Guild Perks

bradley-

Grandmaster
Just a random thought....

Allow guild leaders to purchase different perks for their guild members to take advantage of. Examples of different perks could be:
  • Gold bonus when killing NPCs
  • Silver bonus when killing faction mobs & platinum bonus from paragon chests
  • PvM damage bonus
  • Reduction in PvM damage received
  • Increased chance to craft items and increased exceptional craft chance
  • Increased quantity and/or quality of resources obtained when mining/lumberjacking/etc
  • Can't think of any more but I'm sure the community can help with that

Guild leaders can set a designated amount of gold that their guild members receive from killing monsters to be deposited into a guild treasury. This percentage, in my opinion, should be between 0% and 5%. Do not allow guild members to add their own personal gold to the guild treasury. This will make it so that guild members have to be out and active to contribute instead of allowing the currently wealthy to instantly become the guild with the best perks.

Perks should not be permanent. They should have a timer so that guild treasuries don't continue to increase indefinitely after perks have been acquired. Personally, I think 7 days is sufficient.

Allow guilds to make a 1 time payment to increase the quality of a perk. For example, there could be 5 levels of the gold bonus perk. Level 1 of the gold bonus may only provide a 3% gold bonus and would increase by 3% each level up to level 5 for a total of 15% gold bonus. The increase in level would be a 1 time payment (very expensive and increased 1.5x-2x price each level purchased) while the perk itself would have to be purchased every 7 days (or whatever the timer may be).

Each perk will have its own set of 5 levels that would need to be purchased. Obtaining level 5 of the gold bonus perk would not apply to the PvM damage bonus. That perk would still be level 1.

I do not recommend allowing every perk to be active at once... Personally, I would suggest half of the perks can potentially be active. Example: If there are 6 total perks, the guild can have 3 of them active at any given time.. If there are 10 total perks, guilds would be able to have 5 active at once. If the guild is already at the max available active perks, buying another one would disable the longest running active perk and enable whichever perk was bought.

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This is just something that popped in my head while I was adjusting my fantasy football lineup so it's far from a perfect system but there ya go! I'd like to have an even number of PvM, PvP, and crafting perks available but I'm not really sure what to suggest without 'breaking' the game assuming I haven't already done so with this suggestion.
 

K A Z

Grandmaster
what if faction guilds could sell their sigil bonus thingys to regular guilds? lets say that they'd have to sink 10k silver or smth nd itd grant one of the bonuses to a guild that is not in factions.. that might get people interested in factions, too.
 

bradley-

Grandmaster
what if faction guilds could sell their sigil bonus thingys to regular guilds? lets say that they'd have to sink 10k silver or smth nd itd grant one of the bonuses to a guild that is not in factions.. that might get people interested in factions, too.

Sounds like a reasonable thing to me! I'm not sure how to implement that sort of thing but I like it.
 

K A Z

Grandmaster
Sounds like a reasonable thing to me! I'm not sure how to implement that sort of thing but I like it.


Yea, me neither but I guess it could be really interesting - blue guilds would have to find faction guilds they could ally and there'd be a true reason to fight for towns.. because let's be real: it's really BS that you guys have to train your metas on a factioned tamer.


@GluttonySDS
 

Young Star

Grandmaster
Maybe it can be something tied to how many members are in a given area. Like a moral boost that gives more damage or hit chance. Guild leaders could have some inspirational boost that can evoke during champ spawns.
 

Zoobler

Grandmaster
I like it but the implementation would be a pain... Champs for the most part offer very little challenge so to have a Pvm dmg boost runs the risk of making them (rdas included) easy mode. However drop rate bonus on skulls, rares, and maybe gold is interesting. I really like the crafter bonus idea. Adds more of a reason to play with a guild and any increase in a sense of community is a positive for the health of our server imo.
 

DubeeAshtray

Grandmaster
I like it but the implementation would be a pain... Champs for the most part offer very little challenge so to have a Pvm dmg boost runs the risk of making them (rdas included) easy mode. However drop rate bonus on skulls, rares, and maybe gold is interesting. I really like the crafter bonus idea. Adds more of a reason to play with a guild and any increase in a sense of community is a positive for the health of our server imo.
i though this is why we have factions?
 

halygon

Grandmaster
Whats funny is I actually brought this up a long time ago in staff chat. I was thinking sigil-bonus-esque bonuses for guilds, maybe a tiered reward system based on achievements performed by the entire guild - definitely not purchasable though.
 

eppy

Grandmaster
I kinda like the idea of guilds being able to claim territory and then getting a tax from the gold drops in those areas.
 

wreckognize

Grandmaster
I think you nailed this one @bradley- . Great idea imo. What I think the best part of this idea is that, since it's guild based, then everyone in the guild can pitch in maybe which could justify a very expensive price rating. Could be one hell of a sink, methinks
 
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