Terron wrote:and you should probably realize other people have a greater scope of understanding the mechanics of these features than you do. i have helped design a few mmo's and all of them have problems with a raid clan feature. you cant name 1 game in existence that doesnt, because there isnt one. if the clan gets to a point its so large they cba to even care, they cant lose anyway. if they have a shard they will defend it, if they dont they will defend a nonexistent shard, they will just sit there in a group of 20 1x a week and slaughter, just to humor themselves. because it is actually funny. you lose no exp, you lose no gear, you dont lose character rank or standing, you will respawn right in your own guild house, you will run back if you even managed to die. guilds will leave vault empty on purpose. some wont even defend if they are small, and just except 6.x days of use on a shard or just sell them.
then 1 miraculous occasion the server merges to destroy Top guild A, they log on in droves, and when they get to the vault...wha?!! its empty. they all logged on us. someone leaked our attack plans... this happens on games with 4 million players. how do you actually expect it not to with 45.
the only way this is working is with a system of alt use attacker attacks with 5, defender defends with 5(defender uses npcs to help(useful like this, not useful in 20v6)
locked gold so people cannot remove it from guild and it actually be able to be stolen.
some sort of ranking system to actually add value to the system
and a random timer that just goes off (globally announced) when you have X accounts with 25ers online to defend.(stop idling)
or some sort of RP system where teams can try to conquer your dungeon for fun.(future builder training)
other than that its just a grief system.
You have still not read properly, but carry on I am not going to respond anymore after this:
NiteHawk wrote:I don't really understand what this means exactly. Why would they make a surrogate guild in this scenario? Are you thinking actual defenders can't defend their keep? They'll be able to defend without hopping though. I honestly don't really think gold should be used as a 'steal' and it should only be based on global shards with the set time system. Otherwise smaller guilds would just be over-run. With shards only you'd at least prevent larger guilds from doing it constantly as they'd probably have full shards, but would expect to be attacked themselves. Doesn't mean smaller guilds couldn't band up, etc. There could be though a gold fee to 'enter' the raid based on your guild size vs their guild size like dae stated. There also could be a maximum raid amount per guild. Let's say only 6 can defend, and 6 can attack.why do you need npc monsters and doors if you set it up for when u have 17 members online.
NPCs could possibly be ignored/not used, but without doors or some sort of locks you're literally just running to the vault area and end gaming it. Even with your system or the set times, you need obstacles. Otherwise it's literally just a run to the vault.
So it will not be large clan of 200 people versus small clan of 2.
daedroth wrote:More More Thoughts:
Remove the window of time to raid.
Introduce a HP cost to the shard and a gold cost based on each person sent on the raid. Maybe make it so that you get "warped in" and this costs.
Possible Problems:
Making the reward to raid potentially better than the costs to raid:
The gold gain from raiding is based on the amount people accounts in the Guild being raided (so it may not be worth raiding a small clan if you are a large clan) and the # of raiders left at the end.
Shard can be looted (but it loses a HEAP of HP; this could be based on # of account of raided guild vs # of account of the raiding guild and/or make it so that the HP recovered is based on # of raiders left). Could even make it like the picking up of a scale. Obviously yet again, it would need to be tilted so that large clans raiding small clans get less reward (cost could outweigh the reward if you send too many people) than a small clan raiding a large clan.
Off course a small clan raiding a large clan should be in trouble (too much defences).
This would potentially mean you will be better off or worse off than before you started (as a raider), especially if you are a large clan raiding a small clan.
However if that was to be done this way, there should be some kind of message before you start a raid "this guild is substantially smaller than your guild", "this guild is slightly larger than your guild", some kind of indicator to give you a general idea of the size difference between the guilds ("mine is bigger than yours" pun potential here).
My ideas on how to make it so that it would not be worth it for larger clans to attack smaller ones; since the cost to raid would likely out weigh the rewards. Smaller clans attacking larger ones would find it difficult also because larger clans will have better defences.
daedroth wrote:More Thoughts:
De-Activated Guild house costs half the cost to buy a guild house to re-activate.
The amount of raided gold you can get is determined by the amount of accounts in clan and how many enemy clan lived (max of 6).
Repeat raids in a set period of time nets you dminishing returns.
daedroth wrote:NiteHawk wrote: ... Why use guild gold vaults then? People won't store gold in guilds anymore and will simply make a account that handles the gold and give access to all leaders. If there is a lossless way people will do it.
Then make Guild Bank separate totally. As in you can only get gold into the clan guild through clan tax rate. That way the gold would only be use-able for guild stuff and you could only get gold through the guild tax so there would be no way to avoid gold loss.
If there is no money in the guild then the guild will have no bonuses (no rooms, no shard etc). Guild house is de-activated.
Options:
No Guild house (or a de-activated one due to no money in the guild bank), you cannot raid another guild until guild is up and running.
You need a room to hold raid money (you can only get money from a raid if you have this room).
Raid gold goes to guild bank, because it is "guild gold" which is un-usable for anything other than guild stuff.
You can put gold into the guild bank, but there is a conversion fee.
You can take gold out of the guild bank, but... you guessed it, there is a conversion fee.
daedroth wrote:NiteHawk wrote: ... Why use guild gold vaults then? People won't store gold in guilds anymore and will simply make a account that handles the gold and give access to all leaders. If there is a lossless way people will do it.
Then make Guild Bank separate totally. As in you can only get gold into the clan guild through clan tax rate. That way the gold would only be use-able for guild stuff and you could only get gold through the guild tax so there would be no way to avoid gold loss.
If there is no money in the guild then the guild will have no bonuses (no rooms, no shard etc). Guild house is de-activated.
Options:
No Guild house (or a de-activated one due to no money in the guild bank), you cannot raid another guild until guild is up and running.
You need a room to hold raid money (you can only get money from a raid if you have this room).
Raid gold goes to guild bank, because it is "guild gold" which is un-usable for anything other than guild stuff.
You can put gold into the guild bank, but there is a conversion fee.
You can take gold out of the guild bank, but... you guessed it, there is a conversion fee.
So yes, clan COULD leave their vaults empty. But then they would have no money to pay for their guild - which would then be de-activated. Imagine having to take out the money (conversion fee deduction) and then put enough back in (conversion fee deduction) to pay the rent each day?
I like the stolen idea though. You could have a raid or a theft attempt... lower cost/rewards for a break in. No access to the shard though; only the vault.
Possible options:
Only for thieves (maybe assassins, but likely not)
No opposing guild members (maybe a "skill check" on entry, trap disarm).
Solo, or small party only.
If they are spotted by enemy guards (or guard not killed quickly enough) alarm is set off?
Traps:
Alarm: If this is tripped opposing clan is notified someone is robbing their guild.
Should there be notifications on raids? I think so; but how? On entry? or a little before time through rumour? Or through trap?
Eh... need to go!