Hello, Saviors~!
This thread is strictly for guild suggestions, for I know some players who aren’t necessarily pleased with the way guilds are being handled. These ways concern the guild cap, GvG, guild events, and also raids. Now, we need some suggestions that you believe that should be put in motion for the FUTURE and not now. As you all understand, the Korean version has been released while ours haven’t. They can’t automatically change things or may not even able to change what you want, for it has already been put into the game. I ask for the help of other guilds to suggest things that could make these experiences fun for those who want to be involved and rewarded for being a part of a guild. I will put my suggestions below. @STAFF_John @STAFF_Ethan
GvG
I say that GvG is probably one of the most talked about. The tower idea is pretty great, the war between guilds is exciting to start, but it’s missing a lot of things and failing somewhat. In my opinion, I don’t encourage multiple guild towers over the world and I certainly don’t encourage the war basically being find the tower(s) and eradicate them by playing hide-and-go-seek over the server. I may be too frank on my words, but you must understand I believed this GvG to be something on a much larger scale with the things IMC has pulled off with all the maps. I encourage an instanced zone that is timed for war between guilds. My friend, Erokhi, had a good suggestion for GvG that could work out for the future.
Examples of different faction war modes :
- Territory Domination
Capture and defend guild towers/faction before the war ends. The faction that has the most amount of captured guild towers will win.
- Treasure Hunter
Collect as many treasures as possible in the battlefield by exploring the map. You can also take down your enemies to get their loots by force. After you collect the treasures, you must deliver them to certain NPC at your base. The faction that has the most amount of treasures will win.
- Monster Hunter
Hunt as many bosses as possible in the battlefield. Bosses will spawn randomly around the battlefield. The faction that has the most boss kill counts before the war ends will win. Players from different faction can kill each other in the middle of bossfight. This system will allow players who focus on PvE to shine.
- Protection
Protect a certain NPC as representative from each faction to a certain spot. Each faction can kill each other’s representative to prevent them from reaching their goal. The faction that delivers more representative to the goal will win the war. If no one succeed to reach the goal when the war ends, the faction that has the least amount of NPC deaths will win the war.
Guild Raids (Timed)
This one in particular needs to be amazing. The current guild raid idea is exactly how it should be done, but let’s not forget the things that could make the experience fun.
Examples of Guild Raids:
1) One thing I’ve always come to like about Guild Raids would be the teamwork needed to take down a boss or navigate through something. I encourage the use of puzzles and unexpected danger while exploring. What I mean by this is that there should be paths you can go down for less danger, and paths you can go down for the danger. There are puzzles that can be solved just from grabbing something in this area by fighting a mini-boss or sending one party in to survive a wave of strong monsters to grab a key to advance forward. Danger could relate to a room closing behind a party that started to wander away from the main group, or traps such as poison darts, spikes, etc that everyone has to pass through. This could open ways to different versions of a single Guild Raid.
2) There are many ways to challenge players, but one in particular that I like is that you separate them. You start off with your party and all, but there are certain raids where you end up somewhere else from the other parties. Now, we don’t just drop them anywhere, they are only separated at the starting area and are planned to meet up later on. These paths could connect with one group that is fighting a boss and they could help them out while the others could meet up just to advance through the raid together. There are different ways to this, but it can very interesting if made correctly.
3) The raid environment is a key thing that sets the mood and what to expect. For future raids, it would be amazing to see the environment get involved with the danger of the raid. Such environments such as lava that can burn the player as they travel through some ancient fire ruins or adventuring up some floating rocky ruins and the wind can move players into traps that could possibly kill them. Once again, it’s all about mixing these the right way to make it work.
Guild Limit
This is probably my biggest concern. As a guild that reaches over 35, you are straining to decide who you want to keep, but everyone is a good player. It really isn’t fair to cut us short, but honestly, we haven’t necessarily heard anything about any increase, or even if it is in motion. Honestly, it should be raised to at least the 50-60 range; however, if it is put in motion without us knowing, I apologize for pestering IMC over and over with this. It’s just something many guilds want. We don’t want to be limited.