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 Post subject: The Guild Tree
PostPosted: Sun Sep 03, 2006 6:41 am 
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Joined: Tue Sep 21, 2004 12:28 am
Posts: 449
Location: Irvine, orange county, California
Problems:
Guilds offer no real advantage to their members. Guilds have no important status in the Alorian society.

Caused
1.) The availability of deeds.
2.) The destruction of glorypools
3.) Players' abuse

Solution:
Introducing a "Guild Tree"

* Every guild will have A SINGLE guild tree
* The seed for this tree must be retrieved from a mob or a quest
* The tree will only die when the guild is deleted
* When the tree grows into a fixed size, it will bear a SINGLE fruit.
* The fruit can only be plucked by the guildleader
* The fruit may be offered to a God by the use of sacrifice.
* Upon sacrifice, a secret code is revealed
* The guild leader may use this code to activate guilds bonus
* Guilds bonus will last for 10 days
* Once the fruit is plucked, trees from all guilds reset back to seed
* Different guilds will have different growth rate
* The Newbie Guild can not have a tree

Growth Rate:
these are the possible growthrates-
* Unofficial guilds have a growth rate of 0 inch per day
* Official guilds have a base growth rate of 0.x inch per day
* The tree will bear fruit when it is at y inches?
* mkills, pkills, and ect... contribute to the growth rate of the tree

Fruit Bonus:
these bonuses are random. All are temporarily except for the runewords, and the guild items.
* extra x% exp for every guild members
* extra X% glory recever per epic leveling
* no exp cost upon death or fleeing
* extra X% of money found in chest
* A unique guild item
* A runeword (extremely rare)
* A chest full of money
* Teaches a unique skill (secretive, only members can use it)

Purpose:
* creates competition among guilds besides war
* Gives guild a unique privilege
* Make people treat guilds more seriously
* People will abandon small weak guilds and join big powerful ones
* Encourage Unity

This is just an outline. Comments? Ideas? POST!


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