Guild vs Guild world upgrade for attracting more players to BG
Posted: Tue Nov 12, 2024 10:30 am
Here are some thoughts about re-vamping the PvP system to make it more dynamic and also to allow for inherent guild support that may assist in cutting down on some of the toxicity of meta guild politics.
First let's define meta guild politics. Basically, the way I describe it is when players use friendships on server or other platforms to defame, slander, or undermine guild leaders because they are jealous, want to control things, cannot work well with others, or are suffer from "toxic" personalities. You have to provide real reason why Guild memberships pays off, for all players. and rewards them for cooperative play.
This is how it works. In essence, you give real power to Guild Leaders, in a way that it effects guild players in game.
First off - Dynamic locations designed specifically for Guild War. Battle zones, war zones, or conflict zones. These are very well-crafted artistically crafted maps. Large. With four bases one in each of the four corners. Each month you can build up your base by purchasing guards, items, and other things as the guild leader. Guild officers can likewise buy enhancements from within the inner keep room merchant. One day a month, the map goes hot, and players in a guild keep may cross over to attack to destroy the front gate, sneak in to steel the guild payout treasure (value of all the paid out enhancements of the Guild Keep on that battle map in gold (+) 1 epic item per 100,000 gold spent on defenses), and seige weaponry/dragon/giant epic guards. Only guild members may access a guild keep main door. Only guild leaders or guild officers may access in the inner keep door to access central chamber and inner keep archer roof areas. Outer wall is accessible to all guild members. If you can hold the keep for 1 month everyone in your guild receives a bonus to % to find better treasure in the server. If you hold it for 3 months all your skills gain a +10 for you guildmates. Hold a keep for 6 months Guild leader and officers get access to inner room in that keep to a special merchant selling epic or specialized equipment (different type of merchant for each guild keep), and if you hold it for 12 months another locked guild keep room door opens giving access to the guild leader only (who can let in whom they choose) to a master crafter who can upgrade at cost weapons and armor with additional abilities - likewise unique for each keep (only usuable once per use). Hold the keep for 2 years the guild leader gets a rod that allows to summon unique guild NPC heroes designed by the guildmaster and only useable inside the Guild Hall, Battle Keep inner Keep, or in specialized free PvP areas. The guild keeps themselves are very small and vary in style. I would say an elven tree fort, a darkspire esque banite stone keep, a noble tower, and shadow forest with ancient walls for drow or rogues.
Also, if you keep your guild keep up and prevent damage to the front gate you can all get a gold and xp reward to all guild members. Depending on the % damage to the gate decrease by % the rewards to guild members. The gates have 1,000 hit points and more can be bought by the guild leader/master.
You could also have 2 such war zones. One for the surface and one for the underdark.
The map is a PvP free area designed with all specialized builds functionalities to optimize benefits for all characters. Roosts for archers only accessible via survival skill or specialized teleport. Areas where only high survival characters can pass. Areas that give bonus points or penalaties to hide and move silently. Swamps or water areas requiring waters breathing. There may also be magic dead areas or dispel areas that can be purchased on a keep if it wants to play defensively only.
Another thought for a PvP free zone is a map that only allows guilded members to enter with either the Guild leader or a Guild officer. There is a central area that you have to get to in order to get rewards. It is an only accessible certain times a month due to "seasonal" or "weather" effects. Thus, it may be a frozen pass that is sealed by snow, or an area normally filled with poison gasses that is cleared once a month. However, it has two starting points, or maybe more. And in order for the Guild Master/Guildofficer key to work to open the area, another guild leader or officer from another guild must likewise open their access point at the same time. Once a point is oppened you have 5 minutes to enter then it locks and cannot be re-opponed. You then have a set time to get to the top or the main location target. Fighting both spawns and adversary guild members. Or maybe, working together with antoher guild. The monsters are challenging, and you have a set time to get to the key locations. Of course, you could try sneaking or other modes of movement. However, teleport does not work. The rewards should vary randomly and is unkown until you may make it to the main central point. It could be a boss monster, a treasure trove, a forge to add skills to 1 equipment peice, etc. This map is only accessible once a month, and not on the same days as a war zone.
The end result is this hopefully will attract more players who get filtered into the overall server, but who get to let loose and PvP in set areas, wiht time limits. They have to belong to an organized factions with set behavior. Guild Leaders obviously can choose not to accept or kick out non-compliant players or character form their guild. So you only will get rp driven cooperative players, at least more likely, involved in this free PvP zone.
For a guild to pass as a guild in terms of using this functionality, the guild mast have at least five members to register in game at a guild merchant. A guild member can drop out of that guild at that merchant thus de-activating the guildleaders/masters ability to use this functionality. This will make guild member selection much more selective as guild leaders will not take guild members who are not reliable to join the team and requies that only healthy robust guilds may participate in this type of play. In theory.
Most of these ideas are not my own. They were the ideas of Gangi who was developing a NWN1 world sequel to The Guardian Chronicles server. The original TGC server was designed and ran by Seranne Jade. Some of the reward specifics are my own invention. I also designed the keeps for Gangi for his server. They server launched only in beta and the keeps were never fully fleshed out unfortunately.
Lastly, you might consider changing PvP functionality a little. For example if you are in party and someone attacks a party member, they automatically become hostile to all part members. Also, if the party leader sets someone hostile, they become hostile for everyone in the party.
Lam
First let's define meta guild politics. Basically, the way I describe it is when players use friendships on server or other platforms to defame, slander, or undermine guild leaders because they are jealous, want to control things, cannot work well with others, or are suffer from "toxic" personalities. You have to provide real reason why Guild memberships pays off, for all players. and rewards them for cooperative play.
This is how it works. In essence, you give real power to Guild Leaders, in a way that it effects guild players in game.
First off - Dynamic locations designed specifically for Guild War. Battle zones, war zones, or conflict zones. These are very well-crafted artistically crafted maps. Large. With four bases one in each of the four corners. Each month you can build up your base by purchasing guards, items, and other things as the guild leader. Guild officers can likewise buy enhancements from within the inner keep room merchant. One day a month, the map goes hot, and players in a guild keep may cross over to attack to destroy the front gate, sneak in to steel the guild payout treasure (value of all the paid out enhancements of the Guild Keep on that battle map in gold (+) 1 epic item per 100,000 gold spent on defenses), and seige weaponry/dragon/giant epic guards. Only guild members may access a guild keep main door. Only guild leaders or guild officers may access in the inner keep door to access central chamber and inner keep archer roof areas. Outer wall is accessible to all guild members. If you can hold the keep for 1 month everyone in your guild receives a bonus to % to find better treasure in the server. If you hold it for 3 months all your skills gain a +10 for you guildmates. Hold a keep for 6 months Guild leader and officers get access to inner room in that keep to a special merchant selling epic or specialized equipment (different type of merchant for each guild keep), and if you hold it for 12 months another locked guild keep room door opens giving access to the guild leader only (who can let in whom they choose) to a master crafter who can upgrade at cost weapons and armor with additional abilities - likewise unique for each keep (only usuable once per use). Hold the keep for 2 years the guild leader gets a rod that allows to summon unique guild NPC heroes designed by the guildmaster and only useable inside the Guild Hall, Battle Keep inner Keep, or in specialized free PvP areas. The guild keeps themselves are very small and vary in style. I would say an elven tree fort, a darkspire esque banite stone keep, a noble tower, and shadow forest with ancient walls for drow or rogues.
Also, if you keep your guild keep up and prevent damage to the front gate you can all get a gold and xp reward to all guild members. Depending on the % damage to the gate decrease by % the rewards to guild members. The gates have 1,000 hit points and more can be bought by the guild leader/master.
You could also have 2 such war zones. One for the surface and one for the underdark.
The map is a PvP free area designed with all specialized builds functionalities to optimize benefits for all characters. Roosts for archers only accessible via survival skill or specialized teleport. Areas where only high survival characters can pass. Areas that give bonus points or penalaties to hide and move silently. Swamps or water areas requiring waters breathing. There may also be magic dead areas or dispel areas that can be purchased on a keep if it wants to play defensively only.
Another thought for a PvP free zone is a map that only allows guilded members to enter with either the Guild leader or a Guild officer. There is a central area that you have to get to in order to get rewards. It is an only accessible certain times a month due to "seasonal" or "weather" effects. Thus, it may be a frozen pass that is sealed by snow, or an area normally filled with poison gasses that is cleared once a month. However, it has two starting points, or maybe more. And in order for the Guild Master/Guildofficer key to work to open the area, another guild leader or officer from another guild must likewise open their access point at the same time. Once a point is oppened you have 5 minutes to enter then it locks and cannot be re-opponed. You then have a set time to get to the top or the main location target. Fighting both spawns and adversary guild members. Or maybe, working together with antoher guild. The monsters are challenging, and you have a set time to get to the key locations. Of course, you could try sneaking or other modes of movement. However, teleport does not work. The rewards should vary randomly and is unkown until you may make it to the main central point. It could be a boss monster, a treasure trove, a forge to add skills to 1 equipment peice, etc. This map is only accessible once a month, and not on the same days as a war zone.
The end result is this hopefully will attract more players who get filtered into the overall server, but who get to let loose and PvP in set areas, wiht time limits. They have to belong to an organized factions with set behavior. Guild Leaders obviously can choose not to accept or kick out non-compliant players or character form their guild. So you only will get rp driven cooperative players, at least more likely, involved in this free PvP zone.
For a guild to pass as a guild in terms of using this functionality, the guild mast have at least five members to register in game at a guild merchant. A guild member can drop out of that guild at that merchant thus de-activating the guildleaders/masters ability to use this functionality. This will make guild member selection much more selective as guild leaders will not take guild members who are not reliable to join the team and requies that only healthy robust guilds may participate in this type of play. In theory.
Most of these ideas are not my own. They were the ideas of Gangi who was developing a NWN1 world sequel to The Guardian Chronicles server. The original TGC server was designed and ran by Seranne Jade. Some of the reward specifics are my own invention. I also designed the keeps for Gangi for his server. They server launched only in beta and the keeps were never fully fleshed out unfortunately.
Lastly, you might consider changing PvP functionality a little. For example if you are in party and someone attacks a party member, they automatically become hostile to all part members. Also, if the party leader sets someone hostile, they become hostile for everyone in the party.
Lam