Classic Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

We're back. Discord - https://discord.gg/U7C8YNYF63

Pages: 1 [2] 3

Author Topic: Guild System  (Read 49170 times)

0 Members and 2 Guests are viewing this topic.

Thor

  • Manager
  • Sr. Member
  • ****
  • Posts: 457
  • The Higher Power
    • View Profile
Re: Guild System
« Reply #15 on: September 12, 2012, 05:29:48 PM »

I think new playerhouses and guildshouses should be scattered around the overworld (which I assume will eventually increase in size), before being directed to a dedicated location.

I agree with this, though at this time we ofcourse don't have alternative areas of the overworld, and no framework or method as to how guild/player houses should be implemented.
Logged

lavaman

  • Newbie
  • *
  • Posts: 18
    • View Profile
Re: Guild System
« Reply #16 on: September 12, 2012, 07:30:21 PM »

I remember back on old classic there was some sort of warp building that had you dial in a number
and it would take you to what I assumed were player made levels.

There would be a system like this,
all guilds no matter how big/small/failing/successful they are would be allowed to have 1 and only 1 warp to their guild house.

Then there would be various empty guild houses build all over the place.
Two or Three times a year there would be a large multi-event contest that takes place over the course of a couple days.
At the end there will be an overall ranking of how well all the guilds did.
Then the guilds would pick which guild house they wanted in order of what rank they came in.
The link in the warp house would be moved to the guilds chosen guild house.

The contest would have staple events that are done every contest and a couple rotational ones.
The events would be stuff like...
tag team spars, chat LMS, archery, bombing, tag idling SD, some sort of race that requires teamwork to progress in it, ect...

Most of them would require very high cooperation,
for example in the FFA event where each guild would sent 4 players in a rather small room with every other 4 players each guild sent;
you would be able to hit your own guild members so you would have to synchronize yourself with your guild mates so you don't end up hitting them.
Logged

Skyzer

  • Zolderon
  • TCG Committee
  • Full Member
  • *
  • Posts: 222
    • View Profile
Re: Guild System
« Reply #17 on: September 12, 2012, 07:36:23 PM »

No.
Logged
I'm lazy.

Kevin

  • Return of the Azite
  • Newbie
  • *
  • Posts: 8
  • Return of the Azite
    • View Profile
Re: Guild System
« Reply #18 on: September 12, 2012, 07:43:22 PM »

oh lordie lord
Logged
There and back again.

TatsumiDarkblade

  • Newbie
  • *
  • Posts: 23
    • View Profile
Re: Guild System
« Reply #19 on: September 13, 2012, 11:01:41 AM »

I like the idea of players being able to adventure and come across the scattered player houses and guild houses. Its more natural. That is of course when its eventually expanded.
Logged
DARKBLADE

Nello

  • Development
  • Newbie
  • **
  • Posts: 22
  • BroStache
    • View Profile
Re: Guild System
« Reply #20 on: September 13, 2012, 03:27:25 PM »

so for guild points. perhaps their can be a shop that sells guild related stock items.

this idea has been tossed around before. guild only hats, shields.

another idea based on this concept would be guild banners that would attach to the player, sitting on their back perhaps. the structure of the banner "the pole, the fabric part. would be stock. but in the middle would sit that guilds insignia/symbol.

and i know it's a bit silly to talk about guild houses before playerhouses are even being talked about.

but what about it would require not only points to buy a guildhouse spot, but points per room, per furniture. levels themselves could be player created. whereas furniture could be stock.
Logged
Hope for the future.

Dante Darkmane

  • Development
  • Newbie
  • **
  • Posts: 15
    • View Profile
Re: Guild System
« Reply #21 on: September 14, 2012, 08:40:35 AM »

All great ideas. Honestly, the local guild system is what I have been most excited for. I feel the overall guild system has been lacking in graal and there is no real competition. Would be nice to see something better than "Who can slash teh flag teh best" Would be interesting to see certain guild-only events. Allstar spar and allstar sumo could have a counterpart Guild Spar and Guild Sumo, though it may take a little more thought to prepare
Logged

Kevin

  • Return of the Azite
  • Newbie
  • *
  • Posts: 8
  • Return of the Azite
    • View Profile
Design Document v2
« Reply #22 on: September 15, 2012, 01:46:57 AM »

After looking through suggestions here and through PM I've modified the design to some of the structures a deal in a way I think most people will agree on

I'll try to convert my awfully handwritten design document into readable English here.

Guild System - use two SQL tables, one containing guild name, founding time, statistics, other one containing GuildMembers, IE account, guild, rights flag.

Stat tracking:

PKing, sparring, team events (full team must be guild), solo events, on tag time

in the case of events, only wins/losses will be tracked since stats like flags scored and returned are a bit excessive and don't give much explanation for the guild as a whole

on tag time will be extrapolated into an "activity rating" along with actual event participation, sparring, PKing etc (these are not the overall "points" concept, just a overall value rating with which to compare guilds as a whole rather than specific stat)


Guild management

Add, Kick, Edit members > local only
Edit diplomacy and information > available to global guilds
disband, view log > local administrative tools

-need to request Stefan make guild IDs as used on GraalOnline website accessible to lister so that creating URLs leading to global guild applications is easily doable


First few steps:

Track on tag time
Add PKing/sparring listening to track stats
Allow GCs to award guild wins for team events, have it automatically occur for solo wins
« Last Edit: September 15, 2012, 01:53:45 AM by Kevin »
Logged
There and back again.

Skyzer

  • Zolderon
  • TCG Committee
  • Full Member
  • *
  • Posts: 222
    • View Profile
Re: Guild System
« Reply #23 on: September 15, 2012, 06:56:27 AM »

It'll be like a global guild, but local. We get it. We don't care how it's scripted.
Logged
I'm lazy.

Kevin

  • Return of the Azite
  • Newbie
  • *
  • Posts: 8
  • Return of the Azite
    • View Profile
Re: Guild System
« Reply #24 on: September 15, 2012, 10:47:16 AM »

there were some significant changes there like the event tracking specifically
Logged
There and back again.

Skyzer

  • Zolderon
  • TCG Committee
  • Full Member
  • *
  • Posts: 222
    • View Profile
Re: Guild System
« Reply #25 on: September 15, 2012, 01:25:22 PM »

Well yeah, but I was talking managing the guild.
Logged
I'm lazy.

Akios

  • charmander evolves @ lvl 16
  • Newbie
  • *
  • Posts: 7
  • charmeleon evolves @ lvl 36
    • View Profile
Re: Guild System
« Reply #26 on: October 28, 2012, 06:06:24 PM »

hi
Logged
charizard learns flamethrower @ lvl 47

Skyzer

  • Zolderon
  • TCG Committee
  • Full Member
  • *
  • Posts: 222
    • View Profile
Re: Guild System
« Reply #27 on: November 02, 2012, 11:32:28 AM »

When was the last time Kevin touched this project?
Logged
I'm lazy.

PoJo

  • (zorbi)
  • Jr. Member
  • **
  • Posts: 88
  • wahaha
    • View Profile
Re: Guild System
« Reply #28 on: November 02, 2012, 03:10:04 PM »

And can you show us where on this doll?
Logged

Thor

  • Manager
  • Sr. Member
  • ****
  • Posts: 457
  • The Higher Power
    • View Profile
Re: Guild System
« Reply #29 on: November 03, 2012, 06:34:21 PM »

When was the last time Kevin touched this project?
Kevin was removed and was AWOL anyway, it's not being touched at this point.
Logged
Pages: 1 [2] 3