- Aug 6, 2015
- 259
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I'd like to suggest some PvP events that will surely liven up the relationships between guilds 
1. Mass Guild PvP.
The idea I have in mind is a massive slugfest, guild vs guild vs guild, no alliances whatsoever.
How it works.
-No alliances allowed, to prevent such a thing we could obscure the players name and guild, the only way to identify your guild mates would be by giving them all the same name and a different colour (Guild1, Guild2, Guild3, etc.).
- The scale of such event will certainly be huge so we need a big map (would be cool if we had multiple maps and the event is held randomly in one of those)
- Each kill gives your guild 1 point.If the same player kills 5 enemies he's rewarded 5 points, if his killing spree is stopped the guild who killed him will receive 3 points.
- Teleport/RT is not allowed, beckon and geo are.
- Tempest/Firewall limited.
- No minimap, you have to travel the map looking for your guildmates and control points.
- No resurrection allowed, you can go back to the event via NPC but you'll have to look for everyone else.
- There should be some control points, the first guild to secure the control point for 5 minutes wins 50 points. There should be 3 to 5 such control points. To make it as fair as possible the control points will be far away from each other so smaller guilds can contest for them too.
- The event ends when all of the control points are captured or the timer runs out (1h maybe?)
Rewards.
This is a guild event and the rewards should go to the guild as a whole, not to individuals. I was thinking that you could exchange the points you get from the event for guild buffs or one-use guild recall, something guild related.
2. Guild challenge battle
I believe THC will love this one. As the name implies, this is exclusively a guild vs guild battle.
How it works:
- Guild A issues the challenge to guild B by using a certain item (much like relics for sabuk wall)
- I like the idea from the mass guild pvp so we could recycle that system but without obscuring the names to have room for guild planning.
Rewards.
I think it would be appropaite to wager guild funds when issuing the challenge, winner takes all.
3. Free for all.
There's not much to elaborate here... all vs all
- Small square-like map without corridors.
- Names/Guilds obscured
- Each kill grants you 1 point with a killing spree system. When you die you can go back
- Event lasts for 15 to 30min
Rewards
These are individual rewards and high level players can abuse this system so there should be level brackets (40-50, 50-60, 60-75). Points are accumulated throught multiple events and you can exchange them for gold, GG buffs or currencies (BIOs, fragments, etc.)
4. Things to point out:
What I like the most from the guild events is that there's so much depth to it... I mean, you can't just bring as many players as you want (there should be a cap ofc) because every death is a point you're giving out so you have to find a balance between numbers and high levels. Also... it will take time for players to get to know the map layout, how to distribute the guild members to look for control points or to ambush the enemy guild so it requires a certain degree of planning.
P.S: I'd really like to elaborate more about these events but I think I already gave the general layout and we can discuss about what is wrong and what could use some improvements.
1. Mass Guild PvP.
The idea I have in mind is a massive slugfest, guild vs guild vs guild, no alliances whatsoever.
How it works.
-No alliances allowed, to prevent such a thing we could obscure the players name and guild, the only way to identify your guild mates would be by giving them all the same name and a different colour (Guild1, Guild2, Guild3, etc.).
- The scale of such event will certainly be huge so we need a big map (would be cool if we had multiple maps and the event is held randomly in one of those)
- Each kill gives your guild 1 point.If the same player kills 5 enemies he's rewarded 5 points, if his killing spree is stopped the guild who killed him will receive 3 points.
- Teleport/RT is not allowed, beckon and geo are.
- Tempest/Firewall limited.
- No minimap, you have to travel the map looking for your guildmates and control points.
- No resurrection allowed, you can go back to the event via NPC but you'll have to look for everyone else.
- There should be some control points, the first guild to secure the control point for 5 minutes wins 50 points. There should be 3 to 5 such control points. To make it as fair as possible the control points will be far away from each other so smaller guilds can contest for them too.
- The event ends when all of the control points are captured or the timer runs out (1h maybe?)
Rewards.
This is a guild event and the rewards should go to the guild as a whole, not to individuals. I was thinking that you could exchange the points you get from the event for guild buffs or one-use guild recall, something guild related.
2. Guild challenge battle
I believe THC will love this one. As the name implies, this is exclusively a guild vs guild battle.
How it works:
- Guild A issues the challenge to guild B by using a certain item (much like relics for sabuk wall)
- I like the idea from the mass guild pvp so we could recycle that system but without obscuring the names to have room for guild planning.
Rewards.
I think it would be appropaite to wager guild funds when issuing the challenge, winner takes all.
3. Free for all.
There's not much to elaborate here... all vs all
- Small square-like map without corridors.
- Names/Guilds obscured
- Each kill grants you 1 point with a killing spree system. When you die you can go back
- Event lasts for 15 to 30min
Rewards
These are individual rewards and high level players can abuse this system so there should be level brackets (40-50, 50-60, 60-75). Points are accumulated throught multiple events and you can exchange them for gold, GG buffs or currencies (BIOs, fragments, etc.)
4. Things to point out:
What I like the most from the guild events is that there's so much depth to it... I mean, you can't just bring as many players as you want (there should be a cap ofc) because every death is a point you're giving out so you have to find a balance between numbers and high levels. Also... it will take time for players to get to know the map layout, how to distribute the guild members to look for control points or to ambush the enemy guild so it requires a certain degree of planning.
P.S: I'd really like to elaborate more about these events but I think I already gave the general layout and we can discuss about what is wrong and what could use some improvements.
