Clan buildings improvements
Moderator: Game Administrators
-
- Posts: 467
- Joined: Mon May 26, 2014 1:15 am
Re: Clan buildings improvements
Yeah i didnt like this update yes but we cant do nothink (creater doesnt plays game lol), will need do lot changes at BK city that for sure will not make him stringer but weaker
This update isnt end for clan lifes if walls were more easier idk if u understand
Walls got hard way to build resolve that and problem of this update is done
This update isnt end for clan lifes if walls were more easier idk if u understand
Walls got hard way to build resolve that and problem of this update is done
dinoponte1000 lvl1065 mage(BK)
dinoponte100 lvl114 mage(lilB)
Kheiron lvl380 archer(BK)
dinoman lvl102 dwarf(BK)
yeti lvl130 ogre(BK)
yetii ogre
dinoponte3 swordsman
dinoponte archer
Quem100000 mage
Languages spoken:
Potugues,English
dinoponte100 lvl114 mage(lilB)
Kheiron lvl380 archer(BK)
dinoman lvl102 dwarf(BK)
yeti lvl130 ogre(BK)
yetii ogre
dinoponte3 swordsman
dinoponte archer
Quem100000 mage
Languages spoken:
Potugues,English
-
- Posts: 153
- Joined: Sat Oct 12, 2013 12:00 am
- Location: Utah
- Contact:
Re: Clan buildings improvements
YOU ALL ARE IN THE WRONG TAKING ADVANTAGE OF WHAT ONLY HURT YOUR ENEMYS.... RASH: WHY THEY GET TO MOVE ANYTHING???? AGAIN?????... THEY HAD 0 SEAL... BK: 0 SEAL... GODZ: 0 SEAL... building replacement was to fix gaps not reorginize your scattered buildings... just when u have faith that maybe DR was compensated for unseen update you guys take advantage and move builds around and place walls to create a seal... i give up... i need a gm to contact me in game to fix top left clan map... and id like a better arrangment on my top right clan map... it looks ugly... once again great job bk rash godz on taking advantage of a situation... guess u have no honor as we all knew... rash compound is 100% gm built now... take pride in ur hard work hah
}-)
-
- Posts: 467
- Joined: Mon May 26, 2014 1:15 am
Re: Clan buildings improvements
Wont coment what u said about BK , if u even looked at BK city u would see what changed , so if u didnt saw shut up
dinoponte1000 lvl1065 mage(BK)
dinoponte100 lvl114 mage(lilB)
Kheiron lvl380 archer(BK)
dinoman lvl102 dwarf(BK)
yeti lvl130 ogre(BK)
yetii ogre
dinoponte3 swordsman
dinoponte archer
Quem100000 mage
Languages spoken:
Potugues,English
dinoponte100 lvl114 mage(lilB)
Kheiron lvl380 archer(BK)
dinoman lvl102 dwarf(BK)
yeti lvl130 ogre(BK)
yetii ogre
dinoponte3 swordsman
dinoponte archer
Quem100000 mage
Languages spoken:
Potugues,English
-
- Posts: 3032
- Joined: Fri Oct 18, 2013 12:00 am
- Location: United States of America
Re: Clan buildings improvements
rash had no seal, but they did have internal walls built to make it impossible for enemies to build in that area... now buildings can be built in those areas, so to correctly compensate we either build them 100 internal walls or move theirs to border walls - I chose the latter
Beeware the Spiral Blitzbees...

-
- Posts: 153
- Joined: Sat Oct 12, 2013 12:00 am
- Location: Utah
- Contact:
Re: Clan buildings improvements
well good job bro... you gave them a seal and made DR look like a 2nd grader built it... but hey... alls good right... DR enemys benefit again... now i have to look at ugly placed stuff cuz time isnt there to place things properly... but its cool... ow btw... still alot of holes on map top left... which is so ugly right now i dont even wanna be on that map... but maybe cuz i have 1000000x more building XP than anyone i see maps different... guess thats why my family WAS only clans with a sealed off no entry keep walkin base... but now it looks like a tornado came threw and stuffd everything into a glass stirred it up and droppd it yellin YATZEE!!!...
}-)
- Gandalf
- Site Admin
- Posts: 1081
- Joined: Thu Feb 21, 2013 1:00 am
- Location: Heidelberg, Germany
Re: Clan buildings improvements
no worries, jive, we will fix your camp, too 

Forum Admin and Gamemaster
Useful links: Forum Rules | Game Rules | Items | Quests | Monsters
Spoken languages: English, German
Useful links: Forum Rules | Game Rules | Items | Quests | Monsters
Spoken languages: English, German
- rearrow
- Posts: 1775
- Joined: Wed Jul 16, 2014 9:48 am
Re: Clan buildings improvements
cant be on much today, please talk to any raw to close our compound.
havent seen update but i see a few issues:
1) wall limit should now be raised, suddenly a lot more are needed.
2) walls around castles/tower to close gap should be same lvl as castle. or they be killed too easy
3) towers/castlrs previously safe. but now destroyed because enemies took advantage of this UNANOUNCED UPDATE should be replaced by GM.
4) targeting by command instead by clicking on a player is needed now/ not later. you can now easily hide behind a tower. on a small screen phone it is now almost impossible to target a player next to a tower because your finger is a lot bigger then tower and player combined. if u hide between tower and wall the wall or tower will be selected not the player.
so we need command '/target playername' or a separate button.to target players or buildings. more comments follow when i wake up. 5am and still in bed
havent seen update but i see a few issues:
1) wall limit should now be raised, suddenly a lot more are needed.
2) walls around castles/tower to close gap should be same lvl as castle. or they be killed too easy
3) towers/castlrs previously safe. but now destroyed because enemies took advantage of this UNANOUNCED UPDATE should be replaced by GM.
4) targeting by command instead by clicking on a player is needed now/ not later. you can now easily hide behind a tower. on a small screen phone it is now almost impossible to target a player next to a tower because your finger is a lot bigger then tower and player combined. if u hide between tower and wall the wall or tower will be selected not the player.
so we need command '/target playername' or a separate button.to target players or buildings. more comments follow when i wake up. 5am and still in bed
-
- Posts: 66
- Joined: Tue Jan 06, 2015 6:08 pm
Re: Clan buildings improvements
This is ridiculous TRIO whole base is open for the take and not a single mod here fixing nothin.. bad update said was to build tighter but yet still cant close space I tried before against trees wasn't that the whole point to walk thru or build walls tighter but only thing it does is makes every camp accessible for enemys RIDUCULOUS PLEASE COME FIX OUR BASE ..AND I AGREE 100PERCENT BK RASH ALWAYS GET HOOKED UP THEY ARE GREAT ABOUT KISSING BASS..
-
- Posts: 3032
- Joined: Fri Oct 18, 2013 12:00 am
- Location: United States of America
Re: Clan buildings improvements
I sought out TRIO twice and was told everything was good.... I'll be back around to you as I can after my family and other clans I've already talked with
Beeware the Spiral Blitzbees...

- rearrow
- Posts: 1775
- Joined: Wed Jul 16, 2014 9:48 am
Re: Clan buildings improvements
IMPORTANT SUGGESTION:
Next update to do with clans:
1) pm dukes a few days in front or use system msg
2) announce update time so dukes can arange to have representation there.
3) have mods available on each clan map.
ONLY THEN DO THE UPDATE.
this would :
A) prevent a lot of irritation and extra work by players and mods
B) At least partly prevent sime players of using problems resulting of update to their advantage
C) allow clans (dukes) to discuss and agree needed changes to their cities which result from the update
now raw got to coordinate with trek and dr (easy) and rash (hard) on top mid map.
with dr trio lgnd on top left.
all different time zones and mods will have to do changes for emergancy plugs, then later undo them when clans have coordinated. for instance trek removed a low tower so raw could try to plug a gap.
in another case a plug for a tower blocked a gate. etc
now the first one to get hold of amodgets the advantage. the fact that rash constantly comes out better after a change is probably because they are there when the update is done, while others are asleep.
so this time rash got their city suddenly walled up (free) mike and eclipse immediately went to dr compound and used gap to kill dr tower.
the 3 newest rash bennefits after their free high towers:
1 walled city for free. enemy tactic of sneaking in compound. killing a rash before dying by towerfire diesnt work abymore. it was the only way we could prevent further raising of buildings ir prevent new tower.
2 getting protected and advantages because they get helped first. not on purpose if gm, but its the reality
3 making use of the same flaws to kill enemy buildings and members before gm has time to help these enemies to plug the holes.
please dont say mike and eclipse are not rash anymore. they are allies and rash at heart. (which I respect ).
please note that im.not blaming rash. its an example close to home. but gm gotto correct this now and prevent it in the future.
so...
last suggestion . make all buildings invulnarable temporarily until issues solved.
and switch of pvp on clan maps for a few days.
now some high lvls are just hanging around the clan maps killing those who try to repair gaps or even just inspect their buildings/wall
Next update to do with clans:
1) pm dukes a few days in front or use system msg
2) announce update time so dukes can arange to have representation there.
3) have mods available on each clan map.
ONLY THEN DO THE UPDATE.
this would :
A) prevent a lot of irritation and extra work by players and mods
B) At least partly prevent sime players of using problems resulting of update to their advantage
C) allow clans (dukes) to discuss and agree needed changes to their cities which result from the update
now raw got to coordinate with trek and dr (easy) and rash (hard) on top mid map.
with dr trio lgnd on top left.
all different time zones and mods will have to do changes for emergancy plugs, then later undo them when clans have coordinated. for instance trek removed a low tower so raw could try to plug a gap.
in another case a plug for a tower blocked a gate. etc
now the first one to get hold of amodgets the advantage. the fact that rash constantly comes out better after a change is probably because they are there when the update is done, while others are asleep.
so this time rash got their city suddenly walled up (free) mike and eclipse immediately went to dr compound and used gap to kill dr tower.
the 3 newest rash bennefits after their free high towers:
1 walled city for free. enemy tactic of sneaking in compound. killing a rash before dying by towerfire diesnt work abymore. it was the only way we could prevent further raising of buildings ir prevent new tower.
2 getting protected and advantages because they get helped first. not on purpose if gm, but its the reality
3 making use of the same flaws to kill enemy buildings and members before gm has time to help these enemies to plug the holes.
please dont say mike and eclipse are not rash anymore. they are allies and rash at heart. (which I respect ).
please note that im.not blaming rash. its an example close to home. but gm gotto correct this now and prevent it in the future.
so...
last suggestion . make all buildings invulnarable temporarily until issues solved.
and switch of pvp on clan maps for a few days.
now some high lvls are just hanging around the clan maps killing those who try to repair gaps or even just inspect their buildings/wall