My guild and I have been talking about this for awhile and I’d like to know everyone else’s opinions on the matter. It works like the following:
/guildparty- Can create a party of up to 8 people in your guild, double the amount of a normal party. Can only be made with people in your guild.
Raids: Let"s say, these are hardmode versions of dungeons! Buffed up, possibly all 99f level dungeons that have more bosses, more pokemon and more experience to compensate the guild party. Can only be entered in a guild party. Could also make new dungeons that are raids and play around on even going passed 99f!
It’s basically just a way for more guild members to play together and add more challenge to the PvE aspect,raids can have set conditions, we could have a raid like version of MJ, HT, DD!I know it"s a little flawed some places and needs adjustments but that"s why I"m posting it here, to figure out what you feel needs to be done to improve it.
Let’s cut out the raid part for now! but still want opinions on guild party, I know certain guilds like to run TC and the big dungeons together in big groups.
It actually gives a solid use for guilds - yeah of course you can go into a dungeon with your guildmates already but the exp isn’t even shared, making it useless for training or standard runs. And tbh what even are guilds for other than an extra chat?
2.This could potentially add some challenge to the game, imagine a 99F MJ with much higher level enemies and higher spawn rates? This could potentially give a use for level 90s or even level 100s who want to go for better loot.
3.This would actually be way easier to implement than a new dungeon - the “raid” version of the specific dungeons would probably use the exact same tilesets and music, just change the dungeon slightly to accomodate more floors, higher pokemon levels and higher spawn rates.
The pokemon in the dungeon could be given boss buffs to increase difficulty further, or at least in the higher floors. A lot of people are starting to get bored with how easy the game currently is and if a dungeon can challenge even level 100s then it could help bring some skill into the game.
Could give more value to elixirs.
Monster Houses could be disabled in these dungeons as the exp gain would be too great.
The dungeon map size itself could be increased to accomodate the higher potential challengers (8 max)
The raid versions of the dungeons could feature different bosses, for example, Raid MJ could have Celebi, Raid IV could have entei, etc, bringing about more slate opportunities for players.
The dungeon could still hypothetically be completed with a party as low as two members, they would just have to be in the same guild as far as I can tell, so any argument about “not having enough players” shouldn’t have too much weight.
The only thing I can think of in terms of issues would be implementing the /guildpartyjoin command, etc. Would the sourcecode need to be accessed to find it? Or could there be a simpler way of coding it? ie: group leader specifies how many guild members will be joining the dungeon and the dungeon only starts when that many guild players have attempted to enter the dungeon.
I agree!
Guilds barely serve a purpose as it is and I think if we could have both the parties and raids that guilds will really come together as one. It’s also a fantastic way to train and make new friends as well to those who aren’t acquainta with each other. o:
Also, as said above, items such as Elixirs and maybe even possibly potions will be valued too. This sort of reminds me of a Final Fantasy XIV dungeon idea, heh.
Guild Raids would also be really cool too! Very unique and I think it would be a lot of fun within the people of each guilds. I really like these ideas including the guild raids so hopefully they do get added somepoint in the future. ;w;
All except for one part–
This means joining a guild.
Some players don’t want to be in active/large guilds (ability to mute guild chat would be nice to counter this + a way to avoid meeting guild members in dungeons when we don’t want to e.g. on training runs versus come and rescue me runs where this feature is useful, lol).
And…some players (like myself) have trouble finding “good” guilds, or rather, are very picky about membership of the guild they want to join. Most of the people i see w/o guilds aren’t in them either because they prefer to play alone except where cooperation is imperative/a requirement, or because they got kicked for being inactive (understandable, but frustrating), or because joining a guild would force them to see constantly other players who might annoy them (not neccesarily because of drama, but i think some people definitely annoy others unintentionally.)
While i don’t mind guilds enhancing gameplay, I don’t want to be locked out of heart slates for example because I don’t want to join a guild…
BUUUT on the other hand…raids exclusive to guilds mean:
Guilds have a use !!! a MAJOR thing that we really need imo. (if raids were not to be guild only this would be a null point - it has to be guild exclusive or it doesn’t enhance gameplay in any way to join a guild as you could just go on a raid w/o joining one. xD)
Enhances in game economy - those who aren’t in big guilds or guilds at all will want to buy raid exclusive items (would require such items to be droppable ofc), and the economy really needs a kick in the butt with it becoming ever easier to obtain items/money. and on that note, MAKE raid exclusive loot hard to get. xD
Encourages community - sharing and creation of guilds (though that’s massively personal opinion on it being a positive thing).
Players in the PMU community would not hesitate to exploit this. If you removed MH training, then your idea could be beneficial and harmless. But allowing more party members to run together making it so that there is more space for more honey to be carried, and for more players to help out in the Monster House killing, would only continue to add to this game’s flawed leveling system. But I do like this idea, its just that as long as MH honey training is a thing, bringing 8 people into a party would be crazy. If you could find a way to nerf MH spawn rates then it could be good. For example, once the party exceeds 4 players the chances for an MH begin to decrease for each player that joins the party. That could make Guild Parties not as OP, but could also be rewarding as there could still be a chance of an MH, it’d just be really low. But even this solution could be flawed. You could even go as far as abolishing chances of MH completely, when in guild parties.
I really really like this idea for larger guilds! Here’s alternatives on how to make the raids not become super OP:
Level-capped dungeons. Monster houses that spawn won’t give the party/guild exp, and in that sense won’t be overly abusable.
Exp-capped dungeons. You enter at your current level, but won’t earn experience.
From there, I think it’d be fine. More room for items on a whole, BUT no one could take the opportunity to gain massive amounts of experience. (Then again, if they’re not in a party, they won’t share experience!)
And in addition - having raid-only items would actually be pretty nice for the economy. Like, sure, you can get this item, but with a group of guildies only.
The closest thing to a real guild raid atm would have to be clearing HT or something, but that’s not guild-exclusive.