I’ve been thinking, especially after the Guild Hall update:
How am I going to help my guild reach the 1000g goal for a Tier 4 Guild Hall and have fun doing it?
A good way to combat this question is adding a dungeon that allows guilds to work together and make tons of cash.
Currently, there are good ways to earn cash:
- Bandit camps which give 100-150 silver each (solo)
- WD weapon drops that sell for tons of silver
- Selling Holy Scrolls
However, none of them are fun:
Bandit camps are inconsistant, people may steal your chest and serverswitching doesn’t feel natural and also feels like cheating. It’s also very annoying to find the “last bandit” that always happens when I think I’ve finished a camp. This frustuation is multiplied when it is night time.
Grinding mobs for weapons is okay, but it depends so much on luck. I don’t see progression when I do this method.
Holy Scrolls is found by either doing the shroom apocalypse or the SQR, but the shroom apocalypse is restricted to levels 10-20 and the SQR is super slow and repetative.
We need a way to battle this issue, a way to make tons of money but at the same time, make sure that the economy isn’t entirely full of money.
Guilds are the groups that need such huge amounts of money (After the 1,000g you’ll have to grind out as a guild, you’ll also need to grind out 10x the amount you’ve just grinded for a guild hall that is a tier higher (10,000g).
Guilds have to pay the most, individuals don’t have to pay that much (Unless you’re literally buying super rare things like the Baby Yeti Pet or the Spiderling Pet.)
However, guilds have an advantage that individual players do not have. They have the ability to group up more consistantly and depending on your guild’s requirements, group up well equipped.
This way, if you try to do it with randoms, you will have a significantly low chance of success (Someone may slack, not know what they’re doing, or have a weak weapon).
Guilds have the ability to group up, communicate, and gather a team that might be best. A party that has:
If a dungeon requires all three, then a group of randoms will have a much harder time dealing with the dungeon than a well-communicated guild of people.
Just as an example of what a stage of this dungeon would look like (It’s not specific to dunes)
Sniper Enemies that gathers in huge crowds that are hard to reach (Magic bomb, Arrow rain, or Meteor Strike can deal with this well), Warrior Enemies that gather in huge crowds but are on the ground and pursues the players (Blade spin, flare, and rebuke can deal with this well), and huge enemies that appear among the chaos that has lots of HP (Rangers, Assassins, and Beserkers can deal with them well)
Basically, something that requires teamwork and communication.
Why am I suggesting such a hard dungeon?
Guilds need to make cash, they have to pay a total of 11,111g to get a Tier 5 Guild Hall without a 100% chance of having a “nolifer” that can tolerate tons of grinding that might be fun or might be boring.
Wouldn’t this inflate the economy more?
Yes, but it might do the opposite since this opens more opportunities to add more stat potions, more scrolls that players may need, and pretty much only do-able if you have a good team in hand so most of it is going to go into the paying for the Guild Halls.
As a final note, I suggest making it so the death penalty does take place (So people are less willing to come unprepared) and an equal payment for everyone (So the person that does the most DPS does not always get the most cash, people who keep you alive and keep huge crowds away are important too.)
The reason why I want equal rewards for everyone is that having a “slacker” in your dungeon would significantly lower your chance of success in the dungeon.
No matter if you are a healer, tank, or a glass cannon, everyone has an important role.