Forgotten Tales – suggested PvP and clan update
1. If you are not in a clan, you cannot attack another player. (If non-clan killing is preferred, at least institute “enemies list” as described in thread of that name)
2. If you are not in a clan, you cannot be attacked by another player, except when you are in “de-clan” status. (to be explained later…possibly call this “outlaw” status, but I didn’t want it confused with current outlaw rules.)
3. There is no level restriction on attacking another player, but the reward is on a sliding scale (to be explained later)
4. Recommend increasing startup cost to at least 10 million to establish new clan. (maybe 50)
- Of course, existing clans should probably remain intact… structuring to be done by Dukes.
Clan Hierarchy: 1 Duke (creator of clan, or person designated by old Duke when he/she leaves clan)
Up to 3 Lords, up to 9 Marshals, up to 27 members. (limiting higher ranks should help avoid too many extremely high level players in the same clan.) Only Dukes can promote/demote. Duke, Lords and Marshals may invite new members. Duke also sets allies and enemies. Any clan not set as ally or enemy will be considered neutral. You cannot attack an ally clan. You can attack a neutral clan, but will not increase your clan’s standing by doing so. (no prestige points, though you will still receive xp/gold.) The idea is to make it more important in choosing enemies, because killing them is the only way to improve clan rating. Also, clan rank would be displayed along with clan name and character name for all to see.
Leaving Clan: If a player leaves a clan (either by choice, removed by Duke, or clan disbanded) He/she is placed into “De-clan” status. This status will last for 7 days, during which, his/her name will appear black to all players. When in de-clan status, all clan members of all clans can attack the player, regardless of level. The player may retaliate immediately, but cannot initiate any attacks. This should be significant enough to help avoid clan hopping. If the Duke leaves the clan, he/she MUST select replacement. Buildings will remain, but half of clan gold will be lost.
Clan Prestige: All clans will be ranked according to “prestige”. A signpost will be placed in top left corner of clan map, by forester’s house on start map, and at entrance to Lord Silverwood’s castle. When viewed, the sign will display the following information: Top ten clans, ranked by prestige. Bottom two clans, ranked by prestige. (All clans if that is possible. Also, it would be great if you could select a clan from the list and see all the members. Hopefully, this would be updated daily during server reset perhaps.) There is a 1,000 limit on prestige, to ensure no clan ever gets so high that it seems impossible to surpass them. If a clan should fall to -1,000, the clan is automatically disbanded; all buildings are removed from map, all clan gold is lost, and all players in the clan are placed in “de-clan” status. When a clan is formed, prestige starts at 0 (zero). When anybody in the clan kills an enemy member, the clan gains +1 Prestige. +2 for killing enemy Marshal, +5 for enemy Lord, +10 for enemy Duke. Likewise, when a member of your clan is killed by enemy clan, your clan loses -1 Prestige. -2 for a Marshal getting killed, -5 for Lord, and -10 for Duke. (If possible, each clan member’s prestige gains and losses would be tracked individually and displayed along with clan lists)
PvP experience gain/loss: 1 on 1 PvP kills will follow this formula for experience gain/loss: If winning player is lower or equal level (a level 60 kills level 65) he/she receives 2% of total exp. Needed for next level ((61^3 x 15)x0.02=68,094) So level 60 player gains 68,094. The killed player will always lose the amount the winner receives. If this loss puts them below zero, they will not lose the level, but xp will be recorded as a negative number. (as an alternative, it could just stop at zero if that’s a lot easier to program) If winning player is higher level (level 500 kills level 65) he/she receives 2% of total exp. Needed for next level of other player multiplied by the ratio of levels (((66^3 x 15)x.02)) / (500/65) = 11,216) or a level 70 kills level 65 (((66^3 x 15)x0.02)) / (70/65) = 80,090) Notice that you gain very little for killing somebody much weaker than you. You may wonder why the level 70 would gain more XP for killing the level 65 than the level 60 did for killing same… it’s to avoid (or at least cut down on ) abuse… if it went by exp. Needed for higher level player, you could very easily let your level 1 character kill your own level 200 character one time and gain nearly 2.5 million exp. Also, notice the level 60 player received 2% of needed xp, while the level 70 player received only 1.49%. (a level 100 killing a level 100 gains about 309k ... 91k less than a red cyclops)
2 on 1 (or more) PvP kills will work this way: no exp. Gain at all. Yes, this seems severe, but the goal is that 2 on 1 is for clan purposes, not individual grudges… with that in mind, clan prestige points will be lost by the one killed, and gained by the first to attack only, but no Xp will be gained or lost. (a simple alternative here would be to award xp to the first player to attack, or it could split according to damage dealt, though that gets more complex when dealing with sliding scale awarded)
PvP gold gain/loss: Here is where it is beneficial to be higher rank in clan… you may have noticed that for prestige purposes, there is no reason to promote anybody past rank of “member” except to help that player feel good about him/her self… well, now that changes. When a member kills somebody from another clan, he/she is given 1% of the person’s gold, with an additional 1% going into the clan fund. When a Marshal kills somebody from another clan, gain 2% and 2% into clan fund. 5% and 5% for Lord, while a Duke gets 10% of the person’s gold with none going into clan fund.
PvP item/gear drops: could go a million different ways, though I’d hope classes are balanced a bit more before this is gets any more an issue than it is
I’m sure I’m missing a lot here, and I know this is a LOT to code…but I tried to use as much of the existing system as possible while evolving it into something that people talk about…please add well thought out ideas and concerns, if you have questions about how something would work, ask a specific question and I’ll try to give a specific answer (i.e. what happens when a level 22 mage kills a level 65 player who was already in the read from warlocks?...)
Creator, If you have no interest in upgrading the clan system this extensively, I understand…Just please say so to help us not waste time further developing these ideas…thank you.