Clan wars and new "Kingdom"
Moderator: Game Administrators
-
- Posts: 116
- Joined: Fri Jan 19, 2018 12:04 am
Clan wars and new "Kingdom"
Preface:
I have been reading a LOT of posts in this forum, and have really come to enjoy the engagement that the community has in this game. I love the concept that players can actually shape not only the in game pixels, but also the development and direction of the game itself. After reading through a lot of the rants, suggestions, feedbacks, and ideas I had what I would consider an epiphany. (Side not I love the word epiphany, rolls off the tongue well). Anyhow, it seems that there are a lot of areas that people continually are asking for improvements in. Clan wars and sieges among the top of the list. I am not new to role playing games, mmo's, or any PvP style game, as these have all been my preferred game for nearly 30 years. I would love to be able to create insightful and constructive feedback and idea expansion from the post, and gather the communities input to whether they like this suggestion or not. Although I do welcome criticism, please refrain from simple "This idea sucks!" feedback. Please explain why it is bad, or give a different perspective on how to improve it that might better fit the communities (or even your own) desires. This idea has multiple elements to it, so I will try and separate them into their respective elements and try to tie them together the easiest I can. Thanks, hope you enjoy the idea....
Kingdom development:
I have long loved games that have an in depth RPG and character role-play element to them. From what I have seen of the map and game so far, there is different maps that are used for PvP and clan development. However, aside from just being able to say "I am the clan that owns the most land", there does not appear to be a lot of gain from being a well established and strong clan. I propose having a non-PvP map that is a community grown and developed map. This map grid, or even a series of map grids will create expansion to the current map. Maybe this could be done by having a port and the kingdom grids could be a separate land locked set of grids from the current map island, or it could be added to some of the less currently used grids on the map. maybe 1-4 grids can be used for this concept. This Kingdom would be ruled by the reigning clan, as in the reigning clans owner would receive a new title of "King of _____", and maybe some other small features for the clan owner and it's members. (Nothing game breaking of course). This area of the map would be developed by community contribution of resources and items. A small established area would be generated from the start, but shops, quests, guilds, taverns, inns, arenas, armories, strongholds and keeps, player owned market stalls, and nearly a limitless idea of structures and buildings can be added to these maps through community contribution. The development of this area would NOT be tilted towards the reigning clan, this element would just provide a higher purpose (or achievement) to clan wars, and is mostly cosmetic with some exceptions. More about this will be discussed in the clan wars sections.
A new forum section would be created labeled as Kingdom development. Here there would be a post that maintains a resource tracker, suggestions for new buildings, suggestions for placement, quest development and implementation etc. The resource tracker section could be done a few different ways, via an auto tracker which is just a counter that is triggered any time an action is done in game and then sends that code line to a site that tracks it, accessible via a link or imbed here in the forums, or manual entry. I prefer the second method as it requires a LOT less coding. Even though in the long run, first method is more simplistic, the establishment is hell. Manual entry means a delay in current information, but if set to approximately the same time as daily resets, it is easily accessible to all members of the community. This forum can be grown in so many directions, even maintaining its own sub section for 'Kingdom Role-play' which would bring in game role-play to the forums inciting more activity in the forums itself.
The main castle for this area would be an accessible structure. One that a player could enter, like a dungeon or cave currently in game, and be able to explore. This will encourage more in game role play as players can feel like they are actually involved in the castle itself. Maybe having a throne room that displays somewhere "Throne of king ____" to give a nice accomplishment to the current reigning clan. Some of the other buildings for the initial start would consist of some peasant huts, a farm or 2, a small shop with varying items in it, and a few buildings that are in an undeveloped state currently. This initial huts, farms and shops could provide players with kingdom quests. These quest could be resource gathering, item retrieval, clearing an area of monsters for future growth and kingdom protection. The resources gathered from these quests will go to the development of the kingdom itself and will be tracked in the counter. These quests would be daily repeatable quests. As the kingdom grows, and suggestions for new quests are given in this thread: viewtopic.php?f=8&t=1595 they can be implemented in to the new NPC's placed in the kingdom itself.
I can go on with this for days as I have found something that I am excited about, but for now I believe I have highlighted enough concept ideas and will move on to the next suggestion.
Clan Wars:
I am very unversed in this section of the game as of right now. But as I have seen it the biggest aspect of clan wars is for ownership of a certain plot of land and the ability to essentially show strength in the game. This is great as a PvP idea, but eventually gets old as the "power house clans" will continue to beat and batter down any contenders. This ultimately leads to a demise in the desire to PvP in my experience. "What's the point? _____ clan is just going to cry hacks or smash anything we do anyways". This has been my experience in similar situations. With the kingdom idea, clan wars now become purposeful. Clan maps would ALL be considered contested land at this point, and players are battling for the throne of the kingdom!!! A chance to be seated as king and for you and your clan to have access to the "royal armory" or something of that sort. These 'perks' would only be with you WHILE your clan owns the throne.
To implement this type of thing though, would require a rework of clan wars from what I have READ they currently are. (I do not claim to have any knowledge of clan wars other than through reading forum posts). Clan wars could be done as a competition style game play. The competition would run for 2 weeks, a month, 3 months, whatever the community agrees for a time limit. However, remember that this time would also correlate with how long the winner of the competitions clan sits on the throne! The current reigning clan would be limited in their participation of clan wars due to the access to the royal armory or any other perks, BUT there could be situations implemented where a section of the clan wars map is owned by the kingdom, and therefore the kings (or queens) clan would defend that land fully. Taking ownership of this land from the kingdom could potentially result in some sort of bonus for the clan holding this land currently. This keeps all parties actively engaged in PvP but also ensures the rotation of the crown so no 1 'power house' can own the throne.
This idea means that the clan maps would be wiped out at the beginning of each rotation. So that people do not lose their overall desire I think also that some form of a leaderboards or historical score board could be implemented so that players can track their growth. Everyone likes the Pac-Man style of gaming where high score is the ultimate goal. I have read a LOT of complaints about people spam clanning, spam building, using unethical strategies to hinder other clans, etc.. etc.. etc. Implementing a set term for clan wars with an ultimate goal in mind would limit a lot of these frustrations because now resources are more valuable to actual progress and therefore less likely to be 'wasted'. Strategy development would be more carefully planned to gain the most in the limited time. Currently resources can be wasted on spamming buildings and walls because, well, why not. You can just go get some more to replace what you lost. But imagine if you continually wasted resources placing random buildings to cause frustration to another clan. Well, they clan may not advance as far, but once they do your clan will be ill-prepared to counter most of what they can throw at you. Personally, I would almost encourage the wasting of resources at this point, lol, make my clan armies advancement so much easier into your territory in the end. Waste your resources and raise your white flag early!
Conclusion:
I could really go on and on about all the potential here, and please understand I know this would require a MASSIVE undertaking on behalf of Compbatant. After having read a lot of the posts in the forum, it seems that there is a large focus on rule changing, and things of that nature, some good suggestions about new weaponry and new quests (very good suggestions in these areas) and also some good feedback about current gameplay. But this suggestion would give a completely new dynamic to multiple elements of the game, allow for improvements in currently developed areas, a revise interest in aspects often less used by people because it would be futile. I cannot wait to see the feedback that this long winded, but trust me well thought about, post provides. PLEASE, PLEASE, PLEASE I BEG of you though, do not convert this post to a complaint about current rules that makes things 'bad'. I am hoping that this topic stays full of positive growth and suggestions. Ideas for rules are welcomed as a new concept would require new rules, but please limit it to the topic at hand, there are plenty of posts to argue rules of currently implemented mechanics on the forums already.
Edit: the ideas mentioned in this post viewtopic.php?f=8&t=14972 could be implemented as well as a way to grow the kingdoms economy and development.
THANKS FOR READING!!!!!!!
Tarlin
I have been reading a LOT of posts in this forum, and have really come to enjoy the engagement that the community has in this game. I love the concept that players can actually shape not only the in game pixels, but also the development and direction of the game itself. After reading through a lot of the rants, suggestions, feedbacks, and ideas I had what I would consider an epiphany. (Side not I love the word epiphany, rolls off the tongue well). Anyhow, it seems that there are a lot of areas that people continually are asking for improvements in. Clan wars and sieges among the top of the list. I am not new to role playing games, mmo's, or any PvP style game, as these have all been my preferred game for nearly 30 years. I would love to be able to create insightful and constructive feedback and idea expansion from the post, and gather the communities input to whether they like this suggestion or not. Although I do welcome criticism, please refrain from simple "This idea sucks!" feedback. Please explain why it is bad, or give a different perspective on how to improve it that might better fit the communities (or even your own) desires. This idea has multiple elements to it, so I will try and separate them into their respective elements and try to tie them together the easiest I can. Thanks, hope you enjoy the idea....
Kingdom development:
I have long loved games that have an in depth RPG and character role-play element to them. From what I have seen of the map and game so far, there is different maps that are used for PvP and clan development. However, aside from just being able to say "I am the clan that owns the most land", there does not appear to be a lot of gain from being a well established and strong clan. I propose having a non-PvP map that is a community grown and developed map. This map grid, or even a series of map grids will create expansion to the current map. Maybe this could be done by having a port and the kingdom grids could be a separate land locked set of grids from the current map island, or it could be added to some of the less currently used grids on the map. maybe 1-4 grids can be used for this concept. This Kingdom would be ruled by the reigning clan, as in the reigning clans owner would receive a new title of "King of _____", and maybe some other small features for the clan owner and it's members. (Nothing game breaking of course). This area of the map would be developed by community contribution of resources and items. A small established area would be generated from the start, but shops, quests, guilds, taverns, inns, arenas, armories, strongholds and keeps, player owned market stalls, and nearly a limitless idea of structures and buildings can be added to these maps through community contribution. The development of this area would NOT be tilted towards the reigning clan, this element would just provide a higher purpose (or achievement) to clan wars, and is mostly cosmetic with some exceptions. More about this will be discussed in the clan wars sections.
A new forum section would be created labeled as Kingdom development. Here there would be a post that maintains a resource tracker, suggestions for new buildings, suggestions for placement, quest development and implementation etc. The resource tracker section could be done a few different ways, via an auto tracker which is just a counter that is triggered any time an action is done in game and then sends that code line to a site that tracks it, accessible via a link or imbed here in the forums, or manual entry. I prefer the second method as it requires a LOT less coding. Even though in the long run, first method is more simplistic, the establishment is hell. Manual entry means a delay in current information, but if set to approximately the same time as daily resets, it is easily accessible to all members of the community. This forum can be grown in so many directions, even maintaining its own sub section for 'Kingdom Role-play' which would bring in game role-play to the forums inciting more activity in the forums itself.
The main castle for this area would be an accessible structure. One that a player could enter, like a dungeon or cave currently in game, and be able to explore. This will encourage more in game role play as players can feel like they are actually involved in the castle itself. Maybe having a throne room that displays somewhere "Throne of king ____" to give a nice accomplishment to the current reigning clan. Some of the other buildings for the initial start would consist of some peasant huts, a farm or 2, a small shop with varying items in it, and a few buildings that are in an undeveloped state currently. This initial huts, farms and shops could provide players with kingdom quests. These quest could be resource gathering, item retrieval, clearing an area of monsters for future growth and kingdom protection. The resources gathered from these quests will go to the development of the kingdom itself and will be tracked in the counter. These quests would be daily repeatable quests. As the kingdom grows, and suggestions for new quests are given in this thread: viewtopic.php?f=8&t=1595 they can be implemented in to the new NPC's placed in the kingdom itself.
I can go on with this for days as I have found something that I am excited about, but for now I believe I have highlighted enough concept ideas and will move on to the next suggestion.
Clan Wars:
I am very unversed in this section of the game as of right now. But as I have seen it the biggest aspect of clan wars is for ownership of a certain plot of land and the ability to essentially show strength in the game. This is great as a PvP idea, but eventually gets old as the "power house clans" will continue to beat and batter down any contenders. This ultimately leads to a demise in the desire to PvP in my experience. "What's the point? _____ clan is just going to cry hacks or smash anything we do anyways". This has been my experience in similar situations. With the kingdom idea, clan wars now become purposeful. Clan maps would ALL be considered contested land at this point, and players are battling for the throne of the kingdom!!! A chance to be seated as king and for you and your clan to have access to the "royal armory" or something of that sort. These 'perks' would only be with you WHILE your clan owns the throne.
To implement this type of thing though, would require a rework of clan wars from what I have READ they currently are. (I do not claim to have any knowledge of clan wars other than through reading forum posts). Clan wars could be done as a competition style game play. The competition would run for 2 weeks, a month, 3 months, whatever the community agrees for a time limit. However, remember that this time would also correlate with how long the winner of the competitions clan sits on the throne! The current reigning clan would be limited in their participation of clan wars due to the access to the royal armory or any other perks, BUT there could be situations implemented where a section of the clan wars map is owned by the kingdom, and therefore the kings (or queens) clan would defend that land fully. Taking ownership of this land from the kingdom could potentially result in some sort of bonus for the clan holding this land currently. This keeps all parties actively engaged in PvP but also ensures the rotation of the crown so no 1 'power house' can own the throne.
This idea means that the clan maps would be wiped out at the beginning of each rotation. So that people do not lose their overall desire I think also that some form of a leaderboards or historical score board could be implemented so that players can track their growth. Everyone likes the Pac-Man style of gaming where high score is the ultimate goal. I have read a LOT of complaints about people spam clanning, spam building, using unethical strategies to hinder other clans, etc.. etc.. etc. Implementing a set term for clan wars with an ultimate goal in mind would limit a lot of these frustrations because now resources are more valuable to actual progress and therefore less likely to be 'wasted'. Strategy development would be more carefully planned to gain the most in the limited time. Currently resources can be wasted on spamming buildings and walls because, well, why not. You can just go get some more to replace what you lost. But imagine if you continually wasted resources placing random buildings to cause frustration to another clan. Well, they clan may not advance as far, but once they do your clan will be ill-prepared to counter most of what they can throw at you. Personally, I would almost encourage the wasting of resources at this point, lol, make my clan armies advancement so much easier into your territory in the end. Waste your resources and raise your white flag early!
Conclusion:
I could really go on and on about all the potential here, and please understand I know this would require a MASSIVE undertaking on behalf of Compbatant. After having read a lot of the posts in the forum, it seems that there is a large focus on rule changing, and things of that nature, some good suggestions about new weaponry and new quests (very good suggestions in these areas) and also some good feedback about current gameplay. But this suggestion would give a completely new dynamic to multiple elements of the game, allow for improvements in currently developed areas, a revise interest in aspects often less used by people because it would be futile. I cannot wait to see the feedback that this long winded, but trust me well thought about, post provides. PLEASE, PLEASE, PLEASE I BEG of you though, do not convert this post to a complaint about current rules that makes things 'bad'. I am hoping that this topic stays full of positive growth and suggestions. Ideas for rules are welcomed as a new concept would require new rules, but please limit it to the topic at hand, there are plenty of posts to argue rules of currently implemented mechanics on the forums already.
Edit: the ideas mentioned in this post viewtopic.php?f=8&t=14972 could be implemented as well as a way to grow the kingdoms economy and development.
THANKS FOR READING!!!!!!!
Tarlin
-
- Posts: 509
- Joined: Sat Jan 28, 2017 6:43 pm
- Location: Candy Land
- Ryaca
- Posts: 2681
- Joined: Fri Jan 22, 2016 3:52 am
- Ryaca
- Posts: 2681
- Joined: Fri Jan 22, 2016 3:52 am
- MadMikael
- Posts: 3301
- Joined: Sat Mar 08, 2014 5:54 pm
- Location: Windsor, Ontario, Canada (EST time zone)
Re: Clan wars and new "Kingdom"
Sort of.
They were all text based, and obviously, didn't use what we call the "internet" now.
I think, MUDs were the term? I'd have to look it up.
RETIRED [GM] - Game Master
Please contact GM Inbox for help if you need it.
GM Inbox contact link 
ucp.php?i=pm&mode=compose&u=9711
Please contact GM Inbox for help if you need it.
ucp.php?i=pm&mode=compose&u=9711
-
- Posts: 116
- Joined: Fri Jan 19, 2018 12:04 am
Re: Clan wars and new "Kingdom"
+1 this
And P.S. Mad says he has a bridge for sale in another post, you should look into this. There was a sign posted outside that the bridge is looking for a new troll to move in. "Free Rent"!

Yes, RPG's definitely existed 30 years ago. 99% were text based, which I still play those today because I enjoy reading, but some of them even had little pixelated graphics and traversable maps. Although they were not animated in even as much of a .gif form, they certainly led to the development of MMO's and RPG's that we love today. Us old timers you could say "paved the way"

Edit: Yes Mad, they were called MUDs. I swear Ryaca is posting as he reads each new line. Apparently it is too much of a post to take in all at once. This topic however is going off topic of the original post slightly, so.... any feedback on the overall idea?
- MadMikael
- Posts: 3301
- Joined: Sat Mar 08, 2014 5:54 pm
- Location: Windsor, Ontario, Canada (EST time zone)
Re: Clan wars and new "Kingdom"
Hope you two don't get off on the wrong foot.Tarlin wrote: Wed Jan 24, 2018 8:39 pm+1 this
And P.S. Mad says he has a bridge for sale in another post, you should look into this. There was a sign posted outside that the bridge is looking for a new troll to move in. "Free Rent"!
Yes, RPG's definitely existed 30 years ago. 99% were text based, which I still play those today because I enjoy reading, but some of them even had little pixelated graphics and traversable maps. Although they were not animated in even as much of a .gif form, they certainly led to the development of MMO's and RPG's that we love today. Us old timers you could say "paved the way"
Edit: Yes Mad, they were called MUDs
Now I don't know what Ryaca meant there - and we don't always agree.
But he is a good one to talk to on the forums, and he will share ideas and opinions.
I think, if you give it a chance, you two will have some great discussions in the future.
Just pardon the fact that he is younger - not his fault - as he will make an attempt to learn things, like history, and has great respect for things that have happened before.
Just give each other a chance, is all I advise.
Edit: the bridge reference is an ongoing joke of mine, in reference to George C. Parker
RETIRED [GM] - Game Master
Please contact GM Inbox for help if you need it.
GM Inbox contact link 
ucp.php?i=pm&mode=compose&u=9711
Please contact GM Inbox for help if you need it.
ucp.php?i=pm&mode=compose&u=9711
-
- Posts: 116
- Joined: Fri Jan 19, 2018 12:04 am
Re: Clan wars and new "Kingdom"
I do believe that I was misunderstood in the situation. Everything I said was meant very lighthearted and jokingly. I took no offense to anything that was said at all, I actually laughed at the "it sucks " comment. I was waiting for who would post it since I know there is always one
.
I have read a lot of his posts, and would never have guessed him to be young. He seems rather insightful in most instances, we all have our troll moments though, so it was a little deceiving to find out he is rather young. Rest assured there is no tensions.

I have read a lot of his posts, and would never have guessed him to be young. He seems rather insightful in most instances, we all have our troll moments though, so it was a little deceiving to find out he is rather young. Rest assured there is no tensions.
- MadMikael
- Posts: 3301
- Joined: Sat Mar 08, 2014 5:54 pm
- Location: Windsor, Ontario, Canada (EST time zone)
Re: Clan wars and new "Kingdom"
Young from our point of view, I'd think.Tarlin wrote: Wed Jan 24, 2018 8:48 pm I do believe that I was misunderstood in the situation. Everything I said was meant very lighthearted and jokingly. I took no offense to anything that was said at all, I actually laughed at the "it sucks " comment. I was waiting for who would post it since I know there is always one.
I have read a lot of his posts, and would never have guessed him to be young. He seems rather insightful in most instances, we all have our troll moments though, so it was a little deceiving to find out he is rather young. Rest assured there is no tensions.
He's older than a lot of the players in the game too, I'd bet.
I was of a similar feeling - I rather enjoyed hearing stories of life before I was born (or arrived in the game) too.
I'm sorry Ryaca, if I shared more than you were comfortable with.
I just see great potential here, and I think we'll all agree that forum discussions are a good thing to encourage

RETIRED [GM] - Game Master
Please contact GM Inbox for help if you need it.
GM Inbox contact link 
ucp.php?i=pm&mode=compose&u=9711
Please contact GM Inbox for help if you need it.
ucp.php?i=pm&mode=compose&u=9711
- Ryaca
- Posts: 2681
- Joined: Fri Jan 22, 2016 3:52 am
Re: Clan wars and new "Kingdom"
I'm 42
First off i want to say welcome to the forums Tarlin
Yea i was just giving u a hard time
Thank you mad for your comments and i agree with you
I can definitely act much younger thani am at times
Not a problem at all with sharing mad
Ok all joking aside there are some reasons why i don't like this idea and i will post them when i have time
Am at work right now and i don't like to feel rushed when i am posting otherwise I'll post as if i am posting as i read each line
First off i want to say welcome to the forums Tarlin
Yea i was just giving u a hard time

Thank you mad for your comments and i agree with you
I can definitely act much younger thani am at times

Not a problem at all with sharing mad
Ok all joking aside there are some reasons why i don't like this idea and i will post them when i have time
Am at work right now and i don't like to feel rushed when i am posting otherwise I'll post as if i am posting as i read each line

BOO!