Upcoming changes: Clans - Structures Upkeep

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DEMONS
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Re: Upcoming changes: Clans - Structures Upkeep

Post by DEMONS »

Wow this is such bs can I ask why this is taking place? Whats next same gender restrooms too? If it's not broke why fix it? Also why the interest in clan buildings all the sudden we still haven't seen any tweaking on the archer class as promised..... but y'all have time to mess with clans gold an buildings to cost us more time/an gold... is this to slow down people from leveling there characters? Because all there time will be spent on maintenance .. with all that said I give this new update a big thumbs down for lack of the welfare of the players interests an time......
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Re: Upcoming changes: Clans - Structures Upkeep

Post by DEMONS »

Also is the farms going to put out more gold an resources to keep clans maintenance fee paid? If not will we be reimbursed for our long hours an time on buildings that are being messed with without even taking a vote from the whole server on the subject? Since it is effecting everyone accept you guys....
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Re: Upcoming changes: Clans - Structures Upkeep

Post by DEMONS »

An if you guys are just trying to weed out inactive clans just charge a daily clan fee to stay active not 3% plus base lvl and per level that's just STRAIGHT OUT RAGEOUS
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Re: Upcoming changes: Clans - Structures Upkeep

Post by Cleopatra »

craig37 wrote:Bad update if anything should just be a sum of gold each clan pays per day not based on how high you was able to build that is just punishment to the good clans ..
I can't believe I'm agreeing with Craig but yes this will be a bad update
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Re: Upcoming changes: Clans - Structures Upkeep

Post by ayZuse »

Roughly 100m a day and LGND has 16-600+ builds tax wont free up room.
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Re: Upcoming changes: Clans - Structures Upkeep

Post by ayZuse »

ayZuse wrote:Roughly 100m a day and LGND has 16-600+ builds tax wont free up room.
Should say not the clans that this is supposed to down size
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Re: Upcoming changes: Clans - Structures Upkeep

Post by terminator »

At 36m per day for a 1000 tower that is just wrong........Maybe 6m But 36?Its not even a castle. What happends to all the hardwork put in it?
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Re: Upcoming changes: Clans - Structures Upkeep

Post by Cleopatra »

I haven't even calculated the upkeep on Trek math isn't my strong suit
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Re: Upcoming changes: Clans - Structures Upkeep

Post by ardesia »

kollex wrote: In case clan does not have enough gold to pay for upkeep, the structure processed currently will be downgraded. Cost of downgrade by 1 level will be set same as when selling whole structure: 75% of building/upgrade cost.
For a clan with no gold left and multiple structures all structures will be downgraded proportionally, so there won't be any sudden gaps in your defenses.
Please help us be sure we know and understand what it's going to happen.
Let's take the example of a clan with a lvl1000 tower.
Its first day SUT (Structure Upkeep Tax) is going to be 36,36 millions (as result of ((1,2*1000)+12)*75/100)

Each downgrade level costs 1,2*75/100, namely (or... calculately?) 0,9 millions

Is the tower downgraded of 32,72 levels on day one, being that 36,36*0,9?

And yes, my next question is going to be about the 0,72 part of a level. Is it going to be rounded up or down? :lol:
* This price may be adjusted in future
May I also ask if we can have an idea of the possible range for the adjustment? I mean, could it be more around a +/-0,1 or more around a +/-1?
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Re: Upcoming changes: Clans - Structures Upkeep

Post by kollex »

ardesia wrote: Please help us be sure we know and understand what it's going to happen.
Let's take the example of a clan with a lvl1000 tower.
Its first day SUT (Structure Upkeep Tax) is going to be 36,36 millions (as result of ((1,2*1000)+12)*75/100)

Each downgrade level costs 1,2*75/100, namely (or... calculately?) 0,9 millions

Is the tower downgraded of 32,72 levels on day one, being that 36,36*0,9?
Yes, this is correct. This is the primary aim of this new addition - to keep clans in check with reality. If you abandon your buildings, they should decay over time, not stand as a monument to your glory indefinitely, just because only ultra-high-level players can destroy them. If you are one-person clan, downsize to the level you can maintain, recruit other members, or join another clan. Besides, this only looks scary, when you take high level building. It's basically 4% of your levels at any given time. If you don't bring ANY gold in. THis makes for a considerable time to go from 'untouchable' to even destroy-able.
ardesia wrote: And yes, my next question is going to be about the 0,72 part of a level. Is it going to be rounded up or down? :lol:
It's all about gold, not levels. No rounding up or down. When a level is sold, gold goes into clan coffers. Then a required amount is subtracted.
ardesia wrote: May I also ask if we can have an idea of the possible range for the adjustment? I mean, could it be more around a +/-0,1 or more around a +/-1?
We are not unreasonable here. We don't want people to suffer, because tax is impossible. But changes have to be made. To most clans with buildings now. I can thing of only 1 or 2 clans that are reasonably sized now. Others are bloated beyond reason.
So, yes, change is possible. A significant change that is. But it requires reason and calculation. I am glad to finally see a calm constructive comment (this one), among the accusing ones.

And so, if we are to come to reasonable figures together, we need information from you lot.
1. What is the minimal setup for a clan, able to support 2 craft buildings? (What i consider basic reason to have buildings). Is 1 protective building enough? 2, 3? Type and levels on those?
2. How many active players do you think should be able to maintain this minimal setup? Anything below 3 is ridiculous imo. 5 is the realistic number.
3. What level of character should be considered as significant enough to be in clan. Sure, game limits to 10, but that is a bit unrealistic. You get killed too often to enjoy.
4. How much gold can you gain on an AVERAGE day. Post your level with this info. Post the way you do it.
5. At what level does a big castle become vulnerable to general population? This means excluding any character over 1k.
6. How long do you think an abandoned building should survive? This means days it goes from, say, lvl 1k, to what we define in the last question as vulnerable.

We all still have time to make necessary changes. We just need to work together. And there's nothing like a deadline to give people motivation to do their part ;)
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