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Expanding the guild system
As of right now there are only 2 real basic features of guilds: Towering and Guild spar. So why not expand or create new things for guilds to do and incourage co-op play in the process? And maybe use it as away to alter the reward system.
1.Missions There are several bigger basically ignored seldom used buildings around the map in the different areas like the arena in snow,Mcormics in Belle island,ect. Why not convert them into places where you and your guild mates can battle boss baddies? My thinking is if you die rather than respawning you have to sit outside the area and observe like you would in spars,and if your guild defeats the baddie you still get the spoils or reward. 2.Guild team events These are just the common events we all ready have that are elimination style co-ops. Like freeze tag and team fort. They could put those in the seldom used buildings as well and made so guilds can vs each other and win spoils as well as points for the guild. Guild spar would fall under this catagory as well. 3.points system This has been discussed before. This is how i would work it. You get rewarded points for:
They would obviously need to add more stat colums for these things. There would be a running talley of all points earned by guilds. With ranking lists of the highest point scoring guilds in total points and for each individual guild task or competition won or completed. Then after each month or season rewards would be handed out to the guilds with the most points in each category. |
I agree this would be an awesome idea, but I feel that Towers and Guild Spar should be kept separate and not contribute to "points". However, one feature I love about Zone is the missions you are able to do to rank up yourself, so why can't they add that into a guild scenario?
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Great idea Buran. I agree with adding more guild oriented activities but without reward systems and prices. I think it would be better just to add things for the players to enjoy and not ruining it by making it a tryhard competition.
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Sorry for reviving this, but they should make guild capture the flag, and hat milestones, etc;.
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Most of these are what delteria is aiming for .
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I had an idea where graal moved into a more hunger games theme where 20 teams set off to this huge map filled with dead buildings and the last team standing wins. The difference is that when you stsrt you have no sword. Their are bows bombs and swords. Their are a varaity of swords. Strong to weak. Weak is overly common. Strong ones are found throughout the map and is rare to find. 15 people per team. The teams are chosen based on what buran said points. Prizes are rare stuff that may be idea from what the gst item idea thread. Then it will get people wanting to do this! People will want point and cool prizes. It's all a cycle!!!
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would like to see them fixing the current guild stuff before they go on expanding
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I was mostly trying to suggest since others have suggested moving into a points system direction for towering that there should or could be more categories so there are more opportunities for more guilds to get prizes. I'm still afraid if it was set up just based on who gets the most tower hours it is going to be the same 3 guilds winning every cycle. That's why I think there needs to be more to it then just tower hours.
I also had an idea where guilds would be based around using and getting rewarded with gralats. For instance guild members would be allowed to donate to the guilds fund and for doing so after so much you would get a reward. Then they could charge fee's to own and maintain guilds,to have allies,to rec or kick ppl as well. Going with that a reward's tier could be a list of items you can unlock for purchase when your guild hits so many hours. I'm sure it will be difficult to change towering and keep it balanced because of guilds that have a crap ton of hours and that are still active like SON or one of the others that keep going. I'm not trying to make it pay to win or anything like that just trying to think outside of the box and suggest some new elements that might work. |
It was always the intention to add guild missions/challenges that you sign up for on the second floor of the guild center. You know, the one that has automatically sent you back down the stairs since MoD Town was released. But how do you do realistically create a system like this without it becoming very repetitive and tedious? I have asked quite a few people in the past and have never felt convinced.
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Well I know Delteria has a quite big guild/party focused part, which is suppose to be extended in future progress. Also some of the new ideas posted here have been suggested by staff members a while ago, and there are still talks about ways to implement new features. Some are already on their way.
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lol^ :giggle: |
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everything that's even remotely competitive on this game gets trashed on the GST is a conspiracy every time people who no longer tower just sit on the sidelines and claim superiority over those who actively tower simply because "they never did it for the hat" (whoa, you're such a badass) neither of those activities really offer any merit of guild accomplishment though, because the GST is composed 95% of just random teams that come together for a week (not long-time guilds), and the whole towering thing is all about recruiting whoever walks by and luring people in with promises of cute hats I don't think many people on iClassic actually care about being the best or being competitive at something, they just want things handed to them and they want the easiest way imaginable of getting it - for example, is there literally any other explanation as to why iDevice players loved towering on the FB server? Don't try to convince me that it was "fun" or that they were doing it because they had guild pride and wanted to be the best the most competitive experience I can find on this game are the seasonal events, and that's why I tryhard them every single time, because I know I won't find any other competitive fun in Graal more than a few times per year the thing is, if Graal announced the egg hunt, for example, as a guild event, no guilds that exist today would participate probably, they'd just break off into random guilds that are specific to the temporary event, then they'd never be back together again I think the only solution to true guild activities is to force them to exist over an extended period of time Such as the guilds who reached 10,000 tower hours, those are completely separate from the 1000-hour guilds, they actually have some consistency and substance to them and those are what actual guilds are, at least IMO still a supporter of time-based restrictions on entering towers for a guild or GSing with a guild and still a supporter of their being a maximum number of guilds that you can join |
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Guilds could just compete over activities classic already has. There's already a board for tower time and GS score, but there nothing recording the number of player kills, baddy kills, bugs caught, loot found, RPS victories. Not all of these would necessarily work as competitions (For example, RPS wins could be easily boosted). But, a weekly leader board could be added which selects a random goal for the week. It could be as simple as killing the most players in a week or as complicated as specifying which bug to catch. If a small reward of gralats was offered at the end of the week to guild members who participated, certain guilds would probably end up being competitive.
But, this would have the same problem as the GST unless: 1. Members would have to be in the guild for a certain amount of time before stats counted. 2. Guild Membership limited to some number of guilds. 3. Only members who add to the guilds stats get the reward at the end of the week. I hope Classic steers away from anything PvE oriented, as the AI on Graal is never very fun to play against. |
inb4 someone says 'CTF pls'
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This is also why I despise reward systems. It doesnt promote activity participation with good, clean competition; people would rather just get the reward they want in the quickest, easiest way they can. To OP: Ok, more guild activities, teamwork, competition, yes yes. But does there really need to be a points system? Besides the point that no one cares about which guild has the best bug catchers and event winners; different guild activites (towers, GS, and these nonexistent missions) are completely incongruent and couldnt possibly be combined into one score as a measure. |
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This thread is starting to blend with the guild system thread in the guild area of the forums.
Firstly Having been a part of a couple towering guilds to reach 1k I find towering fairly boring and tend to avoid it these days. Like Thallen says its mostly about putting in the time and not needing any real effort. I do think that there is more competition there than he suggests however. I just cant find much of a reason to join a guild just to sit around a tower and do next to nothing for hours. Thats not why I play graal or any video game. It's way to monotonous ,boring,and time consuming. If you are trying for a hat you have to litteraly do nothing but sit at a tower all day every day or be kicked and never really have any play time to do anything else. Sorry but I would much rather stay out of a towering guild and be able to do what ever I want. That is way there needs to be more guild activities introduced. Every other mmorpg on the market has multiple things you can do with guilds Yet graal atm has only 2. I'm starting to think maybe they could at least consider splitting the guild system into two. One being the Casual towering guilds that we have now and one centered around various other activities. Secondly. I partly agree with Thallen on his ideas on putting time limitations on guild stuff. What I have in mind is some what different tho. I agree they need to limit recruiting and force guild leads to be more choosy with who they recruit and not be able to rec at will. Perhaps they could have a rec cool down period and only give out a set number of guild invites a day or only be able to rec 1-2 days a week. You would still be able to kick there are to many issues and you need to be able to get rid of problem makers within the guild. I don't agree with Thallens Ideas for time limit restrictions on being able to do stuff when joining guilds. I just don't see how not letting ppl help for like 24 hours would benifit towering? I would like to see them remove allies as we know it,and just make it so you can only ally with one other guild. However when you are allied it would block you from entering an allies owned tower and allies would be blocked from entering a tower you own. IMO thats how allies should be. Guilds shouldn't be aloud to use allied guilds to rotate players or as additional blockers to spawn in better locations to defend the tower like the lobby of Sardz. Maybe if they did those things they could go towards more of a seasonal league type system rather than the current 1k recycle system. I really like Blueh's last stand idea. Maybe they could use it the same but as just boss fights tho? |
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it'd force guilds to be closer and slightly smaller it'd alleviate the problem where people get screwed out of their little hat at 1000 hours it'd completely kill "noob recruiting" it'd make it so that holding a tower is no longer as easy as recruiting the most stragglers, but instead who has the stronger and more active guild I just don't see how it's fun or healthy for towering to be like, "yeah, I'm just gonna instantly recruit every person who walks into this hallway and then we're not going to lose this tower, ever" how about actually building a guild of loyal and active people who actually have to contribute otherwise lose a spot that is valued highly because it's kept unavailable for 24 hours if you're kicked if that's how towering always was, then guilds like Mau5trap and Guild B would have hit 1000 hours a long time ago, and Maphasy would probably be dumping on every other guild right now, because they actually operate as a guild, not just a guild tag that they use a vehicle to get themselves to 1000 hours and then never speak again but no, instead we get to look at the top of the leaderboard: Chain of Memories, Soul of Ninjas truly untouchable towering forces with the most loyal and skilled members, right both guilds have their people, but they'd get run into the ground if any sort of loyalty or commitment to the guild was enforced their bread and butter is spamming that recruit button and it's just boring "recruit everyone in sight" is not a competitive strategy, or at least it shouldn't be that's how I put 850 hours into Voxel in 22 days, everyone wanted to join my guild because OMG IT'S PRO so I was allowed to just cycle through members as the day carried on defending a tower or attacking a tower was never the true challenge, it was always recruiting and rostering it's like towering isn't even about the actual act of attacking and taking a tower, but instead about being social, likable, and having the most people available at any given time to recruit boring |
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They could also give say 5 guild invites per day,but then every hour your guild would get a rec spot back. So there would be some what of a cool down period. I would still like to see other stuff done as well. Just kind of bland and boring to me sitting around "defending" a tower for hours. |
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after this GST, been considering towering again and sort of making an example of how broken the current system is
Voxel reached our hours quickly, so I tried having fun with Special Forces and we had a sub-guild (X-Unit) that was only allied to our main tag and was allowed to PK our own subs in Sardon's halls, that was kinda cool and fun and it kept people awake something I've been considering next is managing over 2 tower guilds at the same time, and if you guys thought "hat chasing" with 1000-hour guilds was an issue before then perhaps you've never considered this sort of idea and how it benefits the guild(s) one of the main issues with dominating multiple towers on a single tag is the fact that guilds can only hold 25 people at once - with a duo-guild setup you're achieving an effect of 2 guilds whose hours you're pushing that share the same 3 subs, which IMO is more efficient because 4 subs has always been far too much for any single guild structuring it this way allows you to essentially function as a single guild (since everything is allied together) but double/triple/quadruple tower more effectively simply because you're giving yourself 50 "main" tag spots rather than 25 and then, if one of your guilds ever drops low, you can distribute members amongst it evenly with your other main guild or just pick it up and double with a single guild, etc. it's practically a way to get the 5000-hour reward, or even better actually (since you get to distribute 2 different hats rather than 1), in only 2000 hours, which you could obviously do if you simply lead one 1000-hour guild after the next, but I think doing it this way makes it much more faster, efficient, and easier if it works how I think it's capable, it'd basically be 1 guild 24/7 holding Sardon's, 1 guild 24/7 holding Snow, and then a combination of those 2 guilds (through the allied/subs systems) working together to double at other towers on top of that so, if I have the time and my friends like MeMo, Sugar, Mood would like to give it a shot, it will be a pretty great example as to why certain restrictions that I've suggested could benefit towering that's not why I'm considering though, I'd like to do it just because it seems unique and creative and challenging and fun |
Thallens idea seems pretty interesting. Post-Gst towering is gonna be challenging.
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