Ideas for improving land situation on clan maps.

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RyoHazuki
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Ideas for improving land situation on clan maps.

Post by RyoHazuki »

I have made this post so we have somewhere to discuss ideas relating to the clan map land area issue.
Obviously, there is a limited amount of space and we have to work together to find a solution.
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Cleopatra
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Re: Ideas for improving land situation on clan maps.

Post by Cleopatra »

My idea for Ft upkeep/maintenance/repair

All buildings building structures should lose HP gradually over a period of time. If no one is there to repair it or maintain it eventually it would be destroyed. For example if you didn't maintain your wall eventually you would have a hole where other enemy Clans could break through. Maybe the speed on how quickly you can repair (or maintain) a building structure could rely on how high level your Hammer experience is too. The rate of the degrade a building structure would NOT be determined by the level. Even the highest-level structures would need to be maintained periodically (or eventually crumble ^_~) The more active a clan the more often they would be able to repair/maintain their structures.

I feel that this idea would be very easy to implement. The Hammers already there as a icon when you need to repair a building. Maintenance on building structures would not be determined by the amount of gold in a clan but be determined by the activity of the clan members.
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RyoHazuki
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Re: Ideas for improving land situation on clan maps.

Post by RyoHazuki »

Some ideas are as follows:
1) consolidate our buildings. This means, writing down total number of levels on the buildings that a clan owns. The next step, is to decide on a number of how many buildings a clan can have. Wether that is per map, or throughout the game is the creator's/gm's call.
Then, delete all the structures on the maps and give people their allocated buildings amount and all of their previously earned levels on these fewer buildings. That will be the tricky part, but we will figure out a way. Then eveyrone gets to keep what they accomplished and take up a fairer amount of space. If a clan has the agreed upon amount of buildings already, they can choose to keep their structure or relocate?
Anyway, that's the consolidation idea as proposed by other members of the ft community.

2) keep old clan maps as they are and let the natural progression unfold as it always has, add new maps over time with different rules, I.e. fewer buildings, some form of tax if you think it's appropriate, then people can choose to if they want to spend their time building there when they know they're going to be taxed.

One more thing, are mage craft and regular craft stations just a waste of space? I think it was a good idea, but if there is such a struggle for land, then why not go back to the old system of crafting everything in towers/castles? Then there'd be more space for others to build.
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RyoHazuki
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Re: Ideas for improving land situation on clan maps.

Post by RyoHazuki »

Great idea Cleo. It we go down that route then it should not be so much of a burden that we can't add levels onto our buildings as well.
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_NICKPAN_
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Re: Ideas for improving land situation on clan maps.

Post by _NICKPAN_ »

Cleopatra wrote:My idea for Ft upkeep/maintenance/repair

All buildings building structures should lose HP gradually over a period of time. If no one is there to repair it or maintain it eventually it would be destroyed. For example if you didn't maintain your wall eventually you would have a hole where other enemy Clans could break through. Maybe the speed on how quickly you can repair (or maintain) a building structure could rely on how high level your Hammer experience is too. The rate of the degrade a building structure would NOT be determined by the level. Even the highest-level structures would need to be maintained periodically (or eventually crumble ^_~) The more active a clan the more often they would be able to repair/maintain their structures.

I feel that this idea would be very easy to implement. The Hammers already there as a icon when you need to repair a building. Maintenance on building structures would not be determined by the amount of gold in a clan but be determined by the activity of the clan members.
Before see your idea cleo. I posted something similar with your check my idea in original and first topic about upkeep.
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Kulgan
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Re: Ideas for improving land situation on clan maps.

Post by Kulgan »

Hi!
Ok i copy this post here aswell because it seem to be the best place for it.

First of all I'd like to thank the creator and the gm team as well as all the players who contributed to this amazing game. I've been playing it for years and i love it.

I'd like to post a few ideas and suggestion. As i se it there are those players who are into pvp and those who are more into building and crafting. Now my ideas may be a long way from completed but i belive we can satisfy most ppl by adding one or a few non pvp maps. On these maps we put predetermined slots where clans can buy 1 castle per clan for x amount of gold. A suggestion may be to put a portal at start map that will take you to this area.

Now these castles can be upgraded in the normal way by gathering matereals and hammering them levels up there. If possible the matereals can change at higer lvl for example lvl 1 to 100 u need x amount of planks, stones and gold. 101 to 200 you need planks, stone, meteor stones and gold and so on.

Now the lvls will enable the craft menues and for example the higer the lvl the higer or better items show up in the craft menu. Allso at some preset lvls u gain 1 more tab of inventory, like at lvl 1 you get 1 tab of 20 slots at lvl 50 you get 2 tabs of a total of 40 slots and so on in a well balanced manner. Now there can allso if possible as a future menu be a bassar/market where clans can sell items (for a set prise to prevent game economy staggering). There may be more menues to be added based on new ideas here :lol: .

These castles can only be purchased by clan duke and they can only be sold by clan duke. They can not be killed by players ( non pvp map) but they can be taxed a well balanced amount of gold to prevent the same problem as the current clan maps. If the clan is out of funds to pay tax the castle will lose like 50 lvls per day (can be more or less) to make sure non active castles are destroyed to leave room for other clans to build there. This will hopefully solve the issue with some what peaceful clans that want to build something to use as storrage aswell as facilities to craft in and out of harms way from clan wars.

Now when this/these new maps are set in to play clans will be given time to clean out the items in the current clan buildings on the 4 clan maps. When done gm's may sell all clan buildings on all 4 clan maps one clan at a time at full price. Then maby as compensation for build time be given one of them castles on non pvp map (maby at a sirten lvl depending on the time spent building their base) so that they can use it to craft and store items.

When all 4 clan maps are totally clean new rules can be set there and my suggestion is to use Crescent Qs ideas of fun warfare to satisfy the players that love the clan war/pvp aspect of the game. These 4 maps can be used to build bases to defend and destroy with parameters that enables the clan group to use different tactics for attack and defense. A idea may be to use the old way to build castles and towers (craft buildings and farms not needed due to castle at non pvp map) buying them for gold, maby if possible put materials in to the mix. If u have the gold and materials in your bags the upgrade is instant. This might provide the fun and interesting as well as ballanced wars Cresent sugested.

Doing this may give players something to spend their gold at while having loads of fun and still be free to do whatever they want.

I know this is just some ideas that will take time to put in to place even if they are accepted by ppl and gm staff, i hope you guys got some inspiration on how to evolve a already greate game.

Kulgan
Cya around Guys and Gals! Take care and have fun until next time! :D
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ardesia
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Re: Ideas for improving land situation on clan maps.

Post by ardesia »

I like the idea of a non pvp map devoted to buildings where clan mates can craft, as Kulgan described it.
It would be nice if dukes earn the rigt to build in this map after completing a quest, that could be a quest requiring a group of players working together, so to induce clans to really be players groups.
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timewarp
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Re: Ideas for improving land situation on clan maps.

Post by timewarp »

My suggestion would be have a weekly or biweekly upkeep of 1% or 2%....would give time to prepare for it every week (or 2 weeks) and u would know when it's going to be removed.....would provide adequate time to prepare for the clan gold removal and would also cause some need for downsizing for clans who can't maintain wat they have now....I think should compensate clans for buildings they will have to sell...say give them 1.5x or 2x wat the building is worth to compensate for time spent on buildings....it will also help load their banks so will have money for upcoming upkeep costs
timewarp
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Re: Ideas for improving land situation on clan maps.

Post by timewarp »

Making room is the main idea behind this and this would do so....would also keep people active if they want to maintain their "glorious" city....1% is deffinately feasible especially if have several active members
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Crescent Q
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Re: Ideas for improving land situation on clan maps.

Post by Crescent Q »

Since Kulgan, reposted in this similar topic and mentioned my ideas, thought to put in here, the Catapult/Trebuchet(New Siege) I suggested and Ballista Skill that kromelg and I agree on as well tweaks on them to make them better. Kulgan's got some good idea's for the Non-Pvp aspect of certain maps for that...that way it fits for all players without the force of WarFare, when they just want to Craft and Build without the pressure.

Re: Upcoming changes: Clans - Structures Upkeep
PostMon May 30, 2016 8:04 pm

kromelg wrote:
I remember times when sieges were used really for attacking and destroying buildings.
Then buildings hp was increased 10 times, but sieges damage was increased only 6.6 (from 300 to 2000).
And people started use sieges only for store items. Then walking speed of players who have sieges was decreased too
and players stop build it. I think no one will argue that the siege weapons are not currently used at this game.
Also, the skills have been introduced, which made construction easier and faster. But mechanics for the use sieges remained the same.

In my opinion the main reason for the uncontrolled growth of the number of buildings is that any player can build,
but only a few high-level mages who purchase levels, able to successfully attack clan buildings.

Make sieges helpful - provide as to successfully attack clan buildings for all players before entering the daily tax.
And I hope that the players themselves solve the problem.

Some ideas for making sieges more popular:
1. Increase base damage and attack rate for sieges.
2. Provide ability for clan to create sieges even if they do not have clan castles.
3. Add new skill "Using siege wearons" that trains every time when players attacks clan buildings using sieges.
Each level of this skill should give bonuses to sieges damage and attack rate.
4. Add new types of sieges with improved stats. For example - magic siege, which is created from the magic logs and
meteor stones.



:lol: Hey bud, that was my idea with the Siege Weapon Skill Lvl lmao....I don't care as long as it's heard, it's more reasonable, and sounds like much more fun.
Buildings Easily Destroyed as Well Easily able to Build Fast, sounds fun and a challenge without spending hours, days and weeks, to months to years....just building to survive a Clan against high lvl bullies lol. To defend it would take a CLAN not One Man, besides Buildings Defenses, which could include soldiers coming out to help instead of waiting to be killed by some high lvl walking by noticing your guard as bait and challenge. The Buildings can include upgrades for Range distance firing and Power against certain classes. Siege Weapon Ballista was meant to take out Calvary, Ships, some stationary Soldiers and stationery Siege weapons as well Gates. Catapults or Trebuchet is Ideal for taking down Castles and Towers....not a Big Long Stick with a Big Arrow Point...unless you were taking down the gates would you ever use a Ballista to plunge into the gates and pull the gates down with your men or your horses or whatever Beast of Burden to pull those gates down...this is WAR!! I am tired of always building and to just grind to upkeep those buildings is soooooooo boring, I'd rather Pvp and have fun taking down Clans with other Clans in Alliance and being taking down too by adversaries lol...And then Next Day do it all over again...now that sounds like FUN..instead of slavery for someone elses gravy train...lol
Please consider so many other possible ways to have fun with this game, Creators and Players and especially you Mods who also play another Character....make it fair and fun, not scare and run...

A Game is Meant to be Fun, but there must be compromise and plus the compensation we've all been waiting for as well the new players you promised besides getting us all to do our part to help it on Google...now you must help our concerns and make it fun for all...make it where everyone can be happy and have fun with new positive changes....cuz the time I've spent on here, so many good and great people have left cuz of just the Pvp, Grind, desperate for buildings and never get and so they leave or tired of building.....and with the upkeep it's going to keep a lot of us down and might get worse...

I still wait as well for the Archer to be fixed, as well the targeting system while shooting multiple enemies to choose from.

Make it to where No amount of Lvls and no Particular Class can destroy a Building....it takes teamwork to keep mates alive in real siege in real time, not one man. And Siege Skill requiring Siege Weapons( Ballista or Catapult/Trebuchet or even a Battle Ram!!) and Command Skill for Morale to help the Soldiers you buy to help take the Castle and Towers without fleeing besides your Clan Mates governing their own strategy or siege machine....cuz they got Soldiers coming out their Tower and Castles if they have any, besides Real Players Defending, with real time game alert notifications....soldiers can't sleep all the time...there's a War out there....and their at the Gates!!! Use the Boiling Oil or Greek Fire...Fire the ballistas!!! Launch the Catapults!!! FORWARD!!! ADVANCE!!! Take that ARCHER OUT!! He's killing our Mages!!! When is the Next Cool Down on our Oil Lord?!? When our Peasant fools fill it, if they wish to stay alive....but in the mean time concentrate on keeping the distance with our BeSiegers...Rain them...with Arrows...since you are in the Castle and have higher ground you got some distance now to shoot back at those Siege Weaponry Users....quick Before all is lost or pray we build another place some day and do it again...whoah that was quick and fun...no regrets...could be more to the story hahahaha, but you get my point...let's Have FUN!!

I think it is time to implement Steeds into the game now, so we can Ride them into Battle or another Steed to Flee from Battles, to Pvp or Not to Pvp...Hybrid Style, never limit yourself to one style...use your mind and creativeness or Use mine, I use to Dungeon Master for Years....I have many ideas to Rock this game, but you need to meet some players half way and not take away. Well, that is my Say....I hope and Pray for a much more fun of a game than it hasn't been lately really to be honest...sigh....Just make this game better than the rest out there, make it right for everyone here who has put their heart and soul, to have them look to a Much More Fun of a Game than Slavery and UpKeep.
Upgrades within our buildings sounds nice too, why should there be seperate buildings anyhow really for skill? Cuz in all actuality there is always a Black Smith inside the Castle and outside as well lol...this could be a Castle or Tower Upgrade...same goes for the Mage Crafter they all can fit inside a Castle or Tower. A Mage Tower could have Mage Crafter in it...A Regular Archer Tower with Black Smith in it...etc...there is so many ideas to solve these problems lol. The Farm Needs Customers to buy their Crops and Cattle, Milk and Eggs for Gold...lol Poor Farms...Nick got some good ideas, that could be tweaked a bit and would work too.

The Ability to have Clan Buildings on any Map but limited to it's numbers within Buildings equal to a certain amount of Members or Clan Investment in said Clan in order to gain more Buildings to Build within Clan as a Whole...but not on safe maps ofcourse...this would make the game so interesting to build and defend without bounds besides safe zones and map edges plus normal water and sea obstacles, plus you could have a building on nearly every map lol if you have the investment or better yet the Clan Size to build another build to promote recruitments but it would highly unlikely be safe by itself unprotected. But still be a limit to the amount of Buildings a Clan can have in the whole game world but no boundaries to build other than safe zones that you cannot....whoah darn near solved the clutter with this statement...
we should also get more gold back if we are forced to sell too, considering the time people spent creating these buildings for Clan Survival, if game goes the unfavored route that went beyond poll and game suggestions....and maybe a real compensation this time, keeping your old dedicated players and customers with something that would benefit towards the new ideas...in order to keep their loyalty...just a suggestion.

Anyhow, I hope for the Best of this game to not be, Tales Forgotten....cuz I enjoy playing it mostly cuz of the interactions and challenges dealing with real people from around the world lol. Would be nice to get some lvls for the Bugs... Mods and Gm's that I've helped find them and didn't always post in public forums but in your pm's....just been on my mind btw... lol.

Alright, time for some ButterScotch Coffee now lol...

See ye all in game, peace, laters,

Crescent Q 8-)



:) Keep in mind tho with this Range of Power from any Siege machine, there must be a Counter Assault against this Demolition Unit...Like perhaps an Upgrade in Defense Buildings (Castle And Tower, maybe Barracks..) that would enable it to have a Ballista or Catapult to Counter against the ones Sieging against the Castle or Tower with it's own Range as well for Defense against Siege Weapons. This could also be Manned by a Character as well to help accuracy besides the automation, without good accuracy and hits from an inactive Clan, it has it's weaknesses as well for balance. Pro's and Cons must be added, I see some posts, that are capitalizing on some of these ideas but there also must be a balance to it.

;) No Class, No Lvls should ever take out a Building without Clan Teamwork using Siege Weaponry(Period). It makes much more sense defeating Buildings with an Army with Siege Weapons than any Single Class or any amount of Lvls Skilled in the Only Skills that their Class gives them...There is No Skill Yet In Any Class for Siege WarFare against Buildings.
This should help Balance and help those smaller clans trying to build a building while creating their own diplomacy within the lands they intend to build, while the old and more established clans, can go ahead and use the new features of Clan Siege WarFare against Buildings with their Rival Clans currently at War. Having Building Upgrade Defense(Building Stationery Ballista/Catapult) against Siege Units to Balance and Counter such, with Pro's and Con's from either being an Active Clan or Not, these are going to get Cleared Up and Fast and Fun again.

It would even be neat and possible perhaps to have our Guards from our Barracks attack the would be Siege Weaponry Units too, it would actually be hilariously, a challenge too for both sides,in actual Castle Siege WarFare and Defense Counter Measures.. :lol: haha!


We must be able make things simple to where Creator can actually do what he can do with skills that he has in game designing process...some things can't be done and somethings can, or would need something first or even a variation. Let's not get too crazy and work one step at a time to this Crucial New Beginning of Forgotten Tales.

By the way I am really liking the ArtWork some guys are doing on here for improving the Ballista, stats and other things can always be tweaked through out it's beta test, but truly a nice approach and refreshing Pictures of possibilities, I like it. 8-)

And yet again, I must Enjoy my ButterScotch Toffee Coffee lol

SIncerely,
Crescent Q 8-)
Duke of Army of Deliverance
Last edited by Crescent Q on Wed Jun 15, 2016 8:24 am, edited 2 times in total.
8-) Crescent Q

:arrow: Forgotten Tales 8-) Evolution 8-) for the Win :!:
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