Hello folks! Been a while since I was gone, good to see some familiar names still active here. Looking forward to the new update and see what it does. Good to finally see more functions are being added to the clan system I just have a few questions I wanna throw on the table.
1) This "Clan Point Medal" we are talking about. How do we acquire them ? Can we assume that they will require Zulies to purchase Instead of IM? [ Won't you agree this is the perfect opportunity to use this as a Zulie Sink? ]
The Clan Point Medals are like the Experience Medals, and will be offered through the Item Mall.
And no, I don't think it would be a good zulie sink. A "zulie sink" isn't what's needed as that makes it sound like a one time thing. Creating something that offers something for zulie that can give a reward or exchange for it in the form of enjoyment is something I would prefer to work on implementing for the community.
2) The permanent skill trees that grant +1 stat per level gained and max at level 10. IMHO, 10% bonus isn't really a bonus. More like a permanent booster if you ask me. Wouldn't it be more logical to just cap it at Level 5 , giving a max of 5%? Do these effect stack with Boosters btw?
For the base stat bonuses, it isn't 10% it is +10.
These skills are considered passives, just like they were character passives, but provided through the clan.
3) Seeing how everyone will be running around the field now and collect clan points ( good job on this btw ^_^ ) , is there any fail safe policy that prevents people from botting while farming ? We all know where this is going and its only the matter of time before threads start popping out about botters.
The Clan Field is not the only place you can gain Clan Points. You will be able to earn Clan Points through normal leveling, defeating normal monsters, so long as they are within your level range. The Clan Fields will continue to provide Clan Points in the same manner they currently do, but those will now be considered additional Clan Point Bonuses, while normally defeating the monster would give you Clan Points as well. You will no longer be forced in to a PvP location, in the Clan Fields, in order to progress your clan's strength.
There will be a penalty to earned Clan Points based on a level difference, which will be similar to experience, but harsher to the extent you can earn no Clan Points on monsters too low compared to your level.
Botting is still not allowed and can result in a permanent suspension.
4) Upkeep skills - why the need for Upkeep skills when there are already permanent passives? How long do these effect last when used anyway? It seems that clans now will effectively dictate the outcome of battles by mere clan skills alone. How do you make sure that players earn their clan skills the fair way ? Which brings me back to question number 3, what can you do to prevent bots?
Because of the nature of the bonuses, it was felt that they could serve as a benefit that only active clans should benefit from. The permanent clan passives offer a minor bonus, in comparison, and act as a long term benefit to work towards for your clan to achieve.
As stated, the Upkeep passives would last for a 30 day period once learned, and if learned additionally would extend the timer for an additional 30 days.
While I can understand your viewpoint, it is a bit exaggerated from our perspective. These benefits are small, compared to some benefits and bonuses you get as a class, buff or skill, and available for all clans to obtain over time. This is an MMORPG. The idea of this update is to give more towards that fact, where there are benefits to being part of a group, and work together for a common goal for one another. While we can appreciate those who with to solo, we still have to face the fact that this is a game designed for multi-player.
While these skills can help benefit the able bodied clan that works together, they do not dictate the outcome of battles. There are still many other factors to consider. A single clan member with all the benefits of the clan skills, will still not defeat a team working together.
I do welcome this update with open arms, I think this is probably the best thing we've seen so far in so many years. However, upon reading the first post, I can't help but to feel that this update is also a desperate attempt to keep us locked to a goal while WP is coming out with new content. I don't mind the purpose, all games do that. But I do mind the fact that most of these new clan functions seemed to be too combat oriented. New players already find it difficult to catch up to individual veteran players, now with this implementation, new clans with new players inside will find it even more difficult to be up to par.
A clan system shouldn't have that much power in determining the outcome of the battle. I can agree with the PVM but why the PVP part? Does anyone think that Rose Online at this moment didn't already have enough PVP complimentary items?
I suggest the following better enhance the clan functions.
1) Certain amount of Clan Points = Unlock Clan Storage , Max at level 10. Each Level grants 5-10 slots.
2) Certain amount of Clan Points = Increases Refinery Success rate, Max at Level 5. Each Level grants 0.5% success rate.
3) Certain amount of Clan Points = Increases Crafting Success rate, Max at Level 10. Each Level grants 0.5% Success rate.
4) Certain amount of Clan Points = Decreases Refining Cost, Max at Level 10, Each Level grants 1% discount.
5) Certain amount of Clan Points = Emergency Recall, Max at Level 5. Allows Clan Master to summon clan members to his location. Cooldown 30 Minutes. Each Level decreases cooldown by 2 Minutes.
6) Certain amount of Clan Points = Increases Weight Capacity, Max at Level 5. Each Level grants 2% Individual weight capacity.
There are many more possibilities of new clan functions that could have replaced the existing Upkeep skills. Wars in Rose Online are generally fast in speed, any of the upkeep skills that last longer than 2-3 seconds could throw the entire battle into nothing more than imbalance.
I do agree that the existing skills as listed are good addition.
- table Training - Grants a +5% boost to Mount Movement Speed (current maximum is 5 levels)
- Clan Heal - Allows each clan member access to an AoE Heal, that will only target/effect Clan Members, and restore 5% MaxHP per level. (current maximum is 5 levels)
- Clan Expansion - Expands your Clan Roster amount by 5 per level. (current maximum is 20 levels)
- Clan Experience - Grants a bonus to experience earnings to your Clan Members while adventuring, 1% per level. (current maximum is 10 levels)
- Clan Resurrect - Allows the clan to have access to a mass Resurrect spell, that will only affect Clan Members in range, but the cooldown is shared to the clan.
- Common Drop Bonus - +50% Common Drop Bonus
- Uncommon Drop Bonus - +30% Uncommon Drop Bonus
- Rare Drop Bonus - +20% Rare Drop Bonus
- Very Rare Drop Bonus - +15% Very Rare Drop Bonus
- Epic Drop Bonus - +5% Epic Drop Bonus
- Legendary Drop Bonus - +2% Legendary Drop Bonus
Peace!
While I can appreciate your suggestions, they are not supported right now and offering some of those features would still open the argument that clan benefits "dictate" one thing or another over a non-clan player. There is no "winning" against the idea that being in a clan with several of the skills learned, will ever be comparable against someone not in a clan. But that is the advantage you are gaining with being part of a group. And that is the point. We are rewarding those who with to play as a group on some level and give them goals to work towards and achieve.
Oh thank you Feuer for pointing that out (sarcasm)....I did read all of the notes. I was under the impression that drop bonuses do not work right in the dungeons. Guess I am wrong. It happens sometimes. And I would assume then that the PVM bonuses, Def, off, etc would also work in the dungeons so no reason to add any clan skills specific for the dungeons.
In relationship to the boss reward drops, no they do not because those are guaranteed drops, not a chance off the drop table.
A different system handles the distribution to those boss reward drops.
However, if the boss has a standard drop table, it would apply to those.