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Guild Castle / War

Posted: Sun Aug 07, 2022 7:00 pm
by CrazyVanilla
I have previously made a suggestion for Outposts a long time ago back in my original KOTH suggestion, but recently I’ve been thinking of a Guild Castle / Guild War type system that could be quite fun, revolving around an outpost type mechanic.

First, a list of some additions that will be used to create & upgrade your guild “castle”:

Fishing
Mining
Tree Chopping
Farming

An explanation of the basics of these features from a post I made a long time ago:
viewtopic.php?f=5&t=3930&p=19588&hilit=mining#p19588
and
Image


Next, some PayVault additions:

Guild banners on the castle (Customizable like Guild Flags)
Guild Flags around the castle
Colors of the castle (Preset selection, similar to hairstyles)
Player Statues inside of the castle (Each player purchases their own, similar visually to a HOF statue).
The visual appearance of your “Castle Boss” (Preset selection, similar to hairstyles)
*Note* The actual strength of your “Castle Boss” is based on your Castle strength / level. The PV perk is solely to change its visual appearance.

So, what exactly is the Guild Castle?

Well, the castle is just the outpost, and there is only 1 of them. Essentially, the outpost is just a giant castle, in which each guild can set their castle's visual appearance through purchasing the PV items and editing the appearance inside the guild house, and the castle itself will change to reflect the visual appearance of whichever guild currently has it captured. The castle itself doesn’t really have any significance gameplay wise, I just think it’d be pretty cool for it to be a giant castle and it provides quite a few ways of customization through non-p2w PV items, which is something Robby is always trying to come up with. Essentially each guilds castle would structurally look the same, but they would differ based on the PV items listed above (and possibly more in the future if they are suggested).

Ok, but how does the outpost work?

The outpost itself is quite similar to the KOTH, however there are 2 main differences. The journey to get to the outpost itself will be quite a trek and require teamwork, and the reward system is much different.

Once getting to the outpost itself, the capture process will be as follows:

Guild members must be standing inside of the “capture point” (think of standing on the blue for the KOTH, same idea)
Takes 10 minutes to neutralize the outpost from another guild
Takes an additional 10 minutes to capture the outpost for your guild
Minimum of 3 guild members are required inside the capture point in order to initiate the capturing process (Probably will need them anyways just to get there)
The outpost perks would activate once the outpost is 100% captured. The Perks would be deactivated once the outpost is fully neutralized.
When the outpost is 100% captured by a new guild, there is a 1 hour grace period before it can begin to be neutralized again (to allow the guild actually SOME time to use the perks).

To clarify on the capture time mechanic:
The capture time is based on the guild, not individual players. So if Fav stays on the outpost for 3 minutes then dies, but now Artemis (same guild as Fav) is on the outpost, the time is still accumulating from Fav’s 3 minutes, Fav does not have to get back on in order for his 3 minutes to continue increasing, since it’s based on the guild, not the player. This should make it much more of a “guild event” compared to the KOTH, and also give opportunity for some strategic plays.

To add an explanation about the “capture” and “neutralizing” part:
Essentially capturing is the same as the KOTH. Your guild must reach 10 minutes, and that will mean you have captured 100% of the outpost. Neutralizing would be when another guild already has it captured, you must basically capture it twice. In that case, the first 10 minutes would be taking that guild from 100% capture, down to 0% capture (gives them some time to respond to the attack). After they reach 0% capture their outpost perks will end, and the outpost has been successfully “neutralized”. Following that, the 10 minutes in order to capture it for your guild will start. So essentially it takes 20 minutes of time accumulated to capture the outpost from another guild.

So, the perks?

The perks of capturing the outpost are as follows:

Access to the “Castle shop” (both buy and sell)
25% drop rate increase for the guild
1.25x coin multiplier (if mob normally drops 100 coins, you get 125)

Castle Shop… hmm…

The main perk of the castle shop is you can sell your items for 50% of their full worth to this NPC. Aside from bargain bins, the highest you can normally sell for is 40% of their full worth using the gunpoint skill, so this is pretty significant.

In addition, the castle shop can sell some exclusive items, and perhaps give some discounts on items as well. Nothing significantly impacting gameplay should be sold here, just mostly cosmetic things. For example, maybe you can buy a colorizer for only 10 emeralds instead of 12 here, maybe buy some exclusive cosmetic pet equipment, some actually cool sunglasses, maybe a custom printed white t-shirt with your guild flag on it, things like that.

And remember, there is a 1 hour grace period once a guild fully captures the outpost so they can actually make use of the perks. I’m trying to design this in a way where it is as close to a constant fight as possible (always something to do), while also allowing the guilds to actually make use of the perks once they have earned them.

A journey to the outpost itself?

Yes, the biggest differentiator between the existing KOTH event and this outpost / guild castle feature, the journey up to the outpost itself.

This feature is not designed to only be a PvP event, it’s also designed to be a continuous teamwork event, meaning getting to the outpost itself requires teamwork, and even if you are not fighting for the castle itself, you can still help your guild by upgrading the strength of your castle in the meantime.

This can obviously be changed, but I am picturing the journey as follows:

Firstly, you must enter the castle. The castle itself will have doorways, like castles do, however there won’t be doors here, it will be a wall instead. This wall is made out of materials collected by your guild, which can make it stronger as you upgrade it (hence the use of chopping, mining, etc). You must destroy this wall in order to enter the castle, and you destroy it simply by attacking it, similar to the ice walls in the ice caves. It’s not intended that you’ll have to sit here for 10 minutes attacking this wall to get in, however obviously the more guild mates you have, the faster it will break. The whole idea of this is to encourage teamwork, and also alert the guild who currently has the outpost captured that someone is attempting to attack. Once the wall is broken, it only stays open for X seconds before it regenerates.

Once inside the castle, there will be a section of some parkour. Now, I for one am not a big fan of parkour in Eliatopia, just because of the camera angle and how it's pretty difficult to see where you will actually land, however, a small parkour section won’t hurt anyone, just nothing too crazy. Also, possibly could be pretty cool to have booby traps here too? Perhaps something else you can customize, just to make it a bit harder and more fun.

Once through the parkour section, you have the boss fight. As mentioned above, the strength of this boss will be determined by your upgrades & castle level, but the visual appearance will be customizable. This will not be a boss like the enemy bosses in game where you get xp and drops and can grind it, this is purely just an obstacle you have to go through to get to the outpost part. As for the build of this boss, I am thinking of a sort of Colossal style build. Something that requires teamwork to get through, and takes a few minutes to kill (obviously depending on the strength). Perhaps you need a couple guild members to kill its minions while a couple others kill the boss itself otherwise it regenerates health too quickly to kill it with brute force, that type of thing. Once through the boss, you reach the outpost part, which is explained above.

Respawn points…

This is something that I’m sure most people aren’t even thinking of until reading this, but is something definitely worth mentioning IMO. I’m thinking, if you die anywhere pre-outpost section, since the risk of death is MUCH less there (no PvP), you will respawn outside of the castle and must complete everything all over again. If you die while in the outpost section (PvP section), there should be a “respawn room” where everyone will respawn, and have a somewhat short walk back to the outpost (No PvP in the respawn room or walk back to the outpost area, to prevent spawn camping). I think a similar walk of respawning at Teplar and having to walk back to the KOTH is a good distance. That way your guild will face a small consequence that you’ve died and can’t instantly re-appear to help, but you can still get back there to help decently fast.

Now, the leveling / upgrading of your castle

I’ve mentioned this quite a bit up until this point, but haven’t explained it yet, so here it goes. The upgrading / leveling is not based on money, emeralds, or anything like that, it’s based solely on teamwork. Essentially by harvesting materials (chopping, mining, fishing, farming, enemy drop materials), you can essentially “deposit” those materials to your guild, and they can be used to upgrade your castle wall & boss strength.

To give a quick example, say gathering 100 logs will up your wall durability from 1 up to 2. The durability of your wall also affects the speed at which it regenerates at, which is the reason for the X variable above. Additionally, say feeding your castle boss 50 large fish will up its HP and Defense from 100k and 50 respectively to 150k and 55 respectively. Feeding it vegetables will up its power, shiny fish giving more abilities, that type of thing.

As I’m sure you could infer, Mining, Chopping and some enemy drop materials (say monster rocks, metal chunks, etc) will be for upgrading your castle wall. Fishing and Farming would be for upgrading your castle boss.

Again, the whole idea of this is to encourage teamwork with each guild. Each guild needs to work together harvesting materials in order to upgrade their castle and make it more difficult for another guild to take over the outpost from them.


I think that’s all. I do have a slightly alternate suggestion for this as well, but would like to see player and more importantly Robby’s feed back on this one first.

Re: Guild Castle / War

Posted: Sun Aug 07, 2022 7:16 pm
by warrior10185
Fishing
Mining
Tree Chopping

100% but never thought of farming fr
Good suggestion

Re: Guild Castle / War

Posted: Sun Aug 07, 2022 7:20 pm
by cinos
So you want guilds to buy PV shιτ that they most likely will not be seeing unless they are in the top 5?

How is that financially helpful in any way? Personally I think all guilds having a hangout spot is a cool idea on it's own, and adding PV goodies there would make some major cash too. Having the cosmetic reward be locked behind a giant hassle makes this completely pointless and a giant waste of funds. Honestly I'm surprised you don't see this. The idea becomes completely arbitrary, and it'd basically mean any weaker players would not bother buying anything because they would never realistically win. Like, do you expect 69 Swagsters to beat Void? No? Then how would this make any money?

Though, your boss idea is decent, and it could be combined with that one scarecrow idea.

Guild hangouts are cool, you just gotta think em up better.

Re: Guild Castle / War

Posted: Sun Aug 07, 2022 7:34 pm
by CrazyVanilla
cinos wrote:
Sun Aug 07, 2022 7:20 pm
So you want guilds to buy PV shιτ that they most likely will not be seeing unless they are in the top 5?

How is that financially helpful in any way? Personally I think all guilds having a hangout spot is a cool idea on it's own, and adding PV goodies there would make some major cash too. Having the cosmetic reward be locked behind a giant hassle makes this completely pointless and a giant waste of funds. Honestly I'm surprised you don't see this. The idea becomes completely arbitrary, and it'd basically mean any weaker players would not bother buying anything because they would never realistically win. Like, do you expect 69 Swagsters to beat Void? No? Then how would this make any money?

Though, your boss idea is decent, and it could be combined with that one scarecrow idea.

Guild hangouts are cool, you just gotta think em up better.
This is not a guild hangout. And no one is forced to buy anything, so if you're not gonna use it, don't buy it? Everything purchasable in this game is optional, if you want to buy it then do it, if not, you don't have to. Going by your logic, why even add high level sets because low levels can't buy them? Why add guild expansion and global xp because if you're not in a guild then you won't use it? The entire point of the game is to get stronger, why on earth would you not add something because weaker players won't use it, when the whole purpose is to get stronger so you CAN use it?

Re: Guild Castle / War

Posted: Sun Aug 07, 2022 7:36 pm
by C0ck
Interesting !!, getting some Clash Royale vibes here. Support :D

Re: Guild Castle / War

Posted: Sun Aug 07, 2022 7:40 pm
by cinos
CrazyVanilla wrote:
Sun Aug 07, 2022 7:34 pm
cinos wrote:
Sun Aug 07, 2022 7:20 pm
So you want guilds to buy PV shιτ that they most likely will not be seeing unless they are in the top 5?

How is that financially helpful in any way? Personally I think all guilds having a hangout spot is a cool idea on it's own, and adding PV goodies there would make some major cash too. Having the cosmetic reward be locked behind a giant hassle makes this completely pointless and a giant waste of funds. Honestly I'm surprised you don't see this. The idea becomes completely arbitrary, and it'd basically mean any weaker players would not bother buying anything because they would never realistically win. Like, do you expect 69 Swagsters to beat Void? No? Then how would this make any money?

Though, your boss idea is decent, and it could be combined with that one scarecrow idea.

Guild hangouts are cool, you just gotta think em up better.
This is not a guild hangout. And no one is forced to buy anything, so if you're not gonna use it, don't buy it? Everything purchasable in this game is optional, if you want to buy it then do it, if not, you don't have to. Going by your logic, why even add high level sets because low levels can't buy them? Why add guild expansion and global xp because if you're not in a guild then you won't use it? The entire point of the game is to get stronger, why on earth would you not add something because weaker players won't use it, when the whole purpose is to get stronger so you CAN use it?
Uhhhh no, smartass, the problem here is that THOSE are gameplay exclusive and gameplay beneficial, this idea makes point several times to the real world financial gain of...something only like, a few people would buy because it's only visible if you're strong enough to win it...

No, seriously, do you think only like 20 people bought guild capacity, friend capacity, colorizers, magnet, storage and stat resets? No, these are made to be useful for everyone, not just the top elite of the game. Unless you wanna go ahead and shill like 500 dollars tomorrow, I don't think that would be a top priority to add in the game, because nobody would ever get to use it.

Re: Guild Castle / War

Posted: Sun Aug 07, 2022 7:52 pm
by CrazyVanilla
cinos wrote:
Sun Aug 07, 2022 7:40 pm

Uhhhh no, smartass, the problem here is that THOSE are gameplay exclusive and gameplay beneficial, this idea makes point several times to the real world financial gain of...something only like, a few people would buy because it's only visible if you're strong enough to win it...

No, seriously, do you think only like 20 people bought guild capacity, friend capacity, colorizers, magnet, storage and stat resets? No, these are made to be useful for everyone, not just the top elite of the game. Unless you wanna go ahead and shill like 500 dollars tomorrow, I don't think that would be a top priority to add in the game, because nobody would ever get to use it.
Cinos: Tells me all my suggestions are P2W (still haven't said which ones btw)

Me: Makes a purely cosmetic suggestion that would be pretty easy to add considering its basically already part of the game and probably could charge a good amount for and could be vastly expanded on in the future

cinos: thats dumb lol you need to suggest something P2W instead so more people will buy it

Re: Guild Castle / War

Posted: Sun Aug 07, 2022 7:54 pm
by God-of-death
Nice super ultra cool idea.I wish this is in game

Re: Guild Castle / War

Posted: Sun Aug 07, 2022 10:58 pm
by cinos
CrazyVanilla wrote:
Sun Aug 07, 2022 7:52 pm
cinos wrote:
Sun Aug 07, 2022 7:40 pm

Uhhhh no, smartass, the problem here is that THOSE are gameplay exclusive and gameplay beneficial, this idea makes point several times to the real world financial gain of...something only like, a few people would buy because it's only visible if you're strong enough to win it...

No, seriously, do you think only like 20 people bought guild capacity, friend capacity, colorizers, magnet, storage and stat resets? No, these are made to be useful for everyone, not just the top elite of the game. Unless you wanna go ahead and shill like 500 dollars tomorrow, I don't think that would be a top priority to add in the game, because nobody would ever get to use it.
Cinos: Tells me all my suggestions are P2W (still haven't said which ones btw)

Me: Makes a purely cosmetic suggestion that would be pretty easy to add considering its basically already part of the game and probably could charge a good amount for and could be vastly expanded on in the future

cinos: thats dumb lol you need to suggest something P2W instead so more people will buy it
CV try to be smart challenge: failed

Did I ask for something p2w, you actual 2 celled organism? I asked to make castles always available for guilds so that these can be bought BY EVERYONE. Are you fvcking blind or what?

Re: Guild Castle / War

Posted: Mon Aug 08, 2022 12:16 am
by Fav
CrazyVanilla wrote:
Sun Aug 07, 2022 7:00 pm
I have previously made a suggestion for Outposts a long time ago back in my original KOTH suggestion, but recently I’ve been thinking of a Guild Castle / Guild War type system that could be quite fun, revolving around an outpost type mechanic.

First, a list of some additions that will be used to create & upgrade your guild “castle”:

Fishing
Mining
Tree Chopping
Farming

An explanation of the basics of these features from a post I made a long time ago:
viewtopic.php?f=5&t=3930&p=19588&hilit=mining#p19588
and
Image


Next, some PayVault additions:

Guild banners on the castle (Customizable like Guild Flags)
Guild Flags around the castle
Colors of the castle (Preset selection, similar to hairstyles)
Player Statues inside of the castle (Each player purchases their own, similar visually to a HOF statue).
The visual appearance of your “Castle Boss” (Preset selection, similar to hairstyles)
*Note* The actual strength of your “Castle Boss” is based on your Castle strength / level. The PV perk is solely to change its visual appearance.

So, what exactly is the Guild Castle?

Well, the castle is just the outpost, and there is only 1 of them. Essentially, the outpost is just a giant castle, in which each guild can set their castle's visual appearance through purchasing the PV items and editing the appearance inside the guild house, and the castle itself will change to reflect the visual appearance of whichever guild currently has it captured. The castle itself doesn’t really have any significance gameplay wise, I just think it’d be pretty cool for it to be a giant castle and it provides quite a few ways of customization through non-p2w PV items, which is something Robby is always trying to come up with. Essentially each guilds castle would structurally look the same, but they would differ based on the PV items listed above (and possibly more in the future if they are suggested).

Ok, but how does the outpost work?

The outpost itself is quite similar to the KOTH, however there are 2 main differences. The journey to get to the outpost itself will be quite a trek and require teamwork, and the reward system is much different.

Once getting to the outpost itself, the capture process will be as follows:

Guild members must be standing inside of the “capture point” (think of standing on the blue for the KOTH, same idea)
Takes 10 minutes to neutralize the outpost from another guild
Takes an additional 10 minutes to capture the outpost for your guild
Minimum of 3 guild members are required inside the capture point in order to initiate the capturing process (Probably will need them anyways just to get there)
The outpost perks would activate once the outpost is 100% captured. The Perks would be deactivated once the outpost is fully neutralized.
When the outpost is 100% captured by a new guild, there is a 1 hour grace period before it can begin to be neutralized again (to allow the guild actually SOME time to use the perks).

To clarify on the capture time mechanic:
The capture time is based on the guild, not individual players. So if Fav stays on the outpost for 3 minutes then dies, but now Artemis (same guild as Fav) is on the outpost, the time is still accumulating from Fav’s 3 minutes, Fav does not have to get back on in order for his 3 minutes to continue increasing, since it’s based on the guild, not the player. This should make it much more of a “guild event” compared to the KOTH, and also give opportunity for some strategic plays.

To add an explanation about the “capture” and “neutralizing” part:
Essentially capturing is the same as the KOTH. Your guild must reach 10 minutes, and that will mean you have captured 100% of the outpost. Neutralizing would be when another guild already has it captured, you must basically capture it twice. In that case, the first 10 minutes would be taking that guild from 100% capture, down to 0% capture (gives them some time to respond to the attack). After they reach 0% capture their outpost perks will end, and the outpost has been successfully “neutralized”. Following that, the 10 minutes in order to capture it for your guild will start. So essentially it takes 20 minutes of time accumulated to capture the outpost from another guild.

So, the perks?

The perks of capturing the outpost are as follows:

Access to the “Castle shop” (both buy and sell)
25% drop rate increase for the guild
1.25x coin multiplier (if mob normally drops 100 coins, you get 125)

Castle Shop… hmm…

The main perk of the castle shop is you can sell your items for 50% of their full worth to this NPC. Aside from bargain bins, the highest you can normally sell for is 40% of their full worth using the gunpoint skill, so this is pretty significant.

In addition, the castle shop can sell some exclusive items, and perhaps give some discounts on items as well. Nothing significantly impacting gameplay should be sold here, just mostly cosmetic things. For example, maybe you can buy a colorizer for only 10 emeralds instead of 12 here, maybe buy some exclusive cosmetic pet equipment, some actually cool sunglasses, maybe a custom printed white t-shirt with your guild flag on it, things like that.

And remember, there is a 1 hour grace period once a guild fully captures the outpost so they can actually make use of the perks. I’m trying to design this in a way where it is as close to a constant fight as possible (always something to do), while also allowing the guilds to actually make use of the perks once they have earned them.

A journey to the outpost itself?

Yes, the biggest differentiator between the existing KOTH event and this outpost / guild castle feature, the journey up to the outpost itself.

This feature is not designed to only be a PvP event, it’s also designed to be a continuous teamwork event, meaning getting to the outpost itself requires teamwork, and even if you are not fighting for the castle itself, you can still help your guild by upgrading the strength of your castle in the meantime.

This can obviously be changed, but I am picturing the journey as follows:

Firstly, you must enter the castle. The castle itself will have doorways, like castles do, however there won’t be doors here, it will be a wall instead. This wall is made out of materials collected by your guild, which can make it stronger as you upgrade it (hence the use of chopping, mining, etc). You must destroy this wall in order to enter the castle, and you destroy it simply by attacking it, similar to the ice walls in the ice caves. It’s not intended that you’ll have to sit here for 10 minutes attacking this wall to get in, however obviously the more guild mates you have, the faster it will break. The whole idea of this is to encourage teamwork, and also alert the guild who currently has the outpost captured that someone is attempting to attack. Once the wall is broken, it only stays open for X seconds before it regenerates.

Once inside the castle, there will be a section of some parkour. Now, I for one am not a big fan of parkour in Eliatopia, just because of the camera angle and how it's pretty difficult to see where you will actually land, however, a small parkour section won’t hurt anyone, just nothing too crazy. Also, possibly could be pretty cool to have booby traps here too? Perhaps something else you can customize, just to make it a bit harder and more fun.

Once through the parkour section, you have the boss fight. As mentioned above, the strength of this boss will be determined by your upgrades & castle level, but the visual appearance will be customizable. This will not be a boss like the enemy bosses in game where you get xp and drops and can grind it, this is purely just an obstacle you have to go through to get to the outpost part. As for the build of this boss, I am thinking of a sort of Colossal style build. Something that requires teamwork to get through, and takes a few minutes to kill (obviously depending on the strength). Perhaps you need a couple guild members to kill its minions while a couple others kill the boss itself otherwise it regenerates health too quickly to kill it with brute force, that type of thing. Once through the boss, you reach the outpost part, which is explained above.

Respawn points…

This is something that I’m sure most people aren’t even thinking of until reading this, but is something definitely worth mentioning IMO. I’m thinking, if you die anywhere pre-outpost section, since the risk of death is MUCH less there (no PvP), you will respawn outside of the castle and must complete everything all over again. If you die while in the outpost section (PvP section), there should be a “respawn room” where everyone will respawn, and have a somewhat short walk back to the outpost (No PvP in the respawn room or walk back to the outpost area, to prevent spawn camping). I think a similar walk of respawning at Teplar and having to walk back to the KOTH is a good distance. That way your guild will face a small consequence that you’ve died and can’t instantly re-appear to help, but you can still get back there to help decently fast.

Now, the leveling / upgrading of your castle

I’ve mentioned this quite a bit up until this point, but haven’t explained it yet, so here it goes. The upgrading / leveling is not based on money, emeralds, or anything like that, it’s based solely on teamwork. Essentially by harvesting materials (chopping, mining, fishing, farming, enemy drop materials), you can essentially “deposit” those materials to your guild, and they can be used to upgrade your castle wall & boss strength.

To give a quick example, say gathering 100 logs will up your wall durability from 1 up to 2. The durability of your wall also affects the speed at which it regenerates at, which is the reason for the X variable above. Additionally, say feeding your castle boss 50 large fish will up its HP and Defense from 100k and 50 respectively to 150k and 55 respectively. Feeding it vegetables will up its power, shiny fish giving more abilities, that type of thing.

As I’m sure you could infer, Mining, Chopping and some enemy drop materials (say monster rocks, metal chunks, etc) will be for upgrading your castle wall. Fishing and Farming would be for upgrading your castle boss.

Again, the whole idea of this is to encourage teamwork with each guild. Each guild needs to work together harvesting materials in order to upgrade their castle and make it more difficult for another guild to take over the outpost from them.


I think that’s all. I do have a slightly alternate suggestion for this as well, but would like to see player and more importantly Robby’s feed back on this one first.

Very interesting ;)

Support!!!