We want to change the way this works to do the following.
Encourage Guild working together
Encourage PVP in guild dungeons
Our idea is to make the following changes.
Each seal instead of incrementing some invisible sky counter would instead give it’s normal reward and a seal token (Unique Token for each quest).
The tokens will be fully tradeable vendable and all that jazz.
Guild Leader looking to make a god item turns in 50 or 100 of each token to an npc in the guild dungeon and starts a event in their castle’s guild dungeon. That they have 6 hours (can be changed) to complete.
Hundreds of monsters appear on the map. The Guild Leader receives a kill count quest to kill 400 of them. Upon finishing the kill quest the monsters disappear and an MVP spawns. Once the MVP is dead then the dwarf appears. Only the guild leader who started the event will be able to talk to the dwarf and create the god item.
During this event, server announcements will be going off informing the other guilds. Also the other guilds will be able to go into the guild dungeon and attempt to stab, blast, or otherwise inconvenience the item creating guild by preventing the MVP’s death.
Any Questions, Comments, Concerns, Cat Pictures?
I think that this will almost CERTAINLY boost server life and encourage people to actually play. I am so proud of you, administration! You finally thought up a really good idea!
I think that what Xellie said about killing static monsters is a much better idea than a high end MVP. Small guilds need to be at least able to do it as well, and expecting them to kill a beelzebub-level MVP while fending off other guilds is a little absurd. In fact, hell, it could even be emperiums scattered around the dungeon that you have to kill within a certain time limit. Furthermore, if you could program it this way, it might not be a bad idea to make everyone who is actually in the guild on the map at the time to hit this static monster at least once for it to die. Just another idea for teamwork.
6 hours is really a long time, but if you think about it, that really isn't too much to ask, either. You're talking about making a permanent god item for your guild. I could totally see that taking up an entire afternoon's worth of time, and for there to be enough time for competition to actually get on to stop you. If 6 hours just really bothers you, then you could set it to 4 hours like ET.
Another thing to consider: This would make it REALLY easy for "all guilds vs one guild" to occur. So if Immortal Dreams just as an example was trying to make an item in Britonia GD, it would be to Sharks' advantage (and to the advantage of ALL guilds, for that matter!) to allow other members from say Chrono Triggers BR or Valhalla or any guild into their guild in order to fight Immortal Dreams in Britoniah, when those guilds don't have a Brit fort.
Also, just imagine if there was 5 different guilds holding each of the forts in a realm. That's potentially 54 people VS 216 people. Not particularly fair. I suppose this could be somewhat nullified by alliances trying to assist the guild creating by helping them defend themselves, but we don't really have the server population for that.
As another side note, if the guild leader is going to receive a kill count quest, that means only those in his party could kill the monsters, ruling out over half (potentially) the rest of the guild in that regard.
And yes, for God's sake, disable res tokens, ice wall, flywings (yes, fly wings!), and all other pissy things that would totally take away from the teamwork of the event.
Edited by Melkor, 16 October 2013 - 10:55 AM.