Guilds: 1. Increase guild capacity to at least 200 members, maybe 300. 2. Increase alliance guild capacity to 6 or 7 guilds. 3. Ability to expel guilds from an alliance without the guild master needing to be online (or having to remake the alliance entirely) 4. Ability to transfer guild leadership over to another member 5. Free up guild names that contain only players who have not been active for over a year -With a large continuous fluctuation in active players, even guilds maxed out at 100 members may only see an average of 6-15 players online at a time (especially because of the variation in time zones). I think if guild capacity was increased, more players would benefit from being part of a larger, more active group for PQs, bossing etc. When there's more opportunity for this collaborative gameplay, players are more likely to log in and stay online longer. Guild PQ: 1. Increase bonus time to 1 minute 2. Add white scroll and chaos scroll at a small % chance from the bonus and a few other higher value/hard to find skillbooks like barrage 20, torpedo 30, etc and 30% scrolls too, energizer drinks? 3. Significantly increase Ergoth HP and EXP given. Also add item/scroll/nx drops to Ergoth 4. Provide some type of benefit/incentive to being in the top 100 ranked guilds. Maybe guilds in ranks 90-100 +2% exp boost, 80-89 4% exp boost, etc or some type of nx or item reward at certain intervals or cp amount 5. Remove exp provided from the slimes in the under lvl 31 hole in stage 4. These are typically mules that do this hole who want to stay at a level under 31 to continue to do this PQ, therefore the exp is not wanted 6. Allow the sacrificed player to be teleported alive to the bonus round after Ergoth is defeated -At 40 seconds, the bonus stage goes by too quick to usually get anything of value, especially when trying to get to the higher platforms (most players don't know how) -The rewards for spending all that time to organize and complete a GPQ are usually not worth it since the drop chance for high value books is very low and the non high value book rewards are almost worthless -The current Ergoth HP and EXP makes more sense for traditional Maplestory where most players would never break lvl 100 or be well into their 3rd job, but now that most players at this boss stage are probably 4th job and even 130+, the boss is too easy to kill and the EXP is meaningless. Make it tougher for a bigger reward (again more of an incentive) -Being ranked in the top 100 should have some time of an incentive besides bragging rights, otherwise there's no point. A small EXP boost or item/nx rewards would incentivize players to do this PQ more and be more active in their guilds or trying to join a guild -Lower level players would be more willing to join GPQ if they knew that they could still participate in the bonus round, otherwise they have no interest in doing so, forcing that under 31 slot to be exclusively for mules. Even if the mule would be teleported alive to the bonus round, the player controlling two characters would still only get to control one for the bonus so it is fair
I like almost everything in this suggestion except the suggested rewards for the pq and the reward for being in the top 100. Gpq shouldn't be the endgame money making pq. I think bragging rights is good enough for the gpq leaderboard tbh, no need to over complicate it. There are more ways to spice up the drop pool of the pq, ws and cs might make sense for bossing as its very common to split rewards there. But in reward box maps, i think small useful items are better. So 10% 30% 60% and 70% scrolls, maybe rarely a random itcg item, maybe some interesting equipments. But nothing big enough to cause drama, we have enough of that from apq and cwkpq.
I've been debating making a second guild but the first guild I'm in is stuck in a full alliance and I don't want to break that... Having increased guild member count would give more leeway towards inviting more members and not having to manage two separate guilds.
I think those are good points, I just want some type of good reward every now and then because after 10+ GPQs, I've still gotten only worthless items.
Yeah I know someone else that was in your situation who had to leave their full alliance to make a secondary overflow guild for their main one.
The ironman guild has the same issue, we have two guilds already, the original is 100% full, and the second one have 67/100 characters. While we always chat in alliance chat, it would still be nice to have all of the guild in one place. [also i don't want to reach the point where our second guild is full, We only have one I in our name, can't pull the Lronman trick twice ]
What if it's not possible for the Staff to be able to implement increased guild count? Maybe there's limitations they can't tamper with regarding the guild system.
Just a fun thought (don't think its feasible to implement). Adjust ergoths power based on guild rank. So ranked 1 guilds will face a much much more powerful ergoth (with more exp/rewards) and lower ranked guilds with lower levelled players still can complete. If u set ergoth to be strong, level 50~90 guilds cant cant even complete > less ppl will play gpq. What about ironman, its its difficult for them to be strong.
I disagree with all the suggestions except to decrease entrance time, no need for this feature at all, just make it like a squad signups. Agree with increasing bonus time by about 30 seconds and making the room bigger with no foreground obstructions. Also only two rounds instead of three of stage one would be great, stage one kills all the excitement for the gpq imo
Uhmm your first sentence is kind of confusing and I don't agree with shortening stage 1, but thanks for the input.
I think this is an interesting idea, but probably too difficult to implement. Also, I don't think there's many lvl 50-90 guilds at all, especially ones that don't have just one attacker like 120+ that can just solo Ergoth. I guess it can be adjusted based on the average lvl of the party overall, not the guild rank or guild itself.