ralwn Posted May 27, 2013 Share Posted May 27, 2013 (edited) Brackets First you start by specifying whether your guild will be 1-25 / 26-50 / 51-100 / 101-250 / 250+ members. This sets your pricing bracket for constructing your dojo. The pricing in each bracket is balanced towards a specific percentage of your bracket size. If the percentage were say 80%, then the pricing for the 25 person bracket would be what 20 "average" players could reasonably farm over a certain time period. The 5th bracket (250+) would have the highest pricing percentage since there is no upper cap on guild size. Anti-Abuse Measure You can increase your guild's size bracket at any time, but doing so will retroactively require you to pay the increased costs for your new bracket on your current dojo rooms. Say for example, you are a 1-25 bracket guild and you bought a dueling room. Then you suddenly get more members and increase your bracket to the 26-50 player bracket. Your dueling room is now off limits until you can pay the increased price for the 26-50 player bracket. Admittedly, weapons constructed from dojo research are a bit of a loophole, and I haven't really thought of how that should be handled. Ending Thoughts Obviously, you can set the bracket sizes and the percentages any which way you want. My numbers would severely hamper single person guilds but would still make small guilds viable (if you don't have ~20 active members, you end up having to work a little bit harder or you are encouraged to branch out a little and find people who will better fit your guild). TLDR: Tiered Costs dependent upon your guild size. Also added measures to prevent clans from cheating the system by building dojo with a smaller guild and then increasing guild size later. Edited May 27, 2013 by ralwn Link to comment Share on other sites More sharing options...
Endrance Posted May 27, 2013 Share Posted May 27, 2013 I would only change 1 thing. You, the guild leader, chooses NOTHING. When creating/everyday/maintenance, the game "reads" your guild/clan and puts you in the "category" of X players. If, you, can choose where to be, you will most likely always choose the 1/20, since lesser players = lesser amounts, and having 250 players farming for what 20 can farm, would destroy the "guild economy". If i misunderstood your thread, i apologize, English is not my main language so i don't understand everything properly. Link to comment Share on other sites More sharing options...
ralwn Posted May 27, 2013 Author Share Posted May 27, 2013 (edited) If, you, can choose where to be, you will most likely always choose the 1/20, since lesser players = lesser amounts, and having 250 players farming for what 20 can farm, would destroy the "guild economy". I agree with you. The proposal includes an anti-abuse measure for this contingency If you increase the size of your guild, then you have to pay the increased costs on your old dojo rooms as well as the new ones. Large guilds wouldn't be able to abuse this to make their dojos at the cheaper cost of a 1-25 size guild. I understand that such a policy creates a harsh pressure on tight-knit communities that have exactly 25-30 members but I believe that can be solved by giving the lower brackets a smaller relative cost compared to the higher brackets. Or, as an alternative, more brackets can be added on the lower end of the spectrum in order to mitigate the sharp spike in cost (1-25 / 26-50 can turn into 1-20 / 21-30 / 31-40 / 41-50). Edited May 27, 2013 by ralwn Link to comment Share on other sites More sharing options...
Endrance Posted May 27, 2013 Share Posted May 27, 2013 I would make the system in a different way, although would probably bring problem. Let's imagine, that you have a base cost for 1 player guild 1000 Rubedo (just for numbers) Every new player, would add 5% extra resources to the base price. So, guild master + 1 member would cost 1050 If another player joins (the 3rd one), another 5% would be added, to the base cost, being that the 1000 Rubedo So, guild master + 2 members would cost 1100, since 5% of 1000 is 50, and you have 2 players, so just extra 100 overall. Now, we think, meh, that is a slow amount, but i've seen some prices of the dojo, some are over 60k, just imagine the extra amount of it. Link to comment Share on other sites More sharing options...
ralwn Posted May 27, 2013 Author Share Posted May 27, 2013 (edited) I would make the system in a different way, although would probably bring problem. Let's imagine, that you have a base cost for 1 player guild 1000 Rubedo (just for numbers) Every new player, would add 5% extra resources to the base price. So, guild master + 1 member would cost 1050 If another player joins (the 3rd one), another 5% would be added, to the base cost, being that the 1000 Rubedo So, guild master + 2 members would cost 1100, since 5% of 1000 is 50, and you have 2 players, so just extra 100 overall. Now, we think, meh, that is a slow amount, but i've seen some prices of the dojo, some are over 60k, just imagine the extra amount of it. I like yours, but the problem I see right away is that if yours has the same anti-abuse measure as mine... then any new recruit will break your dojo until you "pay up" so your guild members will constantly be logging into a "broken' dojo :( Is yours meant to work without such a measure? (preventing guilds from building their dojo while extremely small in order to cut overall costs and then expanding their guild size afterwards). Er I don't mean this to sound like a loaded question but rather I'm trying to see if I'm just not comprehending your proposal correctly. Edited May 27, 2013 by ralwn Link to comment Share on other sites More sharing options...
Endrance Posted May 27, 2013 Share Posted May 27, 2013 I like yours, but the problem I see right away is that if yours has the same anti-abuse measure as mine... then any new recruit will break your dojo until you "pay up" so your guild members will constantly be logging into a "broken' dojo :( Is yours meant to work without such a measure? (preventing guilds from building their dojo while extremely small in order to cut overall costs and then expanding their guild size afterwards). Er I don't mean this to sound like a loaded question but rather I'm trying to see if I'm just not comprehending your proposal correctly. My english skills are not the best so i'm probably not being explicit enough. My proposal would make it worth despite the numbers of players you have, for example you have a 5-man clan, you have 1 difficulty to get the resources, but if you have a 50-man clan the difficulty would be nearly the same, since the price of building would scale up with every new member. It's not like, you have 1 players and you can finish all very fast, and then start inviting people since you already built your clan dojo. It would just make it possible for small clans like mine (we're 4) to be able to construct anything, since it would have a base price that is suitable for a single person, but also, suitable to 5/10/1000000 since it would scale up with new players. I didn't quite understand what you meant with the "broken dojo", so if you could explain a bit better i would appreciate. Also, this is how i would make the system, but you'rs if more versatile, and organized. Link to comment Share on other sites More sharing options...
ralwn Posted May 27, 2013 Author Share Posted May 27, 2013 I think I understand yours now. It doesn't need an "anti-abuse" measure because the initial price is high enough to where it would be extremely stressful for a small group of people to pay it upfront. I guess it all depends on what the initial price would be. Link to comment Share on other sites More sharing options...
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