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Remi Remi
posted on Thursday, June 20 2013, 05:58 PM in Game Suggestions
Hello, I would like to suggest an idea for guild towns.
I've noticed that a lot of people seem to have trouble getting parties for dungeons, dailies, and pvp is a bit lazy lately. I put a lot of thought into how to require more activity from both guild leaders and guild members. Pve or Pvp friendly! Maybe it will help promote something new to the game to get more of a player base or bring back players that capped/quit. It would take a lot of effort and probably a lot of time before we could add something like this to the game. I realize I'm just adding salt to the wound since we just got new job advancements and some new gears and chain quests. But, please just hear me out for a bit.

Fair warning: I suck badly at summarizing anything.

Keep in mind these are just some of my brainstorming ideas. I can't make the decisions. :D
But I figured maybe if I helped it might get you started thinking too.


:: Guild Town Requirements ::

Guild level 40.
At least 40 members.
Guild leader has to complete a pve or pvp-related chain quest to prove their worth.


Pve town chain quest: Kill a number of normal monsters in a dungeon, then have to go back and kill the bosses. The normal monster parts will require multiple runs so have your tears for some dungeon resets. Since it's a chain quest, it can start out at lower level dungeons and work its way up. Not all of the dungeons will be involved, though. I'd say wood garden hard, circus hard, and temple of atlantis?


Pvp town chain quest: Win in each type of battlefield 5 times (can only carry one quest and must finish it to unlock the next) and then the final part is similar to the bosses for part 3 of the 75 chain quest, but only the bosses on the pvp maps. i.e. sakun, sraclone, tundro, cringer, and lost mysterion.


Once the guild leader completes their chain quest they can purchase a guild town from an npc. I was thinking Prince Shilly or whatever the npc's name is that you can create a guild at. Maybe have a full party requirement at the end of the quest? So you need to party 5 members of your guild and have a required amount of gold.
Not sure how much would be reasonable.


:: Guild Town Features ::

You get to select from the maps as your instanced town.
So pick your favorite map and build from there?
Not sure what the limit would be for this, though.
Maybe would have to be a slim selection.

Within the guild town, the guild leader has the option to add certain things that will benefit their members.
Some examples of these benefits are as follows.

1 default pve/pvp buff npc
1 guild storage (expansions available similar to in the guild skills)
1 resource collection building
3 stat focused buildings
3 mvp statues

I'll now explain each of these features a bit and how they would work.

:: Pve/Pvp Buff Npc ::

This npc would be available from guild town level 1 and the bonuses increase with the guild town level.
This npc could give 2 or 3 daily buffs that last 1 or 2 hours. They give bonuses relating to pve or pvp depending on your guild town. Wasn't entirely sure what specific stats to put for these ... my brain kind of died here.

:: Guild Storage ::

This is available from guild town level 1.
The guild leader can pay a price in gold to increase the storage space at level 3 guild town and level 5.
Guild storage is pretty simple. Basically, it would be where you keep items for the guild as a whole. I noticed that the settings for member/officer etc. deposit or withdrawal is buggy for me. It resets? So I was figuring that you must be at least a member to access the the guild town. Meaning if you're a recruit, you won't have access to the town and as a result, no access to the storage. So promote people at your own risk as usual.

:: Resource Collection Building ::

This is available from guild town level 1.
Resource collection building would be where you donate your materials for building requirements, upgrades, and upkeep. It would keep track of the % you're at towards total materials. Certain materials will require a different method of collection.


There might be a way to use the current recipes towards these things, but I'm unsure of how to get them to work with the pve or pvp element. So here are my ideas I have so far. Lots more to read ... put on your reading glasses, sisters and bros. D:


Pve Town Exp: You gain exp. towards leveling your guild town at a rate from dailies, wanted papers, and dungeon dailies.

Pve Material Collection: Materials for creating your stat buildings would drop from normal or boss monsters in dungeons.Starting from circus normal and working its way up to harder dungeons. Normal drops would be more frequent, boss drops would be a bit rare and untradeable - the guild leader would need to obtain these untradeable drops.

Pve Building Upgrades: Materials for upgrading your stat buildings would be related to recipes from the coin vendors, medal vendors, or from dungeon drops which you can farm materials for in normal pve areas.

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Pvp Town Exp: You gain exp. towards leveling your guild town at a rate from the points you gain from participating in death match, flag match, and battle of atlantis and finishing battlefield dailies.

Pvp collection: Materials for creating your stat buildings would drop from pvp map normal monsters and bosses. Starting from conflict valley and working their way up to the higher level pvp maps. Guild leader must obtain untradeable materials from the boss monsters. Similar to how pve town collection works.

Pvp Building Upgrades: Materials for upgrading your stat buildings would be related to recipes obtained from the battlefield recipe vendor or from the crimson snowflower vendor in frozen nest.

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

Creating the building, or rather, passing "building requirements" is where drops from the dungeons and pvp maps comes into play. It doesn't have anything to do with upgrading the builldings to a particular stat. It's like making a generic building which you can then later turn into a specific stat building.

A little more about upgrading buildings: Depending on the level of upgrade you'll need more of those materials/items created. For example let's say to advance from level 1 to level 2 stamina building, you need to make 100 cards, food, and potions that increase stamina, defense, or health. If you were working on upgrading from level 2 to level 3, however, you would require items of a higher level and a larger amount of items which are focused towards the benefits of that stat.

I was thinking, since materials can be traded we should at least make sure people have to have the level requirement to make the items. Meaning, they can grab a repeat quest from their assistant skill npc so they can craft the items themselves and complete the quest to retrieve an untradeable/locked version of the items they crafted. Then they head to the resource building to donate the items towards upgrading.


:: Stat Buildings ::

You can start making a stat building at guild town level 1 after you've met building requirements.
You gain access to the ability to make another at level 3.
You gain access to the final stat building at level 5.

The stat options will be: stamina, wisdom, agility, power, intelligence, all defense, and max hp/mp.
You start out at 1% and the max will be 5%-15%?
You may only have one of a particular type of building.
Meaning, for example, you can't create 2 stamina buildings.

:: MvP Statues ::

You get these at guild town level 1.
However, it takes one week to calculate the 3 mvp's and they must maintain their activity to keep their mvp benefit. A generic statue (grey version - their name, gender, race, and class) of the most valuable people that contribute to leveling the guild town and donating materials required for upgrades or upkeep. I was thinking maybe we should have some kind of upkeep to meet for the buildings at max level (level 5)? That way it keeps MvP statues in circulation to reset each week and possibly give other members a chance at being famous in guild. The statues grant the 3 most valued players their own "daily" buff that lasts until the dailies reset. They can select which buff to receive. I was thinking maybe +attack, defense, or heal. Not sure, though.

Anyway, sorry that this is a buttload to read through. I've put a lot of time and thought into this.
I hope maybe one day we can think of adding it into the game or at least something similar. :3
Maybe not as complicated as this. I was just trying to think of ways to get people to want to do more dungeons, dailies, and pvp matches.

If something sounds difficult to understand please let me know and I'll do my best to explain the idea better.

I wasn't sure if this whole thing is impossible or not, but it doesn't hurt to try and see. ^-^;

Thank you very much for your time.
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Responses (7)
  • Accepted Answer

    Ur Ur
    replied on Friday, June 21 2013, 05:56 PM #Permalink
    yeah, I love your idea. let's hope someone, a code expert perhaps, could help sedy figure this out and prolly implement it. ahahahha
    Reply voted down Show
  • Accepted Answer

    Remi Remi
    replied on Friday, June 21 2013, 08:13 AM #Permalink
    Yea, that's the main thing I was worrying over. =c I realized it'd be pretty difficult to make something that they don't already have the ability to make. So if something isn't possible then we can try to come up with alternative ideas that may be easier to implement. I think I just confused myself trying to word that right. (xD hehe just woke up) Anyway, so we can all make suggestions and Sedy can tell us what's out of the question and what isn't? Then we can try to progress from there. My ideas were basically a rough draft of ideas I thought of. I'm sure we can get creative and think of ways it can utilize the current game's features so it wouldn't be as difficult to code. *puts on my thinking cap?*
    Reply voted down Show
  • Accepted Answer

    Ginzou Ginzou
    replied on Thursday, June 20 2013, 07:10 PM #Permalink
    Wow, you really thought about this in depth. xD

    I really like the whole system you came up with. Especially how you can make a Guild Town either pvp orientated or pve orientated and doing a chain quest based on what you choose. It's really imaginitive. :3

    Let's just hope some more positive feedback gets posted and see if something like this could be implemented!
    Reply voted down Show
  • Accepted Answer

    Aquarius Aquarius
    replied on Friday, June 21 2013, 03:13 AM #Permalink
    Wow, i actually like this idea, so it's like a guild base for every guilds and not afking in terminus and causing a huge amount of lag lol.

    It's like a guild base in Grand Fantasia or like a guild island in Spirit Tales~
      Reply 
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  • Accepted Answer

    Ur Ur
    replied on Friday, June 21 2013, 04:09 AM #Permalink
    Sedy, good luck with the codes!
      Reply 
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  • Accepted Answer

    Citadel Citadel
    replied on Friday, June 21 2013, 05:56 AM #Permalink
    Awesome idea, you get my vote!
    Reply voted down Show
  • Accepted Answer

    Remi Remi
    replied on Friday, June 21 2013, 09:51 AM #Permalink
    Well, my mind keeps working on new ideas for this. I was thinking that it should also have a donator's expansion pack? I wonder what sorts of features people would donate to gain access to, though. Maybe some guild town exclusive things. I've thought up some ideas, but they're random. I kind of don't want to make all of this about getting guild passive buffs and whatnot. There should be some other things useful about a guild town. Anyone have any suggestions?

    Here's what my mid-morning brainstorming has gotten me:

    Saint or Prophet buff totems? Perhaps similar to how Tratequ spawns those little statues which shoot out a poison DoT. Maybe something like those, but instead of the poison they grant buffs? Some people follow you all over the game "buff me buff me". This way if your healers are busy with dailies, dungeons, or whatever else those mysterious creatures enjoy doing ... you can get your own buffs? That or just an npc you can talk to that would grant you the buffs. (Think something like buff pang in flyff.)

    Some type of exclusive dungeon, but I was thinking a difference between the pve and pvp one.
    I can't think of what, though.


    What other kinds of things would make you want to purchase a guild town expansion pack? o.o If anything.


    I figure there could be a less expensive version of the expansions. Say, for example, you only want this or that feature but aren't wanting to spend that much on another feature (or can't afford to). Then you can get the option of only purchasing the lesser expansion for it?

    Also, an additional idea for the MvP statues in my original post would be that the MvP's of the guild for that week gain some type of reward? Like a small set amount of gold (10m?) or some chance items such as the bags you open and have a chance for all stat cards. I'm sure there could be better rewards that would incline people to put more effort into becoming the guild's top 3 contributors, but I personally can't speak for everyone. Nothing too extravagant, of course.

    A pve and pvp guild ranking would be kind of cool as well. That way for players coming into the game looking for more pve or pvp-based guilds they can look through and find out which guilds are most well-known for that specific type of gameplay.

    I'm not sure how they would gain pve or pvp guild reputation, though. Maybe through doing some types of guild quests? But the quests should give some other type of reward based on whether your guild is pvp or pve. Need more thoughts on this. I guess it would be kind of similar to PKing people to up your PVP Points, but what could we do to gain PVE Points?

    Edit: Maybe there can be a type of pvp/pve match where pve and pvp guildies wind up in their respective teams? This would be exclusive to guilds that obtain a guild town, though. e.e So it's like an extra benefit of having one?

    Pvp vs. Pve Match

    The match would be similar to vortex where groups of monsters are summoned. There would be rounds, but no rounds would be skipped. So probably 15 rounds of monsters that get slightly harder in difficulty. 15 is a random number I decided on that seems like it might take some time and effort, but also makes sure that you can't wind up in a draw/tie match. Maybe the types of rounds would be different for individual level brackets. The goal would be for the pvp team to defeat the pve team during each round before the pve team can defeat the summoned monsters or the other way around. I'm not sure if it'd be possible, but the pvp team would have to only be able to attack the pve team and not the monsters and the pve team would have to be able to only attack on the monsters. That would save from targeting the wrong things. I was also thinking that based on if you win a round, your team receives a type of buff sort of like in vortex if you meet a requirement for certain rounds. Based on If you win or lose the match, your guild receives a bit of pve or pvp reputation and you get exp/sxp and your choice between a gold or battlefield point reward. Similar to how some dailies have the option for a bit more exp or a chance bag.

    Also, perhaps the reputation can go towards some type of guild reward if you gather so much of it.

    Must ... stop .... my mind. Someone find me a hobby. ;~;

    Edit Again: Was thinking perhaps the pve vs. pvp and two other types of guild town-related matches could be kind of intertwined. Maybe make it a register a party type match. Where you register with your party and you get matched up once another party is available. Your party must be players within a certain level range of each other. Probably like the death match, flag match, etc. level categories. However, much like leaving a death/flag/boa match you'd get a debuff that needs to wear off before you can register to do another match of any of these three types. That way it prevents match spamming/reputation abuse. Maybe a half hour debuff would be reasonable?

    The other two types of town-related matches would be pve vs. pve and pvp vs. pvp.
    You can participate in these with your guild or another, but your guilds must meet the pve or pvp requirement.
    Meaning you can't go to a pve vs. pve match if your guild is pvp-related etc.
    That would be another perk based on what kind of guild you're in. :3
    Pvp guilds will have access to pve vs. pvp and pvp vs. pvp.
    Pve guilds will have access to pve vs. pvp and pve vs. pve.
    Does that sound kind of fair? o.o


    Pve Vs. Pve

    This would be another monster summon style match, but it has a time limit. The pve team that has the most accumulated pve kill points (some monsters give more points, i.e. maybe mini bosses or an actual boss - for example how killing the statue or leader in death match gives more points) would win.

    Pvp Vs. Pvp

    This is very similar to death match, except that there's a time limit and not a set kill count. Killing players closer to your level in your particular bracket gains you more points. Meaning in order for your team to win, you have to keep plowing damage at the opposing team for a set period of time. It's kind of like a timed massacre for lack of a better term.

    Actually, I'm not sure about the pvp vs. pvp one.
    If someone could come up with something more creative it'd be cool.

    By the way, I'm SO sorry that I keep coming up with ideas.
    D: Sedy is probably going to shoot me.
    *hides under a pile of logs in game* .____.
    I'm probably getting too ahead of myself.
    Oh well, at least the ideas are out there.
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