Alright bromigos I’mma get some stuff off my chest!
I’ve been playing ROTMG for quite some time now and have consistently been involved in generally smaller guilds (including my own which I failed horribly with). However, for the first time I am a leader in a fully-maxed ghall with some real bro-tato chips who make playing the game really enjoyable! Popping keys inside your ghall is a ton of fun but the fact remains that guilds without a constant influx of keys or paying players can’t really relate. I’m completely free to play so I definitely love my fame but I’ve always been annoyed at how the game doesn’t have enough places to use fame–we have pets and the arena but in all honesty, there’s no other usage for fame. This is especially true for guild fame.
Guild fame is a complete joke and the only reason you upgrade your ghall is because there is literally no other use for guild fame whatsoever.
So my idea is WHAT IF Guilds could purchase keys with the use of guild fame?
Now to me this seems like a very novice idea but I strangely haven’t seen this ever suggested before on the realmeye forums. I’ve seen WAAAY too many suggestions for guild chests (which I completely disagree with btw) but I’ve never heard of and haven’t seen any suggestions re: keys.
Now skeptics of the key idea might immediately think of a counterexample in which this would be bad because it takes away from DECA’s profits on gold spent for keys. However, if you place a limitation upon the # of keys which a guild can buy in a week’s time period it really won’t cut into the constant key purchases from massive guilds that do nothing but farm shatts, tombs, Lost Halls, and are filled with divine pets. At the same time, I think if guild keys were implemented, they should open immediately inside the ghall after the purchase with guild fame on the server it was purchased because physical keys as items could be used to steal keys from another guild’s weekly allowance. Additionally, if the key was popped immediately after purchase in the ghall you also wouldn’t have anyone who just buys a tomb key and then sells it on realmeye for 3 life for profit or pops the key somewhere else for donations. Oh and this is a no-brainer but purchasing keys with guild fame should also be a power reserved only to higher ranking members such as leaders or founders who are more trusted and who shouldn’t abuse the system.
Higher ranking guilds could have a higher # of keys allowance per week and could also have access to more difficult dungeons. For example, there are a total of four ghall levels so here could be a suggested allowance of keys per week and of what rank by ghall level:
1st ghall level: 2 keys a week, able to purchase dungeons of ranks 1 & 2 only
2nd ghall level: 4 keys a week, able to purchase dungeons of ranks 1, 2, & 3 only
3rd ghall level: 7 keys a week, able to purchase dungeons of ranks 1, 2,3,& 4
4th ghall level: 10 keys a week, able to purchase dungeons of ranks 1, 2, 3, 4, 5, & EPIC dungeons
Key prices in guild fame would be 500 guild fame per rank of dungeon difficulty and EPIC dungeons would all cost 5,000 (so in order to purchase the keys this means your guild has to be active enough to earn enough guild fame to purchase keys with).
In addition, like in the actual NEXUS market the same keys should not always be for sale and the ghall key market should only be selling a couple of keys per rank at any time to give the system variety and prevent large-scale farming. For example, one week the ghall only has the ability to purchase the difficulty 5 dungeons of a Tomb and an Ice Cave. Those would be the only rank 5 dungeons available that entire week for purchase! Then next week, the rank 5 dungeons available could be like an Encore or an OT. The point is, if you randomize it and limit it to only two keys per rank per week available for purchase, you can’t have a guild constantly farming the same exact dungeons like Shatts or Cland or anything. Some might not like this idea, but I think it would be good in the long run because it prevents guilds from farming specific dungeons and consequently driving the market price for such items down. Plus it gives the system more variety and prevents players from doing the same exact things constantly.
Idk I think that was all I had to say. I’m just looking for any advice and or suggestions to this idea rn because I really think it could be a cool aspect of the game that gives guilds a bigger purpose. Another idea could be something like guild quests or perhaps increased guild member capacity per level but I suppose I should save that for another thread.
Please advise and thanks!!! All critique and concern is welcome!!!