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Thread: Game Suggestions : Guild level and Guild Adventure

  1. #1
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    Game Suggestions : Guild level and Guild Adventure

    I had notice the purpose of guild is mainly for the following,

    1) Daily quest for guild coin ==> to purchase items from merchant
    2) Help each other on resources ==> through trade / adventure multiple players buff etc

    not really much of on-games interaction in big scale of involvement.
    Since there is a change of guild level which is determined by numbers of players, i like to make some recommendations,

    1) Guild House
    a) Have a Guild Adventure Merchant start with level 0
    b) it will required member to build it by donating resources, once enough, GL / AGL to trigger the start building
    c) upgrade will required member to donate guild coin to buy architecture drawing, GL / AGL to make to purchase / upgrade
    ==> might wanna include explorer to be able to search the drawing.
    d) Merchant level set from level 1-5
    ==> Guild level 1 open Merchant level up to 1, guild level 2 for 2-3 and level 3 for 4-5
    e) Different level of the merchant offer sales of different guild adventure which allows more players to take part
    ==> GL / AGL initiate start of Guild Adventure (Duration : suggest 12 hrs or each increase in level of difficulties)

    2) Guild Adventure
    a) Suggest adventure theme to enable guild member to play in both defensive mode or attacking mode
    b) Attacking mode is the traditional / current method of pushing through to the boss and defeat him
    c) defending mode is where guild players send / drop resources, troops to defend the goals of the adventure
    example, Guild Adventure : Defend the village
    adventure start a small village (left side map) with 1000 villagers, 1000 coin, 1000 plunk / stones as walls, 500 recruits is being attack with bandits, the guild is to defeat the boss as well as defend the villages from the right side. Bandits will first attack the the defending army which is the recruits then wall, loot the coins and kill the villagers (last villagers killed, adventure is lost). Attack of bandits is set like every 5 mins, scale of attack depends on numbers camp left, each camp deplete 1 units of the village defends or resources etc.
    Guild members can help to defend by adding resources / coin or troops to the village (not more than beginning of the adventure) while sending troops to defeat the boss, adventure complete once boss is defeated

    I sincerely hope there is more involvement and game play in guild level

  2. #2
    Erudite Pioneer
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    I like this idea Icy1408, I like anything that brings more involvement for Guild members within the Guild itself.

    PS Whatever happened to the Guild bank ?

  3. #3
    Ruler of the Land
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    No need for your guild adventure merchant now that guild houses now reflect the size of the guild, your suggested functionality could now be built into the guild house.

    Just one question what happens if a guild kicks enough inactive members to drop them down a level?
    When it comes to Gene pools and shallow ends they can be found at the bar drinking pina colada's

  4. #4
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    Is the guild level determined by the number in the guild or by the number who are active in that guild? Seems odd to make a guild seem more worthwhile by being seen as the top level (Level 6) when half of the guild may not have logged in for several months/years.

  5. #5
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    Yes Guild Bank should be there to store the resources donated and maps collected, yet it all depends on how massive changes the BB wanna include and also how items can / are to be collected, there are many ways, search / donate / or even have a auto guild explorer to search for once required resources is met, example, per search is 5k sausage and 1k coin, so guild can piled it up or slowly accumulate it.

    Quote Originally Posted by hurricane60 View Post
    I like this idea Icy1408, I like anything that brings more involvement for Guild members within the Guild itself.

    PS Whatever happened to the Guild bank ?

  6. #6
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    Quote Originally Posted by Dorotheus View Post
    No need for your guild adventure merchant now that guild houses now reflect the size of the guild, your suggested functionality could now be built into the guild house.

    Just one question what happens if a guild kicks enough inactive members to drop them down a level?
    Guild Merchant is part of the guild House, it is use to buy anything for guild activities.
    Guild level is required unlock items on sale in merchant as well as a requirement to start adventure etc just like the normal merchant, at certain level, player can purchase certain item only. example, If the level drop from 3 to 2, then they will not be able to purchase the item of the level 3 which they had attained before the drop. Maybe BB might wanna set starting requirement of adventure with number of active member etc

    If you had understand my suggestions of the guild adventure, you will notice, active player is the key in order to win the adventure, as enemy camp is no longer trigger to passive attack like now, where you can swing left or right or try not to get intercept, you like it or not, attack is preset by countdown timer, once times up, a wave attack multiple by balance camp is sent towards defending camp, so even if your level is high solo will not be easy to solo.

  7. #7
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    Quote Originally Posted by lordloocan View Post
    Is the guild level determined by the number in the guild or by the number who are active in that guild? Seems odd to make a guild seem more worthwhile by being seen as the top level (Level 6) when half of the guild may not have logged in for several months/years.
    Guild level = numbers of members
    Active member can be set as a requirement for starting an adventure

  8. #8
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    Quote Originally Posted by Icy1408 View Post
    Yes Guild Bank should be there to store the resources donated and maps collected, yet it all depends on how massive changes the BB wanna include and also how items can / are to be collected, there are many ways, search / donate / or even have a auto guild explorer to search for once required resources is met, example, per search is 5k sausage and 1k coin, so guild can piled it up or slowly accumulate it.
    As your new here one thing you may not know is a couple of years ago they tried out a guild bank on the public test server, it ran into technical difficulties which resulted in the idea being dropped until such time as they was able to solve the problems encounted. it's failure to reappear means that at present they have yet to find a solution.
    When it comes to Gene pools and shallow ends they can be found at the bar drinking pina colada's

  9. #9
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    We now have no tools to determent if a player is active or not

  10. #10
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    Quote Originally Posted by RinceWinde View Post
    We now have no tools to determent if a player is active or not
    Within your guild you do, click the guild shield, then the members tab and you can see who is active/inactive plus who has done guild quests, what adventure they are on etc.

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