I believe this game is just overdue to receive a guild system, so here is my suggestion.
Faction: Void Nobles, a faction created by travellers with the purpose to help new or lost travellers.
Mechanics:
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Bastion:
This is a map created to unify every travellers and keep everything from the faction inside it, it can receive skin, but i don’t think it should allow great customization, only template that the owner can choose from. -
Bastion Creation:
When discovering this faction you will be able to create or join a Bastion, this choice should be made only for that character. Also would be good to show Bastions that your older characters are already in, with a auto “get in” if you choose to add all your characters on the same Bastion. -
Bastion Benefits:
Inside the Bastion you will find the entrance to a new Monolith.
It will have a Bastion’s Chest.
It will have a new Passive tree just like the Weavers Tree, that can only be used by the owner.
Each Rank will give you bonus while inside the Bastion’s Monolith.
New Boss -
Bastion’s Monolith:
This Monolith will have all the features from the Classical Monolith, but the corruption that you will can have on this monolith should be selected. The option should be 100 corruption wide. 100, 200, 300 … 2000. To start unlocking these corruptions you need to kill the boss a single time in the previous corruption.
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This Monolith will work differently from the traditional Monoliths. First, it will not have nodes but maps to select from, these maps once cleared wont disappear or close(owner can re-roll then), allowing you to repeat the same map again and again. Also these maps will be larger and longer than any other map and also have multiple objectives to complete, each objective giving a random echo reward(this reward can contain the changes from the player’s weavers tree), any player inside the map will also receive the reward if it is close enough to the cleared objective. Since the map will be unchanged it will have a single instance, so if a Bastion member initiate the map, any other member will a 1/MaxAmountOfPlayers bellow the map and the option to join in the map to clear beside the player who initiated. The player who initiated is the one who will dictate any “Weaver’s like Bonus” that the map will receive( just like if the Monolith was from him).
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Second, this maps are big for two reason, it is a different approach to the multiple instances from the classical monoliths, allowing players, even the solo players to farm without the need to change maps each time they clear a echo. And also they are big to allow any Bastion member to enter the map the participate, it can and should still be caped to allow server performance, allowing groups bigger than 4 to play together on the same map. -
Bastion’s Chest:
This is a chest like the player chest, BUT can only receive items normally tradable player to player(friend to friend), where it becomes available to buy with “Honor” ,a faction currency that you can farm inside the Bastion’s Monolith. Any items Bought this way can only be equipped by a character from the Bastion it came from(Any item in your possession that came from the bastion will be “sold” back to it if you decide to leave the Bastion). The chest can only have a item inside it for about 7 days, after that it disappears and become Honor to the Owner, the Owner can also do that with a item at any time if he wishes. The Owner will be able to buy new tables with any Honor he has. This allow more freely tradable items for those who are inside the same Bastion. -
Bastion’s Tree:
This tree is made to change maps, allowing the owner to change the amount and type of monsters that can be found in the Bastion’s Monolith, also he can enable and disable types of objectives. This tree isn’t about stats, but only a way to create your perfect map, maybe it is a bunch of spider and small enemies, maybe you only want big enemies or maybe you want to only have a bunch of elites to fight off in certain areas of the map. Also i can allow the Owner to enable and disable season specifics mechanics(i know we are not there yet but i can become handy), tired to die from that bluish-green ray that comes from the weavers content you don’t need to play with it. Also it can change the final boss rewards to include other bosses(monolith bosses) loot in it, allowing it to roll the original boss loot + one random monolith boss loot(choose from the selected ones inside the tree), when defeating the boss. -
Bastion’s Rank
Each rank inside the bastion will increase a little bit of droprate while inside the Bastion, this includes gold, items, crafting material etc. -
Bastion’s Boss:
This Boss is a chance to create a more dynamic boss, just like what was done with Aberroth, the main thing about this boss is that the mechanics will increase (in quantity) for each player participating( up to the amount of players allowed in the Bastion’s Monolit), what i mean about that? With these boss you will have to destroy parts of then on each side of the arena, but the amount needed to proceed the boss in increased by the amount of players, a single player will have to know every mechanic to complete the boss, but with 4 players, each player will have to know otherwise all the party will have to do more to complete the boss, allowing it to become a kinda of “MMO Boss Fight”.
I do not think about limiting the boss fight, it would be necessary to limit it in some way to stop player from farming it no stop.
This is my idea for a ideal Guild mechanic inside LE, it would allow any player(solo or not) to access it, and it won’t give any direct benefits, only new ways to play the game following a similiar loop to the original one.
But the main thing that this update should bring is to allow things that happen “When you kill the enemy with x” also happen when your party member kill’s it.