Guild Dungeon

I had an idea that, while not completely detailed, could add depth to the guild system.
Currently guilds don’t do much, even if they are fun. HOWEVER, what if each guild had a randomized dungeon, and this dungeon’s spawns, levels, and items changed according to your guild? That is my main idea, even if the following doesn’t work.

Whatever the system is, it would encourage quality over quantity and teamwork. It would also encourage guild loyalty. So if the rest of this post doesn’t work, I’d at least like to discuss this basic concept.

Now onto how this could work.

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The difficulty of the dungeon would be determined by the guild’s average level and how many members are in the guild. (The average level will be determined by each member’s highest level, NOT their general assembly box.) Now, I haven’t come up with any sort of real formula to balance it out, but I do have a basic idea. Unfortunately I have crappy math, so this won’t be a perfect example and in and of itself, will have issues.

(Level/number) x (members/number)

[spoilerExamples:9i650dlv]So let"s do an example. (100/5) x (2/1.2)

Here, a 2 member, lvl 100 guild will get a level 26 dungeon. A single member gets a level 12 dungeon (lol). This prevents a single level 100 person from creating a guild and having their own personal lvl 100 training ground. =P

However, if your guild has 7 people and an average of level 80, your dungeon would have an average level of 92.
Meanwhile, if the average guild level is 65, and you have 5 members, your dungeon"s level will be…53.
Finally, if you have 15 people and they average level 20, your dungeon will be level 50, meaning you can"t complete it or use it very well.

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  1. If your guild only has one person in it, and that person is level 100, the average dungeon level/loot will be low.
  2. Guild dungeons encourage quality. As you can see with the level 20 guild, spamming members causes the area to become mostly useless.
  3. Guild dungeons should have exclusive spawns and items, but not anything so wanted that it becomes game-breaking. (Eg: no bagons and dratinis spawning everywhere.)
  4. Guild dungeons encourage party play. As you can see with the level 65 guild, soloing it would be difficult.
  5. For those who have more social guilds or do not care for dungeoning as much, who they invite will not matter.

Sidenote: I’m not sure how many floors the dungeon would have, but obviously entrance would require you be in a specific guild. You cannot keep any items from the dungeon until you complete it, preventing the level 20 guilds from running in, and grabbing linkboxes, then escaping. (Alternately, you could prevent items from being brought into hte dungeon, but that makes the dungeon extremely difficult for the level 80 guild.) Furthermore, you could add another determining factor through how old a guild is. The older the guild, the rarer the pokemon or items spawns could be (but only slightly)!

Thoughts? Loopholes?

I like this idea. The only problem is where this dungeon would be placed for however many guilds. Would it just be one dungeon that changes according to guild, or what?
The other problem I see is coding.
Other than that, it’s pretty good.

I suppose there could be a “guild island” that would work similarly to Pellip’s housing center: one warp location for a map with a dungeon entrance. The dungeon would be called whatever your guild is named. (EG: “Final Phantasy Dungeon”)

Coding is probably the huge issue, yes, but one can dream.

I think this is a pretty interesting idea…but it might have a few problems. While this system encourages guild loyalty, partying and having guilds all together, if it is heavily level based, it might encourage elitism in a sense…When you ask for levels, the guild leaders might become more selective on who they take into the guild for “better” dungeon items/pokemon. While on that, the “better” guild, or the guild with more players that are higher in levels make it unfair for the new players and not so great players on PMU. Although this system might make guilds funner to be in, it is also harder for newer players to start out in finding a guild. I feel that guilds are more for making friends and working together instead of giving you benefits while being in a good guild. Focusing on the average guild level may result in a lack of the guild’s purpose and more greed spreading. Although it does encourage people in the guild to train more, most players might take it the wrong way and start to promote more elitism by recruiting only the high leveled players. Lastly, if a player is in a guild get exclusive pokemon/items only to their guild, it will make begging and the overall community worse in my opinion. Some people may want a pokemon that is not released yet in-game, yet not so rare in a general basis. As for items…it does encourage trading, but people might be unfair on their pricing of things if an item is wanted really badly…So yeah, I’m not exactly sure if this is the greatest system implemented into a game, but it does seem like a fun idea that would spark up guilds some more~

Perhaps, Magic, but should newbies be allowed in guilds right off the bat? They would still have available means (talking locally in grassroot or global) to make friends. It’s very easy to meet people in this game, considering how small and yet chatty the community is.

Furthermore, the system would let more experienced/determined players have a closeknit experience without punishing non-training or casual guilds. (They won’t end up worse off.) Party dungeon-ing could suddenly become a more readily available tool, as there would be a dungeon that would match the average of your guild most of the time. (I can’t tell you how many times I’ve tried to party and the person started without nearly enough apples…)

Furthermore, If a nub is harassing people just to get in a guild, wouldn’t that give people advanced warning as to what that player is like? If a guildmaster wants to be more competitive, they simply won’t let in whining, low-level players. Thus, to reach their goal, the player would have to learn to work their way up. It’s not like people don’t beg already, though. If somebody else wants to take in a relentless harasser, that’s their deal (furthermore an annoying user can be reported). And it’s not like there won’t be less competitive (or mid-grade dungeoning) guilds anyhow. Those casual users can make a guild just as much as a more serious one.

I feel like you should have to work to get into some guilds, be it through your personality or what have you. Do I feel like you should have to work to get into ALL guilds? No, not necessarily. Not everyone spends hours training. Some spend hours RPing or chatting in grassroot and are more interested in that.
Guilds can be lighthearted and fun, and those would still be around. But you’d also have other guilds based on PvE/PvP, which is a completely different niche all together.

Also the dungeon COULD have a level cap (50s-70s) to prevent extreme elitism while still promoting the advantage. Furthermore, the items, as stated, would not be incredibly rare/useful and what spawns is based on how serious your guild is. Even then, it wouldn’t be anything so useful that prices could be skyrocketed or gouged very easily.

I could just see people joining stronger guilds just for training purposes with this. You say it will encourage guild loyalty, but all it will really do is make people move to the guild with the best training ground.

What if this dungeon gave half of the normal exp dropped by Pokemon of that level? Or some exp decrease so it wouldn’t be an overpowered training ground.

i support this.
but ya what if some people in the guild dont want to be in our group when we go, can they form parties there?

im just tired of people leaving guilds. money isnt cheap pokemans.

maybe the dungeon could have multiple types, and the guildmaster/admins could be allowed to choose the type and enter

What if this dungeon gave half of the normal exp dropped by Pokemon of that level? Or some exp decrease so it wouldn’t be an overpowered training ground.[/quote]

It could be a specialty dungeon where you start off on a specific level. Meanwhile, instead of spawn levels changing, the items that drop are determined by my original formula (with more powerful guilds getting chances for more powerful items). The items would not be exclusive, but you could have chances to find them more conveniently as they would be in the same place.

So for example, you’d automatically become level 50. It could be a 60 floor dungeon and what’s in it is determined by your guild. The dungeon wouldn’t replace higher level areas, meaning people would have less reason to “run to the highest bidder,” but it would still be a worthwhile, unique experience for people both experienced and not in the end.

The level flattening would mean everyone in the guild could party, and some of the items would attract older players. Looking back on it, this seems like a more solid proposition.