Topic 11
- Vagile Savane
- Exile
- Post #1
Topic 11
We need to be able to have Clan Halls in various places around Puddleby Island.
See WoD forum thread at http://www.windsofdawn.org/forum/showthread.html?s=&threadid;=1638
See WoD forum thread at http://www.windsofdawn.org/forum/showthread.html?s=&threadid;=1638
- Ann
- Exile
- Post #2
Topic 11
There are significant issues with having buildings or areas owned by individuals, groups, or clans. How many of them will there be, and where will they all go? What happens when a clan disbands or becomes inactive? If they provide big benefits to clanmembers, is that too unfair to people not in a clan? If they don't provide much in the way of benefits, will they be popular enough to justify the time spent?
The idea comes up now and again, but not strongly enough to overcome all the problems and design difficulties.
Ann
The idea comes up now and again, but not strongly enough to overcome all the problems and design difficulties.
Ann
- Lundar
- Exile
- Post #3
Topic 11
I think that Clan Halls are an awesome idea that would definately improve the Clan Lord experience.
Addressing your questions, Ann: The way I envision Clan Halls being implemented in Clan Lord, the Clan Halls would all be located on a new snell either to the north or south(or possible northwest) of Puddleby, somewhere in between Puddleby and the farms. This snell would be a "Clan Row", similar to how many universities have Frat Rows.
I can't give you an exact number of how many Clan Halls would be needed, but I think that 30-40 would suffice-- 50 at most. That's comprable to the number of buildings in town center. The exteriors of the buildings need not be large at all, but the interiors would be as large as the clan could afford.
There would be a significant(though not unreasonable) cost involved in starting up and maintaining a Clan Hall, which would cut down on the number of clans with Clan Halls. If a clan becomes inactive or is disbanded, they would no longer be able to pay their maintenance fee, which would result in the closing down of their Clan Hall.
Additionally, Clan Halls would require a minimum membership of say 15-20 exiles in order to own a Clan Hall. This would limit Clan Hall ownership to clans with a strong membership, and would also prevent wealthy exiles from creating a superflous clan in order to become the sole owner of a Clan Hall.
There would be no huge advantage to owning a Clan Hall, other than the coolness factor of owning one. Active clans might be able to expand their Clan Halls to include altars, libraries, banks, pubs, and other luxuries, but nothing that an unclanned exile wouldn't be able to find in the town's various establishments.
Besides being a really fun addition to Clan Lord, Clan Halls would have other benefits. Clan Halls would give exiles something to do, other than just hunting and socializing. Clan Halls would provide a big and exciting project for clan members to work on, and to strive to improve. Clan Halls would provide bragging rights, another measure of success in the CL world. Finally, Clan Halls would provide a money sink to help control Puddleby's overinflated economy.
So please consider adding Clan Halls to CL. I'm sure the many design difficulties can be worked out-- many other MMORPGs from Shadowbane and UO to the text based MUD incorporate Clan Halls. Let's put the "Clan" back into "Clan Lord"
-Lundar
Addressing your questions, Ann: The way I envision Clan Halls being implemented in Clan Lord, the Clan Halls would all be located on a new snell either to the north or south(or possible northwest) of Puddleby, somewhere in between Puddleby and the farms. This snell would be a "Clan Row", similar to how many universities have Frat Rows.
I can't give you an exact number of how many Clan Halls would be needed, but I think that 30-40 would suffice-- 50 at most. That's comprable to the number of buildings in town center. The exteriors of the buildings need not be large at all, but the interiors would be as large as the clan could afford.
There would be a significant(though not unreasonable) cost involved in starting up and maintaining a Clan Hall, which would cut down on the number of clans with Clan Halls. If a clan becomes inactive or is disbanded, they would no longer be able to pay their maintenance fee, which would result in the closing down of their Clan Hall.
Additionally, Clan Halls would require a minimum membership of say 15-20 exiles in order to own a Clan Hall. This would limit Clan Hall ownership to clans with a strong membership, and would also prevent wealthy exiles from creating a superflous clan in order to become the sole owner of a Clan Hall.
There would be no huge advantage to owning a Clan Hall, other than the coolness factor of owning one. Active clans might be able to expand their Clan Halls to include altars, libraries, banks, pubs, and other luxuries, but nothing that an unclanned exile wouldn't be able to find in the town's various establishments.
Besides being a really fun addition to Clan Lord, Clan Halls would have other benefits. Clan Halls would give exiles something to do, other than just hunting and socializing. Clan Halls would provide a big and exciting project for clan members to work on, and to strive to improve. Clan Halls would provide bragging rights, another measure of success in the CL world. Finally, Clan Halls would provide a money sink to help control Puddleby's overinflated economy.
So please consider adding Clan Halls to CL. I'm sure the many design difficulties can be worked out-- many other MMORPGs from Shadowbane and UO to the text based MUD incorporate Clan Halls. Let's put the "Clan" back into "Clan Lord"
-Lundar
- Aerizith
- Exile
- Post #5
Topic 11
Would only clan members be allowed to enter? I know clans like say WoD like allow non-members to almost everone of their in game clan events. Other clan's like potential members to attend meetings. I see a clan hall as somehwere to have clan mettings, gatherings ect. We'd need to figure out how to get non-members in, but only with permission, or a few clans would just stop growing.
- Lundar
- Exile
- Post #6
Topic 11
I think that you should be able to set access privaleges for each of the rooms within a Clan Hall. Thus, a clan could set up a Clan Hall so that their main hall and some of the rooms are open to the public, while keeping a private meeting room members only. Ultra-secretive clans could close off their Clan Hall entirely. Alternatively, rooms could be /locked and /unlocked. Locked rooms would only be accessible to clan members.
-Lundar
-Lundar
- HWC Sareth
- Exile
- Post #7
Topic 11
I think Lundar's suggestions are reasonable, but I would propose some minor alterations. Chief amongst those would be rent. Make a set number of clan halls. (If enough expansion takes place in the future, more could be added, but limit the number for the moment.) Then charge rent for them, with better halls drawing higher rent. If a clan loses too many members to be able to maintain the rent, they lose the place and newly lucrous clans can take over the rent.
Another posibility would be to base Clan Hall posession on place in the Dunny. The best hall goes to the clan at the top. The next two best, go to the next level, etc. When a clan changes levels on the dunny through a challenge or default, access to the buildings switch accordingly.
Yet another possibility would be to position a number of builders around town who can be "keyed" to the first member of a clan to donate building supplies. After a set number of supplies are provided, a hall is built. The builder can remain in place alowing for "additions," such as alters, libraries, vaults (private bank) etc. If a certain minimum amount of materials aren't provided during a set period of time, the building "decays," losing extras and eventually disappearing all together. if it did disappear, the builder becomes a free agent again, allowing a new clan to take over the site.
As for ways to enable visitors enterance, you could have a door guard that admits guests if introduced by a clan member, or affiliation medals could be used as keys.
Another posibility would be to base Clan Hall posession on place in the Dunny. The best hall goes to the clan at the top. The next two best, go to the next level, etc. When a clan changes levels on the dunny through a challenge or default, access to the buildings switch accordingly.
Yet another possibility would be to position a number of builders around town who can be "keyed" to the first member of a clan to donate building supplies. After a set number of supplies are provided, a hall is built. The builder can remain in place alowing for "additions," such as alters, libraries, vaults (private bank) etc. If a certain minimum amount of materials aren't provided during a set period of time, the building "decays," losing extras and eventually disappearing all together. if it did disappear, the builder becomes a free agent again, allowing a new clan to take over the site.
As for ways to enable visitors enterance, you could have a door guard that admits guests if introduced by a clan member, or affiliation medals could be used as keys.
- Aerizith
- Exile
- Post #8
Topic 11
I'm guessing your clan has a good standing in dunny
It shouldn't be based on dunny becuase it isn't GM run or coordinated. GMs would have to start following it to know which building to give you, total mess. If you have the coins, you can have the hall. They should all start the same and players do the builder thing for improvements. The clan with the best building will be the one who gathers supplies and donates.
It shouldn't be based on dunny becuase it isn't GM run or coordinated. GMs would have to start following it to know which building to give you, total mess. If you have the coins, you can have the hall. They should all start the same and players do the builder thing for improvements. The clan with the best building will be the one who gathers supplies and donates.
- HWC Sareth
- Exile
- Post #11
Topic 11
Good comments, all.
You will note that I made three, contradictory suggestions, but did not endorse any of them. I'd say you gave real good reasons for one fo them not to be given much consideration. (And yes, A, RC is currently top of the Dunny).
In all honesty, I prefer the option involving builders.
You will note that I made three, contradictory suggestions, but did not endorse any of them. I'd say you gave real good reasons for one fo them not to be given much consideration. (And yes, A, RC is currently top of the Dunny).
In all honesty, I prefer the option involving builders.
- Aldernon
- Exile
- Post #12
Topic 11
I'll have to admit, I didn't read all of my cousins rather lengthy posts, I rarely do. But something did strike me, Sareth's comment about a set # of clan halls that could be expanded perhaps at a later date. What if clans not only had to pay upkeep and rent, but first they had to actually "claim" the hall for themselves from whatever nasties lived inside it
They could all be infested w/ various manners of critters, the "nicer" halls would naturally be infested w/ stronger critters in higher numbers, etc. There would be an element of pride in claiming some of the toughest "clan halls" for the clan that succeeds. Once claimed, if they keep up on paying their rent/guards/upkeep, the critters would be kept at bay by their "hired and unseen guards/groundskeepers." If the clan ever fell behind in rent/upkeep, the hall would immediately be overtaken again and be fair-game for any clan to re-conquer. Adding more quests at the same time as adding clan halls! I'd imagine some of the halls at first would be so difficult as to be near impossible to "claim".
_________________
-Ald
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"I was fucking windows 95, nuff said." -Michael
_________________
-Ald
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"I was fucking windows 95, nuff said." -Michael
- Baff
- Exile
- Post #14
Topic 11
Sareth, I liked the other 2 ideas just fine.
Lundar, even though I have no part in Dun'ilsar anymore, the trophy idea sounds cool.
Aldernon, neat idea indeed! I do see a few issues with it though that might make it look bad to the GMs. Maybe solving them will make this look more appealing.
1. A clan spends a couple hours cleaning out a hall and just as they kill the last creature, some random person runs in and claims the hall. How could this be prevented or at least minimized?
2. What is to prevent a group from making the clan halls their new hunting grounds? (maybe have the creatures give half of normal experience and no coins?)
3. Should a clan have to clear out a hall by themselves or is it ok for others to help? Would an Extermination group form that could be hired to clean out clan halls for clans? Would this be a good or bad thing?
4. (general issue for any suggestion that has clan halls with different levels of desirability) Would clans be able to change clan halls easily? So if clanX claims "Rundown Clan Hall #3" and they decide they would rather have "Fancy Shmancy Clan Hall #7", can they just abandon their original clan hall and attempt to claim the new one, or do they have to wait until their lease runs out, or... or...?
4a. If a clan can "abandon" a clan hall, what would be required to do so?
4b. If a clan can't "abandon" a clan hall, what is to prevent newbieclanmemberX from claiming "Junkiest Clan Hall #1" and locking his clan into that hall while the other clans claim the "best" halls? (maybe have clan hall claiming be like forming a clan, requiring 5 members? This may also partly solve issue #1)
Lundar, even though I have no part in Dun'ilsar anymore, the trophy idea sounds cool.
Aldernon, neat idea indeed! I do see a few issues with it though that might make it look bad to the GMs. Maybe solving them will make this look more appealing.
1. A clan spends a couple hours cleaning out a hall and just as they kill the last creature, some random person runs in and claims the hall. How could this be prevented or at least minimized?
2. What is to prevent a group from making the clan halls their new hunting grounds? (maybe have the creatures give half of normal experience and no coins?)
3. Should a clan have to clear out a hall by themselves or is it ok for others to help? Would an Extermination group form that could be hired to clean out clan halls for clans? Would this be a good or bad thing?
4. (general issue for any suggestion that has clan halls with different levels of desirability) Would clans be able to change clan halls easily? So if clanX claims "Rundown Clan Hall #3" and they decide they would rather have "Fancy Shmancy Clan Hall #7", can they just abandon their original clan hall and attempt to claim the new one, or do they have to wait until their lease runs out, or... or...?
4a. If a clan can "abandon" a clan hall, what would be required to do so?
4b. If a clan can't "abandon" a clan hall, what is to prevent newbieclanmemberX from claiming "Junkiest Clan Hall #1" and locking his clan into that hall while the other clans claim the "best" halls? (maybe have clan hall claiming be like forming a clan, requiring 5 members? This may also partly solve issue #1)
- Aldernon
- Exile
- Post #15
Topic 11
Good points all of em, Baff. I was going w/ the assumption that the GM's would find "the right way" as they so often do, or they'd prompt us for further input if needed/wanted. Assuming the idea had any merit to begin with
I think you've brought up the kinds of questions that'd have to be considered *after* deciding if it was even a good idea. If there seems to be more interest, maybe we can expound on these questions to help the GM's.
_________________
-Ald
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"I was fucking windows 95, nuff said." -Michael
I think you've brought up the kinds of questions that'd have to be considered *after* deciding if it was even a good idea. If there seems to be more interest, maybe we can expound on these questions to help the GM's.
_________________
-Ald
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"I was fucking windows 95, nuff said." -Michael