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This is a great idea for guilds, because right now there's not much interaction going on with the guild system.
Yep, i really hope we will get a system somehow like this..
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Posted byWorld#1420on Feb 24, 2025, 4:45:37 AM
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well yeah
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Posted byPuente#5374on Feb 24, 2025, 8:54:28 AM
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+1
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Posted byWorld#1420on Feb 24, 2025, 7:20:21 PM
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+1
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Posted byWorld#1420on Feb 26, 2025, 5:45:08 PM
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+1
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Posted byWorld#1420on Mar 1, 2025, 6:52:17 AM
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Dear GGG,
I would like to propose a change to the Endgame Map system (Map Device) to enhance the social and cooperative aspects of gameplay.
Currently, the primary purpose of a guild is to share loot through the guild stash. Beyond this, there is little incentive to interact with guild members, which limits the guild system's potential. Since playing with friends and other players is MUCH more enjoyable, I suggest transforming the Endgame Map into a Guild Map.
Here’s how it could work:
- In non-SSF (Solo Self-Found) modes, guild members would share the same Endgame Map progression. This shared map would allow friends and guildmates to collaborate, explore, and progress together, fostering a more social gaming experience.
- To address concerns about competition over key objectives (e.g., citadels), you could implement a locking system. For example, if a player paths toward a specific location, that path could be locked to their account for a set period (e.g., XX minutes), preventing others from accidentally or intentionally interfering with their progress.
This change would make the guild system more meaningful and encourage cooperative play, making the game feel less isolated and more community-driven.
Thank you for considering this suggestion. I believe it would greatly enhance the player experience for those who value collaboration and social interaction in the game.
Best regards,
World
The only reason the game feels solo or singular is because the loot in the game is based on 6 man teams and have to be synergized to get said loot to drop
Yet the atlas is a solo grind to get to the end game content.
you dint point this out in your request.
Brewskie
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That is a fun idea, but instead of one locking system, there should be two or more as configurable options. The first one is the suggested restrictive permission system, where Citadels can be set as non-permissible by guild rank. The second system is time-based conqueror-claims, as in all the maps in a large area of your previously conquered map are claimed/locked for you for a short (day), long(4 days) or a permanent duration, just like with party loot distribution. In cases of area conflicts, the oldest claim is dominant.
Last edited by Celd#2630 on Mar 1, 2025, 12:34:19 PM
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Posted byCeld#2630on Mar 1, 2025, 12:33:45 PM
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