SabukWall / Guilds Buff suggestion:

DarkSacred

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SabukWall / Guilds Buff suggestion:

Guilds over 40-45 players should not receive a buff, smaller guilds to receive a buff as previously trialled (unless you hold Sabuk, Sabuk holders can have both the Sabuk buff and a guild buff assuming they meet the member requirements)


Sabuk Wall holders should be given the Sabuk Dungeon and quest line that goes with it offering them a private levelling ground, some bosses on each of the 3 to 4 floors and finally the challenge of taking on the Sabuk Lord quest which runs the risk of locking the dungeon for the remainder of the week.


Monsters in the dungeon should be comparable with other hunting grounds capping out with a mix of level 70-75-80 monsters on the 3rd and 4th floors (this would need expanding upon tweaking as the server matures or an extra floor adding as people push beyond level 80 keeping Sabuk relevant)

Bosses again should be comparable with the Sabuk Lord being available as a weekly quest, completing the quest would open the KR and give the guild access to it once every 24 hours that week. Failing the quest would lock the whole dungeon till the start of the next week. This offers the risk / reward element. Take a chance and get the KR open early meaning you can try the boss several times that week, or lose and potentially lock the dungeon till the next week.

This would balance the whole guild/buff situation but still ensure that those holding Sabuk Wall get a buff and a special dungeon / quest line to enjoy as a side benefit for holding and defending the wall.
 

Mythra

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#Ignore suggestion

Please give us a magic button to ignore certain players in the forum.
 

WargodSius

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Hope Jamie sees this.

OPINION!!!! Been meaning to say for a few days now, but why on earth do people feel guilds need any form of buff anyway. Terrible game mechanic, tried and then ditched on many massive MMO's. The idea of a guild is to facilitate the easy communication/activities between a certain group of players who identify as the same group, and foster a community environment. Nothing more than that, and nothing more than that is needed.

Start adding buffs, and it starts to detract from that entirely - you have people switching and joining groups with people they strongly dislike just for buffs, you have people avoiding to get into new groups, or even with groups they like to ...get stronger buffs. It's stupid. Remove the damn buffs from guild altogether.

What is it with the need to add buffs anyway? OK you want people to hunt with their guild mates. Dunno why, but that's your prerogative. Just have it flat, and move on.

If a guild wants to get large, then so ****ing be it. That's their purpose. If there's an issue with size/balance, then introduce limits.
 

WargodSius

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Hope that helps.

But I know what you are trying to say and I agree to a point.

Surely at this point the best course of action is to say, "**** it" no buffs tied to guilds. Put the buff in elsewhere if you have to, but just let the people go where they wanna go.

Then at least you'll only have to deal with moaning about people saying 'xyz is too large'. And then just tell them to go get some ****ing lube.
 

Lionsm!ght

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SabukWall / Guilds Buff suggestion:

Guilds over 40-45 players should not receive a buff, smaller guilds to receive a buff as previously trialled (unless you hold Sabuk, Sabuk holders can have both the Sabuk buff and a guild buff assuming they meet the member requirements)


Sabuk Wall holders should be given the Sabuk Dungeon and quest line that goes with it offering them a private levelling ground, some bosses on each of the 3 to 4 floors and finally the challenge of taking on the Sabuk Lord quest which runs the risk of locking the dungeon for the remainder of the week.


Monsters in the dungeon should be comparable with other hunting grounds capping out with a mix of level 70-75-80 monsters on the 3rd and 4th floors (this would need expanding upon tweaking as the server matures or an extra floor adding as people push beyond level 80 keeping Sabuk relevant)

Bosses again should be comparable with the Sabuk Lord being available as a weekly quest, completing the quest would open the KR and give the guild access to it once every 24 hours that week. Failing the quest would lock the whole dungeon till the start of the next week. This offers the risk / reward element. Take a chance and get the KR open early meaning you can try the boss several times that week, or lose and potentially lock the dungeon till the next week.

This would balance the whole guild/buff situation but still ensure that those holding Sabuk Wall get a buff and a special dungeon / quest line to enjoy as a side benefit for holding and defending the wall.


Remove guild buffs completely. They should be either unlockable like slots etc and available to everyone or not in at all. They was only implemented because those who couldn't take SW complained about not being able to take it. SW holders on all servers go through rotations, be it due to one guild has more numbers, or both guilds have even numbers but 1 guild has more higher levels/items etc etc.

People know the current "meta" is numbers, therefor if you want to hold SW and gain the buffs then you need to find enough people willing to band together to do so. Just because 10-15people want to hold SW but dont have the resources to topple the current holders doesnt mean the solution is to give out SW bettering buffs to smaller groups, or making the current holders split apart so they number the same as you.

A sabuk dungeon reward instead of buff would be good, but to make it worthwhile hunting it has to compete with/better the higher tier content such as goru/banyo/HP. Bosses would have to offer similar rewards too. IF not what is the purpose of it as it offers nothing and no progression. In 2-3 months time it would then be redundant due to new content. Alternatively the 10% buff keeps the reward relevant regardless of the current content progression, which is why Jamie probably went this way.

I would like to see the ability for the SW holders to tweak the buff, this can be on a 24hour cooldown. IE. total buff % is 20%, guild can then swap this between exp/gold/drops as they see wish. If guild wants to focus levelling they can boost the exp to 20% but then lose the gold and drop buffs, if they want to farm items boost the drop but lose the exp/gold etc.

Problem is you make the castle worth having, people who cannot take the castle complain about the benefits of it. More so when the rest of the server doesn't have the ability/resources/desire to successfully mount a challenge. Make the rewards **** and no one bothers about it. Fighting for the castle costs SD around 10-20m in pills/drugs/soul tallys etc, this would be pointless simply for the name/bragging rights.

I truely believe if people did want to take SW, they could easily do so by teaming up. Problem is the reputation people have laid themselves so far on the server means they have made to many enemies so others are unwilling to help them.


I dont understand why people are expecting to receive a buff better than the reward for holding a castle just because they are playing in a small group and their group of friends cant beat the bigger group of friends. Stop being dicks/make up for previous history/grievance and maybe you will get more friends.

The revised system is still too generous in my eyes. The only guild buff that should exist should be a server/newbie guild, that gives players upto level 50 the 30% bonus (regardless of who hunting with), anything after that should be available to all guilds/non-existent. SW buff is available to all guilds, just only the strongest guild at the moment can have it.
 

ipwnu

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Alternative is to put more hard caves in that might take 2 groups to hunt make it really worth it having a big guild.

Would clear old caves for the soloers /casuals and give people a reason to squad up

---------- Post Merged at 06:02 PM ---------- Previous Post was at 06:00 PM ----------

Bdd / boss lands / foxes style caves
 

WargodSius

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Remove guild buffs completely. They should be either unlockable... *snip*.

Agreed, as hopefully you read in my post earlier.

I like the way some of these 'cashcow' games on browser mmo's do it oddly - where the guild bonus is actually tied to you, the character.

So PlayerA joins Guild1. PlayerA donates currency to earn a 'lvlup' in a category usually. So say they have Lvl2 'Dmg Boost!' and lvl 5 'EXP BOOST'. Doesn't effect anyone else, just them.

PlayerA leaves Guild1, loses their bonuses. Week later joins Guild2, gets their bonuses back, carries on levelling but by donating currency to new guild etc.

Whether it would work in Mir or not, meh, I dunno. Not really mentioning for suggestion, just thought. Just like that kinda system if you do want to encourage people being in a guild.
 

Mythra

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There are so many things that have a much higher priority and these babies keep complaining and asking for unnecesary stuff and thus making Jamie waste his time trying to please everyone.


I don't understand how people can be so shameless... I see you all complaining about SD being too big, hat you can't defeat them and so you asked for buffs to act as a catchup mechanic to grow stronger and fight SD on equal footing but all I've seen so far are elitists 10-man guild, I have yet to see a guild trying to grow stronger by recruiting players to fight SD.


G
R
E
E
D
Y.
 

Sorry

Audrey
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#Ignore suggestion

Please give us a magic button to ignore certain players in the forum.


You can put him on ignore... just that you will be able to see if he makes a thread or if someone quotes him. I did put him on ignore as he is the type of person who seems to know it all and everything that he is saying is good and what other says is bad and has a " special kind " of mentality. Also his posts seem to be always negative, you rarely see him say something good
 
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Mythra

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I wanted something like....


*clicks ignore*
[video=youtube;V1tmkAFb_Os]https://www.youtube.com/watch?v=V1tmkAFb_Os[/video]
 

Ciggy

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In my opinion, guild buffs should be gain through member contribution basis where it impose a penalty when they leave. A max 30% buff can be achieve in guild of any size, but adding each member will increase the difficulty or experience required to achieve cap.

Example, for a guild of 10 members to achieve 30% buff they will require to do 100m exp per member, every 10m of exp gain individually or as group will award a 3% buff. Any member that is not contributing will not receive any buff. Members will only progress in guild buff if all members have completed their contribution, ie. member A completed 10m exp will receive 3% buff but unable to obtain 6% buff until all members of the guild have complete their 10m exp and so on.

The exp number above is just an example, adding 1 member will increase the exp requirement exponentially. That way as guild increase in size it will be harder to obtain the max % in buff. ie. guild of 40 will require 1bil exp each to obtain the max % buff. Leaving guild will clear your guild buff and reset your exp requirement.

SW holder will still enjoy their 10% buff but will need to work very hard towards extra % of buff if they want it. This way, smaller guild will be easier to obtain buff but are not able to contest for SW due to lack of numbers. Bigger guilds will need to work 10 times harder if they want to enjoy the SW buff plus the guild buff.
 

DarkSacred

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YES WHO EVER IS IN SD say ignor this thread and the other thread.. ofcurs .. same as JAMIE>..

IGNOR AND ALL OTHER GUILD SHOULD QUIT.. sever will be SD vs themself how about that

I'm currently in SD :eek: :eek:
 

DigitalDevil

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Just remove it, there wasn’t a problem prior to it’s implementation, Sabuk holders having a minor 10% buff was better than the way things have ended up through the changes....

I’d say put effort where effort is needed, and revisit the guild system at a later date....

When you do, having guild achievements that are unlocked by completing different tasks would be a much better way to go, you could have achievements that when unlocked give a reduction to repairing items, a reduction on potions, reduction on teleporting, there are loads of games that offer this and it usually brings people together as they have objectives to complete as a guild with a reward at the end. I would stay away from exp/drop/gold buffs if at all possible and look at other mechanics that would benefit a guild, I’ve even played games where a guild could work towards unlocking a dungeon once a week through an achievement system. This would stop all the crying as no one is at a major advantage over anyone else, which I’m guessing is the cause for sooooooooo much crying that goes on here....
 

DarkSacred

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You can put him on ignore... just that you will be able to see if he makes a thread or if someone quotes him. I did put him on ignore as he is the type of person who seems to know it all and everything that he is saying is good and what other says is bad and has a " special kind " of mentality. Also his posts seem to be always negative, you rarely see him say something good

Awww honey, you put me on ignore because I shut you down for licking ass despite making multiple comments to the contrary when in a different guild.

#Ignore suggestion

Please give us a magic button to ignore certain players in the forum.

Why? Posts like this just make you come across as an arrogant asshat. If you don't like what I've suggested come up with something else or say why you don't like it? I'm quite happy with my double buff and getting the extra EXP, but its very clear the rest of the server are not. No other people to play against = very boring server to play on.
 

Codenamev

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Dubai
i really don't think we will get anywhere with that attitude m8, please stop posting :P
 
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blink

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WHy have SW holders got an exp buff anyway?
Never played a server with this idea before.
Make the strongest/dominant group stronger? Bad idea. Even if it as a small elite group and not the biggest group on the server it would be a bad idea. With SD being so large anyway its an even worse idea.
 

Drakay

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WHy have SW holders got an exp buff anyway?
Never played a server with this idea before.
Make the strongest/dominant group stronger? Bad idea. Even if it as a small elite group and not the biggest group on the server it would be a bad idea. With SD being so large anyway its an even worse idea.

What sort of bonus would you suggest holding SW gave then?