemies.

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    The base
    The base would be a guilds private off map area which there either would be build a castle, skyraider hall or a giant pirate ship.
    Each guild would have a unique base and the different bases would offer different ways of doing the same things as an example raiding, raiding would be small raids on villages or other structures with wealth and each base would raid in an unique way as the Kingdom/Monarch would arrive in a carivan outside the city, the skyraiders would dock at the city's sky dock and the pirate would have smaller ships sail in from the larger raiding ship and then they would loot the city.

    Upgrading the base
    Upgrading the base would function like purchasing mobs to defend a territory.
    The upgrades would teleport the players over to a new area with the upgrade and then players would be able to use the upgrade right away instead of waiting for it to upgrade.
    The upgrades would offer a visual change, ussualy the area being bigger or added merchant and it would also upgrade the current merchant with mor stuff or more powerfull stuff.

    How to upgrade the base
    To upgrade the base you will need LE and you will get LE through the special raiding mechanics which will only make the LE go into the guild bank and give a little to the players involved, but not much since this is also going to be used as a money sink.

    Central "Hallway" / "Lower Deck" / "Throne Room"

    The central room would work like the meeting area and the area where everything connects, it would serve as the main hall and it should if you're in the central room you should be able to see everything except a few hidden merchants.
    The Central room cannot be upgrade unless everything is atleast one Tier under it's current level.

    Level 1: comes with the base from the start
    Level 2: 32 LE (The central room becomes bigger and allows for the purchase and/or upgrading of tier II merchants/areas)
    Level 3: 64 LE (allows for the upgrading/purchase of all rooms/merchants to tier III)
    Level 4: 128 LE (The central area becomes much bigger and allows for the purchase and/or upgrading of tier IV merchants/areas)
    Level 5: 256 LE (allows for the upgrading/purchasing of all areas/merchants to tier V)


    Storage space
    Storage space would work like a normal bank but it would have a seperated enderchest for the player could use so it would function like a second bank.
    This area/feature starts as Tier I and becomes a Tier III at the last upgrade

    Level 1: comes with the base from the start (The enderchest has 27 slots)
    Level 2: 32 LE (comes with upgraded storage space and an emerald merchant the enderchest now has 54 slots)
    Level 3: 64 LE (There will be a liquid emerald merchant)


    "Loot Raid Master" merchant

    The raid master would have a caravan if you are a ground guild, an airship if you are an airbased guild or a pirate ship if you are a sea based guild.
    The raid master dictates how many times and how many locations you can raid.
    This merchant starts out as Tier I and and becomes a tier IV merchant at the last upgrade.


    Level 1: comes with the base from the start (you can raid 1 time a day and you have 10 different locations to raid)
    Level 2: 32 LE (allows the guild to raid 2 times a day and you will have 5 more locations to raid and he adds special raids)
    Level 3: 64 LE (You will be able to raid 3 times a day and you will be able to raid 10 more different locations)
    Level 4: 128 LE (You're guild will be able to raid 5 times a day and you will have 15 more locations and you will get 10% of the loot from the raid)


    Raid ship/caravan

    This is the ship that you will be using and it dictates how many can go raiding and how much loot you can bring home.
    If you enter the raid ship you would be able to start the countdown for starting a raid and all guild members in the ship would be teleported to the raid area.
    This area/feature starts as Tier I and becomes a Tier V area/feature at the last upgrade.

    Level 1: comes from the start (allows 4 people to raid and can bring home 4 LE)
    Level 2: 32 LE (6 people can now raid and the ship can hold 8 LE)
    Level 3: 32 LE (8 people can now raid and the ship can hold 12 LE)
    Level 4: 64 LE (12 People can now raid and the ship can hold 16 LE)
    Level 5: 128 LE (16 people can now raid and the ship can hold 64 LE)


    "Potion Brewer" merchant

    The potion merchant would function like a normal potion merchant, but i would have some special potions.
    This merchant starts as Tier II and becomes a Tier IV merchant at the last upgrade.

    Level 1: 32 LE (this would add the potion merchant with health potions up to level 90)
    Level 2: 64 LE (This would add the remaining health potions and add mana potions)
    Level 3: 128 LE (This would add skill potions and upgraded health potions that gives extra health)

    "Mob Master" merchant
    This NPC would require the central room to be level 2 and would be where you could purchase mobs to defend your teritories.
    This Merchant starts as Tier II and becomes a Tier IV merchant at the last upgrade.

    Level 1: 64 LE (The mob master comes and you are able to purchase the basic mobs)
    Level 2: 128 LE (The mob master allows you to purchase all mobs)
    Level 3: 256 LE (The mob master allows you to give your mobs armor and allow you to make defences on you're territories allowing the mobs to spawn from one location and making them stronger)

    "Dungeon Master" merchant
    This NPC will allow your guild to run special dungeons made for a guild and the type of dungeon would be different from what type of guild you are.
    This merchant starts as Tier II and becomes a Tier IV merchant at the last upgrade.

    Level 1: 64 LE (The dungeon master shows up and sets up shop in the basement and you are able to run the basic 3 dungeons the dungeons will vary if you are a sky, sea or a land based guild)
    Level 2: 128 LE (The dungeon master allows you to run all current guild dungeons)
    Level 3: 256 LE (The dungeon master opens up a special dungeon for you're guild.

    "Master raider" / "Sea veteran" / "Queen's Guard" merchant
    This NPC is special to what kind of base it is and gives some perks to the guild and it's members and some special items or deals on items.
    This merchant starts and stays a Tier IV merchant.

    The skyraider guild would have fast travel from Ahmsord to Troms and from Ahmsord to Detlas.

    2017-06-25_22.23.04.png

    The Kingdom/Monarch guild would be able to purchase a brown horse for 16 EB and a black horse for
    2 LE and 32 EB per horse.
    The Kingdom/Monarch guild would also be able to fast travel from Troms to Detlas and from Detlas to Ragni.

    2017-06-25_22.35.10.png

    The pirate guild would be able to buy seaskipper passes to half price, boats for 1 EB and fast travel from Llevigar to Corkus and from Nemract to Corkus.

    2017-06-25_22.22.53.png

    Each fast travel perk would cost the guild 16 LE.

    Level 1: 256 LE (This upgrade adds the special merchant and all of his perks)

    "Master dungeon raider" merchant
    The special dungeon merchant is able to be purchased after everything else has been upgrade to the max except the special merchant and you will be able to buy from his shop with the special dungeon tokens.
    He will give the guild special perks and buffs.
    This merchant will start as Tier IV and becomes a Tier V merchant at the last upgrade.

    Level 1: 256 LE (This purchases the special dungeon merchant and you will be able to buy the first row of items from him)
    Level 2: 512 LE (The dungeon merchant unlocks the last row of his shop and you will be able to buy all perks and buffs)

    ---------------------------------------------------------------------------------------------------------------------

    TL;DR
    The idea is to make guilds more interresting with adding more mechanics and splitting up guilds so that you can choose which type of guild you wanna be.
    The new guild system would also be able to work as a massive money sink with all of the upgrades being able to cost around 32 stacks of LE, but the raids would make it possible for realitvely poor to have a chance to get the perks.
    It's also made a way of adding more things to do in Wynncraft and make the game as a hole more interresting in general.

    ---------------------------------------------------------------------------------------------------------------------

    -Changes 25 / 06 / 2017
    -Overhauled the hole thread to make it look better and explain some things better.
    -Added a new merchant/upgrade.
    -Rewrote the TL;DR.
    -Rewrote the General idea section.
    -Added pictures to some of the shops.
    -Added the changes section.

    -Changes 26 / 06 / 2017
    -Added an entire section, the Raid section and explained raid's better.
    -Explained some other things better.
    -Fleshed out the raiding mechanic more.
    -Fleshed out the special merchant
    -Added the, needs to be added section

    -Changes 02 / 07 / 2017
    -Added the special dungeons.
    -Added the dungeon section.
    -Added the special dungeon merchant.
    -Explained some things better in the start.

    -Changes 05 / 07 / 2017
    -Renamed the raid section to "Loot raid"
    -Renamed the guild dungeon section to "Dungeon raid's"
    -Removed guild dungeons and expanded "Dungeon raid's"
    -Rewrote most of the "Dungeon raid's" section.
    -Added different raid shards.
    -Rewrote the Pirate dungeon raid.
    -Added "Tier's" to the dungeon base section adding an easier way to see when things can be upgraded.

    ---------------------------------------------------------------------------------------------------------------------

    Needs to be added
    -More base shops
    -Pictures
    -Flesh out the "Master dungeon raider" merchant
    -Flesh out the "Ascender"
    -rewrite the skyraider and kingdom/monarch dungeon raid's
     
    Last edited: Jul 14, 2017
    Sar, Bubbly, Jaymon and 8 others like this.
  2. tortellini

    tortellini spoopy noodle VIP+

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    While this is cool and all if defeats the purpose of guild wars, also you need more detail on the special mechanics for each part but otherwise +1
     
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  3. Peter_Marius

    Peter_Marius mhm... CHAMPION Builder

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    Minecraft:
    The guild wars would still be there but the guild base would have a different off map places and the special mechanics would also find place off-map.
    The guild wars would still be happening that's why i have the "Mob master" as he would be a different way of purchasing mobs.
     
  4. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    Thing is that it will take up a lot of space
     
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  5. Dr Zed

    Dr Zed Famous Adventurer HERO

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    Minecraft:
    Last time I checked you could put at least 5 Earths inside a mine craft map and still have enough space, so space shouldn't be a problem. Correct me if I'm wrong though
     
  6. Peter_Marius

    Peter_Marius mhm... CHAMPION Builder

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    Yeah it would take up a large amount of space but i have jorneymap downloaded and i loads everything even if im in caves it still reanders the surface, but i todesn't load caves and the size of things outside of the map are astaunding and this here may take up a lot of space, but some things out side of the map is larger than this would probably be.
     
  7. captainganon

    captainganon God of k | Derpalope VIP+

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    Minecraft:
    The problem isn't a lack of space, it's what all that space does to a server.
     
  8. FRANCISS

    FRANCISS voice HERO

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    Minecraft:
    Kind of a wall of text, that doesn't make too much sense..
     
  9. coolname2034

    coolname2034 Formerly known as NPCGrian HERO

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    Have only 1 build for each type of base, then use selective invisibility for each guild so they don't see each other
     
  10. Dr Zed

    Dr Zed Famous Adventurer HERO

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    I see what you mean. Idk, maybe multiple servers like Guild War servers, but they probably would be worse because the CT would have to buy more servers.
     
  11. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    It would lag like hell.
    But then to the members can't see each other
     
  12. Peter_Marius

    Peter_Marius mhm... CHAMPION Builder

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    Creator Karma:
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    "But then to the members can't see each other" Yuno F Gasai

    Other member would be able to see them as there is a system that could do that.
    Hypixel has housing and i think that if you have some friends yuo can make it so only you can see them and it can make nearly everything client sided so if someone opens a door other people can see it, only the guy who opened the door.

    I fucked up the quote.
     
  13. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    Im not familiar with the hypixel system but I guess that they have a physical house for each player and that you can invite friends over.
    you cant make it so youll see only some of the players in the same physical house
     
  14. Peter_Marius

    Peter_Marius mhm... CHAMPION Builder

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    Hypixel had done it some time ago where you could only see you're friends it's not there anymore, maybe it was a thing that could only done/happen in 1.7.x?
     
  15. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    are you sure everyone in the server were in the same house? or did it just send you and your friends to a different house?
     
  16. Peter_Marius

    Peter_Marius mhm... CHAMPION Builder

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    I was in the same house as everyone, but hypixel has a giant team and it was kinda glitched and... it got removed atleast from the lobby not sure about if it's still in housing.
    ________________________________
    But i was there and it was possible but it might be hard to actually code.
     
  17. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    sorry I should have put this question better
    were you and your friends the only ones in the house or were there other people that were able to see each other but were invisible to you?
     
  18. coolname2034

    coolname2034 Formerly known as NPCGrian HERO

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    I think you can do selective invisibility with scoreboard
     
  19. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    so members of team A can see team A but not B?
     
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  20. Peter_Marius

    Peter_Marius mhm... CHAMPION Builder

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    Yeah i think it's would work like that, maybe some extra plugin trickery.
    ________________________________
    Yes i could see my friend and not any other and there where other people on the server with me.
     
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