Social and MMO Systems
Overview
Delve is an MMO, not a single-player idle game. Social systems are what transform individual dungeon runs into a shared world. The core challenge: making multiplayer meaningful and engaging in an asynchronous game where players are rarely online at the same time.
The solution is the timed lobby system — group content starts at scheduled times, and players prepare their characters before the deadline. You don’t need to be online at the same time as your party; you just need to be ready before kickoff.
Guilds
What Is a Guild?
A guild is a persistent group of players who share resources, coordinate on raids, and compete together. Guilds are the primary social structure in Delve.
Guild Creation
- Cost: 10,000 gold
- Requirements: Level 10+ character
- Guild name: Unique server-wide, 3-24 characters
- Guild tag: 2-4 character abbreviation displayed next to member names
Guild Size
- Base capacity: 50 members
- Expandable via guild upgrades (gold cost): up to 200 members
- No hard cap on inactive members, but guilds can set auto-kick thresholds
Guild Ranks and Permissions
| Rank | Permissions |
|---|---|
| Guild Master | All permissions, transfer ownership, disband guild |
| Officer | Invite/kick members, schedule raids, manage guild bank, edit MOTD |
| Veteran | Access guild bank (deposit + limited withdrawal), join raid lobbies |
| Member | Access guild bank (deposit only), join raid lobbies, guild chat |
| Recruit | Guild chat only, 7-day probation period |
Guild masters can create custom ranks with granular permissions.
Guild Bank
- Shared storage for items and gold
- Members deposit items/gold; withdrawal permissions are rank-based
- Withdrawal logs visible to officers (prevents theft without accountability)
- Bank size: 50 slots base, expandable with guild gold
- Acts as a gold sink (expansion costs) and a social coordination tool
Guild Buffs
Guilds can invest gold into temporary server-wide buffs for all members:
| Buff | Cost | Duration | Effect |
|---|---|---|---|
| Fortune’s Favor | 5,000 gold | 24 hours | +10% gold from dungeon runs |
| Scholar’s Blessing | 5,000 gold | 24 hours | +10% XP from dungeon runs |
| Artisan’s Focus | 3,000 gold | 24 hours | 15% faster crafting |
| Gatherer’s Bounty | 3,000 gold | 24 hours | 15% more gathering yield |
| Endurance | 4,000 gold | 24 hours | +5% max HP during runs |
- Only one buff active at a time per guild
- Acts as a meaningful gold sink
- Encourages active guild management
Guild Leveling
- Guilds earn XP from member activities (dungeon completions, raid completions, PVP wins)
- Guild levels unlock:
- Higher member cap
- More guild bank slots
- Access to guild-exclusive crafting stations (10% crafting time reduction)
- Guild hall cosmetic upgrades
- Guild achievements and titles
Guild Hall
- A visual representation of the guild’s home base
- Upgradeable with gold and materials
- Contains: guild bank, crafting stations, quest board (guild-specific bounties), trophy room (displays raid achievements)
- Primarily a social and cosmetic space — a “home” for the guild
Party System
Timed Lobby System
This is the core multiplayer mechanic. Here’s how it works:
- A player (or guild officer) creates a party lobby for a specific quest/dungeon/raid
- A start time is set — e.g., “This raid starts at 8:00 PM server time on Saturday”
- Players join the lobby before the start time, slotting their configured character into a party role
- At the start time, the run begins automatically — regardless of whether players are online at that moment
- The run resolves over real-world time as usual
- All party members can review results when the run completes
Lobby Details
- Party size: 2-player (duo), 4-player (standard), 8-player (raid)
- Role slots: Lobbies can specify role requirements:
- Tank (1-2): Vanguard, Berserker, Oathblade
- Healer (1-2): Warden, Songweaver, Oathblade
- DPS (2-4): Any damage-focused build
- Support (0-2): Songweaver, Arcanist (utility), Pathfinder (scout)
- Minimum level: Set by the quest requirements
- Ready check: Players must mark “Ready” after configuring their character
- Auto-fill option: If the lobby isn’t full by start time, the system can optionally auto-fill from a public queue (configurable by lobby creator)
- Late join window: Players can join up to 30 minutes before start time
Lobby Scheduling
- Lobbies can be created up to 7 days in advance
- Guild officers can create recurring lobbies (e.g., “Every Saturday at 8 PM: Weekly Raid”)
- Notification system: Players receive notifications:
- When a lobby they might be interested in is created (guild lobbies, friend lobbies)
- 1 hour before a lobby starts
- 15 minutes before a lobby starts (final reminder)
- When the run is complete
Public Queue
For players without a guild or for casual grouping:
- Queue for a quest — the system matches you with other queued players when enough are available
- Matching prioritizes: level range, role balance, queue time
- Once matched, a lobby is created with a 1-hour countdown — giving all matched players time to configure
- Less control than a private lobby, but zero coordination required
Party Combat
- Party members act in initiative order alongside enemies
- Each player’s skill queue operates independently based on their configuration
- Allied skill queue awareness: Skill queues can reference ally conditions:
- “Heal the ally with the lowest HP”
- “Use Inspiring Melody on the Shade when they attack the boss”
- “Taunt enemies attacking the Arcanist”
- Party composition matters — a party of 4 DPS will struggle without a healer
Raids
Raids are the pinnacle multiplayer content. See 06-quests-and-dungeons.md for encounter structure.
Raid-Specific Features
- 8-player parties with strict role requirements
- Multi-phase boss fights with unique mechanics:
- Phase transitions at HP thresholds
- Environmental hazards (stand in fire = take damage)
- Add spawns (boss summons minions periodically)
- Enrage timers (boss gets stronger if fight goes too long — DPS check)
- Role-specific mechanics (tank must hold aggro, healer must dispel debuff, DPS must focus specific target)
- Raid lockouts: Characters can only complete a specific raid once per week for full rewards
- Additional completions in the same week give reduced rewards (partial XP, no bonus loot)
- Lockout resets every Monday at server reset time
- Raid difficulty tiers: Normal / Heroic / Mythic
- Each tier increases enemy stats, adds mechanics, and improves loot quality
- Mythic raids drop the best gear in the game
Raid Scheduling
- Guilds schedule raids via the lobby system
- Raid lobbies appear on a server-wide raid calendar (for public raids)
- Raid start times are prominently displayed with countdown timers
Friends List
- Add players by character name
- See friends’ online status, current activity, and level
- Quick-invite to party lobbies
- Friend activity feed: See when friends complete notable dungeons, earn achievements, or find legendary loot
- Max friends: 100
Messaging and Mail
In-Game Mail
- Send items, gold, and text messages to any player
- Item mail: 1-hour delivery delay (anti-scam)
- Gold mail: 5% transfer fee (gold sink)
- Text mail: Instant delivery
- Mail expires after 30 days if unclaimed
- Used for: auction house payments, guild communications, friend-to-friend trading
Chat System
Channels:
- Global: Server-wide chat (rate-limited to prevent spam)
- Guild: Guild members only
- Party: Current party/lobby members
- Whisper: Private 1-on-1 messages
- Trade: Dedicated channel for trade offers and requests
- LFG (Looking for Group): Dedicated channel for finding parties
Chat is persistent — messages are stored and visible when you log in (last 100 messages per channel). This is crucial for async play — guild coordination happens over hours, not minutes.
Chat Moderation
- Profanity filter (configurable: on/off/custom)
- Report system for harassment
- Mute/block individual players
- Rate limiting on global/trade channels
- Automated spam detection
Player Inspection
- Click on any player’s name to view their public profile:
- Character name, title, guild
- Level and class
- Equipped gear (visible to all)
- Achievement showcase (player-selected highlights)
- PVP rank
- Dungeon completion statistics
- Players can set their profile to private (hides gear and stats, shows only name/level/guild)
Social Features Summary
| Feature | Solo Benefit | Multiplayer Benefit |
|---|---|---|
| Guilds | Guild buffs, bank storage | Raid access, coordination, community |
| Party Lobby | N/A | Group content, harder dungeons, better loot |
| Friends | Activity feed | Quick party invites, social connection |
| Cross-character transfers | Trading, communication | |
| Chat | Trade channel, LFG | Guild coordination, socializing |
| Marketplace | Buy/sell | Player-driven economy |