bo Clan Avatar: Feedback Wanted
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Offline Gameservices

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Hello all,

I've been looking in the Clan Avatar and arrived at some conclusions.

Many of these conclusions take the design of game health changes that will aim to reduce many of the vast mound of spaghetti signal that clings to any clan project, and some of these individuals are design changes that will propose to strip out unused popular features of the avatar and make features you do use more straightforward to gain
rs 07 gold and access to.

I value your opinions and input on the two, although the former are more unlikely to change here than the latter.

Current Issues


Looking at our wedding figures, and listening to player accounts, and applying my own understanding of the game, we see some movements.

- Clan Orts are a lot less than ideal. Nobody who plays features a shortage ever, they're certainly never helpful to heal the avatar within combat, and even with their conversion to a currency the whole extramarital relationship is unpleasant to connect to.
- Clan Avatars are a clunky pain to summon, track, recall and administrate pertaining to clan members. Codewise they're an unpleasant exception within our summoning code, our clan code, our pet code, our combat code along with our gameplay code.
- A tiny percentage of players connect to anything but the 3% XP ripped. Of the remainder, the majority seems to become clan wardens gaining a 6% XP buff.
- The gathering-in-citadel powerful is notionally better deemed than its equally untouched peers but its usefulness is poor near to the XP buff.
- (Due towards above) there's currently no incentive to improve the habitat to the full potential.
- There's currently zero benefit, outside citadel plot XP, to maintaining fealty using your clan.

Proposed Solutions

a) Clan Orts go away completely entirely.
b) Any clan member can visit the citadel and interact while using the habitat's runestone to attune to the habitat for one 1 week.
c) While attuned towards the habitat the player could summon their clan's avatar being a companion pet which acts like all companion pets - comfortable override, etc. It'll have the colorings, flag and limb customisation options appropriate towards clan.
d) While attuned for the habitat the player will get an XP buff, whether or not they have the avatar pet away. More on this beneath.
e) While this avatar pet is summoned, in the citadel it will gather resources every few seconds up to and including cap shared across all clan avatars. (Basically the same behaviour as in live, but with a significant clan it'll reach the particular cap quicker. )
f) Clan rates high (Admin+) while using the permission set can personalize the avatars' appearance with the habitat runestone.
g) Clan rates (Admin+) with all the permission set can make a decision what avatars will gather on the habitat runestone, or stop them get together.

What this means is that there's no more beastmaster/warden shenanigans, no more logging out with all the avatar summoned and having to uncover where it's gone, no more "recall might recreate your avatar in twenty minutes or six hours", no more orts lying around as you skill making the location look untidy, and a great major bucket of spaghetti taken off the codebase.

It does mean you need to visit your clan's citadel once a week, but that seems just like a small price to pay.

"An XP Buff"


Here's the main area I'm looking for feedback on from people. There's some things take into consideration here.

- A clan XP buff must not reward clans with finer citadels Below those with more basic citadels (ie it ought to be MORE or THE EXACT SAME).
- A clan XP buff ought not reward players MORE for developing a particular clan rank.
- A clan XP buff must not reward players who benefit their clan LESS than those that do not.
- We're committed for you to doubling this amount to be a temporary (generally a couple of weeks long) bonus to clans who've won or come second inside a clan cup; this is the same behaviour as currently is live.
- If you advise a figure that's silly high, Timbo will come round to your house IRL and reset all your levels.

Which leads to a couple of potential approaches:

a) The XP strong is 3%. This means, essentially, keeping the same buff nearly all of you already have (until you're currently a warden) nevertheless simplifying the delivery.
b) The XP buff is made of 3%, plus an extra 2% if their fealty is in maximum (max 5%). This means players are rewarded for being employed by their clans.
c) The XP buff contains 1% per tier of the clan's habitat, plus an extra 2% if their fealty are at maximum (max 5%). This means players are rewarded for earning a living for their clans, and that players are incentivised to create their citadel up.

At the moment I'm leaning towards (n), which seems the most simple way to fairly prize clan engagement without requiring men and women join only larger clans. Obviously you will have opinions about this.

What Happens Next


Once I've heard comments, and dealt with the idea as appropriate, I'll build this in and acquire it launched whenever QA have some time available to do this. I don't make pledges on when, because it's largely not really in my power for this.

Edited To Add


- The XP buff for attuning towards habitat runestone would be a passive buff. You'd also get access to the avatar pet while doing so, but you wouldn't need to have the avatar pet out to utilize the XP buff.
- The double profit for clan cup winners just isn't a new addition within this proposal; it is current reside behaviour. I'm not proposing to incorporate anything that's not experienced the game for 2 years.
- I'm aware that citadel skilling isn't a longer as competitive the way it once was (although it's still as free XP). Revisiting quality of living and reward rates for the entire citadel system is some other job, though.
- Additional benefit from while using clan's designated home earth was something I considered ahead of time, but it's simply not necessarily practical. Sorry.
- (Crosspost coming from Reddit) I'm aware only a few people are very attached to the Heal Over Time period buff. I'm afraid it's not staying around the avatar in the fresh incarnation, but I'll seek to create it back in future by some other clan-gathered-as-group means.

From Your Responses...


Seen some common feedback elements and some concerns, which I hope to deal with here.

- "If the avatar is just a pet now, why even bother acquiring it? "
By separating the application in the XP buff from the actual Avatar pet, I hope to allow players to benefit from clan membership without penalising them in areas. The Avatar-as-pet is then available to use as an advertisement on your clan or as a pet you the same as the look of, without having to worry about whether your are performing yourself over in areas (combat familiars for example)

- "If everyone might have their own avatar, clans won't gather jointly to skill"
True enough in principle. In practice, the analytics data signifies that remarkably few people do this under the latest system. You're right that it removes a draw on the clan's designated homeworld, but that's something that had to be sacrificed for the better accessibility on the whole.
I am aware that we now have social benefits to mechanically encouraging clan members to sign up the same world jointly. It will be an issue in any further reviews I make on the clan systems.

- "Losing the Heal After some time buff is a substantial drawback"
Again, looking at the percentage of their time this buff (or any kind of its peers) are used, it's just not a consideration in the most common of players.
You can argue, and I would concur, that this is partly because its benefits aren't likewise communicated as they could be in the current are living approach - but in my experience, that suggests that we'd like a different way to produce this benefit to clan members it doesn't involve so many levels of fiddle and crimson tape.
It's on my list.

- "We have to see our clan's citadel now to get our buff, instead of just making the warden get it done. "
Yes, this is a tradeoff. I do feel it represents a minimum of engagement with your current clan, though.

- "If we have a T7 citadel with all upkeep done for the week, we should just get the full buff"
On a technical foundation, this means dipping the hand back to the spaghetti bucket, to tie all of these $clan_profile specific data returning to the player's ~givexp calls. I'm not happy your as a notion.
On a design groundwork, it rewards players excessively to get in a larger clan by allowing the majority of players in such clans to simply disregard the clan's systems and still utilize the same XP buff as those who are contributing.
As such I'm disinclined to acquiesce for this request.

- "How about 1% every fealty extra, to a maximum of 6%, instead of 2% for max fealty? "
Got no issue using this type of on a technical or perhaps design basis. I'll see if I am able to persuade Timbo to i want to give that additional 1% overall, although I already must defeat him in a Shokugeki to obtain the 5% so this might arrive at pistols at dawn.


 

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