CubedOobleck Posted May 27, 2013 Share Posted May 27, 2013 (edited) The "extra-large" dispute: Right now how the Dojo simply encourages clans to be as large as possible, I don't think this is how it is supposed to be, nor how DE intended it to work. By that I don't mean that extremely large clans are wrong and there shouldn't be any, but DE obviously has in mind an ideal size for clans to which they tailored the resources needed for dojo building and researching, if the clan is bigger or smaller then of course building a dojo will be harder or easier. The problem is how easy it is to freeload on these bigger clans. Many have suggested an increase of building costs for larger dojos, for example starting from 50 every time the number of clan member's double, the cost to build increases by 25%. Something like that would somewhat discourage clans to light heartedly accept any player, but alone it wouldn't solve the problem of freeloading that plagues the larger clans and would simply increases the strain on the clan members that are actually contributing. Another option would be to make larger clans require more structures to function, for example there could be a maximum number of members a clan can have, but building more clan halls and great halls would increase this limit (clans that have already surpassed this limit would need to build more halls before they can continue recruiting). Researching weapons could only give BP to the members that have contributed to that research, which means that bigger clans would benefit from many laboratories so that multiple researches can be done at once by their many members. Ideas for new rooms: Aesthetics, that's half of the reason players want a dojo, but it doesn't feel expanded on. An interface to change colors (similar to how we customize warframes and weapons) for each room wouldn't be out of place and would affect those glowing plants, the floors ceiling and decorations. Moreover, there could be "room skins" to replace, for example, the plants with statues or other tweaks along those lines. All of this would of course cost more resources, but it would gives ways to work on a dojo that isn't simply 'add more rooms'. Trading is still in development, DE made it clear that it will be limited and linked to the clan system, so why not a trading room? It could look like a storage with lockers and a player can use the lockers to set up a trade offer that other players can view and accept at any time; or it could be a real-time kind of thing that requires both traders in the room, somewhat like old-school pokemon trading. A training room for each mastery trial would also be nice, upon entering/activating it would be just like attempting a mastery rank. What I call the overcharge room could be an interesting idea. To use it, X number of players need to bring in a copy of the same maxed out mod and a ton of resources/money and after some time (12h?) they all get a the mod back one rank beyond its limit (cannot be redone with the same mod of course). There could even be a room (warlord room?) that once built gives access to a central interface to aid in dojo planning and lets you perform the above mentioned aesthetic tweaks, perhaps it could even allow the warlord to create requirements to enter some rooms. A costly shrine room could be built where players can offer materials to temporarily increase the chances one particular item will drop from enemies. Edited May 27, 2013 by CubedOobleck Link to comment Share on other sites More sharing options...
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