1. Clan citadel upkeep removal.
2. Changing the avatar skill boost to just a worldwide one of maybe 5%
3. Mute feature.
Support this ^
we've been T7 for maybe 5 months. People have come and gone and some people just aren't interested in capping. As a promise to my clan members we removed the need for mandatory capping and I don't want to impose capping on them. It should be optional for xp once you reach T7 not forced.
Rated clanwars reworked into a challenge/ladder system where clans have to subscribe to the ladder and beat the clan ahead of them to move up the ladder. Similar to Gamebattles.com
Clanlist/friendlist. Player last logged in x days ago.
Mod Kelpie
said
:
Simply want to focus on clearing our backlog out before adding anything new to it. Working with Mod Maz to do so.
Rip this forum thread and our suggestions :/
Ferenc2017
said
:
Mod Kelpie
said
:
Simply want to focus on clearing our backlog out before adding anything new to it. Working with Mod Maz to do so.
Rip this forum thread and our suggestions :/
No, I believe that Kelpie is saying that they're looking back at these ideas again once they've rolled out all clan updates that are currently in the pipeline.
Thranduil | King of the Elves of the Wood
Morilinde
said
:
Ferenc2017
said
:
Mod Kelpie
said
:
Simply want to focus on clearing our backlog out before adding anything new to it. Working with Mod Maz to do so.
Rip this forum thread and our suggestions :/
No, I believe that Kelpie is saying that they're looking back at these ideas again once they've rolled out all clan updates that are currently in the pipeline.
After waiting 10 years
Very happy your team is assisting with Clan Updates Kelpie, certainly needs a fresh lick of paint. I have to agree with the vast majority of requests on here, if only we could have all the ideas implemented!
The main thing i would like to see is a change to the citadel itself...
Clan Citadel Changes
Upkeep
- It's terribly harsh that a clan that has been around for so long (some since day one of clans and citadel release in 2011) lose all that hard work on their citadel. Players will come and go and some clans are left without the ability to meet upkeep due to this.
I have a couple of suggestions on how I think the issues regarding this can be solved...
-
Remove the cap completely.
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Allow people to do unlimited resources but stop earning xp after X amount based on tier of citadel and plots.
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Consider the use of surface world resources to meet upkeep costs. It would be a great item/gold sink if players could donate resources or coins towards upkeep/upgrades.
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Try to make the capping process a lot more enjoyable and worthwhile (new plots? More extras and benefits/rewards?) vvvv
See Below
vvvv
Additional Ideas
Capping just isn't engaging enough or worthwhile for some. Would it be possible to improve the facilities so they are more worthwhile for players to use, perhaps adding new ones and more enjoyable tasks and rewards.
Firstly I don't see why there are not more skill plots. Fishing plot could have been added considering there's a cooking one (where does all that raw fish come from?
)
Could have a combat camp where the citadel guards are trained in all forms of combat (i'm picturing a reverse of the Hefin pillars or beach event strength test where we give them certain poses to do)
Not enough space for other skills in this post but I have some ideas for most skills to be involved in citadel. Thanks for reading
V - Leader and Founder of
Athalvard
28-Jan-2016 15:09:57
- Last edited on
28-Jan-2016 15:11:44
by
Vrael
Put in place new system that increases resources required to build up sections, or make cosmetic changes allow Clans to choose which things to upgrade/build each week. Currently the Citadel becomes too much like Slavery as it forces a clan to continually keep something as it is when it's already been built. If anything a New system which requires some upkeep to specific plots or buildings every few weeks would be much more preferable. That way the citadel becomes an achievement again.
2)
Clan Dungeon
Essentially a simple dungeon with barriers across each area, with various types of monsters each signifying different resources within the citadel. This would be for Combat players instead of skillers. Theres not much content currently on the citadel for combat players. instead of dropping resources it could act like a minion(summoning) resource and give a small amount of resources cap per kill dependant on level of creature.
3)
Construction within Citadel
The Citadel has been built wrong from its inception. It should have always had construction involved in it's making. Not only that but instead of this upkeep every damn week. It should have always been about a Clan coming together and gathering resources. The resource Spoilage should never have existed. IT should have been a matter of Clans coming together weekly and setting their own goals for gathering a specific resource or an amount of resources towards building a new thing. Something they'd all do together once the resources were gathered. Then they'd collectively utilise their construction skills to make that thing come to life and into existence in the citadel. A bit like those old games where you'd collect and gather resources to build up your cities and bases.
You couldn't build the cities and bases till you had the resources