Clan buildings upkeep

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gguggu
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Re: Clan buildings upkeep

Post by gguggu »

LostKnight wrote: Wed Oct 02, 2019 10:26 pm EXAMPLE IDEA

How about buildings start to "deteriorate" after three days of not being touched.
- - After all, players have other things to do in the game as well.

deterioration can come in levels:

0 - 3 days - zero deterioration
4 -15 days - deteriorates at x
16 to 29 days - deteriorates at x*1.5
30-59 days - deteriorates at x*3
60-119 days - deteriorates at x*5
120-264 days - deteriorates at x*8
265+ days - deteriorates at x*20
I Like that idea .
I Like also if first step : 0 - 3 days is very low materials .. Maybe 5 stones and 1 or 2 planks for each castel / tower.
For second step, later 4 days OK start with many materials for repair.
Later OK all other step
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hungry_wolf
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Re: Clan buildings upkeep

Post by hungry_wolf »

gguggu wrote: Wed Oct 02, 2019 9:31 pm Penso sia troppo la riparazione giornaliera anche con 10 giocatori dentro il clan e anche se tutti i giorni si ripara.

Serve anche il tempo per fare XP, per pescare, per fare le quest, per esplorare e parlare con altri giocatori di altri clan e mappe ecc ecc ecc

È certo che con questi parametri si è tutti obbligati a passare buona parte del tempo a riparare.

Condivido la proposta di NICKPAN che raddoppia i materiali necessari per riparare se nessuno riparare tutti i giorni.
Ovvero: un clan fantasma o gestito da un solo giocatore sicuramente verrà distrutto. Giusto e bene.

Ma riparare un castello bianco tutti i giorni con cosi tante risorse moltiplicato per 11 edifici anche collegandosi tutti i giorni e anche se nel clan sono attivi circa 10 giocatori risulta davvero stressante e troppo.
Inoltre questo metodo non penalizza i clan davvero fantasmi o assenti.
Se davvero si volesse eliminare i clan fantasma sarebbe più opportuno adottare la proposta di NICKPAN che prevede una penalità per ogni giorno di totale assenza senza riparare mai nulla. Che trovo corretta e giusta.
invece i clan che ogni giorno sono attivi e riparano dovrebbero avere meno risorse necessarie da usare.

In totale credo che sia meglio un moltiplicatore delle penalità in base ai giorni di inattività.

Infine credo non vi sia neppure un rapporto sano e giusto tra le risorse necessarie per riparare un castello 2850 e un castello 500.
Ciò significa che si incentiva e si premia ad avere tanti edifici di livelli basso.
Lo trovo assurdo ciò.

Grazie per l'attenzione e per aver letto la mia idea.
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Infine voglio destinare queste ultime righe ad un giocatore in particolare: hungrywolf: caro lupaccio che a noi piaccia costruire, fare XP (ci sono italiani che ti hanno superato da un pezzo) , intrattenere rapporti amichevoli con altri player da tutto il mondo e tante altre cose ancora ... Be... Non ci vedo nulla di strano.
È ciò che hai fatto anche tu fino a che stavi insieme a tutti noi. (Creando pure più basi in cui giocavi solo tu).
La cosa certa è che poco dopo che sei uscito dal nostro clan perche volevi a tutti i costi farci fare guerre inutili... Be.. Da solo hai smesso di giocare. Il tuo livello è fermo da anni e non hai fatto più nulla.
Infine sappi che i nostri livelli di siege sono più che buoni e cosi pure la nostra esperienza nei pvp.
Non c'è assolutamente bisogno di essere dei provocatori attaccabrighe per divertirsi.
E tu ne sei l'esempio lampante infatti con le tue sacre e perfette teorie hai pure smesso di giocare!

Perciò le tue magre considerazioni su ciò che a noi piace o non piace sappi non è affar tuo soprattutto perche non hai nemmeno il coraggio di dirlo direttamente a noi.

Certamente tu come tutti possono commentare e speculare in tutti i modi su ciò che fa di più invidia.
I fatti è che sei off e la tua voce in capitolo per questo conta meno di zero!
Gli anni passano ed è opportuno che anche tu cresca! Negli anni le cose cambiano , i piaceri pure ma tu no.
Mi spiace per te.
Addio
edited
Sword dislike sieging - hungrywolf
Dwarf dislike mining - tarvos
Archer dislike crafting - matcauthon
Ogre dislike fishing - heimdall
Mage dislike magic - ogonbat

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Lestat
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Re: Clan buildings upkeep

Post by Lestat »

No offence meant, but if you have personal issues this isnt where to post them...thanks
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SellSword
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Re: Clan buildings upkeep

Post by SellSword »

Practically speaking (yeah, it's a game), I don't think buildings need repairs at a uniform rate. That is, older buildings require more repair than newer buildings. The FT equivalent might be some sort of increasing scale because if you have structures fixed starting to deteriorate the next day is a little odd.

If repairs completed by clans and allies are largely the same with the gold coming from the one who does repairs would it be an option with the game mechanics to allow only clans to repair all the way?

As a poor example, assume X is the max level of a structure. If it deteriorates to X-1 allies could only repair up to that level in the event of sieges. At the next deterioration stage of X-2 allies could only repair up to that level. If the actual clan repairs then that would raise the level for ally repairs as well. If no clan is involved in the repair allies wouldn't be able to keep the structure alive forever.
Last edited by SellSword on Thu Oct 03, 2019 12:56 pm, edited 1 time in total.
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Cleopatra
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Re: Clan buildings upkeep

Post by Cleopatra »

It would be nice if two or more Clans that are slightly inactive could combined and make one more active Clan. Of course this would require assistance from the GM's. It could free up a lot of space!
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rev1
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Re: Clan buildings upkeep

Post by rev1 »

i think resource upkeep is too high.
20 planks 34 stone a castle.
If your not high skill 20 planks still take quiet some time to create, especially with fail rates.
and you also got to repair after creating them
you easily be spending between 1-2 hours just getting the materials and repairing.
so even if you have 10 active players in clan each needs to spend this time daily for upkeep.

Thise of us who have work, school or a life wont be able to play, only do upkeep.
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Maddy_31
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Re: Clan buildings upkeep

Post by Maddy_31 »

I think this is a great idea.

I also think players should work on their skills before joining a clan if they have any problems with how many mats are required to repair or upkeep a building.

I say +1 for this new concept. Thank you comp.
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Lestat
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Re: Clan buildings upkeep

Post by Lestat »

Ive been told allies will be able to help with upkeep. This basically will mean the "main" maps wont notice much change. The ones this will affect are the smaller clans with fewer members and few allies.

This will stop new clans from forming and force players to " pick a side ". We will see some areas end up cleared because they cant keep up. It gives major clans the ability to just claim more space. Basically meaning "the side " with the most people will take control of the cleared areas. (No new clans are gonna try building. Especially if it cost more to upkeep than actually build)

The clans with the higher level players that can craft hi-level gears to sell will have the money needed to pay the costs..players 300 and under wont be able to provide enough gold to pay upkeep charges.

I believe upkeep should be required. But should penalize inactive not newer clans. This is why i think allowing allies to absorb these costs is wrong. There are clans that exist only because they have members( even tho they havent been active in months or years) these will be kept alive because allies dont want these areas opened and allowing enemies access. Some clans have alts as duke just so the builds can remain while their active accounts are fighting wars in other clans( these will be kept alive because again, allies dont want these areas opening)
But the new clan made of players choosing not to fight, with few allies, these will disappear in a few months because they serve no " greater " purpose. They dont defend an area deemed important to the war, so major clans wont care of their outcomes. These are the ones that will suffer.
What happens when these areas open up ? The major clans will send an "alt" to claim these opened areas to stop "enemies" from filling them.

Im not sure how to actually solve the issues i have mentioned. The easiest would be to stop ally help, but then this pretty much ruins why we have ally support.
Is there a way to determine who is doing repairs? Or make the actual clan name coffers pay the gold costs? Once gold from "inactive" clans is gone, allies can no longer repair ?
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rev1
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Re: Clan buildings upkeep

Post by rev1 »

@lestat

we are asuming different things i think.
I asume that clan upkeep gold will be taken from clangold. not from those who are repairing.
the whole concept of clangold is there to pay for clan buildings, so this seems logical to me.

If gold would be taken from those repairing that would be strange indeed.

maybe its even possible that planks and stone are taken from the tower on a daily basis, insteadof having someone repair.

both the use of clangold and resources taken from the towerwould require clanmembets to put it in there.

we simply dont know yet how comp is implementing this
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compbatant
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Re: Clan buildings upkeep

Post by compbatant »

rev1 wrote: Thu Oct 03, 2019 5:55 am @lestat

we are asuming different things i think.
I asume that clan upkeep gold will be taken from clangold. not from those who are repairing.
the whole concept of clangold is there to pay for clan buildings, so this seems logical to me.

If gold would be taken from those repairing that would be strange indeed.

maybe its even possible that planks and stone are taken from the tower on a daily basis, insteadof having someone repair.

both the use of clangold and resources taken from the towerwould require clanmembets to put it in there.

we simply dont know yet how comp is implementing this
There is no difference between repair and upkeep. It is the same.
Clan for repairs is taken from clan gold.
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