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Re: Upcoming changes: Clans - Structures Upkeep
Posted: Tue May 31, 2016 9:40 pm
by kollex
LAUNCH OF THIS FEATURE HAS BEEN DELAYED INDEFINITELY.
The idea is still considered sound, but it has been decided it is better put off for now, until all nuances are worked out in full.
If and when it will be picked up again, players will be notified ahead of time
Re: Upcoming changes: Clans - Structures Upkeep
Posted: Tue May 31, 2016 11:35 pm
by RyoHazuki
Thank you. We really appreciate this
2 ideas that may work is.
Consolidation of buildings. Write down how many levels on each type of building and then clear the maps, then, give the clan their levels back, but not as many buildings, prevent clans from having too many buildings, and delete duplicate clans before they have a chance to flourish.
Or
Build new maps and limit builds on those maps.
Re: Upcoming changes: Clans - Structures Upkeep
Posted: Wed Jun 01, 2016 12:12 am
by RyoHazuki
Also, get rid of mage and standard craft huts and bring back the old system of being able to craft in tower. Although I do like the idea of craft stations, old system takes up less land.
Re: Upcoming changes: Clans - Structures Upkeep
Posted: Wed Jun 01, 2016 1:10 am
by Cleopatra
Where would be the best place to put suggestions on this particular topic I have a few??
Re: Upcoming changes: Clans - Structures Upkeep
Posted: Wed Jun 01, 2016 1:33 am
by RyoHazuki
Re: Upcoming changes: Clans - Structures Upkeep
Posted: Wed Jun 01, 2016 2:30 am
by Kulgan
Hi!
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've been following this thread for a while now and even if the tax idea is being put on hold i 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 all 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

.
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 but i hope you guys got some inspiration on how to evolve a already greate game.
Kulgan
Re: Upcoming changes: Clans - Structures Upkeep
Posted: Wed Jun 01, 2016 3:07 am
by lizardman
I like this idea kulgan
Re: Upcoming changes: Clans - Structures Upkeep
Posted: Wed Jun 01, 2016 9:12 am
by _NICKPAN_
I dissagree to those who say to make new clan maps and affect only them. And not old.
Make new clan maps.yes.but system must affect all clans.not only new one.
Another good idea for delete inactive clans (if this is what GM want to do)
Is to make every attack building. (Towers castles and maybe barracks)
Losing 2% of their max life every day.(so will work for repair like taxes too)
.(same happen to unfinished)
So inactive will die after some period of time.
(I said this idea once again with different way)
Also you can make an amount of members needed for build:
Like: You need atleast 5 members for start a building.
And. Limit the buildings every clan have. Like the points idea given before.
Re: Upcoming changes: Clans - Structures Upkeep
Posted: Fri Jun 03, 2016 2:58 am
by terminator
Have arrows from buildings be like missles to except more quantity..
For example
2 planks 1 stone=50% chance to make 1 arrow box
Arrow box=100 Arrows
An inactive clan cant refill it and would have a non atking tower
This could also make clans not build huge things with little members. It will have to make clans focus more on a few towers
Re: Upcoming changes: Clans - Structures Upkeep
Posted: Sat Jun 04, 2016 12:39 am
by Duane20
I've put well over 5K in this game alone and there is yet to be a legitimately decent update from it so as far as I'm concerned your wasting your time focusing on pointless little things instead of making the game bigger and better. Basically all this would do is hurt old players and keep new ones from building (common sense really). I'm not sure where gms got the idea that new clans would build under those circumstances but that was a really idiotic assumption. This game has gone way off track and is slowly killing itself of dedicated fans and players. Even lvl buying is slim to none because of concern that the game is going in the wrong direction and with ideas like this it definitely is. In my opinion the game itself isn't consistent enough or developed enough to start focusing on ANY clan updates let alone one that could potentially end your game.