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New Guild System

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We would like to open a discussion on the proposal of new Guild system that was based on players suggestions.

  • Leader:
A system, where current Guild Leader can transfer it's rights to another member by simply selecting a player from Guild list, and assigning rights.
  • Levelling:
Allow guilds to be able to Expand.
This will work by giving EXP % (tax) from Guild member to the Guild itself, allowing it to level up and get more slots.
Each level will give one more slot.
  • Bank:
A shared Bank that is allowed to be used by Guild members that earned this right from Guild Leader.
It will have Action Log allowing Guild Leader to check how it was used and who put or taken what items/gold there.
  • Challenge:
Level 1-10 guilds can challenge each other two times a week in Arena or CA or Mirage like map gaining Guild EXP.
Level 10-20 guilds can participate in Mini Sacred War (Navy vs Pirate) gaining Guild EXP, Gold, and more.
Level 20+ guilds can participate in Sacred War (Navy vs Pirate) gaining Guild EXP, Gold, and more.
 
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There is another one that we would like to discuss. But probably will be introduced later, if we find a good mapper.
  • Islands:
Guilds can fight over to control one or more of "Caribbean Island" every weekend in capture the flag manner. Each such island has own ecosystem with entry to one of a few shared dungeons with own mobs, chests and BOSS.
 
That would be an amazing update
 
That would be an amazing update
We would like to see more in-depth replies.
Of what our players like, what not. What could be improved or what needs to be made more clear.
May-be be even questions, to get into details of each system related to guilds.
 
Giving Leader a bigger role than just accepting/declining applies is something that should be made initially since v1.0 . But having it now is also good.

Leveling Guild system would be amazing if done properly. Apart from adding slots when lvling the guild, there should be something like "guild buffs". For example: Each guild lvl adds up 1% Exp/Drop/Fairy rate to every guild member. This would incentivate guild members to participate in the guild leveling.

Guild Bank should have been implemented since V1.0 too. It would add a good layer of transparency between guild members and guild leaders. It should also be possible to store gold. Adding an action log would be a plus.

Guild Challenge should give out good rewards to incentivate people participating.

Another measure: People who joined a guild in the last 48-hours prior to a guild challenge can't participate in it. This would prevent people from joining up just for Challenge Rewards.

Islands would be cool but seems like far too distant at this moment. It would be better to get the first part right (Guild Leader, Guild Bank, Guild lvling and Guild Challenge) before taking up a bigger challenge.
 
For example: Each guild lvl adds up 1% Exp/Drop/Fairy rate to every guild member. This would incentivate guild members to participate in the guild leveling.
This will put smaller guilds in disadvantage.

Another measure: People who joined a guild in the last 48-hours prior to a guild challenge can't participate in it. This would prevent people from joining up just for Challenge Rewards.
I would disagree here too. Eventually such players that only join for rewards will get quickly noticed by players who play with their Main in same guild, as result, guild can just fall apart quickly.

Islands would be cool but seems like far too distant at this moment.
Islands was v3 feature. We will check our data for the original maps.
 
This will put smaller guilds in disadvantage.

Someone will always be in disadvantage.
"Small guilds" will fight against "small guilds" to become "big guilds". Adding the bonus exp/drop/fairy will incentivate people to work towards lvling guild up therefore become a big guild. Big guilds will have the advantage of having more members anyway, exp/drop/fairy won't make any big change in the Guild vs Guild challenges.

I would disagree here too. Eventually such players that only join for rewards will get quickly noticed by players who play with their Main in same guild, as result, guild can just fall apart quickly.

I still think that putting the 48-hours non participating rule will do more good than bad. Otherwise "merenaries" will just hop from one guild to other just to help that one guild win and make cash out of it.

Islands was v3 feature. We will check our data for the original maps.

Was v3 being developed by moliyo when it went bankrupt?
 
Was v3 being developed by moliyo when it went bankrupt?
It was already released back then.

I still think that putting the 48-hours non participating rule will do more good than bad. Otherwise "merenaries" will just hop from one guild to other just to help that one guild win and make cash out of it.
We do not want to restrict Guilds and players in any possible way. Better leave this to social part between guild members.
 
when will you start thinking about removing the level 70 exp cap.
some of us want to do rebirth which starts at level 75.
and it really sucks that the game is missing out on the best quest it has to offer.
I am stating this here because you guys seem to be adding some new tweaked features when there is still so much game content that exists in top that is being limited because the exp is half'd after 70.
 
- Leader - 100% Agreed. Nothing to really comment here, just plain good. Maybe add vice leader jobs so they can also recruit or kick, but cannot disband.

- Guild Leveling - I think we should get a bonus other than just capacity. Slight exp and drop gain when killing with your mates or something. It will make people do stuff together and associate. But how would leveling work? I mean, making lv60+ people give up their exp is at the very least a bad move, this exp is very hard earned. On the other hand if any level is redeemable for exp then we could just make alts, and trade their levels for guild level...

- Guild Bank - Another useful feature. It could make trading items between mates with different timezones much easier. Requiring permission from guild leader is also good. I also agree to Dakiller's suggestion of storing gold there.

- Challenge - I don't have much of an opinion here yet. We have few guilds and even in the ones we do the power is too concentrated, if these challenges work anything like the mazes we all know the outcome before it happens. Ugs lv2-3(4?) + bd gems against shining gem lv2, hmmmm I wonder who will win.
 
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yeah, i agree with Bruno... imo u have to think a little bit more about the challenges and slots, otherwise strong guilds will just get stronger (maybe too much if this is not tested before).
 
- Guild Leveling - I think we should get a bonus other than just capacity. Slight exp and drop gain when killing with your mates or something. It will make people do stuff together and associate. But how would leveling work? I mean, making lv60+ people give up their exp is at the very least a bad move, this exp is very hard earned. On the other hand if any level is redeemable for exp then we could just make alts, and trade their levels for guild level...
the EXP tax is set by Guild Leader per member basis.
Basically this means, that whole guild can get together for a few hours, and lvl up to get additional slot.
Or can just play solo. But then what are guilds for?
Additionally, the the exp per guild lvl will get more and more. So somewhere at lvl 10-15 even the strongest guilds won't be able to level up just by grinding. And their best choice will be guild challenges.

- Guild Bank - Another useful feature. It could make trading items between mates with different timezones much easier. Requiring permission from guild leader is also good. I also agree to Dakiller's suggestion of storing gold there.
Accepted.

- Challenge - I don't have much of an opinion here yet. We have few guilds and even in the ones we do the power is too concentrated, if these challenges work anything like the mazes we all know the outcome before it happens. Ugs lv2-3(4?) + bd gems against shining gem lv2, hmmmm I wonder who will win.
UGs are more easy to get now. As well as REFs that are all over argent market. So getting stronger is just a question of time and dedication.
 
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the EXP tax is set by Guild Leader per member basis.
Basically this means, that whole guild can get together for a few hours, and lvl up to get additional slot.
Or can just play solo. But then what are guilds for?
Additionally, the the exp per guild lvl will get more and more. So somewhere at lvl 10-15 even the strongest guilds won't be able to level up just by grinding. And their best choice will be guild challenges.




UGs are more easy to get now. As well as REFs that are all over argent market. So getting stronger is just a question of time and dedication.

If you are lv65+ it won't be just a few hours... And that would benefit much more ppl who start a guild at a lower level, wouldn't it? Anyone who actually plays knows the best way to plvl is at most in duos, more than that you'll lose more exp than you gain because there are not enough monsters to make up for the exp lost by adding another member, getting 0,01-0,02 is already low enough wouldn't you say? Maybe stipulating a set number of exp needed for each level would be better because at this rate a guild with already high lv members wouldn't ever lv up.

And about the UG... Try doing doing dw bosses if you are not restricted... It is literally IMPOSSIBLE to compete. Refs were never the problem. I'm not one to complain and complain nonstop about stuff, I rather help people and have fun if the possible ways, if it's bad to that point where u can only complain it's better to just give up and play something else, I'm not there yet but I mean, seriously, HOW can you expect ppl to win pk against a guild that has been around for much longer and most of the members are already gemmed with ugs and bd gems before you even started playing? Then they start logging each other's account and 3 ppl solo ur guild because they take half a second to 1 shot you but you have to gang up for each one of them. It's not a matter of dedication and time, I've been playing for more hours than it's healthy to for almost 3 months and I'm at the point in character strength (today) they were 2 months ago, and I do go dw, I do go c.a, but nothing ever works. And if a player that puts so much dedication and time like me can't stand a chance, what hope is left for casual players? Absolutely none, zero, impossible, not gonna happen. I mean, be online, watch the pks, see how it goes in reality, not theory. It's just massacre unless we outnumber them 3 to 1.
 
If you are lv65+ it won't be just a few hours... And that would benefit much more ppl who start a guild at a lower level, wouldn't it? Anyone who actually plays knows the best way to plvl is at most in duos, more than that you'll lose more exp than you gain because there are not enough monsters to make up for the exp lost by adding another member, getting 0,01-0,02 is already low enough wouldn't you say? Maybe stipulating a set number of exp needed for each level would be better because at this rate a guild with already high lv members wouldn't ever lv up.
OK. We are open for suggestion here.
How should Guilds Expand? How they should Evolve?

Let's just check recent post (link)
There is a huge Gap between new players and old time players.
All the TOP guilds are full or picky on their members. As result, new members cannot get social, and eventually just quit.
 
OK. We are open for suggestion here.
How should Guilds Expand? How they should Evolve?

Let's just check recent post (link)
There is a huge Gap between new players and old time players.
All the TOP guilds are full or picky on their members. As result, new members cannot get social, and eventually just quit.


yeah but u got to find a way to not make those top guilds even stronger and the small ones just stay how they are (or fall apart)
 
And about the UG... Try doing doing dw bosses if you are not restricted... It is literally IMPOSSIBLE to compete.

you cant complain if you don't try.
most the time the bosses are not even touched by restricted or any other guild
just check dakillers posts he solo'd b2 in 45mins because no one else does it.
if you do not attempt things and just complain on forums any change the mods do wont be helpful for you. It's as simple as that.
This is a 1x rate server with capped level/exp and 2 sockets, anyone can kill anyone.

anyway what i am trying to say is that if you want change first you must change yourself. :D
 
when will you start thinking about removing the level 70 exp cap.
some of us want to do rebirth which starts at level 75.
and it really sucks that the game is missing out on the best quest it has to offer.
I am stating this here because you guys seem to be adding some new tweaked features when there is still so much game content that exists in top that is being limited because the exp is half'd after 70.
80% of the lv70+ players are just in one Guild, removing lv70 exp cap will just cause more Dead PK. I think lv70 cap should be removed when there's at least 100+ active lv70 players. I mean by the current state of the server no guild can win against Restricted if they're all up, Just look at Huskybruns or Playl3oy or Jyvu can pretty much solo one whole guild. Look at that PK @Zankza one player can solo 1 whole guild, but yea I agree it's totally normal I mean they are 1 month ahead of us and they're doing bd. So removing lv70 exp cap will be just Restricted killing the server. Stop pushing the idea of removing the lv70 exp cap Zalukia, its not the right time.
 
80% of the lv70+ players are just in one Guild, removing lv70 exp cap will just cause more Dead PK. I think lv70 cap should be removed when there's at least 100+ active lv70 players.

Only 14 out of 49 level 70+ are in restricted. not 80%
and half of them don't even play anymore. Just taking up guild slots :p
where are the other 35 level 70 players?
well since there is no more game content after reaching level 70 there is no need to keep playing so hardcore.
they realized that they can not play for months and when they return the game wouldn't have changed that much.
by unlocking level 75+ game content like Rebirth for example will in a way force those who have spent a lot of time and money to come back to the game because there is actually something to play for again.
 
again with unlock the game lv75...will tht give balanced to game or it just a selfish demand? plss ...those high lvl help those newbies ..and for newbies...pls dont beg for lvling till high lvl pissed off...-___________-
 
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