Agenda & Guild 'Raids'
Posted: Sun Dec 18, 2016 2:40 pm
1. Making the game more new player friendly. For example, we're working on stuff like when you make a character, it telling you info about each class and race. The new client will have this embedded but the current one will load a small window html box which is enough.We have alot of new players but they get turned off because they do not understand the game. There is little player retention atm.
2. After 25'er content. Ignoring OADs, since that is already done, I want to implement the guild houses and guild 'raids'. (Or whatever they should be called.) First off lets talk about guild houses.
Guilds will spend guild money to build a guild house. The guild houses will have some restrictions on building (require each room to have at least one link and linked to entrance in total, etc.) Guild houses can only be built by owners/leaders. There will be special rooms you can purchase (healing rooms, taverns, etc). Each room will have a general base fee, but special rooms will require quite a bit of cash. You will not get reimbursed if you remove rooms however after you save, but they will be stored in a guild room inventory list in which you can reuse it again in the future. There will be a max size too, but not sure the size yet. Guild entrances will be a portal in a city, you can pick the city you want to be in. They will have a maintenance cost per month though it will be generally cheap compared to build cost. Couple other things but we will talk about that in a bit. Guild houses will be built in a GUI editor, possibly online.
I want to add GLOBAL embers. Special embers that if you are in a guild, you get special bonuses for being in the guild. The embers will have to be in the guild 'vault' for embers in order to work. They will have expire limits, which is probably 30-90 days. Any mob can drop one but it will be a insanely rare drop, and there is a maximum limit in the world. To start off it will be very low. When one expires, a new one is ready to be spawned, pretty much. It will be notified to all when that occurs. Bonuses can be 10% exp, +1 str, +1 int. Very simple and easy to understand. Each guild will have a maximum, which is undefined atm.
Now for the raid part. Guilds can be raided (couple options that we can go with.). The goal is to get to the vault and 'raid' a global shard. You will be able to take one shard when you successfully raid a vault. The expire timer will still be on it, but you can view all embers and pick. You will want to raid because of the limited reason of global embers though.
We obviously cannot have raids 24/7 on a base, it would be taxing and annoying, pointless to defend. Instead there will be 'open windows'. This is my idea:
Vulnerability timers. Even better, the larger your guild, the more open windows you will have to fill in. This would make it a reason to be smaller or mid-sized too. Each timer will be 45 minutes (not sure yet the exact time of '1' timer.) For example, if you have 30 members, you might get 3 timers you will have to add (per 10 people). These timers can be placed WHERE YOU want them to be however. Normally you should pick when your guild is most active. It can also stack (I.E. you can have 3 hours on one day, three timers in a row.). If your guild vault is raided, then the timer expires automatically and no further raids can be done, so you can only lose one ember per vulnerability timer open. There are some additional error controls to prevent cheating but it's virtually when you are open, everyone can attack, when you are closed, no one can.
Being a smaller guild will have it's benefits in this case, but obviously can be risky if you are TOO small. Being able to place the timers where you want means you should be able to get most of your guild defending during these times. The first person that reaches the vault gets to claim it, so I'm sure theres going to be crying here and there. But I think it will be hugely fun.
Now, there will be more then just players defending it. Guilds can hire 'goons', aka NPCs to defend too. You will also not be able to beeline it to a vault. There could be locked doors you'll have to bash and break/etc. I have a feeling I might make thieves useful here and they'll have to 'crack open' the vault as a final task. So it will put serious pressure on both sides to keep them out. When the vulnerability timer is up, they get booted out (magical shield or something pushes them out again.) and all doors and NPCs get re-spawned. Obviously guilders will have an advantage as they can spawn in their guild hall and others will have to outside of the guild hall. Gives them a few seconds more. Not sure if there will be penalties etc when dying yet though in a guild hall (I.E. 1 minute spawn timer.). Also not sure if you can 'heal' doors and such. Maybe for 1/4th the heal power or something.
That's virtually it. A end-game system that gives guild-wide benefits and can be raided at specific times of the week that the guild specifies for open attacks on it. Attackers: Get to the vault, claim an ember, win. Defenders: Protect your guild house successfully for set time amount.
P.S> Sorry for bad explaining, ask for clarification.
2. After 25'er content. Ignoring OADs, since that is already done, I want to implement the guild houses and guild 'raids'. (Or whatever they should be called.) First off lets talk about guild houses.
Guilds will spend guild money to build a guild house. The guild houses will have some restrictions on building (require each room to have at least one link and linked to entrance in total, etc.) Guild houses can only be built by owners/leaders. There will be special rooms you can purchase (healing rooms, taverns, etc). Each room will have a general base fee, but special rooms will require quite a bit of cash. You will not get reimbursed if you remove rooms however after you save, but they will be stored in a guild room inventory list in which you can reuse it again in the future. There will be a max size too, but not sure the size yet. Guild entrances will be a portal in a city, you can pick the city you want to be in. They will have a maintenance cost per month though it will be generally cheap compared to build cost. Couple other things but we will talk about that in a bit. Guild houses will be built in a GUI editor, possibly online.
I want to add GLOBAL embers. Special embers that if you are in a guild, you get special bonuses for being in the guild. The embers will have to be in the guild 'vault' for embers in order to work. They will have expire limits, which is probably 30-90 days. Any mob can drop one but it will be a insanely rare drop, and there is a maximum limit in the world. To start off it will be very low. When one expires, a new one is ready to be spawned, pretty much. It will be notified to all when that occurs. Bonuses can be 10% exp, +1 str, +1 int. Very simple and easy to understand. Each guild will have a maximum, which is undefined atm.
Now for the raid part. Guilds can be raided (couple options that we can go with.). The goal is to get to the vault and 'raid' a global shard. You will be able to take one shard when you successfully raid a vault. The expire timer will still be on it, but you can view all embers and pick. You will want to raid because of the limited reason of global embers though.
We obviously cannot have raids 24/7 on a base, it would be taxing and annoying, pointless to defend. Instead there will be 'open windows'. This is my idea:
Vulnerability timers. Even better, the larger your guild, the more open windows you will have to fill in. This would make it a reason to be smaller or mid-sized too. Each timer will be 45 minutes (not sure yet the exact time of '1' timer.) For example, if you have 30 members, you might get 3 timers you will have to add (per 10 people). These timers can be placed WHERE YOU want them to be however. Normally you should pick when your guild is most active. It can also stack (I.E. you can have 3 hours on one day, three timers in a row.). If your guild vault is raided, then the timer expires automatically and no further raids can be done, so you can only lose one ember per vulnerability timer open. There are some additional error controls to prevent cheating but it's virtually when you are open, everyone can attack, when you are closed, no one can.
Being a smaller guild will have it's benefits in this case, but obviously can be risky if you are TOO small. Being able to place the timers where you want means you should be able to get most of your guild defending during these times. The first person that reaches the vault gets to claim it, so I'm sure theres going to be crying here and there. But I think it will be hugely fun.
Now, there will be more then just players defending it. Guilds can hire 'goons', aka NPCs to defend too. You will also not be able to beeline it to a vault. There could be locked doors you'll have to bash and break/etc. I have a feeling I might make thieves useful here and they'll have to 'crack open' the vault as a final task. So it will put serious pressure on both sides to keep them out. When the vulnerability timer is up, they get booted out (magical shield or something pushes them out again.) and all doors and NPCs get re-spawned. Obviously guilders will have an advantage as they can spawn in their guild hall and others will have to outside of the guild hall. Gives them a few seconds more. Not sure if there will be penalties etc when dying yet though in a guild hall (I.E. 1 minute spawn timer.). Also not sure if you can 'heal' doors and such. Maybe for 1/4th the heal power or something.
That's virtually it. A end-game system that gives guild-wide benefits and can be raided at specific times of the week that the guild specifies for open attacks on it. Attackers: Get to the vault, claim an ember, win. Defenders: Protect your guild house successfully for set time amount.
P.S> Sorry for bad explaining, ask for clarification.