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1-7-2020  

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cerberus402
(@cerberus402)
Member Admin
Joined: 2 years ago
Posts: 189
January 7, 2020 6:49 pm  

Nation Changes

Nations are being removed from Eldin. My reasoning for their removal is that they're a developmental dead end. I think they are confusing and daunting for new players, and at the same time they don't offer much game play opportunity to veterans. The buildings that they do have ultimately serve no real purpose:

  • Keep -- just a better barracks
  • Wagon yard -- was useful when we didn't have dragon travel
  • Trade Hub -- was never used last map and we had 3 big nations
  • Embassy -- just a town hall really

Nations are a form of community and grouping up together and I think that is their biggest draw. They provide a social aspect to the server for friends to join up and have a goal.

With that in mind, there are much better ways to achieve of a sense of community and a way for players to group up and play together. Even though nations are being removed, what ever takes its place should have an even better way for players to form communities.

So, welcome to the Nation replacement. Guilds.

Guilds

Guilds bring a ton of game play features to the table for both brand new players as well as veterans. It's taking the community aspect of nations and making it available to all players of Eldin, whether you want to make a city or not you can join together with other players and share goals.  We've been talking about guilds for a long time now internally, and we think we have something that'll be fun and offer a lot of unique features that would never have been possible with nations.

To start off with, a broad look at some of the features:

  • Create a guild, and name it what ever you want
  • Promote / demote guild members to different ranks in your guild, allowing them different permissions
  • Temporarily buff every guild member with limited potion effects
  • Guild Banks, which is a collective pool of shared money for the guild to use as it sees fit
  • Guild Vaults, store and withdraw items for other guild members to use or build with
  • Level up your guild to get access to more members, a higher bank limit, and more guild vaults
  • A new city building, called a Guild Hall that guilds can purchase to have a base of operations and access their vaults
  • Guilds will be able to set a guild home, allowing members to teleport back to that guild home
  • Challenge rival guilds to a Guild War, a structured arena pvp system that gives rewards to the victors in terms of Guild Tokens
  • Spend these guild tokens at Guild NPCs to get items like elytra and tridents
  • Make alliances with other guilds to help in their wars
  • Guild Chat, chat privately with members of your guild to plan a war or work towards a new goal

That's a lot to talk about, and I'm sure there are lots of questions. So let's go through one-by-one in more detail about you actually make guilds, manage them, start wars, and what to do with a Guild Hall.

Spoiler
Creating a Guild

So you want to make your own guild? Awesome! Anyone is able to make a guild if they want, no rank restrictions or needing to be a city owner.

All you need is 5,000 Trade Bars and your guild can be created by running the following command: 

  • /g create {name}

The same rules that apply to chat, apply to guild names. Any that are not appropriate will be force-ably changed. If it's a continuing problem your permission to make guilds will be removed (note you could still join other guilds) 

Spoiler
Managing your Guild

Great, you made a Guild! Now what? Well start inviting your friends to it!

  • /g invite {player}

Now that your Guild is gathering players, you can promote or demote members to different ranks within the guild:

  • /g promote {player}
  • /g demote {player}

Set a message of the day that all Guild members will see upon logging in! Set new goals or just post information you want your members to see:

  • /g motd set {motd}

Run out of space for all your friends and want a bigger Guild? Upgrade the Guild Tier to allow for more members and permissions!

  • /g upgrade

Is your Guild open to everyone? Toggle between private and public with:

  • /g status

Give your Guild members temporary buffs to help in tough times:

  • /g buff

Set a home for members of your Guild to teleport to:

  • /g sethome
  • /g delhome
  • /g home

Have a troublesome member in your Guild and it's just not working out?

  • /g kick {player}

Tired of running a Guild but want to pass it on?

  • /g transfer {player}
Spoiler
Joining a Guild

Don't want to make a Guild but would rather join an existing one? No issue, here's some commands to help you out!

Check to see if you have any pending invites from Guilds

  • /g check

Want to manage your invites?

  • /g accept {Guild}
  • /g decline {Guild}

Want to see a list of all the Guilds to choose which one to join?

  • /g list

Find a Guild you really like and want to give money to help buy more guild halls or buffs?

  • /g  bank deposit {amount}
  • /g bank balance

Wanna chat with your other Guild-mates?

  • /g chat

Tired of the Guild life and want a break?

  • /g leave
Spoiler
Guild Wars and Allies

One of the main features of Guilds is the ability to War with rival Guilds! Guild Wars are the new iteration of Wars on the server (why the war buildings were removed). With Guild Wars you can attack or defend anytime you want; no need to spend a week setting up an area for a fight. 

Guild Wars are always balanced with the same number of players on each team. This way a large Guild cannot steamroll a small Guild on size alone. If only 3 people from the small Guild sign up for the fight, then only 3 people from the large Guild get to participate in the war.

When a Guild War challenge is accepted, all members of both Guilds will get messages asking if they want to participate. There is a wait of 5 minutes to allow members to accept the call for War, then a further 5 minutes to allow people who did sign up for the War to get their gear on. After the 10 minute wait period, players participating in the War will be teleported to the Guild War Arena at spawn. If you die in the Arena you get teleported back to where you were before the War.

Want to declare War on a Guild?

  • /g war challenge {Guild}

Only a Guild Master or an Officer can accept or deny the call to war for their Guilds:

  • /g war accept
  • /g war deny

If a Guild Master accepts a war, Guild Members are then prompted to join the war by running:

  • /g war join

Making Allies with other guilds allows you to chat directly to them and help in Guild Wars. I'm just going to list the commands below as it is pretty self explanatory what they do:

  • /g ally add {Guild}
  • /g ally accept {Guild}
  • /g ally decline {Guild}
  • /g ally remove {Guild}
  • /g ally list
Spoiler
Guild Halls

Guild Halls are a new building for city owners to create. A city can have as many Guild Halls as it wants to sell to different Guilds. The city owner is not required to furnish Guild Halls, they only have to make the building; it is up to Guilds to furnish their Guild Halls and to buy various upgrades for them.

Guild Halls act as a base of operations for Guilds, allowing them to access many of the perks of their Guild. The Guild Hall is where the vault NPC will be located, allowing Guilds to store and share items. For example, if a Guild has a Guild Hall in TownA and TownB, a Guild Member could deposit items at TownA for someone to then retrieve and use in TownB.

As well as vaults, Guild Halls will house the Guild Vendor. This NPC is where Guild Members trade in tokens for special items such as Elytra and Tridents. More items can and will be added over time, perhaps even powerful Guild exclusive items akin to Dungeon item.

Speaking of Dungeons, the Guild Hall will also house any Dungeon portals the Guild wants to purchase. Currently, there is only 1 Dungeon available (Ushatar Maudhul, the orc camp) but with more Dungeons coming down the pipeline Guilds could purchase access to different Dungeons. Putting Dungeon portals in Guild Halls seemed like a logical extension, as Guilds are groups of players setting goals and Dungeons are meant as group content. The Guild Hall will be a nice meeting place for members of a Guild to meet up and run some dungeons.

More information about cost and perks can be found and the Building Requirements section of the website, and the brand new Guild Hall Upgrades section of the website.

Spoiler
Guild Upgrade Tiers

There are currently 10 upgrade tiers that Guild Masters can use to add more perks to their Guilds. Guild Buffs and Guild Vault unlock at Tier 3 and at Tier 5 your Guild will be allowed to set a Guild Home.

Spoiler
Tier 1

Cost: 5,000 (price of creating a Guild)
Max Members: 3
Required Members: 0
Vaults: 0
Bank: 5,000 Trade Bars
Buffs: No

Spoiler
Tier 2

Cost: 1,000
Max Members: 5
Required Members: 0
Vaults: 0
Bank: 10,000 Trade Bars
Buffs: No

Spoiler
Tier 3

Cost: 2,000
Max Members: 7
Required Members: 3
Vaults: 1
Bank: 15,000 Trade Bars
Buffs: Yes

Spoiler
Tier 4

Cost: 3,000
Max Members: 10
Required Members: 3
Vaults: 1
Bank: 20,000 Trade Bars
Buffs: Yes

Spoiler
Tier 5

Cost: 5,000
Max Members: 13
Required Members: 7
Vaults: 2
Bank: 30,000 Trade Bars
Buffs: Yes

Spoiler
Tier 6

Cost: 8,000
Max Members: 15
Required Members: 7
Vaults: 2
Bank: 40,000 Trade Bars
Buffs: Yes

Spoiler
Tier 7

Cost: 13,000
Max Members: 17
Required Members: 7
Vaults: 3
Bank: 50,000 Trade Bars
Buffs: Yes

Spoiler
Tier 8

Cost: 21,000
Max Members: 20
Required Members: 7
Vaults: 3
Bank: 60,000 Trade Bars
Buffs: Yes

Spoiler
Tier 9

Cost: 34,000
Max Members: 23
Required Members: 7
Vaults: 3
Bank: 70,000 Trade Bars
Buffs: Yes

Spoiler
Tier 10

Cost: 55,000
Max Members: 25
Required Members: 10
Vaults: 5
Bank: 80,000 Trade Bars
Buffs: Yes

The Upgrade Tiers are weighted to be easier for smaller Guilds to upgrade to the first few Tiers and at least get basic access to Buffs and a single Vault. However, if a Guild wants all 5 Vaults it will cost them more heavily, assuming that the Guild is of a bigger size.

Some Tiers may seem expensive, but remember Guilds are a community tool. All Guild Members can deposit to the Guild Bank which is used for Upgrades. If all members chip in for upgrades then the cost is fairly low, however the option still remains for well-off Guild Masters to purchase the tiers themselves if they have enough money. 

Guild Tiers are subject to change and I'll be looking forward to any feedback about them. The plugin also allows for permissions to be unlocked at different Tiers, so we can really do a lot with this system. I think it'll add a lot of fun and a lot more to Eldin than just owning cities.

Spoiler
Guild Member Ranks

A Guild has a total of four different ranks its can use to give members varying levels of access to Guild resources.

Spoiler
Guild Master

Creator of the Guild, has access to pretty much everything.

Activate Buffs: Yes
Add Allies: Yes
Remove Allies: Yes
Ally Chat: Yes
Change Home: Yes
Change Prefix: Yes
Change Name: Yes
Guild Chat: Yes
Demote: Yes
Promote: Yes
Deposit To Bank: Yes
Withdraw From Bank: Yes
Invite: Yes
Kick: Yes
Open Vaults: Yes
Toggle Guild: Yes
Transfer Guild: Yes
Upgrade Guild: Yes
Create Invite Code: Yes
Delete Invite Code: Yes
Modify MOTD: Yes
Initiate War: Yes

Spoiler
Officer

A step below Guild Master, Officer is still allowed most permissions.

Activate Buffs: Yes
Add Allies: Yes
Remove Allies: Yes
Ally Chat: Yes
Change Home: No
Change Prefix: No
Change Name: No
Guild Chat: Yes
Demote: Yes
Promote: Yes
Deposit To Bank: Yes
Withdraw From Bank: No
Invite: Yes
Kick: Yes
Open Vaults: Yes
Toggle Guild: No
Transfer Guild: No
Upgrade Guild: No
Create Invite Code: Yes
Delete Invite Code: Yes
Modify MOTD: Yes
Initiate War: Yes

Spoiler
Veteran

A trusted member of the Guild, has basic access.

Activate Buffs: No
Add Allies: No
Remove Allies: No
Ally Chat: Yes
Change Home: No
Change Prefix: No
Change Name: No
Guild Chat: Yes
Demote: No
Promote: No
Deposit To Bank: Yes
Withdraw From Bank: No
Invite: No
Kick: No
Open Vaults: Yes
Toggle Guild: No
Transfer Guild: No
Upgrade Guild: No
Create Invite Code: No
Delete Invite Code: No
Modify MOTD: No
Initiate War: No

Spoiler
Member

A new Guild member, little to no access. Useful until trust is built and more access can be given. Cannot use Guild Vaults.

Activate Buffs: No
Add Allies: No
Remove Allies: No
Ally Chat: Yes
Change Home: No
Change Prefix: No
Change Name: No
Guild Chat: Yes
Demote: No
Promote: No
Deposit To Bank: Yes
Withdraw From Bank: No
Invite: No
Kick: No
Open Vaults: No
Toggle Guild: No
Transfer Guild: No
Upgrade Guild: No
Create Invite Code: No
Delete Invite Code: No
Modify MOTD: No
Initiate War: No

These four different levels of access should give Guild Masters fine control over which permissions they would want their members to have access to. More can be added if needed, but I think four offers a high enough level of control.

Spoiler
Guild Buffs

There are a total of eight temporary buffs that a Guild Master / Officer can activate for all members of the Guild. These cost a fee to use, so use them wisely. More buffs could potentially be added over time.

Spoiler
Blessing of the Dwarves

Cost: 250
Duration: 5 Minutes
Effect: Haste

Spoiler
Blessing of the Rabbit

Cost: 250
Duration: 5 Minutes
Effect: Speed

Spoiler
Blessing of the Blaze

Cost: 400
Duration: 5 Minutes
Effect: Fire Resistance

Spoiler
Blessing of the Spider

Cost: 250
Duration: 5 Minutes
Effect: Night Vision

Spoiler
Blessing of the Polar Bear

Cost: 500
Duration: 5 Minutes
Effect: Strength

Spoiler
Blessing of the Slime

Cost: 150
Duration: 5 Minutes
Effect: Jump

Spoiler
Blessing of the Guardian

Cost: 250
Duration: 5 Minutes
Effect: Water Breathing

Spoiler
Blessing of the Villager

Cost: 500
Duration: 5 Minutes
Effect: Regeneration


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