Author | Thread: Clan Release v1.0 | Page 1 | 2 |
[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #1636 Posted: Apr 22, 2008, 4:49 pm |
Here are some more details of the upcoming clans release. As of this writing, clans are not live: Creating a clan: * Magus Level 5 requirement * Creator is Sovereign Magistrate by default * Clans each need an abbreviation of up to six characters * Clans get a clan-specific forum that only clan members (and admins) may read * The Magistrate can change the clan emblem Joining a Clan: * All clans begin as "Invite Only," but can be set to "Open" * Clan Magistrate sets joining conditions from: alignment (good, evil, none), location (specific province or specific city), required golem knowledge (flesh is default, which everyone already knows), and minimum magus level * Clans may have a max of twenty(20) members at the start -- this can be increased by upgrading the Clan Headquarters * Members can leave at any time, but any clan items they have in their storage bin or on golems are repossessed by the clan Clan Ranks * Sovereign Magistrate - Highest ranked member with all levels of access. In addition to everything else, these are the only ones who can disband the clan or change the clan description and emblem. * Archduke/Archduchess - Essentially second-in-command. These members can donate resources or golems, borrow items from the clan armoury, begin building projects, and begin new item projects (weapons, etc), invite or exile members, change joining requirements, and change member ranks. * Duke/Duchess - With less access than the Archdukes. These members can donate resources or golems, borrow items from the clan armoury, begin building projects, begin new item projects (weapons, etc). * Wizard-Knight - The lowest level of access. These members can donate resources or golems, and borrow items from the clan armoury. Disbanding a Clan * Only a Magistrate can disband the clan. This sends a report to all members notifying them of the disbanding and takes 24 hours before the clan is dissolved Clan Paths * Each clan will have a primary path and a secondary path. The primary path is chosen on creation and can not be changed. This determines what sort of items or weapons a clan is able to create. For example, a clan that takes the Ranged Weapon Path will be able to make more ranged weapons than other clans. All clans will have access to basic weapons -- a sword, a mace, a bow, a lantern, etc -- but more advanced items can only be made by clans that focus on that type of item. * The secondary path comes from the same list as the primaries, but as a secondary path the clan will have only limited and more expensive access to items from that path. For example, a clan that has Defense as a primary path will have access to the entire list of defensive items, but a clan that has Defense as a secondary will be able to make half or fewer of those same items AND at a greater cost per item. The paths are as follows: Melee Weapon Specialization - These clans can make swords, polearms, and blunt instruments that their golems use in melee combat. Ranged Weapon Specialization - These clans are able to make ranged weapons and ammo, varying from short range bows to golem-mounted siege weaponry. Item Specialization - These clans are able to make useful items, ranging from lanterns to avoid the night time penalties to minor explosive devices such as the Six Demon Bag. Defense Specialization - These clans are able to craft highly resistant armour at lower weights as well as mighty tower shields and steam generators. I'm doing something different for players who want to opt out of PvP, so there is no longer a need to choose Defense primary for your clan if you want to avoid PvP. Alchemy Specialization - These clans are able to transmute their golems and resources into other types, warping flesh into bone or iron depending on how advanced the clan has become. This does not change the hit points of a golem; only the resistances. Magic Spell Specialization - These clans are able to control the most powerful spells. Spells are not learned individually, but cast directly from the clan by any of its members. The Spell Specialization will not be available when clans are first released as I have to write the spell system first. If you're interested in creating a clan that specializes in this path, wait to create your clan OR create your clan with another specialization and wait to take spells as the secondary path. When clans are first released, only a small number of specialized items will be available for creation. Additional items and weapons will be added as time goes on. Clan buildings * These will work very similar to a Magus' workshop (upgrades, etc). Each building will have a maximum level of 20 and have extremely high requirements: 240k+ resource costs. Clans will not generate their own resources; they will rely on donations from members. - Headquarters: This will determine how many members you can have in your clan (20 to start) as well as affect how quickly buildings are created. - Armoury: This determines how many weapons you can store. Forty(40) to start and then increasing. You also create clan items in the armoury. - Library: This is the building where you choose the weapons and items of the clan. The higher the level, the more items you gain access to from your path(s). - Barricade: Protects the clan from other clan attacks. - Depot: The level of the depot determines how many golems you can store in the clan and subsequently how many can be in the clan's army. Twenty five(25) to start, and then increasing. - Warehouse: This will work just like the storage bin, only at a much greater scale. Clan donations * Members will be able to donate resources, money, and golems to the clan. Resources are used to increase the building levels and make weapons. Golems get moved to the clan's golem army. Any member of a clan can take an item from the clan armoury to add to their golems, but if they leave the clan the item will automatically be taken back. Clan items can not be sold by magi. Clan Combat * Upon the first release of clans, clan combat will not be functional since there's still a lot to be done to complete this. The goals of the first version of clan release include 1) allowing folks to join together with other like-minded individuals, 2) expanding roleplay options, and 3) to begin release of clan items such as weapons. KepLast Edited: May 9, 2008, 6:35 pm |
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[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #1789 Posted: Apr 24, 2008, 8:34 pm |
Organized by topic somewhat: General: ...should we start some basic organization already? Feel free to organize amoung yourselves if you wish. :) Paths ...maybe you could offer the option to select [Spell Specialization] as the primary path, with the clear warning that it won't have any benefits at first. That way, anyone that wanted could go ahead and get their clan formed and start building their warehouse etc. Hm, makes sense. I'll consider doing this. Will the secondary path be changeable, or will it be unchangeable like the primary path? The Secondary Path can not be changed once chosen. Magistrate and Joining ...it would be nice to base the clan membership on things other than golem abilities. I'll be making Gender an additional changeable requirement for the clan, just like alignment, location, etc. If I can manage to fit it in, I'll also add optional armour, powersource/spirit, and eye research requirements. Will entry requirements be changeable? Entry requirements can be changed at anytime by Magistrates and Archdukes/Archduchesses (the top and second in command rankings). If the Sovereign Magistrate no longer wants or cannot keep the position, can the SM give the position to someone else? Sovereign Magistrate is a rank that can be assigned to anyone in the clan by the Magistrate. If there is only one Magistrate in the clan, they'll be unable to leave the clan or demote themselves from the rank of Magistrate until they assign someone else as Magistrate. What about for SM's who are MIA? Will there be a mechanism for clan members and/or admins to choose another SM? At first, no, but eventually there will be a voting mechanism to put in place a new Magistrate in case the original abandons the clan or game, etc. Golems and Items Will clan members be able to take golems from the depot? If not, can the SM take golems from the depot and give them to clan members? There will be a trading system in place where clan members will be able to give other clan members whatever they want (without going through the market). I do not know exactly how taking golems from the clan will work yet as it'll depend on how combat is structured. Are the clan specific items tradeable, btw? The basic clan items that every clan gains -- the sword, mace, basic shortbow, etc -- will be tradeable and sellable. The others you get because of the clan path will not be and will be repossessed from anyone who leaves the clan. Kep |
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[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #1810 Posted: Apr 25, 2008, 2:35 pm |
are clan items lootable[...]? Clan items lost on the field of battle magically reappear in the clan's armoury (even if the armoury is already full). Kep |
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[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #1888 Posted: Apr 27, 2008, 3:30 pm |
Any time we should be ready for this initial version of clans? My goal was end of April, but I've bumped it to May 9th -- make that 'sometime during the middle of May'. KepLast Edited: May 9, 2008, 6:37 pm |
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[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #2164 Posted: May 5, 2008, 1:00 am |
Are the clan specific items tradeable, btw? The basic clan items that every clan gains -- the sword, mace, basic shortbow, etc -- will be tradeable and sellable. The others you get because of the clan path will not be and will be repossessed from anyone who leaves the clan. From a few posts up. :) Kep |
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[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #2276 Posted: May 8, 2008, 2:02 am |
Will it be possible to get a level 5 person to start a clan for you, put you in charge and then they can move on? Sorry, but nope. Any Sovereign Magistrate will need to be level 5 or higher. Kep |
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[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #2343 Posted: May 9, 2008, 6:39 pm |
Since I'd like this thread to serve as a FAQ for clans, I've cleaned it up to make it easier to read. :) As of this writing, current plan for the clan release is sometime in middle May. Kep |
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JoachimPosts: 208 Location: Asylum Magus Age: 126 years old Clan: STEAM Real Name: Walt
| Message #2344 Posted: May 9, 2008, 6:43 pm |
Middle of May?! Oh you're such a tease... :) |
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Fidelis Posts: 4 Location: Arzenbourg Magus Age: 118 years old
| Message #2395 Posted: May 11, 2008, 8:41 pm |
Will people not belonging to a clan be able to research weapons, or are we all going to have to join a clan to get better stats? |
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TzadkielPosts: 596 Location: Broukendale Magus Age: 130 years old Clan: OTAKU | Message #2397 Posted: May 11, 2008, 10:53 pm |
Can there be a super stripped down release of clans? One that allows us to simply organize and have a private forum. "Nesting" if you will. In theory, clans could provide no benefit beyond a snazzy uniform, a fight song, and cheerleaders. |
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Marnen Posts: 63 Location: Nournsland Magus Age: 127 years old
| Message #2528 Posted: May 15, 2008, 5:12 pm |
Soooo..... midday tomorrow would be exactly the "middle of may". We getting clans then? ;) |
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[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #2531 Posted: May 15, 2008, 5:47 pm |
Will people not belonging to a clan be able to research weapons All weapons are going to be clan-related, so to make weapons you'll have to join or create a clan. Can there be a super stripped down release of clans? This will be the stripped down release of clans, actually. :) Most of the game is very modular (though it doesn't follow a strict model-view setup, for those of you familiar with coding techniques). One area that unfortunately is not as modular as it should be is combat, so changes to combat typically require a lot of testing. Updates to combat that take into account the special abilities of clan items have been the biggest delay. I'll likely have to do a significant revision of combat to allow for spells (breaking combat down and making the code more modular for starters), which is one big reason I decided to skip the Spell Specialization clan for the time being. We getting clans then? Depends. The player side of things works pretty well (needing some tweakage here and there), but I lack a usable clan admin panel to make changes and monitor clan activity. I'm not sure how comfortable I am releasing it without those tools, even though I can just tweak the database directly if need be. If I'm not able to get a clan admin panel up and running by late tonight, I'll probably plan the clan release for Monday. Kep |
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Sterling Posts: 157 Location: Darghelm Magus Age: 126 years old
| Message #2536 Posted: May 15, 2008, 6:54 pm |
I say take your time, if it needs it :) |
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Poseidon Posts: 241 Location: Shuul Magus Age: 119 years old
Real Name: Jack Website: Click HereEmail: kingclown00@hotmail.com | Message #2548 Posted: May 16, 2008, 3:43 am |
As the leader of what will be a spell-primary clan, I feel the need to bring this idea back up... ...maybe you could offer the option to select [Spell Specialization] as the primary path, with the clear warning that it won't have any benefits at first. That way, anyone that wanted could go ahead and get their clan formed and start building their warehouse etc. ...as the clan(s) that decide they want to specialize in spells will be at a significant disadvantage not being able to upgrade buildings until the actual spells are out. |
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HalfteaPosts: 1307 Location: Darghelm Magus Age: 139 years old Clan: ADV | Message #2559 Posted: May 16, 2008, 1:14 pm |
I'll second Sterlings suggestion. After all, this is in prep for Muelsfell eventually leaving beta. Since Kep will have to eventually get clan admin tools in place, he might as well put it in with the initial stripped down release. Because once the clans get going fairly well, he can't spend all his time modding the database. Well, I guess he could but then he wouldn't be able to bring us new, better things to play with. And I like my new sparkly playthings. Yes I do. |
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Delano Posts: 37 Location: Mallow Magus Age: 147 years old
| Message #2563 Posted: May 16, 2008, 3:41 pm |
Personally, I think sla.. er, admins taking their time is over rated, but if you all want to have "patience" I guess I can play along. :P |
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Ileazar Posts: 125 Location: Hans Mina Magus Age: 125 years old
| Message #2564 Posted: May 16, 2008, 5:12 pm |
Ehn, I can empathize, only because I'm lazy and would rather Do It Right Once than Do It All Over Again Several Times. |
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[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #2571 Posted: May 16, 2008, 6:22 pm |
Alright. I'm officially bumping the clan release into next week. I want more time refine, tweak, and tune, plus I'll be out of town this weekend. Never fear, it is getting very close to release. :) Meanwhile, I'll hopefully release some new armour types tonight. @Poseidon - I was concerned that if I were to release the Spell Specialization clan with the rest, it'd be essentially a "blank" clan. However, you'd get access to all the basic clan features: the five general items, Secondary Specialization, the clan forum, building upgrades, resource donations, and clan golem guards. That list is not bad, but the lack of utility from the Primary Specialization is pretty big disadvantage. If you and other Spell Specialization-interested people are okay with that, I'll go ahead and release the option with the rest. Just bear in mind it may be a long time before I can get the spell system in place and it's not the next project after clans. Lots of bright red warnings will note this. Kep |
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Marnen Posts: 63 Location: Nournsland Magus Age: 127 years old
| Message #2572 Posted: May 16, 2008, 6:24 pm |
ok Arkham posted something in here but i cant see it because of the forum page bug ... so im posting to try and get to the next page :P |
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Poseidon Posts: 241 Location: Shuul Magus Age: 119 years old
Real Name: Jack Website: Click HereEmail: kingclown00@hotmail.com | Message #2581 Posted: May 16, 2008, 9:15 pm |
I think NOT being able to make the clan would be a much worse disadvantage. At least even though the spells aren't functional we won't get left in the dust with the other clans when it comes to buildings. Thats what I'm worried about. I want to start upgrading heaquarters as there are a lot of people interested in the clan. |
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Alyana Posts: 6 Location: Nournsland Magus Age: 129 years old
| Message #2613 Posted: May 18, 2008, 2:11 am |
As a petitioner to the clan Poseidon's starting, I'd also like the have the Spell Spec clan available even if spells aren't out yet, for the reasons he gave. |
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RigbyPosts: 95 Location: Asylum Magus Age: 125 years old Clan: STEAM Real Name: Mike
| Message #2615 Posted: May 18, 2008, 4:37 am |
The forums are still buggy, have to hit the reply button to read all of the missing posts. |
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AethenCrinitus Posts: 69 Location: Rildesjan Magus Age: 126 years old
Real Name: Thomas
| Message #2696 Posted: May 23, 2008, 4:06 am |
Any chance we can get a rough idea of when the release date is? Tomorrow maybe? lol |
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[ADMIN] ArkhamPosts: 902 Location: Mallow Magus Age: 130 years old Clan: AGOMC | Message #2721 Posted: May 25, 2008, 12:16 am |
RIGHT NOW! Or "finally," depending on how you look at it. :D Let me know of any bugs (and I'm sure there will be at least a few). Kep |
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Sterling Posts: 157 Location: Darghelm Magus Age: 126 years old
| Message #2731 Posted: May 25, 2008, 1:37 am |
So no more info about the clan specilizations? Just throwing us to the wolves to figure it out? |
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