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Old 05-31-2010, 05:26 AM   #21
yoky
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dammit why did u have to bring dawn up dawn i hate being reminded about how awsome that game might be when its not gonna be out for many many years

i really like the idea, i was expecting it to be another cruddy suggestion tbh.
it would be a good replacement for war a i think, better than the current war system at least
I also think it should allow for a teleport type system for people online in the defending clan (maybe like the arena so you dont actually go any where?)
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Old 05-31-2010, 09:31 AM   #22
Juan Arquero
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Hunters Bane/CC: I really like this idea and the suggestions that others have made to improve it.

Quote:
Originally Posted by Smashbros
Each upgrade to the castle, like archer towers, sentries, barracks etc etc would take a % of the area you have. These would take RP, and a pre-req of dom/ter, to build and upkeep each month (basically replacing runes). The current rune drops would change to Building Plans. they would give you the ability to build that lvl of building.
Smashednoob: I hate having to say this, but in the interest of honesty, I have to admit that I like what you said in your post. As for the part I quoted above, what would you do with the Archeorunology skill if you replace runes with building plans? I'm not sure that getting rid of runes is a good idea, but I like the addition of building plans. Too bad you have me on ignore, so you probably won't see this.

Quote:
Originally Posted by Zomg
I'm still hard for this idea.

I think I should see a doctor, it's been almost 24 hours
Zomg: Those little blue "candies" you ate weren't Tic-tacs.
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Old 05-31-2010, 05:22 PM   #23
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Quote:
Originally Posted by Juan Arquero
Hunters Bane/CC: I really like this idea and the suggestions that others have made to improve it.


Smashednoob: I hate having to say this, but in the interest of honesty, I have to admit that I like what you said in your post. As for the part I quoted above, what would you do with the Archeorunology skill if you replace runes with building plans? I'm not sure that getting rid of runes is a good idea, but I like the addition of building plans. Too bad you have me on ignore, so you probably won't see this.


Zomg: Those little blue "candies" you ate weren't Tic-tacs.
change the runology skill to a dif name, like Building Mastery, and have it so that after a certain lvl you are able to enter the new buildings.

this way it doesnt effect what lvl people can use, but its changed to suit the new system
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Quote:
Originally Posted by Glitchless
However you want to spin it, buddy. This patch was specifically designed to somehow screw you over.

Quote:
Originally Posted by Glitchless
Tell that to the crybaby archers
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Originally Posted by Glitchless
We are well aware of the over-dramatic reactions to game changes in an effort to skew perception. It doesn't work, just makes them look like cry babies.
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Old 06-03-2010, 09:11 AM   #24
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Smash, the buildings your castle has will effect you only in the immediate area; say within 50 squares north, east, south and west. The idea is not to replace runes but it would be in-addition-to.
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Old 06-03-2010, 09:26 AM   #25
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Quote:
Originally Posted by Hunters Bane
Smash, the buildings your castle has will effect you only in the immediate area; say within 50 squares north, east, south and west. The idea is not to replace runes but it would be in-addition-to.
Unless I'm mistaken, that is a relatively large area -- 50 spaces in all 4 directions would be an area 101 spaces square = 10201 spaces minus any empty areas (like west of T2) and further reduced if within 50 spaces of one or two map edges. I think I saw that a high level player walked from the western edge to the eastern edge (possibly in Abandoned Docks) and found 160 spaces west to east. I'm not sure about the number of spaces north to south, but 50 spaces in all four directions would cover a large part of the map, especially if the castle/fortress is centrally-located.
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Old 06-03-2010, 09:40 AM   #26
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Yeah 50 square may be a bit much but regardless the effects of the building start to wear off as you go further away from the castle and will not be felt all across the map.
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Old 06-03-2010, 06:16 PM   #27
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Quote:
Originally Posted by Hunters Bane
Smash, the buildings your castle has will effect you only in the immediate area; say within 50 squares north, east, south and west. The idea is not to replace runes but it would be in-addition-to.
yeah he was saying it in response to my suggestions in my first post :P
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Quote:
Originally Posted by Glitchless
However you want to spin it, buddy. This patch was specifically designed to somehow screw you over.

Quote:
Originally Posted by Glitchless
Tell that to the crybaby archers
Quote:
Originally Posted by Glitchless
We are well aware of the over-dramatic reactions to game changes in an effort to skew perception. It doesn't work, just makes them look like cry babies.
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Old 06-11-2010, 10:43 PM   #28
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I LOVE THIS IDEA!!! give him a pat on the back.
I think the 'buld your own castle / fort' is the better option. As for having everyones forts on the map, i would think that would slow Nod down.

Maybe just seeing the fort(s) of your enemies? or having a list of the most prominent clans to choose from and see their forts?

The forts could be styled after Moss dungeon with multiple layers or walls (w/e) with each layer having a defense (tamed mobs, paid guards, mercenaries, clan memebers etc) and at the last level you to the deposit box from which you plunder according to how many:

_-------> your team made it down alive
_-------> clan members you killed
---------> and how much damage you caused (guards slain / wonded)

again, LOVE IT!
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Some Questions
Old 07-05-2010, 04:53 PM   #29
Arleeya
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Question Some Questions

So, what effect does this have on a neutral - non clan players, just out and about hunting or doing quests for the Seer ?

Do they get attacked if they are too close, or can they go inside like a town and look around?

If it appears on a map - and a player goes there - what happens - if that player is in - or not in - a clan. (e.g. I group with my alternate characters and go out hunting, look and the map and see a new fort that has been built, so I dodge the npc's to go take a look.)

Not being in a clan so there isn't any rune power - can any player go visit these places?

Or would it not be like a town, and they are only a spot on the map that isn't permanent - since they can be destroyed and rebuilt some place else.

Last question, - can they be captured if the location is good?

Really nice idea - best to all,
Arleeya
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Old 07-06-2010, 03:58 PM   #30
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Thumbs up

Quote:
Originally Posted by Arleeya
So, what effect does this have on a neutral - non clan players, just out and about hunting or doing quests for the Seer ?

Do they get attacked if they are too close, or can they go inside like a town and look around?

If it appears on a map - and a player goes there - what happens - if that player is in - or not in - a clan. (e.g. I group with my alternate characters and go out hunting, look and the map and see a new fort that has been built, so I dodge the npc's to go take a look.)

Not being in a clan so there isn't any rune power - can any player go visit these places?

Or would it not be like a town, and they are only a spot on the map that isn't permanent - since they can be destroyed and rebuilt some place else.

Last question, - can they be captured if the location is good?

Really nice idea - best to all,
Arleeya
Very good question!

I would like to know how Neutral players would be effected, if at all.

Could easly just...not have them involved at all i dont see why anyone other than a clan member should benefit from our/your castle. as well as i dont see why they should be taxed or attacked by our/your castle.

BUT The OPTION to attack the castle should still be there for them i dont see why it would hurt if a group of random people want to try and destroy a castle, go for it.

Also as a friendly OPTION you could donate to the castle/clan to recive a temp buff and/or effect. That would generate more rp and would give random people a chance to say "hey im donating to your clan and im interested in joining. " or you could say "we notice your donations mabey you would be interested in joining?" kind of break the ice for potential new recruits/players. Some may just use your castle for the buff but will still generate rp. hell i dont know.

I just felt like giving this idea another Thumbs Up and keep the train a rollin in the right direction. The general idea rocks regaurdless if my ideas get implemented or not im just here to offer feedback and bounce ideas around. :]
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Old 07-06-2010, 08:05 PM   #31
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clan events=clan required so if this is implemented you would have to be in a clan to participate
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There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
  • Watch TV -5%
  • Urinate +20%
  • Finish your homework +10%
  • Stand on your head for 5+ minutes +33%

We believe these are working as intended.
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Old 07-07-2010, 04:50 PM   #32
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love the idea
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Old 07-07-2010, 04:53 PM   #33
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it is an awsome idea
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Old 07-08-2010, 09:35 AM   #34
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could also offer a ' vault' for the clan if u do this
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Old 07-08-2010, 09:39 AM   #35
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*cough* theres an edit feature to prevent multiple posting *cough*
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Quote:
Originally Posted by Glitchless
There are modifiers that alter drop chance when you go AFK based on what you do when gone. We will list them here:
  • Fix and eat a sandwich +15%
  • Watch TV -5%
  • Urinate +20%
  • Finish your homework +10%
  • Stand on your head for 5+ minutes +33%

We believe these are working as intended.
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Old 07-08-2010, 10:27 AM   #36
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Quote:
Originally Posted by thatperson
*cough* theres an edit feature to prevent multiple posting *cough*
sorry bout that
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Old 12-25-2010, 02:34 PM   #37
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bump
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Originally Posted by Nikita
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Old 08-13-2011, 11:18 AM   #38
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bump
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