Clan buildings upkeep

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terminator
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Re: Clan buildings upkeep

Post by terminator » Wed Oct 02, 2019 9:12 pm

NightBaby wrote:
Wed Oct 02, 2019 9:03 pm
Perfect. I think this is a very reasonable amount. Any AcTiVe clans shouldn't have any problems ;)
Agreed.

For those wondering gold amounts I can post values for each 100 lvls if someone wants, but note the MOST expensive build in the game has a repair cost of 4.2m gold per day. A farm in comparison makes 14.4m gold per day.
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Lestat
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Re: Clan buildings upkeep

Post by Lestat » Wed Oct 02, 2019 9:19 pm

terminator wrote:
Wed Oct 02, 2019 9:12 pm
NightBaby wrote:
Wed Oct 02, 2019 9:03 pm
Perfect. I think this is a very reasonable amount. Any AcTiVe clans shouldn't have any problems ;)
Agreed.

For those wondering gold amounts I can post values for each 100 lvls if someone wants, but note the MOST expensive build in the game has a repair cost of 4.2m gold per day. A farm in comparison makes 14.4m gold per day.
I assume you helped development of this term. So if not enough gold you cant repair? And does it work same as current repairs? If so all you have done is hurt smaller and newer clans with few allies.. nothing else will change. Allies will keep the clans they need alive and let the ones they dont find useful die.
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gguggu
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Re: Clan buildings upkeep

Post by gguggu » 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.
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gguggu
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Re: Clan buildings upkeep

Post by gguggu » Wed Oct 02, 2019 9:36 pm

I'm so sorry for write in italiano.
But is so long and is hard write in englisch.

So i thinck is better for understand my message use traslator please.

Italiano to englisch.

Ty all
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LostKnight
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Re: Clan buildings upkeep

Post by LostKnight » Wed Oct 02, 2019 9:53 pm

by gguggu » Wed 2 Oct, 2019 @ 16:31 in Italian ... translated by an on line translator:

I think it's too much daily repair even with 10 players inside the clan and even if every day repairs.

It also takes time to do XP, to fish, to do quests, to explore and talk to other players of other clans and maps etc etc etc etc

It is certain that with these parameters you are all obliged to spend much of the time repairing.

I agree with NICKPAN's proposal that it doubles the materials needed to repair if no one repairs every day.
That is: a ghost or one-player clan will surely be destroyed. Right and right.

But repairing a white castle every day with so many resources multiplied by 11 buildings even connecting every day and even if the clan are active about 10 players is really stressful and too much.
Moreover, this method does not penalize clans that are truly ghosts or absentees.
If you really wanted to eliminate the ghost clans it would be more appropriate to adopt the proposal of NICKPAN which provides a penalty for each day of total absence without ever repairing anything. Which I find correct and fair.
instead, clans that are active and repairing every day should have fewer resources to use.

In total I think it's better to have a penalty multiplier based on the days of inactivity.

Finally, I do not think there is even a healthy and just relationship between the resources necessary to repair a castle 2850 and a castle 500.
This means that it incentivizes and rewards you to have so many buildings of low levels.
I find that absurd.

Thank you for the attention and for reading my idea.
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Finally I want to dedicate these last lines to a player in particular: hungrywolf: dear wolf that we like to build, make XP (there are Italians who have passed you for a while), entertain friendly relations with other players from all over the world and many other things still ... Be... I don't see anything strange about it.
That's what you did until you were with all of us. (By also creating more bases where you only played.)
What's certain is that shortly after you left our clan because you wanted to make us do useless wars at all costs... Be.. You stopped playing alone. Your level has been steady for years and you haven't done anything.
Finally, know that our siege levels are more than good and so is our experience in pvps.
You don't have to be a provocative brawler to have fun.
And you are the obvious example in fact with your sacred and perfect theories you have also stopped playing!

Therefore, your meagre considerations about what we like or dislike are not your business, especially since you don't even have the courage to say it directly to us.

Certainly you as everyone can comment and speculate in all ways about what makes you more envious.
The facts are that you are off and your say for this counts less than zero!
Years go by and you should grow too! Over the years things change, the pleasures as well but you don't.
I'm sorry about you.
Goodbye
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Lestat
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Re: Clan buildings upkeep

Post by Lestat » Wed Oct 02, 2019 9:58 pm

Gguggu, no the proposed plan does not encourage low builds, a 500 castle requires half the mats of a maxed castle, this encourages max builds.

Nickpans idea will kill off any new clans within days of starting a build. This is even more unfair than the proposed plan, which will allow smaller clans a chance to grow while maintaining.

No it will not require hours of time to make the necessary repairs. Unless you are a skill 1 account. If you think its too much upkeep, you can always reduce your amount of builds, recruit players, or sell your clan.
We are judged more by our actions than by the words we speak. Remember this, as our actions are a direct result of how we deal with situations, our words can be contemplated and show compassion when in actuality we have none.
pipidic
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Re: Clan buildings ukpeep

Post by pipidic » Wed Oct 02, 2019 10:01 pm

hungry_wolf wrote:
Wed Oct 02, 2019 6:05 pm
Barkley wrote:
Wed Oct 02, 2019 5:14 pm
I think these is to much to repair, when you have a big base for example ITA, they have 4 castles and a big number of towers... to repair all of that they need fix 1000 mets a day!? Is just an example. Dosemt seeam this to much??
they like to build :D
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Mr_Maks
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Re: Clan buildings upkeep

Post by Mr_Maks » Wed Oct 02, 2019 10:17 pm

Personally, I would never start building a new clan with such conditions.I think many players too.
We started playing a game in which you can play whenever you want and everyone can have problems or time when you can’t play ft.
Let's not forget that the game is not a real life in which you need to take care of it every day.The fact that clans will need to be served every day will only devalue them.I'm sure almost every clan in ft will disappear and the Nikpan clan will.As the one who defended the Nikpan clan, I can say this with confidence.He and his team still have not returned the destroyed Claw buildings that were destroyed to him literally all the same on his clan.

I repeat, I would never start building a clan knowing that the game will make me look after them every day is the most boring task that can be in the game.If I wanted to do this, then there are many more popular games of such a plan as clash of clans.Let's not turn ft upside down just to get rid of inactive clans that essentially don't bother anyone.I remind you that for new clans a new map of clans can always be created and this will be decided.

This formula will destroy them after a long time, barely affecting the gameplay so as not to scare away the players and this is enough.Compbatant made it as correct as possible.And enough to come up with all sorts of complications for the game complexity,it will never help the game get new players.
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LostKnight
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Re: Clan buildings upkeep

Post by LostKnight » 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
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gguggu
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Re: Clan buildings upkeep

Post by gguggu » Wed Oct 02, 2019 10:27 pm

maybe you're right lestat.
maybe I just have to experiment with the new version before judging the creator's idea.
penalize the new clans I find it unfair so I think you said right and better than me.


P.S. I always liked the sale of bases ...;)))
anyone interested in buying bases ???

ITA is not for sale.
but other bases maybe yes.

in all clan maps there may be good proposals so come forward
;))
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