Clan Platinum Platinum will be a new resource clans can accumulate by performing activities around their clan cities. Current design: When a player is bound to one of their clan cities they will generate platinum for the clan when performing various activities around that city. These activities can include things like killing mobs or harvesting. The amount of platinum earned will be based on the activity itself and the rewards given for that activity. For example, mining ore nodes would provide more platinum per hour than mining stone nodes, but farming mobs would provide the most benefits. The amount of platinum provided for farming mobs will be determined by the drops these mobs provide. Higher tier mobs have higher tier rewards and thus would provide higher amounts of platinum per hour. Clans will also have an activity window. This will be a time-frame of 8 hours that the clan chooses. Live Activity Window: Platinum production will double compared to performing activities outside of the activity window At the end of the activity window, the balance of platinum in the container will be transferred to the clan bank for use in clan purchases Clans will be vulnerable to theft during this time - this will require people to bring siege hammers, battle spikes or other siege equipment to destroy the “container” (maybe just the bindstone) When someone breaks the container 60% of the platinum will drop, 20% will go back to the owning clan and 20% will be destroyed. This provides a good amount of bonus for the thieving players, gives the owning clan a bit of a bonus so they are not completely wiped out, but reduces the amount of platinum earned if the owning clan chooses to steal their own goods After you steal clan platinum it must be deposited into a “Clan City” captains bank before it can be used, so players that steal and do not own a city would be inclined to sell it on the market What is clan platinum for? This is somewhat open-ended and we will keep adding in things as we move forward with the Territory Control System, but here are some ideas: Siege equipment Paying for increased farming output Paying for increased range of city farming bonuses Social Services Decreased cost of market use Decreased cost of billboard use Decreased cost of crafting Improved crafting bonuses (?) Ideas? Outside of Activity Window: Not vulnerable to stealing 50% of the yield for all activities Like always these are initial design ideas and all ideas are welcome. Make sure to give us your thoughts in this thread and join us in the Focus Group on Discord!
You mention the container in your second bullet point, but you never introduced what the container will be. So...what is the container? And does platinum generated outside the activity window still get deposited into it, even if it can’t be stolen?
Unclear on the container. Could use the bindstone or something else. The plat only gets moved to the bank at the end of your activity window so even the plat that accumulates in off time will be vulnerable when your activity window starts.
Hello, I enjoyed the post, it was pretty straightforward so I can only think of two questions that come to mind. How do you see this system working in tandem with other features of the TCS? In other words, what role with the Clan Platinum system fulfil in relation to other facets of the TCS? There have been several different methods of resource generation introduced in recent months that will be important for TCS, Namely: 1.Resource Mines 2.Clan Nodes (proposed TCS version) 3.Clan Factories (TCS structure) 4.Obelisk (TCS structure / TCS rework of VCP) 5.Control Tower (level 2) Resource Cache From what I understand, all of these structures / objects generate loot, so how will each feature play its own unique or important role in the TCS? Will some potentially be reworked or merged? How will the roles of Clan Platinum expand or change with future implementation of other TCS features? For example, in the TCS write-up, War Factories are introduced as a proposed shop for TCS related resources, will Platinum be a currency used in this shop? Will it, for example, possibly be used to increase the production of other TCS resource generators, such as Clan Nodes, or Clan Factories? Thanks
this and or you lose the holding if you arent active in it. price should be cumulative the more holdings you have.
I like the idea of linking the activity with ownership in some fashion. If you're not active with or around your holding you can lose the city. Needs fine tuning, but sounds like a pretty solid start.
How many holdings are going to become abandoned if you do that? How about something like if you control all of the surrounding villages, or whatever control points you guys put in, your city has siege immunity. If you only control one surrounding village, sieges are like they are currently, but if you control no PvP hotspots/villages around your city, people can siege it for free (other than the siege stone) and it starts immediately.
I want to see it used for things that further clan activity to try and create cycles of increasing activity. Basically fun group activities and things that make people have positive goals worth logging in for. Not so much tedious upkeep stuff that is boring and anti-activity. The game already has more than enough tedious upkeep like activities that keep demotivating people from logging in. Things like: Champion sieges. You siege a specific champion. Its announced in global. This specific mob spawn gets a higher chance to drop better relics and loot. Can only be one mob siege at any given time. You have to spend clan plat to do it. Revert devil to its former 3 man + mount self. Make it only spawn for clan plat. Again, announced in global. Ability to do clan vs clan wagered duels using plat and gold/items. 2v2 to 10v10. Include a 'journal' that shows all past outcomes and team rosters. Clan cosmetics like talbards, shields, emotes (think custom battle cries or ganks), mounts models, custom ship models, shark mounts, city structure models and clan flags. Clan gates. UO style gate spells using runebooks and a clan city structure that consume clan plat per person that enters so people can easily travel in small groups to farm, pvp, ect. Leader boards that show plat generation, plat stealing, ect and can be sorted by lifetime or time periods. Ability to spend clan plat to increase clan member skill and stat gains from use/play. Not from meditation/scrolls. Global way-point. Spend plat to drop a short term global way-point with a label on it. Example : 'OPEN HOUSE DUELS HERE' way-point. Or a 'LOOK OUT WALLY IS HERE' way-point.
Clan platinum bonuses/buffs purchases for a day or period of time. -Decrease cost/free portal chamber use. -Switching the racial style of the barracks/keeps, all the clan structures.. or even mix match.. alfar mage, human keep ..etc -Global mount speed buff, or even a regional mount speed buff -Increased ship speed buff.
Please provide information on who in clan has produced how much platinum to please.. This finally gives incentives to keep the bad players around to help out with things.. We need more things like that to make sure even bad pvper are wanted for clan activities..finally gives reasons to keep the farmers around..sheep for the wolves... What I see with this is there needs to be a lot of ways to spend this platinum...a lot of sink..so it keeps the economy good and just don’t pile up like 200k ore in clan bank..even if u got to make the spenders a tad bit over powered..u want these funds used a lot..other wise clan mass recruit people build a bank of platinum and kick every one out..
Personally, I feel as though, holdings will be sieged away from inactive clans so the need to tie it into platinum is a bit moot.
I feel like holding should be completely reset and i mean all cities and hamlets destroyed/reset to launch for the tcs patch. everyone still playing has gold to reclaim them if they want and it would provide a land grab that combined with the TCS patch will get even more people active at least for a spurt. Then we need to keep them here this time. Even if you are in a clan that can dominate immediately, DON'T DO IT, allow pop to blossom for a bit. incorporate platinum as well so you have to be active in your area to build/conquer more. so a small clan CAN entrench themselves somewheres and push out. This might not appeal to the bangers we still have now who just want fights and to be able to get to any in 30 seconds, but a lot of mmo players like this shit. I feel TCS is has the capabilities to change a lot of how the game is played and one of ND's biggest mistakes imo at their launch(other than their game is shit) was they let clans that were playing indev keep their holdings. Players who have been playing this whole time or even since dfo , have every advantage you can think of. We don't need more. New players need to come in and feel they can compete (maybe not at the highest levels of pvp) at the game. Reset holdings and force require platinum to rebuild so that the map isn't conquered in one hour by existing clans now.(upkeep will help) Repeat this with "seasons" if necessary. If i'm wrong and no one comes along and claims these holdings then just make it cheaper but I think most of you would be surprised how many people would play if they had a HOME base they lived out of with close friends. Empires should be a slow crawl to take over areas. Progression, keeps people playing. Sure you can siege cairn from niff but it will be harder and you lose a lot of advantages by not linking your holdings and doubling up on your benefits. Also we do not need to own holdings all over anymore because portals really don't matter. You should link them to villages that are under clan control or something. Im sure you can come up with a better option with the other ideas you have for villages. Then add Factions and an Arena to keep the hardest most annoying griefing bangers busy. No small clan just starting out should be fighting against any of the established clans. They should be fighting over crappy holdings with other small clans until they get their shit together to come @ the big boys. game needs a progression and more playstyles than just PVP PVP PVP to have a reason to play for this game to thrive. This is all just one tired old mans opinion. Flame if you want, I Can take it. @Andrew @kilrain @Neilk @Kilrath @Bound @Billy Lee
They did lower the requirement to just 5 people to take one recently. Hopefully they add upkeep so a lot more small clans will have holdings and be able to fight with other small clans without the usual suspects showing to every siege.
upkeep would be ok so long as it was low for just one holding, but got progressively more expensive as ya went. Even large jumps in cost for more than 3 kind of thing. Diminishing return kind of thing.
fuck off. you should live out of the holding not have 20 that you dont live in that you port to whenever a small clan tries to take on. you arent FORCED to own a holding at all.