Well, as the title says, Im "not" suggesting anything, but what I mean is that currently as present day, there are a few things that can be done in "team" or "clan", which are: Clan Events (actually doable if solo, even better sometimes if solo), Raids (there's a point where it also is better to do them with the 3 accounts you're able to have) and Group Combat (Don't think it is even worth it). So what Im trying to say is after your clan get maxed, theres no "must" to work together, and even by doing so you could not work together at all hahaha. I think there is something missing where working on team (or with other people) should be a most... idk what, maybe something that you could solo it, but rewards would be better if there is more people; or something different (srry im not that creative).
#I don't even know what Im suggesting lol...
21 messages · Page 1 of 1 (latest)
TL;DR add new teamwork features & benefits to late-game
i mean
the events already give an extra 2% per person in the event
this could maybe be increased, but it is an incentive already
I got a small idea that may improve the relevance of clan events
Gathering/crafting events:
Streaks like Snapchat? Done daily can have leaderboard relevant to one person
Maybe clan streak aswell leaderboard for total number
I feel like one day can equal 0.01% exp bonus/gathering bonus to a max of 100 days and has to be done each day to keep the streak meaning total a clan of 20 people can have a max of 20% which means one person contributes 1% total
For a work together clan wars Would be fun in my opinion
Similar to raids but you have 24hrs to prepare (seperate from normal like events but allows u to continue ur previous activity) to fight a never ending waves of monsters and clan who kills most/ last longest wins?
Over 24hrs
Or maybe a different approach but I think it falls inline with the current mechanics of the game
Clan Stronghold Assault
Roles:
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Defender: Players in this role are the stalwart guardians of the clan's stronghold, tasked with fortifying defenses, repelling enemy forces, and supporting the overall defense efforts against relentless waves of adversaries.
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Gatherer: As resourceful adventurers, Gatherers play a vital role in procuring essential resources and supplies needed to fortify the stronghold, contributing to the clan's stockpile, and ensuring the clan's readiness for the impending assault.
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Scout: Masters of reconnaissance and strategic foresight, Scouts venture into the treacherous territories beyond the clan's stronghold, gathering intelligence on incoming enemy forces, identifying potential threats, and leading the daring advance towards the enemy base.
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Attacker: The fearless and battle-hardened Attackers are at the vanguard of the clan's assault, engaging in fierce combat, disrupting enemy defenses, and providing critical support to the Scout as they lead the charge towards the enemy stronghold.
Gameplay:
The Clan Stronghold Assault unfolds across three visually captivating maps, each offering a unique and dynamic environment that immerses players in the epic fantasy battleground.
Map 1: Clan Housing
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Background: The initial map showcases the progressive housing tiers available to the clan, from T1 Old Garage to T6 Castle. This visual representation reflects the clan's progression and serves as a backdrop to the strategic engagements and activities of the clan members.
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Gameplay: Upon the successful completion of scouting and clearing the Scouting Progression Meter by the scouts, a 30-second delay is introduced to simulate the distance traveled and the logistical challenges of supply routes. This delay adds a strategic element, requiring coordinated planning and resource management.
Map 2: Battleground
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Unlock Condition: Scouts clear scouting progression bar in the first map to unlock the second map.
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Background: The battleground presents a dynamic, visually immersive environment, showcasing the terrain and the impending battle. Scouts identify the types of enemies present, guiding the gatherers to gather and craft the correct supplies to counter the enemy forces.
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Gameplay: Attackers and Scouts collaborate to engage and defeat waves of enemy forces, while the gatherers continue to supply essential resources and specialized gear to counter the enemy's composition. This progressive battle scenario culminates in unlocking the third map, leading to the enemy's home base.
Map 3: Enemy's Home Base
- Unlock Condition: Unlocked after clearing the second map.
- Gameplay: Upon unlocking the third map, enemy forces cease spawning in the second map. The final legion waves are introduced in this map, as well as the first map to keep defenders at bay. The attackers alongside the scouts must defeat the enemy's home troops and structures, culminating in the climactic showdown to neutralize the enemy stronghold and achieve victory.
(Probably didn’t explain that the way I have it in my head, inspired from Barbarian Assault using the style and mechanics we currently have .
Pretty much just a clan raid reskinned; doesn’t have to be multiple maps, but I think needs simultaneous objectives to ensure each clan member, regardless of their levels, can participate)
you should make a seperate suggestion for that
its a decent idea
i would add 1 thing
there needs to be a normal mode, where people salect their roles
and then a demon/hard mode, where the mode is randomly assigned to each player
so random accounts with 1 in everything except like fishing or smth are a liability
Agreed
Nice; I like the additional modes!