Sportacus
Intermediate OT User
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Hello, this thread is to discuss a guild system for a low rate rpg server. It's purpose is to see how the community likes my ideas, and see what other people would like to see out of a guild system.
Firstly, the whole purposes of revamping the guild system that tibia currently uses is to make it more attractive, interactive, and play a bigger part in the server, forcing players to have to join a guild, and not just for warring purposes.
Anyway, on to my idea!
Creating a guild, and guild management:
To create a guild, a player would have to talk to an npc in game, and pay a certain amount of gold to create the guild.
Furthermore, guilds would no longer have unlimited space to invite new members.
A newly founded guild would have 5 slots for players, and would have to pay a certain amount of gold to add additional slots for new members.
Additional slots could be bought one at a time, or in bundles with a small % discount for buying 5 or 10 slots at a time.
To prevent guild hopping, when a player is kicked/leaves a guild, they will have to wait a week before being able to rejoin the guild they left. (they
would be able to join any other guild or form their own)
Lastly, guilds would have a monthly fee to maintain, which could be a set price for every guild, or be increased for each ACTIVE member in the guild.
(IE, larger guilds, with more players in them, cost more to maintain)
Guild Bank, and Guild Halls:
A guild bank would function similar to the require bank, just for guild, with a few extra features.
Monthly payments to upkeep of the guild, and guild hall(s) would come out of the guild bank.
All members of the guild can deposit gold into the guilds bank account.
Only the leader, and vice leaders would be able to withdraw money from the guild bank.
At the guild banker npc, the leader of the guild and vices, would be able to buy a transcripts book, which would list all deposits, and withdraws, the dates they occurred on, the amount of guild, and who did the deposit/withdraw.
Guildhalls would pretty much function like real tibia guildhalls, along with a sign post outside the front door of the guildhall, listing who currently owns the guildhall.
Furthermore, guildhalls could have additional features to make them more attractive to buy. They could have PVP arenas inside of them, soccer fields, various games to play (checkers, tic tac toe, chess, snake, tetris, etc), and special event arenas (such capture the flag arenas, hide and seek arenas, etc.)
Lastly, and the biggest, attraction to buy guildhalls, and maintain them, would be the artifact room, more on that later..
Artifact Rooms:
Artifact rooms, would be rooms found in the basement level of a guildhall, which would be used to store artifacts that give the members of the guild addition benefits.
Each artifact room would have one alter in it when the guildhall is first bought.
An artifact has to be placed on a artifact alter for it's bonus to be granted to the guild. Additional alters can be bought from the guild npc.
Artifacts:
Artifacts are items that guilds will compete to get.
An artifact will only last one week when obtained, then it will be competed for again.
They will give bonuses to guilds such as daily money added to the guilds bank account, additional exp gain, and other benefits..
Artifacts can be won during town wars, found in the wild, and have to be dragged to the guildhalls, and other events.
Town Wars:
Each week, at a set time, a battle for a town will occur for guilds to attempt to conquer it.
To conquer a town, there will be different formats, but here are two prime examples.
1. Hold the throne. A member of the guild will have to find the throne room of the towns castle/outpost, and stand on the throne for a set period of time to capture it.
After the throne is captured, the guild has to defend the throne from other guilds for a set period of time
After conquering, and holding the throne, the guild will be given the artifact of the town.
2. Crystal War (idea from Ragnarok Online, can't remember the exact idea).
Guilds will have to find the crystal in the towns outpost, and destroy it, after a crystal is destroyed, the guild who did the most damage to it will gain control of the crystal, and have to defend it for a set period of time.
After the time limit is over, the guild is rewarded a artifact.
Guild Guards/Monsters.
Guilds would be allowed to buy guards or monsters to assist the guild in various ways.
A guild guard/monster would take up a guild member slot, untill it is fully killed, or kicked out.
A guild guard would be a guard bought at the guild npc.
Once you buy a guard, you will receive a box that contains the guard inside of it.
Using the box with the guard inside of it, will release the guard at the current location.
The guard monster will never attack any members of it's owners guild, but will stay in it's location and attack any monsters, or non-guild-member players that comes across it.
When the guard is under attack, it will send a message to the guild channel, and whenever it dies, it will be told in the guild channel that the guard has died. (the under attack message would have a cooldown of 5 minutes to prevent spam
The purpose of using the guard would be to control areas, such as protecting a hunting area, or in town war events.
Guards will last either till they die, or the server restarts.
-posting this now, due to this being a long post, and don't want to lose what I typed.. will edit it to add in more of the ideas.. -
Firstly, the whole purposes of revamping the guild system that tibia currently uses is to make it more attractive, interactive, and play a bigger part in the server, forcing players to have to join a guild, and not just for warring purposes.
Anyway, on to my idea!
Creating a guild, and guild management:
To create a guild, a player would have to talk to an npc in game, and pay a certain amount of gold to create the guild.
Furthermore, guilds would no longer have unlimited space to invite new members.
A newly founded guild would have 5 slots for players, and would have to pay a certain amount of gold to add additional slots for new members.
Additional slots could be bought one at a time, or in bundles with a small % discount for buying 5 or 10 slots at a time.
To prevent guild hopping, when a player is kicked/leaves a guild, they will have to wait a week before being able to rejoin the guild they left. (they
would be able to join any other guild or form their own)
Lastly, guilds would have a monthly fee to maintain, which could be a set price for every guild, or be increased for each ACTIVE member in the guild.
(IE, larger guilds, with more players in them, cost more to maintain)
Guild Bank, and Guild Halls:
A guild bank would function similar to the require bank, just for guild, with a few extra features.
Monthly payments to upkeep of the guild, and guild hall(s) would come out of the guild bank.
All members of the guild can deposit gold into the guilds bank account.
Only the leader, and vice leaders would be able to withdraw money from the guild bank.
At the guild banker npc, the leader of the guild and vices, would be able to buy a transcripts book, which would list all deposits, and withdraws, the dates they occurred on, the amount of guild, and who did the deposit/withdraw.
Guildhalls would pretty much function like real tibia guildhalls, along with a sign post outside the front door of the guildhall, listing who currently owns the guildhall.
Furthermore, guildhalls could have additional features to make them more attractive to buy. They could have PVP arenas inside of them, soccer fields, various games to play (checkers, tic tac toe, chess, snake, tetris, etc), and special event arenas (such capture the flag arenas, hide and seek arenas, etc.)
Lastly, and the biggest, attraction to buy guildhalls, and maintain them, would be the artifact room, more on that later..
Artifact Rooms:
Artifact rooms, would be rooms found in the basement level of a guildhall, which would be used to store artifacts that give the members of the guild addition benefits.
Each artifact room would have one alter in it when the guildhall is first bought.
An artifact has to be placed on a artifact alter for it's bonus to be granted to the guild. Additional alters can be bought from the guild npc.
Artifacts:
Artifacts are items that guilds will compete to get.
An artifact will only last one week when obtained, then it will be competed for again.
They will give bonuses to guilds such as daily money added to the guilds bank account, additional exp gain, and other benefits..
Artifacts can be won during town wars, found in the wild, and have to be dragged to the guildhalls, and other events.
Town Wars:
Each week, at a set time, a battle for a town will occur for guilds to attempt to conquer it.
To conquer a town, there will be different formats, but here are two prime examples.
1. Hold the throne. A member of the guild will have to find the throne room of the towns castle/outpost, and stand on the throne for a set period of time to capture it.
After the throne is captured, the guild has to defend the throne from other guilds for a set period of time
After conquering, and holding the throne, the guild will be given the artifact of the town.
2. Crystal War (idea from Ragnarok Online, can't remember the exact idea).
Guilds will have to find the crystal in the towns outpost, and destroy it, after a crystal is destroyed, the guild who did the most damage to it will gain control of the crystal, and have to defend it for a set period of time.
After the time limit is over, the guild is rewarded a artifact.
Guild Guards/Monsters.
Guilds would be allowed to buy guards or monsters to assist the guild in various ways.
A guild guard/monster would take up a guild member slot, untill it is fully killed, or kicked out.
A guild guard would be a guard bought at the guild npc.
Once you buy a guard, you will receive a box that contains the guard inside of it.
Using the box with the guard inside of it, will release the guard at the current location.
The guard monster will never attack any members of it's owners guild, but will stay in it's location and attack any monsters, or non-guild-member players that comes across it.
When the guard is under attack, it will send a message to the guild channel, and whenever it dies, it will be told in the guild channel that the guard has died. (the under attack message would have a cooldown of 5 minutes to prevent spam
The purpose of using the guard would be to control areas, such as protecting a hunting area, or in town war events.
Guards will last either till they die, or the server restarts.
-posting this now, due to this being a long post, and don't want to lose what I typed.. will edit it to add in more of the ideas.. -
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