viewtopic.php?p=118484#p118484LostKnight wrote: Thu Oct 17, 2019 3:07 pmOh I missed that ... got a link?Barkley wrote: Thu Oct 17, 2019 2:55 pm The "siege" you mention will be in game soon. It was already announced
Clan service and the fate of active and inactive clans
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- Barkley
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Re: Clan service and the fate of active and inactive clans
Ariminum
First FT Lumberjack World Champion
Added ideas: More friends list space
Other ideas: New clan rank: Mayor, The team page
Co-creator of the Ember Islands clan map with KalenFirst
- hungry_wolf
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Re: Clan service and the fate of active and inactive clans
yes I read it, is good but less funny



Sword dislike sieging - hungrywolf
Dwarf dislike mining - tarvos
Archer dislike crafting - matcauthon
Ogre dislike fishing - heimdall
Mage dislike magic - ogonbat
Member of Ignobili of Ft
Duke of dead clan FTFR
Dwarf dislike mining - tarvos
Archer dislike crafting - matcauthon
Ogre dislike fishing - heimdall
Mage dislike magic - ogonbat
Member of Ignobili of Ft
Duke of dead clan FTFR
- LostKnight
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Re: Clan service and the fate of active and inactive clans
But that is not a "siege" and not what hungry_wolf was talking about. That's just decaying buildings, and of course I knew that.Barkley wrote: Thu Oct 17, 2019 3:13 pmviewtopic.php?p=118484#p118484LostKnight wrote: Thu Oct 17, 2019 3:07 pmOh I missed that ... got a link?Barkley wrote: Thu Oct 17, 2019 2:55 pm The "siege" you mention will be in game soon. It was already announced
hungry_wolf's idea is to have a [CLAN] that is not a player clan, but one run by the "system" (server) on random maps at random times to siege buildings. Active clans would attack the "[Sys] Siege" clan and protect their buildings.
Inactive clans would have buildings damaged and not repaired, and if other clans on the map did not attack and kill the "[Sys] Siege1 to [Sys] Siege10" (as an example) characters they might just do a LOT of damage or kill an "inactive" clan over time.
Let me add to hungry_wolf's idea: they once they start to attack a clan, they attack all of that clans buildings 24/7/365 or until they are killed. Finished killing off a clan or being killed themselves and the random cycle starts again.

I actually quite like that idea:
Stay tuned, different clan map, different clan attacked, different [Sys]clan time!
I'll fight for what I think is right!
- Storms7
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Re: Clan service and the fate of active and inactive clans
+1hungry_wolf wrote: Thu Oct 17, 2019 2:24 pm I m not involved in clans anymore, but I don't like the idea of inactive clans. if no active clan attacks to check clan survey, I like the idea could exist a 'system clan' that siege randomly, if a clan is really inactive, would be damaged or destroyed. this would wake up some that think to own pieces of the game
moreover, to compensate disturb of attack, who defeat attackers could get a reward. maybe could make game more interesting..
OK MAYBE I WILL USE THIS ACCOUNT EVERY ONCE IN AWHILE
- Barkley
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Re: Clan service and the fate of active and inactive clans
So I misunderstood it. But it is basecly that it damages buildings like what was announced...LostKnight wrote: Thu Oct 17, 2019 4:27 pmBut that is not a "siege" and not what hungry_wolf was talking about. That's just decaying buildings, and of course I knew that.
hungry_wolf's idea is to have a [CLAN] that is not a player clan, but one run by the "system" (server) on random maps at random times to siege buildings. Active clans would attack the "[Sys] Siege" clan and protect their buildings.
Inactive clans would have buildings damaged and not repaired, and if other clans on the map did not attack and kill the "[Sys] Siege1 to [Sys] Siege10" (as an example) characters they might just do a LOT of damage or kill an "inactive" clan over time.
Let me add to hungry_wolf's idea: they once they start to attack a clan, they attack all of that clans buildings 24/7/365 or until they are killed. Finished killing off a clan or being killed themselves and the random cycle starts again.![]()
I actually quite like that idea:
Stay tuned, different clan map, different clan attacked, different [Sys]clan time!
Ariminum
First FT Lumberjack World Champion
Added ideas: More friends list space
Other ideas: New clan rank: Mayor, The team page
Co-creator of the Ember Islands clan map with KalenFirst
- LostKnight
- Posts: 6445
- Joined: Sat Sep 09, 2017 8:02 pm
- Location: Rockhiem nord i Steinhus nær Kedington
Re: Clan service and the fate of active and inactive clans
It happens. No harm, no foul.Barkley wrote: Thu Oct 17, 2019 5:11 pm So I misunderstood it. But it is basecly that it damages buildings like what was announced...

I'll fight for what I think is right!
- Storms7
- Posts: 425
- Joined: Sat Oct 12, 2019 4:38 am
Re: Clan service and the fate of active and inactive clans
That's the way I see it also.SellSword wrote: Thu Oct 17, 2019 2:54 am I would say yes. Clan members are responsible for their own actions and shouldn't be allowed to hide with an argument of "I didn't place it here." How easy would it be to have some low-level alt place spam and others to work on it? Goes for the initial building as well as repairing.
OK MAYBE I WILL USE THIS ACCOUNT EVERY ONCE IN AWHILE
- coolguy
- Posts: 131
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- Location: Riyadh, Saudi Arabia
Re: Clan service and the fate of active and inactive clans
Good idea, +1 Makes clan more noticeable and more active.LostKnight wrote: Thu Oct 17, 2019 4:27 pmBut that is not a "siege" and not what hungry_wolf was talking about. That's just decaying buildings, and of course I knew that.
hungry_wolf's idea is to have a [CLAN] that is not a player clan, but one run by the "system" (server) on random maps at random times to siege buildings. Active clans would attack the "[Sys] Siege" clan and protect their buildings.
Inactive clans would have buildings damaged and not repaired, and if other clans on the map did not attack and kill the "[Sys] Siege1 to [Sys] Siege10" (as an example) characters they might just do a LOT of damage or kill an "inactive" clan over time.
Let me add to hungry_wolf's idea: they once they start to attack a clan, they attack all of that clans buildings 24/7/365 or until they are killed. Finished killing off a clan or being killed themselves and the random cycle starts again.![]()
I actually quite like that idea:
Stay tuned, different clan map, different clan attacked, different [Sys]clan time!
I'm the palm between the two swords
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