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    Forum Adept tasakli's Avatar
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    Lightbulb Suggestion: GvG & zone capturing

    I've seen some mmorpg games where you can fight Guild vs Guild to capture zones.
    Maybe Arcane Legends can get some GvG action aswell?

    -The GvG's
    The Guild vs Guild fights could be an extra long 3 vs 3 TDM or CTF.
    Only players from the guild can join. Also only members who are level 56 can join, so you wont end up fighting with level difference.
    The GvG's should be scheduled X hours after the attack is planned. So both guilds would have their time to prepare their members for the fight.
    The GvG's are planned from a NPC in the guild halls. So a guild requires a guildhall to plan an attack.
    Planning the attacks should have a cost and a cooldown after a planned attack. E.g. A guild can only plan one attack in X hours
    Players either get teleported to the GvG map or can join from a specific window that pops up.
    If players of the defenders do not show up, the attacker wins automatically.
    If players of the attackers do not show up, the defender wins automatically.
    If both sides do not show up, the zone gets for sale and any guild can buy the zone.

    -Capture zones

    There can be zones added to the map with a button of "Guild zones" or whatever. So the normal map will change to the guildzones map.
    In the Guildzones Map, you can see what zones are taken by which guild, what zones are ready to plan an attack on and to see who is attacking who.
    Instead of the existing zones, there could also be new zones like tombs. E.g. new tombs like kraken mines/kraag toms/watchers tombs.
    When Guild X wins the GvG, Guild X owns that zone. No one besides all members from Guild X is able to farm in that zone.

    To explain with pictures:


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    *white bars: Towns, can't capture towns.
    *red circles: Already being attacked.
    *green circles: Can be attacked.
    *the cost of attacking a zone will be paid from the Guild Bank (see zones upkeep)
    *the map Brackenridge had to be green circled (pic 2), because there's at least one zone which can be attacked, my mistake.

    -Zones upkeep
    Just like the housing system, there should be an upkeep for guildzones aswell.
    From the specific NPC in the guildhall, you can choose to upkeep your guildzones with, for example, 5 platinum per day OR 50 story tokens per day OR any other specific tokens. If the upkeep of the guildzone does not get paid, the zones becomes for sale.
    Guild members can donate those upkeep costs to the guild from the NPC that is located in the guildhall. So there will be a guild bank with those tokens/platinum, which are donated by the members, to pay the daily/weekly upkeep.
    Also planning attacks will cost gold or whatever and will be paid from this Guild bank. The higher the level of the zone, the higher the price should be to attack. So underhul zones should be more expensive to plan an attack on then zones in Shuyal.

    -Rewards

    Of course there should be rewards for taking those zones.
    For example:
    -Players who farm in those zones have a 10% damage bonus buff and 5% re-roll passive.
    -The guildzones have an increased drop rate for specific items.
    -The guildzones contain new chests. Like the elite bronze/silver/gold runners chests, but with specific loot.

    -Fake attacks on zones
    Fake attack = A main guild creates a guild with their alts and attacks the main guilds zones to prevent other good guilds attacking their zones.
    Ideas to prevent this:
    -To attack, the guild has to be existing at least 2 days.
    -To join a GvG, the participant must have been a member of the guild for at least 2 days.
    -The attack costs makes it more expensive to plan fake attacks.
    -The costs of making a guild is already high.

    Pros:
    -Brings back endgame PvP
    -Makes guilds have more use
    -Stimulates farming because of the buffs/rewards in guildzones
    -Stimulates to level up to 56 to join the fights

    Let me know what you think
    Last edited by tasakli; 06-03-2016 at 07:49 AM.
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