Should there be a clan alliance feature?

Clan alliances need to be a thing. Benefits?

Shows allies on the map. Reduces damage done to each other in pvp times. Allows building near each other.

Features. Like allow it to be in effect up to a month max or so. Or a specific time that can be selected. Ao that way clans arent forced into forever alliances making it so it has tk be renewed.

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Yes, I requested this some time back. Much to my surprise, they mentioned it would be coming actually. Itā€™s suppose to be implemented during AoW chapter 3 I believe.

Hereā€™s my original topic. It didnā€™t get much feedback, but I imagine others have said this as wellā€¦

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I could be wrong, but Iā€™m sure Den mentioned in the the AoW stream that they were working on clan alliances.

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Thanks for confirming that. I thought it was said in the last devstream but couldnā€™t remember and didnā€™t want to go digging for it :laughing:

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Only thing I would really need from clan alliances is the chance to connect Teleporters.

It would be a little difficult to actually create an interface for that without having tons of stones floating each time but that would definitely be a great feature. It would also (probably) reduce bases, as there wonā€™t be any need to have multiple outposts on the map for teleporters, but clans could use their allies ones.

I canā€™t wait for it as this is going to allow us to merge clans into factions without any mods.

Also our friendā€™s thralls are going to stop attacking us as we are allies - would be cool to have that too.

Remove clan completely and have player alliance statuses.

0-Enemy. Aggro on site
1-Uknown. Guard mode with attack within a certain distance
2-acquaintance guard mode no distance modifier.
4-Friend. Can access chests guard mode
5-Ally-can access doors and gates and mode is non attack even if damaged.

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And a ā€œpartyā€ feature so we can temporarily cooperate with ā€˜alienā€™ players without their thralls butchering us all the time and vice versa.

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If you donā€™t want your friendsā€™ pets to attack you, then make an alliance/diplomacy. Itā€™s that simple, logically.

I keep seeing feature creep.

I thought of this as well some time ago. We play very often without claning up and it would be nice to have some kind of alliance so you could team up for dungeons and other activities without having to worry about thralls attacking friends or doing damage to each other. But if something like that is on itā€™s way, great. I still think this game is going in a wrong direction with weighing heavily on PvP fighting instead of actual survival what the game was originally based on, itā€™s just uninteresting these days. You build a huge fortress in a couple of days, have everything and get bored so thereā€™s nothing to do except start a new server with a different style.

Players are scared of actual pvp? Nah. I played pve, pvec, and pvp for a few months before I settled on pvp. Iā€™m not saying Iā€™m a great pvp fighter, but I digress.

First time I felt that way, my son said I didnā€™t explore the map. I did that and got over it. Now, I donā€™t want to start over again. Because my map has many poi with data all filled in, not as much from what I seen others do.

If PVP was fair and cheaters free, that would be different.
I still wouldnā€™t play it as I donā€™t have much time to dedicate, but most people hate it because itā€™s too easy to destroy a base and most people use cheats and donā€™t play fair (sky bases, for example)

We wouldnā€™t need to use zendesk. Yep, it works.

Same here. Iā€™m a busy person. Golems were hopeful, but their weakness is a showstopper. Itā€™s all about getting through the levels. They start at 20, so there is time to improve other detail.

Iā€™m gonna say no on this. Alliances are meant to be temporary. The clans still serve a purpose as being persistent. With temporary alliances, they can be cancelled at any time. Managing with your clan would be far more difficult if you had to manage a friends list, especially since your mood over who has access to certain items may change on the fly in that scenario. Last thing you want is someone who suddenly decides to downgrade your relationship status when youā€™re not paying attention or logged out. At least with clans, you MAY be kicked out, but itā€™s far less likely that someone will modify the clan status since itā€™s MEANT to be a persistent feature. You only allow people to join your clan if you trust them. Your alliances are meant to be just that, temporary alliances.

Now if they have alliance accessible chests, doors, etc., THAT would be a nice feature. It will help you to keep your own stuff separate from loot shareable storages and rooms. Perhaps just a toggle feature to change doors and storage to alliance accessible. This could be similar to the toggle for disable/enable auto close. You could even apply this to work benches.

Connecting teleportation stones doesnā€™t seem practical. If you consider how many stones someone might have, itā€™s already very difficult to deal with. The best solution for this is having a common area that everyone can travel to and go from there. Most people have a stone at the Mounds or something, so traveling there and going to someone elseā€™s network is far more efficient and less confusing.

I think that is like Arkā€™s pin codes, but I doubt there is a temporary time limit.

This is why I want to remove the concept of clan. Itā€™s the most anti-Conan thing I can think of. The story and the universe put you as a person, crucified, alone. Thrusted in a world where literally everything around you is hostile, untrusting, and unforgiving. The only reason you are still alive is because some infamous barbarian pitied you and pulled you down but made it clear you are definitely not his friend. This is the world you are going to make BFFā€™s?

The functional mechanics around clan donā€™t mesh with the realities of individuals playing the game. If I want to step back from my associations with a group of players after playing with them for a bit, I would still want to keep my own estate and thralls when doing so.

On top of that, how many horror stories have we heard about folks getting enforced on and it comes out that they were part of a clan 2 years ago and that clan morphed into a giant problem for a server and they get removed due to still being part of the clan.

You can still keep the connections due to out of game friendships/relationships but this clan concept doesnā€™t fit an in-game reason, too restrictive mechanically, and too large of a risk within the player dynamics.

Lest you forget, you usually play solo. Others do not necessarily do that. Iā€™m not talking about lore reasoning. Iā€™m talking about actual player demand reasoning.

I almost exclusively play with @Marylambs ā€¦ @Coyote0903 plays with his wife (sometimes), @sestus2009 and his wife play together. Thatā€™s just a few of the players here. You canā€™t discount the fact that players donā€™t always adventure, build, or play alone most of the time.

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and you set your alliances accordingly. The highest trust level has all access but there is still the ā€¦prenup coding so that everything is segregated and can be parsed out if you cancel the alliances.

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I agree. If we get alliances in pvp esp, then those zerg clans will technically have no hiccups in teaming up. As it is now, they at least have to coordinate some.