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Guilds Guild Perks [35+ Supporters]

Discussion in 'General Suggestions' started by Glitchedslayer, Jan 9, 2016.

?

Should we have guild perks?

  1. Yes

  2. No

  3. Yes, Those guild perks need to be buffed

  4. No, Those guild perks need to be nerfed

  5. Yes, Those guild perks need to be nerfed

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  1. Glitchedslayer

    Glitchedslayer Godly Horse Breeder and Memer HERO

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    Im absolutly amazed that I havent seen any suggestions for guild perks in suggestions. There probably has been 1 or 2 but when I go through the tags its just bug fixes and wars.

    For real though, guilds are 100% worthless. ALL it does is give you a seperate chat, take your money, and give 3 letters and some starts next to your name.

    Guild perks would make it so people would actually want to level their guild and share some xp. This can also stop hoppers that just leave cause they dont like that no one talks in their guild or whatever, since really the only difference between guilds in the people inside them.

    Keep in mind that wynncraft is still a MMO and most MMOs have guild perks to give guilds a reason.

    This is a simple perk list that I did in 5 mins, obviously it can easily be improved or tweaked. After reaching each one of these, everyone in the guild gets theses buffs/perks

    EDITS: Taken out all pvp bonus because of people who dont want to be in guilds.

    Lvl 5: +5% xp bonus
    Lvl 10: +5% xp bonus/loot bonus
    Lvl 20: +5% xp bonus/loot bonus, +1 skill points
    Lvl 30: +5% xp bonus/loot bonus/walkspeed +2 skill points
    Lvl 40: +5% xp bonus/loot bonus/walkspeed +2 skill points
    Lvl 50:+10% xp bonus, +5% loot bonus/walkspeed +2 skill points, Extra Bank slots
    Lvl 60: +10% xp bonus/loot bonus, +5% walkspeed, +2 skill points, Extra Bank Slots
    Lvl 70: +10% xp bonus/loot bonus/walkspeed +2 skill points, Extra Bank Slots
    etc....

    This is a much better Guild Perk System that @huge6446 made and allowed me to use:

    Improvement:

    Your idea is not bad, but there are improvements to be made.

    Your way of doing it would make guilds way too overpowered, also making the guilds all similar. Therefore ajustable statistics should be coming with guilds instead of predefined perks so that people can feel unique, just as with skill point- and gear builds.


    My idea is that you have:


    1. personal perks that will be achieved from the guild [every level]
    2. guild perks that will be achieved for/from the guild [every 10th guild level]

    The personal perks will be ajustable perks just like in skillpoints. My idea is that for each level, a chief or leader will be able to open up a GUI for what attribute to level up. The guild will only be able to do this once [every level]

    The guild perks such as:
    extra bank slots, extra skill points, extra soul points, territory bonus multiplier and etc, should be achieved [every 10th guild level. These perks are prefixed on each and every guild.



    With each level your guild is able to EITHER:


    • increase xp bonus by [x]

    • increase loot bonus by [x]

    • increase either water, earth, thunder, air or fire damage by [x]

    • increase either water, earth, thunder, air or fire defence by [x]


    Before I continue, I wanna tell what Territory bonus multiplier does. This perk will only affect the xp given to the guild that owns a territory, NOT the guild members who farm xp. Each multiplier will multiply the xp gained to the guild with 0.5%. This will only work in a territory that the guild owns.



    Let's say a level 80 guild gains a territory.

    Without their multiplier, they would gain: 1 000 000 xp.


    At level 80, the multiplier is
    23x.

    For each multiplier, the xp gained to the guild is given: 0.5 x 23 = 11.5%

    The xp multiplier the guild gets equals 11.5%


    With the multiplier it will look like this: 1 000 000 / 100 x (0.5 x 23) + 1 000 000 = 1 115 000

    Instead of 1 000 000 xp, the guild gains 1 115 000 xp.



    Guild perks




    • Territory bonus multiplier

    • 2x Territory bonus multiplier

    • 1 extra bank slot

    • 3x Territory bonus multiplier

    • 2 extra bank slots

    • 1 extra soul point

    • 2 extra skill points

    • 5x territory bonus multiplier

    • 3 extra bank slots

    • 2 extra soul points

    • 4 extra skill points

    • 8x Territory bonus multiplier

    • 6 extra bank slots

    • 3 extra soul points

    • 8 extra skill points

    • 12x Territory bonus multiplier

    • 9 extra bank slots

    • 6 extra soul points

    • 16 extra skill points

    • 17x Territory bonus multiplier

    • 9 extra bank slots

    • 10 extra soul points

    • 32 extra skill points

    • 23x Territory bonus multiplier

    • 9 extra bank slots

    • 6 extra soul points

    • 64 extra skill points


    Some of these perks may include flaws, so I will note them before drawing any conclusions.

    If you leave a guild, all the perks that affected you will be removed without doing damage towards you or the guild.


    The perks that get removed from the player include:




      • xp bonus

      • loot bonus

      • water, earth, thunder, air or fire damage

      • water, earth, thunder, air or fire defence

      • additional bank slots

      • soul points

      • skill points


    1. Bank slots: If you leave a guild with extra bank slots, the bank slots get removed. If you have items in them, they will be stored there until you remove them. If you join another guild with the same (or more) bank slots than your previous guild, you will get your slots back, and are free to use them.
    2. Soul points: If you leave a guild with soul points over the value of 15, the soul points will be set to 15. If the value is under 15 before leaving the guild, you won't be affected. You will be semi-permanently be unable to exceed 15 soul points.
    3. Skill points: If you equip gear that requires skill points that you got from the guild you left, the gear will automatically be sent back to idle spots in your inventory or bank. If none are idle, the gear will be dropped right under you until you are able to pick them up.
     
    Last edited: Jan 9, 2016
    Eric Yang, Foven, dead zeffe and 2 others like this.
  2. Ascended Kitten

    Ascended Kitten The Greatest HERO

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    Well...
    What if someone prefers to not-join a guild for whatever reason?
    Maybe she/he doesn't have enough time?

    (S)he'd always lose against someone on equal level but with these perks, and would also level slower.
     
    StarDraco123 and Chino like this.
  3. Zitrine

    Zitrine Lore-kun CHAMPION

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    I would trash the attack damage part. Everything that has to do with pvp shouldn't be in a guild bonus perk.
    As @Ascended Kitten said, there will be players who doesn't want to join Guilds for whatever reason, but the xp bonus, loot bonus, extra bank slots could be useful. BUT if you get extra bank slots and then the Guild suddenly disbands, rip your bank.
     
    TD0ggie and Ascended Kitten like this.
  4. Glitchedslayer

    Glitchedslayer Godly Horse Breeder and Memer HERO

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    There would probably be some safe guard to that such as 1-2 weeks later, the bank goes away or a few days after logon, it goes away
    ________________________________
    Didnt think about it PvP wise, although I feel like if instead of attack/def and buffing the loot/xp trade guilds that dont lvl would complain (even though everyone should lvl guilds)

    And of course the xp bonus would counter the fact that most high lvl guilds would require an exp share
    ________________________________
    The lvl 70 wont probably be reach until maybe 3-4 months from now, TNA and Fuq always get bugged anyways
     
    Ascended Kitten and Zitrine like this.
  5. huge6446

    huge6446 nether pvp guy HERO

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    Improvement:
    Your idea is not bad, but there are improvements to be made.
    Your way of doing it would make guilds way too overpowered, also making the guilds all similar. Therefore ajustable statistics should be coming with guilds instead of predefined perks so that people can feel unique, just as with skill point- and gear builds.

    My idea is that you have:

    1. personal perks that will be achieved from the guild [every level]
    2. guild perks that will be achieved for/from the guild [every 10th guild level]
    The personal perks will be ajustable perks just like in skillpoints. My idea is that for each level, a chief or leader will be able to open up a GUI for what attribute to level up. The guild will only be able to do this once [every level]
    The guild perks such as:
    extra bank slots, extra skill points, extra soul points, territory bonus multiplier and etc, should be achieved [every 10th guild level. These perks are prefixed on each and every guild.

    With each level your guild is able to EITHER:

    • increase xp bonus by [x]
    • increase loot bonus by [x]
    • increase either water, earth, thunder, air or fire damage by [x]
    • increase either water, earth, thunder, air or fire defence by [x]

    Before I continue, I wanna tell what Territory bonus multiplier does. This perk will only affect the xp given to the guild that owns a territory, NOT the guild members who farm xp. Each multiplier will multiply the xp gained to the guild with 0.5%. This will only work in a territory that the guild owns.

    Let's say a level 80 guild gains a territory.
    Without their multiplier, they would gain: 1 000 000 xp.

    At level 80, the multiplier is
    23x.
    For each multiplier, the xp gained to the guild is given: 0.5 x 23 = 11.5%
    The xp multiplier the guild gets equals 11.5%

    With the multiplier it will look like this: 1 000 000 / 100 x (0.5 x 23) + 1 000 000 = 1 115 000
    Instead of 1 000 000 xp, the guild gains 1 115 000 xp.

    Guild perks


    • Territory bonus multiplier
    • 2x Territory bonus multiplier
    • 1 extra bank slot
    • 3x Territory bonus multiplier
    • 2 extra bank slots
    • 1 extra soul point
    • 2 extra skill points
    • 5x territory bonus multiplier
    • 3 extra bank slots
    • 2 extra soul points
    • 4 extra skill points
    • 8x Territory bonus multiplier
    • 6 extra bank slots
    • 3 extra soul points
    • 8 extra skill points
    • 12x Territory bonus multiplier
    • 9 extra bank slots
    • 6 extra soul points
    • 16 extra skill points
    • 17x Territory bonus multiplier
    • 9 extra bank slots
    • 10 extra soul points
    • 32 extra skill points
    • 23x Territory bonus multiplier
    • 9 extra bank slots
    • 6 extra soul points
    • 64 extra skill points

    Some of these perks may include flaws, so I will note them before drawing any conclusions.
    If you leave a guild, all the perks that affected you will be removed without doing damage towards you or the guild.

    The perks that get removed from the player include:


      • xp bonus
      • loot bonus
      • water, earth, thunder, air or fire damage
      • water, earth, thunder, air or fire defence
      • additional bank slots
      • soul points
      • skill points
    1. Bank slots: If you leave a guild with extra bank slots, the bank slots get removed. If you have items in them, they will be stored there until you remove them. If you join another guild with the same (or more) bank slots than your previous guild, you will get your slots back, and are free to use them.
    2. Soul points: If you leave a guild with soul points over the value of 15, the soul points will be set to 15. If the value is under 15 before leaving the guild, you won't be affected. You will be semi-permanently be unable to exceed 15 soul points.
    3. Skill points: If you equip gear that requires skill points that you got from the guild you left, the gear will automatically be sent back to idle spots in your inventory or bank. If none are idle, the gear will be dropped right under you until you are able to pick them up.
    ________________________________
    If nether gets implemented back in, I see no problem with having these perks.
    In my opinion the game should be based on many factors such as: skills, determination, equality etc.
    I see no problem that guild players have better stats than non-guild players. It's just another variable that makes players want to overall get better.
    Guilds should after all give sense.
    PvP is based on skill. In case you didn't notice; overworld PvP is not skill, but 'skill builds'. Nether at least is more balanced considering that skill points and level do not matter.
     
    Last edited: Jan 9, 2016
    Joshi and Ascended Kitten like this.
  6. Glitchedslayer

    Glitchedslayer Godly Horse Breeder and Memer HERO

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    uh well shit you look more professional than me
     
  7. Hajri

    Hajri of Arabia HERO

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    Great threads, but im just disappointed that our guild is broken
     
    Dodo likes this.
  8. huge6446

    huge6446 nether pvp guy HERO

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    Include the spoilers in my thread.
    Add the colors.
    Put your whole part into another spoiler and call it: "Old version"
     
  9. Glitchedslayer

    Glitchedslayer Godly Horse Breeder and Memer HERO

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    wups
     
    Joshi likes this.
  10. Joshi

    Joshi Well-Known Adventurer VIP

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    I think First of all Guilds need to get fixed ;p
     
    huge6446 likes this.
  11. orange0401

    orange0401 Fortified with Vitamin C HERO

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    needs a bump. why did this thread die?
     
  12. Sunn_

    Sunn_ Stoharis the Silent HERO

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    I think this is a great idea.
     
  13. dead zeffe

    dead zeffe Guest

    Ok i join the best guild on the server i win the perks and i left it cool eZ perks free :D
     
    DerVillager likes this.
  14. Glitchedslayer

    Glitchedslayer Godly Horse Breeder and Memer HERO

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    Cause at the time, people were more focused on fixing OP builds and bugs.
     
  15. Foven

    Foven Praise the Moon HERO

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    @huge6446 @Glitchedslayer in my opinion the content team should work on fixing content that is already in the game, rather than what they are doing now, which is creating new content. While we are excited for the follow update, there has been a lack of patches lately. And that's not because of a lack of problems. It's because of time used for making content for the follow update. You might say that fixing already existent content like guilds would be too much to do for one patch, but guilds have been messed up forever, whereas powders and new quests are being introduced. (The new version of powders is a completely different concept from the old ones, so I don't count them as being related). Sorry that I had to make my point so long like it is (at least it is from my phone).
     
    thatswhatido likes this.
  16. thatswhatido

    thatswhatido Supreme Wynncraft Player thatswhatido CHAMPION

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    Meh, I see where you're coming from but the entire guild system needs a rework before I see this becoming a thing. Guilds are basically just run on who has the most money and people who can kill 1000 mobs

    Ps you suggested this to get bonuses from being in a high level guild, biased scum
     
    Last edited: Jul 6, 2016
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  17. Cryptos

    Cryptos Hunter

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    I just hope that before they make any major changes to guilds they fix the bug that locks people into a guild permanently if they changed their names. Quite a few people are stuck including me.
     
  18. huge6446

    huge6446 nether pvp guy HERO

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    It is too complex. It would honestly take me a couple weeks in a row to understand it...
     
  19. Witcher

    Witcher the crappy class suggestions guy

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    some things are a bit op like the walk Speed and I think they do not really fit. But xp bonusses and loot is a cool idea
     
  20. RedBr971

    RedBr971 That guy you don't care about HERO

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    I've liked the idea! Guilds are soo boring, if we can't war we need some good things to be in a guild i've liked all of your ideas +1 supporter
     
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