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Scret
Mar Member 2018

Scret

Posts: 25,434 Sapphire Posts by user Forum Profile RuneMetrics Profile
Mod Matthe said :
I think we are more likely to remove Citadels altogether than we are to remove upkeep - depletion and upkeep are essential parts of the design.


Well i know you dont agree but the design has a negative effect as to which i personally have pointed out the reasons to as have many others and i feel the majority are in agreement with removing it in order to have a more positive effect on both how people view the citadel as a whole and general happiness within clans and the game.

If you would like to highlight your reasons as to what the intention of the design was im open to counter the argument to those specific points.
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21-Mar-2016 16:18:08

Esploratore
Apr Member 2006

Esploratore

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Mod Matthe said :
I think we are more likely to remove Citadels altogether than we are to remove upkeep - depletion and upkeep are essential parts of the design.


Clans have collectively spent thousands of hours building and maintaining their citadels. It's a difficult decision to walk away from it (losing all the time and effort put in) due to the time it demands each and every week to maintain. But that option has been discussed in our clan several times.

Many of us have been providing valid reasons why the citadel design is outdated and have suggested ways to improve it. It could work more like pohs, as Scret mentioned. Capping time could be adjusted so it takes half an hour each week rather than two. There are options. I can appreciate it could take a considerable amount of work to achieve, work that's probably comparable to what is put into combat-centric content frequently.

Hopefully I'm reading your tone the wrong way. But your reply comes across as a veiled threat for us to drop it or you just might remove the citadels altogether. That type of response and attitude is how you lose customers. Several of us might have moved on already were it not for our commitment to our respective clans. The enticement to play Runescape isn't based on the game content as much anymore. I don't know, maybe it's just about run its course.

21-Mar-2016 17:43:07

Ninmci

Ninmci

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Mod Matthe said :
I think we are more likely to remove Citadels altogether than we are to remove upkeep - depletion and upkeep are essential parts of the design.


Go on nuke them then let us scavenge all rubble/ resources and make a clan village most castles have been used in building towns after all.

a well Designed town can incorporate everything citadel has and be far easier to add updates

East anglia is full of Towns and cities built from the ruins of castles each adopting its very own style.

Ive always wanted a community area that built on ingame content and gave ingame content .

but iv said this before .
and as a community area it would need the community to give imput as to design .

but im moving away from op

22-Mar-2016 11:45:49 - Last edited on 22-Mar-2016 12:21:38 by Ninmci

CuddleBucket

CuddleBucket

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Mod Matthe said :
I think we are more likely to remove Citadels altogether than we are to remove upkeep - depletion and upkeep are essential parts of the design.
This seems to make sense to me, it's like a self managing aspect of clans. If they aren't being used, they fade out, & if they are, the upkeep has now been minimized so much.

I guess I'm going away from OP too :P

Thanks again
Mod Matthe
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22-Mar-2016 12:27:59

Lumine

Lumine

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Esploratore said :
Mod Matthe said :
I think we are more likely to remove Citadels altogether than we are to remove upkeep - depletion and upkeep are essential parts of the design.


Hopefully I'm reading your tone the wrong way. But your reply comes across as a veiled threat for us to drop it or you just might remove the citadels altogether.


I'm sure it wasn't. I think Matthe meant two things:

1) There's pretty much no likelihood that we'll remove Citadels, and removing upkeep is even less probable.

2) The removal of upkeep would wreck the functioning of Citadels, at which point they might just as well have been removed *in toto* because they would no longer work.
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23-Mar-2016 04:06:01

Scret
Mar Member 2018

Scret

Posts: 25,434 Sapphire Posts by user Forum Profile RuneMetrics Profile
Lumine said :
Esploratore said :
Mod Matthe said :
I think we are more likely to remove Citadels altogether than we are to remove upkeep - depletion and upkeep are essential parts of the design.


Hopefully I'm reading your tone the wrong way. But your reply comes across as a veiled threat for us to drop it or you just might remove the citadels altogether.


I'm sure it wasn't. I think Matthe meant two things:

1) There's pretty much no likelihood that we'll remove Citadels, and removing upkeep is even less probable.

2) The removal of upkeep would wreck the functioning of Citadels, at which point they might just as well have been removed *in toto* because they would no longer work.


1) Well it would be disappointing for it to be this considering there is enough to support it with good logical reasoning behind the changes

2) Unless its a technical issue. theres no logistical reason it would.
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23-Mar-2016 13:26:05

Macka
Oct Member 2010

Macka

Posts: 4,318 Adamant Posts by user Forum Profile RuneMetrics Profile
I'm glad you were able to realise what I previously mentioned in reference to J-Mod resourcing.

Good on you OP.
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23-Mar-2016 13:32:15

Vera

Vera

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I support reducing citadel upkeep requirements, since it's difficult to be social while trying to cap. Incentivizing caps would also be nice, but really I would just prefer if things could be made more afk--I would prefer that over reducing upkeep requirements or implementing better incentives to cap. For example, I like how I can engage and chat with my clan when I'm smithing.

Making citadel skilling more afk would also encourage higher-leveled clannies to cap, since capping as it is such a huge opportunity cost for them.

Another thing: It'd be nice if the citadel didn't require world hopping and losing or missing out on any conversation. For me at least, that's the biggest thing that inhibits me from visiting the citadel.
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23-Mar-2016 21:14:22 - Last edited on 23-Mar-2016 21:17:43 by Vera

Scret
Mar Member 2018

Scret

Posts: 25,434 Sapphire Posts by user Forum Profile RuneMetrics Profile
Vera said :
I support reducing citadel upkeep requirements, since it's difficult to be social while trying to cap. Incentivizing caps would also be nice, but really I would just prefer if things could be made more afk--I would prefer that over reducing upkeep requirements or implementing better incentives to cap. For example, I like how I can engage and chat with my clan when I'm smithing.

Making citadel skilling more afk would also encourage higher-leveled clannies to cap, since capping as it is such a huge opportunity cost for them.

Another thing: It'd be nice if the citadel didn't require world hopping and losing or missing out on any conversation. For me at least, that's the biggest thing that inhibits me from visiting the citadel.


Well citadels are an instanced world feature, the ramifications of having it any other way are way too many.

Not that i would oppose more afk but the big reason its a turn off is because higher level players simply do not get the xp they crave from it, its not and probably never likely be the best xp rates in the game. Making it more afk wouldnt mattter to those enough to have any major impact in that regards.
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24-Mar-2016 16:46:44 - Last edited on 24-Mar-2016 16:50:07 by Scret

Vera

Vera

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Scret said :
Not that i would oppose more afk but the big reason its a turn off is because higher level players simply do not get the xp they crave from it, its not and probably never likely be the best xp rates in the game. Making it more afk wouldnt mattter to those enough to have any major impact in that regards.
Agreed; that's what I was referring to with the "huge opportunity cost," since skilling at the citadel means spending time that otherwise could have been spent training more efficiently.

However, making citadel skilling more afk would make sense, when trying to promote people who normally don't cap because the xp rates are too dismal, to cap; that was the huge reason why snowmen at the iceberg last year were *so* popular. I even met a girl who literally got construction from 96 to 99, just from the iceberg!!!

Making citadel skilling reduces total opportunity cost overall, since even though higher leveled folks are still missing out on better xp rates, they can comfortably watch a movie or do something else irl, on the side. The ability to do more things while citadel skilling thereby drastically reducing their opportunity cost, and makes it something that people overall would be more interested in doing.

And aw. That sucks how there's no way around having to instance citadels, though is there a way to still keep previous chat/conversation, or any conversation that occurs as you world hop? The world hopping itself I don't mind, it's the lost conversation, since I might be explaining to a clannie how to do something, or I might be asking questions myself. We share a lot of information in the clan since most of us aren't habitual readers of the Runescape homepage.

Edited for grammar.
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24-Mar-2016 16:59:56 - Last edited on 24-Mar-2016 17:08:43 by Vera

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