Upcoming changes: Clans - Structures Upkeep

stay tuned

Moderator: Game Administrators

Post Reply
User avatar
ardesia
Posts: 2700
Joined: Sun Jul 26, 2015 8:47 am
Location: Italy

Re: Upcoming changes: Clans - Structures Upkeep

Post by ardesia »

kollex wrote:(...)
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?
In order to support the two craft buildings, I believe the minimum to be a castle and a tower, or three towers, or maybe just two towers in case of very fortunate displacement. And if towers are going to be added with fire and stone missiles crafting. Of what level? Depends on the enemy level.
No space for farms in this minimum configuration
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.
The answer to this point is too depending on the characters level and the players play time. A high level character can gain gold much faster than low level ones, due to its being able to kill well dropping monsters and to being helped by high level pets.
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.
I met players willing to join clans at level 10 as well as others who state they wont join before 200.
No one is forced to be clanned, and my answer here is that 10 is a good lower limit
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.

I'll answer these later, after deeper consideration
[GM] ardesia :: Game Admin :: Currently retired
If you need contacting me, write my vasinta forum account a message
User avatar
kollex
Posts: 579
Joined: Tue Nov 11, 2014 11:02 am
Location: Kyiv, Ukraine

Re: Upcoming changes: Clans - Structures Upkeep

Post by kollex »

See initial post updated
User avatar
kollex
Posts: 579
Joined: Tue Nov 11, 2014 11:02 am
Location: Kyiv, Ukraine

Re: Upcoming changes: Clans - Structures Upkeep

Post by kollex »

ardesia wrote: In order to support the two craft buildings, I believe the minimum to be a castle and a tower, or three towers, or maybe just two towers in case of very fortunate displacement. And if towers are going to be added with fire and stone missiles crafting. Of what level? Depends on the enemy level.
No space for farms in this minimum configuration
noted
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.
The answer to this point is too depending on the characters level and the players play time. A high level character can gain gold much faster than low level ones, due to its being able to kill well dropping monsters and to being helped by high level pets.
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.
I met players willing to join clans at level 10 as well as others who state they wont join before 200.
No one is forced to be clanned, and my answer here is that 10 is a good lower limit

These questions are actually a set, not independent ones. I'm not aiming to change the level requirement to join clan, just want to know an hones opinion on what combined force should realistically be able to build and support a minimal clan setup. E.g. "If you want to have buildings in clan, you need at least 5 lvl 150 characters to do so, otherwise you won't be able to maintain the expenditure level and will lose the buildings eventually". "5" and "150" are the numbers I'm looking for. Obviously, a strong and active character might replace 2 or more weaker and occasional players in this equation.
User avatar
lizardman
Posts: 41
Joined: Wed Dec 24, 2014 12:22 am

Re: Upcoming changes: Clans - Structures Upkeep

Post by lizardman »

I think a clan should only be able to build on one map, not all this will also give more room on other maps for other clans
User avatar
RyoHazuki
Posts: 933
Joined: Tue Mar 04, 2014 11:10 pm

Re: Upcoming changes: Clans - Structures Upkeep

Post by RyoHazuki »

Yo, this is some next level bs this is.
You're telling me that, All the work I've done for Raw and all the work I've done for my clan Ryo on its one map is basically for nothing because you didn't foresee this happening?
What is this? A game or a full time job?
I have devoted most of my time over the last year purely because I wanted to immortalise myself in the game, I wanted my towers to get so strong that noone could beat them and through all this the people who I've been defending them from have only grown stronger therefore forcing me to level my buildings for far longer than I ever imagined. have worked so damned hard for it and now you're telling me that my effort is going to be taken away because of poor rule planning?
I can't possibly make 220some mil per day to sustain the already vulnerable 3 towers that I have right now.I have enough work to do on my towers to make them invulnerable, I am happy on one map with just me in the clan without feeling that I am obligated to play this game if I want to keep my tower, I built them, it's not fair for you to steal all my time like that.
I highly doubt i'l be the only person to quit this game and leave a stinking review on google play if you go through with this update.

Don't steal my last year of pure building from me. This is a game, not a full time job. I've worked hard for what few buildings I have.

We told you the solution, keep old maps, and make 1 new map, one where a clan can only have 2 buildings max....we worked for this, not only do I feel like I have been forced into carrying on working to keep our buildings from being vulnerable to attack due to the ever raising number of levels people are buying, but now you are basically saying. Yo. If you want to keep what you worked your backside off for ALMOST EVERY SINGLE DAY OF THE LAST YEAR, then you are now our prisoner and have to pay us taxes which don't benefit us gm's in any way or go to help anyone at all because if you don't make this gold, we are going to take all your work away from you.

Poor Serj has been fossilised at level 150 for a whole year because of all the building that I have done just to protect the buildings from raising character levels...don't do this to us. It's a cruel punishment for all our hard work and quite frankly a kick in the teeth.
User avatar
RyoHazuki
Posts: 933
Joined: Tue Mar 04, 2014 11:10 pm

Re: Upcoming changes: Clans - Structures Upkeep

Post by RyoHazuki »

Listen, your decisions are affecting real people in the real world with real problems of their own without their buildings being held to ransom. This is the worst idea I've ever seen in this game. Are you being serious? You're really going to take it all from us?

Why not open up a new map and have these new rules applied to that map, that is a much better solution than irrepairablyupsetting somone because you didn't think about what effect those decisions have on the people who play this game.

We worked really hard to get what we have. We deserve our prize, not a punishment.
Last edited by RyoHazuki on Sun May 29, 2016 9:19 am, edited 1 time in total.
User avatar
RyoHazuki
Posts: 933
Joined: Tue Mar 04, 2014 11:10 pm

Re: Upcoming changes: Clans - Structures Upkeep

Post by RyoHazuki »

A building worth 1000m would cost 30m per day to maintain. How is a small clan like me supposed to afford that? I am 1 member strong and I worked hard to achive what I did. Now I feel like you're holding my buildings to ransom. There are other solutions, don't just jump at the first thing you can think of.
Last edited by RyoHazuki on Sun May 29, 2016 9:22 am, edited 1 time in total.
User avatar
RyoHazuki
Posts: 933
Joined: Tue Mar 04, 2014 11:10 pm

Re: Upcoming changes: Clans - Structures Upkeep

Post by RyoHazuki »

This is a BAD idea.
User avatar
RyoHazuki
Posts: 933
Joined: Tue Mar 04, 2014 11:10 pm

Re: Upcoming changes: Clans - Structures Upkeep

Post by RyoHazuki »

Buildings should cost barely anything to maintain, one farm per 3 buildings should easily suffce the running coss of said buildings and the buildings should be able to be of a high enough level to withstand attack from all players....For my 3 towers at their current vulnerable state (1100 levels each more or less) it would cost me somewhere in the region of 100m Per day that one guy has to get or his buildings get destroyed.
User avatar
RyoHazuki
Posts: 933
Joined: Tue Mar 04, 2014 11:10 pm

Re: Upcoming changes: Clans - Structures Upkeep

Post by RyoHazuki »

These new ruoes on their own aren't a bad idea......IF THEY WERE IMPLEMENTED BEFORE EVERYONE WASTED 1-2 YEARS OF THEIR LIFES BUILDING THEIR BUILDINGS.

You could start a new clan map and, the rules on this new map are this lay for upkeep rules. Then clans won't lose their hard work. I really think you're underestimating just how much work went into all you see on these clan maps.
Post Reply