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Multi-Floor Guild Dungeon

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Synesthesia

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1. General Objective:
Create an engaging and cooperative guild activity, allowing guild members to collaborate in a multi-floor dungeon with unique mechanics and group challenges. This dungeon, repeatable periodically, will encourage cooperation among various races and classes within the guild, providing rewards and guild points to incentivize participation.

2. Dungeon Structure:
The dungeon will be structured like a multi-floor tower.
Each floor will present a specific challenge requiring cooperation among guild members.

Mechanics for Different Floors:

  • Some floors will require the presence and contribution of all races.
    Example: there will be a floor with 4 different Metin, and each Metin can only be attacked by a specific race (e.g., Warrior Metin can only be attacked by Warriors, Sura Metin only by Suras, and so on).
  • Another floor could feature bosses that follow the same mechanic, requiring 4 different races.
3. Participation Rules:

  • Number of players: There will be no maximum limit of participants, similar to the mechanic of the scroll used to enter a guild war.
  • Time limit: The dungeon must be completed within a set time limit (e.g., 30-60 minutes); otherwise, all players will be automatically kicked out.
  • Death and respawn: Once dead, a player cannot respawn within the dungeon, increasing the tension and the importance of group strategy (alternatively, the dungeon could simply have a time limit if the "no respawn" mechanic is too difficult to implement in-game).
4. Repeatability:
The dungeon will be accessible once every 8-12 hours, providing a frequency that makes it neither too rare nor too common, but frequent enough to keep players interested.

5. Rewards:
Rewards can follow two approaches:

  1. Classic Rewards: Random drops of useful items such as gloves, exp rings, scrolls, bonus changers, cor, etc.
  2. Guild Points System:
    For each floor completed, players will receive guild points, which can be exchanged in a guild shopfor items. These points can be:
    • Used only by the guild leader to purchase items for the entire guild.
    • Or equally divided among the members who participated in the dungeon.
6. Impact on Guild Experience:
This dungeon will promote cooperation among guild members and foster a stronger sense of belonging, while also providing a strong incentive to improve the skills of each race and class. The multi-floor structure allows for a variety of challenges that will keep players' attention and interest over the long term.
 

IDemonI

Well-known member
I like this, it needs to be well thought, small tweaks, and for every level category. Exactly what will boost the teamwork on this sv making it more enjoyable. +1 here
 

r1r2r3

Active member
I won't give my opinion on the post per-se, I'll just say one thing:

It is absolutely useless and pointless to push, develop, and implement extensive guild-related features when these features have to be tuned to a top of 3-5 major guilds that are light years above every other guild in-game. You won't be able to implement something to satisfy casuals without leaving aside completely the strongest guilds and vice-versa.

The guild aspect needs to be somewhat leveled, and that won't happen any time soon. At least this is my opinion.
 

Synesthesia

Active member
I won't give my opinion on the post per-se, I'll just say one thing:

It is absolutely useless and pointless to push, develop, and implement extensive guild-related features when these features have to be tuned to a top of 3-5 major guilds that are light years above every other guild in-game. You won't be able to implement something to satisfy casuals without leaving aside completely the strongest guilds and vice-versa.

The guild aspect needs to be somewhat leveled, and that won't happen any time soon. At least this is my opinion.
I really appreciate your opinion, however, that is precisely why it has to be a multi-flopr dungeon. That way for example the more "newer" guilds will get to floor 10 and get stuck because they won't be able to move forward while the more advanced ones will go all the way in case they would be able to finish it.

Also there is talk of a dungeon with limited join per day. Obviously those who are light years ahead will be advantaged but in any respect and this talk expands into any new addition whether guild or not.
 
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r1r2r3

Active member
I really appreciate your opinion, however, that is precisely why it has to be a multi-flopr dungeon. That way for example the more "newer" guilds will get to floor 10 and get stuck because they won't be able to move forward while the more advanced ones will go all the way in case they would be able to finish it.

Also there is talk of a dungeon with limited join per day. Obviously those who are light years ahead will be advantaged but in any respect and this talk expands into any new addition whether guild or not.

Translated with DeepL.com (free version)
I understand this perfectly. There are, however, 2 issues I'm thinking about:

  • Rewards of the Multi-Floor Guild dungeon - any new features implemented are global. Want it or not, even the strongest players will have competition. But there's no competition in a guild-only dungeon, thus being much easier to overcome.
  • Dungeon with limited join per day - I already know of a group that has two guilds, one in Red and one in Blue with fairly strong characters on each side. They'd be able to complete the dungeon more times. This might create an influx of "fake" guilds.

I'm not saying I don't like the idea. I'm just saying it will be difficult to create and implement properly when one potential outcome is 3-4 guilds being able to complete it regularly while the grand majority of the other guilds might not even have the members to enter it, or the gear to pass the lowest levels.
From my side, it feels unfair as a guild-less player. A general run overall would be better - like the ones that are about to or should come.
 

IDemonI

Well-known member
I understand this perfectly. There are, however, 2 issues I'm thinking about:

  • Rewards of the Multi-Floor Guild dungeon - any new features implemented are global. Want it or not, even the strongest players will have competition. But there's no competition in a guild-only dungeon, thus being much easier to overcome.
  • Dungeon with limited join per day - I already know of a group that has two guilds, one in Red and one in Blue with fairly strong characters on each side. They'd be able to complete the dungeon more times. This might create an influx of "fake" guilds.

I'm not saying I don't like the idea. I'm just saying it will be difficult to create and implement properly when one potential outcome is 3-4 guilds being able to complete it regularly while the grand majority of the other guilds might not even have the members to enter it, or the gear to pass the lowest levels.
From my side, it feels unfair as a guild-less player. A general run overall would be better - like the ones that are about to or should come.
"Guild-less" huh? 🫠

On a serious note, he s right, having global rewards for such a run would mean that the lower levels should have the same feeling about completing the dungeon, as the high level players, which would be incredibly hard to balance, either that or it has to be a dungeon fully based on teamwork, which would also be really hard to implement. As he said, i also like the ideea, but i also dont know how much, of if it deserves the actual hard-work needed to pull this off, it has to be really well thought about, and that goes to the team, or if someone has a really bright ideea about how such a dungeon is going to work.
 
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