Classic Forums

Graal Classic => Guilds => Topic started by: Thor on April 05, 2015, 02:50:06 PM

Title: Guild Fort
Post by: Thor on April 05, 2015, 02:50:06 PM
I have created this thread in order to gather ideas for a Guild fort system, as well as outline the system I am currently leaning towards. This is ofcourse with a view to the server having an active community of players following a Facebook launch, so it does not have to seem viable at the current time.

The goals I have in mind for such a Guild Fort system are as follows:


With these goals in mind, this is the rough system I am currently leaning towards:

Title: Re: Guild Fort
Post by: Skyzer on April 05, 2015, 04:02:13 PM
I'd like to see being active be more important than having a huge guild. Maybe having the damage to the flag lower with more guild members so that large guilds don't have a huge advantage.
Title: Re: Guild Fort
Post by: Thor on April 05, 2015, 04:08:56 PM
I'd like to see being active be more important than having a huge guild. Maybe having the damage to the flag lower with more guild members so that large guilds don't have a huge advantage.

This is exactly what happens within the Fort GC Event so that it remains balanced with both a small and large number of players, as well as if someone leaves and a replacement can not be found, but I was not actually planning on having flag slashing within this system in case that was assumed.
Title: Re: Guild Fort
Post by: Ranger on April 13, 2015, 09:57:18 AM
So then it's some kind of timer count down, or maybe a control timer system then for the guild that controls it?
Title: Re: Guild Fort
Post by: Thor on April 13, 2015, 11:37:47 AM
Was thinking just a count down yes.
Title: Re: Guild Fort
Post by: Kuzative on April 14, 2015, 01:16:30 PM
Will there be a limit for the amount of people allowed to enter for a guild? I have a bad feeling that there will be a guild that will just try and recruit everyone which will ruin the fun out of it.
Title: Re: Guild Fort
Post by: Thor on April 14, 2015, 04:00:51 PM
Will there be a limit for the amount of people allowed to enter for a guild? I have a bad feeling that there will be a guild that will just try and recruit everyone which will ruin the fun out of it.

I anticipate this will not be simple to accomplish as players are limited to only 1 competitive guild and only competitive guilds will be able to participate. If the system is also PK based then recruiting purely for numbers sake rather than skill could potentially backfire.
Title: Re: Guild Fort
Post by: Kuzative on April 15, 2015, 09:04:33 AM
Will there be a limit for the amount of people allowed to enter for a guild? I have a bad feeling that there will be a guild that will just try and recruit everyone which will ruin the fun out of it.

I anticipate this will not be simple to accomplish as players are limited to only 1 competitive guild and only competitive guilds will be able to participate. If the system is also PK based then recruiting purely for numbers sake rather than skill could potentially backfire.

If MoD is anything like it originally looked as far as I can remember it is quite easy to block in there so people can just stand in one position and spam, much skill isn't required in this.
Title: Re: Guild Fort
Post by: Thor on April 15, 2015, 05:46:42 PM
Will there be a limit for the amount of people allowed to enter for a guild? I have a bad feeling that there will be a guild that will just try and recruit everyone which will ruin the fun out of it.

I anticipate this will not be simple to accomplish as players are limited to only 1 competitive guild and only competitive guilds will be able to participate. If the system is also PK based then recruiting purely for numbers sake rather than skill could potentially backfire.

If MoD is anything like it originally looked as far as I can remember it is quite easy to block in there so people can just stand in one position and spam, much skill isn't required in this.

It's now bigger and with more open space.
Title: Re: Guild Fort
Post by: Thor on April 27, 2015, 03:39:28 PM
The system development has now been underway for about a week, so it's likely to be only minor suggestions that could be incorporated. Attached are some screenshots of the current interior and exterior of Mod Fort.

Suggestions for perks that can be purchased with a Guild Currency would also be welcome, currently what I have in mind is as follows:

Title: Re: Guild Fort
Post by: Kuzative on May 03, 2015, 08:31:12 AM
 Why don't you make it so that you have to acquire enough currency to have a guild house put in place instead of having one made already and just getting someone to add it and then you can add perks into the guild house with these points e.g. guild statues, spar rooms etc.
Title: Re: Guild Fort
Post by: Thor on May 10, 2015, 04:51:51 PM
Why don't you make it so that you have to acquire enough currency to have a guild house put in place instead of having one made already and just getting someone to add it and then you can add perks into the guild house with these points e.g. guild statues, spar rooms etc.

Essentially the same belief as when it comes to player houses:

Personally though I've always thought that if it were just a tile editor or house template selector, it's a lot of scripting work for player content that ends up very generic/repetitive. The old fashion route would require a lot of organisation and publishing of resources/tutorials, but if successful would produce a far better end product. Being Classic/Graal the Adventure it would mean something to try and preserve that.

Do we really want something generic that is no different and no better than existing Facebook/Flash servers?

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On a side note, I propose that the Fort will be open for 30 minutes, once a day, at 7 PM alternating between the following 4 time zones:

(The exact hour may fluctuate according to daylight saving or server time deviations)

A lot of this depends on the playercount and demand which is of course a complete unknown at this point in time. Should this schedule be too demanding maybe it could be applied to weekends & holidays only. Should this schedule not satisfy demands it can always be set for the Fort to open more than once per day.
Title: Re: Guild Fort
Post by: Sardon on May 22, 2015, 10:41:29 PM
sounds great
when will this be ready?
what do these guild points serve?
are they a form of pride for guilds or will we have a shop with items that sell for that curency.?
Title: Re: Guild Fort
Post by: Thor on May 23, 2015, 06:44:32 AM
sounds great
when will this be ready?
what do these guild points serve?
are they a form of pride for guilds or will we have a shop with items that sell for that curency.?

The function of Guild Points is outlined both within the Guild Control Panel as well as a couple of posts above.

As far as when it will all be ready there isn't much left to do compared to what has been done, but it won't be able to launch as a 24/7 feature until there is a stable playercount.

Title: Re: Guild Fort
Post by: Thor on June 03, 2015, 02:19:27 PM
Slight preview of the Guild Logo Upload prize.
Title: Re: Guild Fort
Post by: Kuzative on June 05, 2015, 03:45:49 PM
Slight preview of the Guild Logo Upload prize.

So there's a reward for us to upload out custom logos so when we take a fort it'll show up on the fort?
Title: Re: Guild Fort
Post by: Thor on June 06, 2015, 04:22:54 AM
Slight preview of the Guild Logo Upload prize.

So there's a reward for us to upload out custom logos so when we take a fort it'll show up on the fort?

On the fort, on the points interface, and within Guild Information inside of Control Panel. Possibly the map as well but I wouldn't want to implement that until later.