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New Guild System

Nice.
Besides these changes, it would be good to have an auction system.
 
looking forward to this updates! :)

i think better not to increase guild member capacity too much just yet.. i agree with idea each guild level give little exp and drop bonus. 1%exp(odd) 1%drop(even) with 1bonus slot per 2lvl (repeat in cycle). so lv 10 guild give members 5%exp + 5%drop rate buff, with 30 members capacity (just example).

also i think the idea about restricting people for 24hours to access guild island/hall, guild war, sacred war, etc is not bad. I see this similar policy in some other mmorpg and it works fine.
 
The new mentoring system should be before this update. More players helping players to level with a goal to join a guild for the guild events and these challenges to increase the amount of guilds/size of guilds that can take part. Even know the bigger ones will always win more guilds will try to take part.
 
First of all, lottoazul is a dumbass.
There's no space for such selfish attitude. Restricted is op af. Just as the others mentioned before, increasing the max level would make the gap between the guilds even bigger. The situation has to be much more stable before anything like that gets implemented.

Guild leveling seems fun, i tottaly agree with the idea.
How about reputation -> guild exp? That would encourage guild people to help out newcomers, instead of just going to grind to get some guild exp. I also think that Award center should be implemented as soon as possible, else majority of people will not even bother to help out newcomers, which means that server's potentially loosing tons of newbs.
 
How about reputation -> guild exp?
That's the part that more rich players like to abuse to get even more rich.
So: NO! Won't happen unless the Game Mentor/Disciple system is changed, and we did not planned to change it anytime soon.
 
I love the updates, however I think guild leveling should be revised a bit. If guild gains exp based on the percentage exp given by each member, then this can be cheesed by making low level characters and using their experience. If it's a flat amount of EXP, then higher tier guilds gain an advantage as they can hunt stronger monsters more easily, hence gaining a higher flat amount of EXP.

I like the idea of making a sacrifice for the benefit of the guild, but I don't feel like it seems right. Perhaps as some people suggested, a higher drop/exp rate or some sort of incentive to make your hard-earned EXP worth it in the long run feels in order.
 
Something that came to my mind now that could also be done is: get the VERY high amount of useless and rare drops in the game and make them useful by making quests with good rewards that require them, or making questing a part of guild lv up, so you have to fill both an exp criteria (which would be the easiest) and farm the items with low drop, which would be more annoying. This way you don't make it as easy as just a set lv of exp that can be done easily by hunting high level monsters (which would benefit the high lvs and greatly make it rougher for lower lvs) and you make it more time consuming, albeit not making it hard, just time consuming (which affects all equally).
 
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.

I absolutly love the idea!
 
i used to play fly for fun, and the guild system is very good and adapted to this game would be:

Guild levels from lvl 1 to 50; higher level gets more slots and guild buffs
Guild buffs at lvl 20: +15% exp for all members
lvl 30: +40% fairy exp
lvl 40: +25% exp in party
lvl 50: +10% drop rate +5% exp rate

How to lvl the guild? collect items in game and donate to guild. Its going to increase the exp bar
example:
Shashimi gives 5 exp
Iron ore gives 5 exp
FC/DS/DW drops gives 50 exp
autumn/spring items gives 60exp
and so on..
(this will create a new market, newbies will be able to collect items and sell; the money will rotate faster)

Level 1: needs 1000 points; lvl2 2000 lvl3 4000; lvl 4 7000 etc etc..

also i would suggest to delete the bd from summer, and add a private bd for every guild (this will prevent the monopoly) but decrease drastically the drop of gems. Example: 1% bd eye, heart, soul (and increase hp; also chance to miss seals or stun; to make things harder)

Also a daily dungeon for guild members with some bosses ; drops can be rings lvl 65, etc
 
also i would suggest to delete the bd from summer, and add a private bd for every guild (this will prevent the monopoly) but decrease drastically the drop of gems. Example: 1% bd eye, heart, soul (and increase hp; also chance to miss seals or stun; to make things harder)

Also a daily dungeon for guild members with some bosses ; drops can be rings lvl 65, etc
Don't you rather just make bd invicible and remove drops? Sounds like more fun this way.
 
That's the part that more rich players like to abuse to get even more rich.
So: NO! Won't happen unless the Game Mentor/Disciple system is changed, and we did not planned to change it anytime soon.
I think Award center/Reputation will always be abused if it comes, In my opinion the best way to remove abuse is to put restrictions on mentor/disciple IP addresses for example:
if mentor ip address === disciple ip address
-can only earn maximum of 'XXX' amount per day of rep or etc. (solo farming) until restriction

and if mentor ip address !== disciple ip address but has already earned certain 'XXX' amount of rep
-then put restriction

Well if it's only technically possible, and also it cannot be exactly the said idea above but I think it's gotta be something related to restrictions on IP address of mentor/disciple.
 
You can get around the IP thing way easier. Personaly, i've got 4 pcs. That means, i can get my main and 3 alts, all of them will have different IP address. Or using some public wifi. besides my own wifi, i can connect to a public wifi from my flat. this would be soo easy to abuse.
 
Zankza said his system is HonorForPirates i doubt it will be something simple like reputation for credit system.
 
Reputation system will have nothing to do with guild system as it's not in state to be considered as valuable resource. Same as HonorForPirates system.
The items ideas seems good, but this will make things move to another direction as we want.
The bonuses for guilds will make guilds even more attractive and will lead to abuse by guild leaders (Pay gold/rum to enter).

So far, nothing that can be considered "Fine" was suggested by players so far.
Remember, PKO is hard 1x server, and nothing that makes it more soft except events is accepted.
 
Reputation system will have nothing to do with guild system as it's not in state to be considered as valuable resource. Same as HonorForPirates system.
The items ideas seems good, but this will make things move to another direction as we want.
The bonuses for guilds will make guilds even more attractive and will lead to abuse by guild leaders (Pay gold/rum to enter).

So far, nothing that can be considered "Fine" was suggested by players so far.
Remember, PKO is hard 1x server, and nothing that makes it more soft except events is accepted.

I agree with the Anything that makes it more soft part, since if that happends, the server will become just anything regular and casual, like any other server out there

keeping it vanilla, means it STAYS vanilla
 
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.
 
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.
i do think that the main problem in the game is the unbalance in gameplay there could be a huge gap between players therefor i suggest a core change which is not to limitate mazes only by levels or rather by a new system which is battle power system. attribute values to equipment . this would balance the game and newbies will get a better chance. also i suggest more specific events rather than only increasing drop rate . it is harder to get equip isnt it? why not enhance economic system by focusing on side professions giving some autonomy to new players aswell as giving higher importance to consumables?that would somehow decrease the unbalance by increasing importance of consumables and introducing new ones with temporary effects which are easier to acquire by manufacturing an crafting . also i suggest a pk point system which would limit pking . each kill gives 10 points for example and after reaching 30 points u may loose equip if killed that could work for mazes as a balance aswell . also i suggest introducing pvp events with arena system by matching registered players together through bp system in a way to have a balanced pvp plays between teams with close bp . these events will have great rewards . i expect that these changes will attract more people to the game by balancing gameplay and increasing social activity through better pve and pvp experience
 
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.
as for the guild system i think that by balancing the game ,challenges between guilds will automatically be balanced and there would be no need to put lvl restrictions for players above lvl 70 .By balancing challenges exp donation is unrecommended because it should be mainly from events and so every guild will be mainly lvled by social activity in events. i agree regarding other changes
 
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.
Also u can substitute leveling by introducing quests either collection or killing monsters which are attributed to each guild member according to his level and therefore doing these quests up to a maximum limit will give guild exp . u can put some innovations but main idea is minor guild quests other than challenges which are major quests
 
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