CLAN BUILDINGS FEEDBACK
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- Trilix
- Posts: 60
- Joined: Sat Aug 10, 2013 12:00 am
- Location: United Kingdom
CLAN BUILDINGS FEEDBACK
After new update was released there's been a discontent of almost everybody (except Doom, lol) in regards to clan buildings. Most complain that's hard to upgrade levels and easy to destroy lower buildings due to time it takes to repair and protect . Also the reduction from 15 to 8 was not welcomed. But we understand that although lots of players invest on game buying levels, the game is not ours, so we have ZERO saying on any changes ( so wrong but true!!!!!!) because if it wasn't for us buying stuff, this game would not be where it is now......so we would like the courtesy to be involved on changes BEFORE they happen, like a description of what new features will be added, mechanics, items, etc, so we could prepare for new changes (good OR bad). It seems that even when update is released, some mods don't even know about new features (lol) and most of us learn from other players, and in some instances sometimes when it's already too late (lol again). Doom mentioned that the top 5/6 clans are the ones moaning, it's true because we are the ones that spent time, money and resources building our camps, while Doom goes around killing people ( each one with your agenda, fair to all ), so when update comes and we kind of lose it all, it does p*** people off! There was no need to reduce amount of buildings, but the need to create 2 new clan maps (one done already), as Rearrow said, just make an alt clan and build more buildings, so in effect, limit not really stopping top clans but induce top clans to create more useless clans just to build more, which in essence will clogg clan maps and not solve the point mentioned that was "to give chance to more clans to be able to build". As seen before, if you're Lord on several clans you have access to resources anyway, so lots of "dead" clans been reactivated to allow players to build more...The second issue is that now buildings don't attack, so anyone can walk in your camp, destroy your farms with all gear that we work hard to get, and as a side kick, kill all lower levels clan members that seek shelter in clan camp, if you stop to think a little, it really is a JOKE!!!!!. So many times in discussions on different aspects, creator tried to emulate the real world in the game (mages aside, lol) but now with this update he is kind of saying "leave the door of your home open so anyone can enter and rob you, it's fun!!!!! But, hey! don't worry, towers/castles can defend if attacked". only if someone is dumb enough would attack towers now, most deaths now happen by accident when you kill NPC near tower and hit tower by mistake. already happened plenty of times, including with myself, and that's because now you walk between the enemy towers and sometimes NPC block the way so you have no choice but to risk death when attacking NPCs, then, in essence, there is no more safe place for small clans wit low level players to just build a little camp and be safe (oops, wasn't that the purpose of reducing the number of buildings so everyone would have space to build? now there's plenty of space, but what's the point if you need to spend 3 or 4 hours to build and get killed before your tower/castle gets to level 3 !!!!). So, I'm puzzled, what was the purpose of disable tower/castles self defence? Was it because there was a blockade on top map so no one could use the map to build, then as punishment it was decided to deactivate the defences? What about all the talks to create a 'no build zone' (corridor) so everyone could get in the clan maps and would no be abuse of 'fencing it up' to block access? It makes much more sense than take your defences away and be vulnerable. Just remember when old Link blocked whole bottom map so no one could enter and a solution of not building near borders was implemented, at that time I got Link and worked with FT team to remove 2 towers so everyone had chance to enter, build and get to boss dragon. Bottom clan map was open for all, and there was loads of clans sharing the map and enjoying. The same applied to top map (not counting the last couple of months due to the blockade), but before that there was loads of clans sharing the map and a lot of fights for land to build (good old times....). The idea of a 'corridor' to allow access would been very welcomed.... as it is, the concept of building a camp for sanctuary is lost. As example, my fight with Mike, not discussing the reasons why, but the fight itself, brought unity to my clan and to his', we lost over 4B gold, and probably he lost similar amount, we would log and he was in the middle of our camp, we kick, he come back, he had to adjust stats to breach camp, lot of strategy, lost levels, lost XP, lost time, our clan worked hard to keep camp secured, but it was the concept of the clan map and the clan itself, since the update Doom and Jony just walked in and destroyed all farms around, so all clans that worked real hard for months and months to stabilised themselves on map just lost all in few hours.... you cannot call it improvement, it's plain and simple disrespect to the sacrifice players put into FT!!! There's is no balance in this changes, like, "lets make harder to upgrade building levels but keep the defences as it was", basically it seems that there was an utter disregard for all the time and effort that we put in the game to create what we had, using the excuse that more clans need/want to build.... when all that's needed is more clan maps.... and although I'm not at all expert on computer coding, but to add a 'square with few rocks and trees' and call it a clan map cannot be that difficult....... As ideas go, I can present 3 right now that would be way more fair and cool (instead of all this changes that upset most players)
1. Quantity of buildings based on number of members: 6 members unlock farm, 12 for round tower, 18 for square tower, 24 for small castle, 30 for big castle. if you get 30 members and unlock big castle, you still need to have 30 members on clan to actually build it, to avoid getting 30 people just to unlock all buildings, or create alt clans to have more buildings. Once you build it, then if you lose a member it's OK, but it's locked back until you have the relevant number of players for each tier. In this format there's a reward to have dedicated clan members. Also, to avoid anyone just generating 30 new alt chars to be able to build better buildings, a char level will also be required for all members in clan, as follows, level 10 to build farms, lv25 to build round tower, lv50 for square, lv75 for small castle and lv100 for big castle.
2. Building attack building (can be done as creator has this concept on his other games) so a real sense of fight would develop as in real life. Of course, we would be given reasonable time to relocate buildings if wanted, to avoid losing it overnight and protect our resources. Building would have a 'circle' around showing it's range And if you chose to build inside the range then building would start firing (on anything that enters the building range, players or other buildings).
3.As in many rpg games, create 'WALLS' that you can build between towers (wood = cheaper but weaker and stone = stronger but expensive), to realistically surround your camp. In this concept, you would need to collect resources to build and maintain it, again, utilising the games features to the full potential. Walls could be destroyed, obviously, so clan had to work to maintain strength of camp. In this concept, you can also build walls without buildings, for instance, to protect farms, and it can be attacked, destroyed, repaired, same as buildings, and those will not fire back (obviously), but would give reasonable protection for clan. To complete the wall, a gate would be installed that only allows clan members to enter/exit.
And if you add both ideas, walls an tower v tower, that would represent the ultimate concept of clan wars. Remember that the players, specially the ones that spend real money on game, but also the ones that contribute by other means are the real assets of FT, so, value our efforts, give us a chance to chose, and not simply be "told" get on with it as that's how it is now. Changes will always upset some people and be welcomed by others, but the respect to players will always be the fundamental thing that makes FT the greatest game ever......
I submit that buildings should be reviewed to create an adequate balance between the old format (click and upgrade/repair) and the new format (2 hours to get a couple of levels), but reinstate range defence immediately to protect what we have until a new balance is created.
1. Quantity of buildings based on number of members: 6 members unlock farm, 12 for round tower, 18 for square tower, 24 for small castle, 30 for big castle. if you get 30 members and unlock big castle, you still need to have 30 members on clan to actually build it, to avoid getting 30 people just to unlock all buildings, or create alt clans to have more buildings. Once you build it, then if you lose a member it's OK, but it's locked back until you have the relevant number of players for each tier. In this format there's a reward to have dedicated clan members. Also, to avoid anyone just generating 30 new alt chars to be able to build better buildings, a char level will also be required for all members in clan, as follows, level 10 to build farms, lv25 to build round tower, lv50 for square, lv75 for small castle and lv100 for big castle.
2. Building attack building (can be done as creator has this concept on his other games) so a real sense of fight would develop as in real life. Of course, we would be given reasonable time to relocate buildings if wanted, to avoid losing it overnight and protect our resources. Building would have a 'circle' around showing it's range And if you chose to build inside the range then building would start firing (on anything that enters the building range, players or other buildings).
3.As in many rpg games, create 'WALLS' that you can build between towers (wood = cheaper but weaker and stone = stronger but expensive), to realistically surround your camp. In this concept, you would need to collect resources to build and maintain it, again, utilising the games features to the full potential. Walls could be destroyed, obviously, so clan had to work to maintain strength of camp. In this concept, you can also build walls without buildings, for instance, to protect farms, and it can be attacked, destroyed, repaired, same as buildings, and those will not fire back (obviously), but would give reasonable protection for clan. To complete the wall, a gate would be installed that only allows clan members to enter/exit.
And if you add both ideas, walls an tower v tower, that would represent the ultimate concept of clan wars. Remember that the players, specially the ones that spend real money on game, but also the ones that contribute by other means are the real assets of FT, so, value our efforts, give us a chance to chose, and not simply be "told" get on with it as that's how it is now. Changes will always upset some people and be welcomed by others, but the respect to players will always be the fundamental thing that makes FT the greatest game ever......
I submit that buildings should be reviewed to create an adequate balance between the old format (click and upgrade/repair) and the new format (2 hours to get a couple of levels), but reinstate range defence immediately to protect what we have until a new balance is created.
Trilix - archer - (the first one)
Grindix - mage - (the good one)
magix - mage - (the bad one)
Grindix - mage - (the good one)
magix - mage - (the bad one)
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Re: CLAN BUILDINGS FEEDBACK
I totally agree....
- Insider
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Re: CLAN BUILDINGS FEEDBACK
So true 

- X-MAN 1st
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Re: CLAN BUILDINGS FEEDBACK
Its is all true change to this update... we sad
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Re: CLAN BUILDINGS FEEDBACK
Bro awsome post , take 15 minuts to read it LOL, i agree with all i dont like first 1 ideia , i likeds other twos(2,3), but why just creater make clan map how was before, was pretty cool, why not make new clan map be hard build... but other two same has was before huh?
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dinoponte100 lvl114 mage(lilB)
Kheiron lvl380 archer(BK)
dinoman lvl102 dwarf(BK)
yeti lvl130 ogre(BK)
yetii ogre
dinoponte3 swordsman
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Languages spoken:
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- M4G3
- Posts: 19
- Joined: Tue Jun 03, 2014 6:23 pm
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Re: CLAN BUILDINGS FEEDBACK
Ty for ur time and ideas. Nice post !
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- rearrow
- Posts: 1775
- Joined: Wed Jul 16, 2014 9:48 am
Re: CLAN BUILDINGS FEEDBACK
agree with most but dint like buildings dependng on number if clanmembers. Other than most we keep our clan small since we like it to be a group of close friends. its easy to fill.up your clan with new people but hard to.find good people u can trust.
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Re: CLAN BUILDINGS FEEDBACK
Great posting magix.
Here the idea I liked most of all. The ability to place barricades between buildings I would refine it a bit
. Using wood planks make barricades that slow down enemy clans that cannot be destroyed by spells or arrows only melee characters could destroy. This gives melee players a purpose.
Here the idea I liked most of all. The ability to place barricades between buildings I would refine it a bit
. Using wood planks make barricades that slow down enemy clans that cannot be destroyed by spells or arrows only melee characters could destroy. This gives melee players a purpose.
- compbatant
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Re: CLAN BUILDINGS FEEDBACK
I am thinking about walls...Moonraker wrote:Great posting magix.
Here the idea I liked most of all. The ability to place barricades between buildings I would refine it a bit
. Using wood planks make barricades that slow down enemy clans that cannot be destroyed by spells or arrows only melee characters could destroy. This gives melee players a purpose.

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Re: CLAN BUILDINGS FEEDBACK
That would be cool.compbatant wrote:I am thinking about walls...Moonraker wrote:Great posting magix.
Here the idea I liked most of all. The ability to place barricades between buildings I would refine it a bit
. Using wood planks make barricades that slow down enemy clans that cannot be destroyed by spells or arrows only melee characters could destroy. This gives melee players a purpose.
What about the alliance thing is that a go in the future?