Should there be a clan alliance feature?

And Nother note. An alloance onstead of clans means those offliner raiders wont know who is allied with whom, and who can see them on evemt logs. Adds levels of politics.

It’s strange that we have to even talk about such basic things as alliances.
These are the things that should be absolutely basic in every multiplayer game, including auction house NPC at Sepermeru market and other things common in MMOs. It’s ridiculous that I can’t start a party with another player in an online game in 2023 and attempt to cooperate is counter productive as all the struggle goes into manually controlling thralls and trying not to hit each other by accident.

I’m referring to PvE more than anything. Having no clan might imply more restrictions on players that like to play together. No player has a true home. Unless this were persistent alliances, however that would also negate the clan banners they just implemented.

So what would the purpose be to allow players to have the same base? It would basically be akin to a clan. Besides, as I mentioned in the previous reply to @biggcane55 we’d lose the reason for the clan banners. That would be a big no-no as far all the monetization and reward systems go. No, I think removing clans altogether segregates as you say. I’m not a fan of segregation and isolation. On top of that, would they even allow you to share a base, rooms, ability to build together? There’s a lot that a clan allows and the idea of only having alliances throws all of that to the wind. There’s more to being in a clan than just traveling, fighting, and looting together. Otherwise I’d see your point.

exactly with none of the issues that have plagued the clan aspects.

Speak for yourself. I personally love the personalized family crest aspects of the system.

In game? Not really. Now out of game close friends and family that you trust there is more to it but in all reality, you can get that with this system as well. As you have said, you can put characters into your inner circle and effectively be a clan but my method makes it easier to exit it and prevents clans from removing members without a cost associated with it. Unlike now where there are still people being conned into clans to find out the hard way why trust must be earned and never just given freely.

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Idk… i think you’re missing the fact that a lot of things have been tied into the clan system. For example, follower counts have been tied to this. Soft numbers are added for removing members, but they eventually get removed. Also, you didn’t mention anything about co-operative building. I think there’s features that would be too difficult to implement WITHOUT the clan system… and I certainly don’t trust Funcom to mess with them. Do you?

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I mean, just in a basic form of implementation, just the ability to see each other on the map and reduced damage would be welcome. For alliances.

I know, that’s why I said it would be difficult, but not impossible.
A good interface could help with that.

For example, you can interact with your Stone to synchronize it with Other Clan’s Stones before entering it.

Example: you set your stone to connect with Clan-1 Stones, so that you’ll be able to teleport with their stones. Or you can set it to connect with your stones, etc…

Personally, I think friendly fire damage should always be full damage, whether in clan or alliance or party or whatever else you can come up with.

You will have to be more careful and coordinate properly to avoid hitting one another :theworst:

Trust me, take any strictly PvE player (no friendly fire at all) and make them do all their PvE with friendly fire at full damage. Their awareness of their thralls/pets, as well as their own fighting skills, will improve drastically (if they don’t give up) because they will have to sneak damage in but avoid hitting their allies (which here are followers).

Pretty sure PvP fighting skills would improve the same way, although probably to a lesser extent.

I believe you can still stack debuffs on your own thralls in pvp. That alone with thier low health jas made menlearn positioning when fighting bosses. Putting a 5 stack sunder on a level 1 Dalinsa can be a death sentence. So i agree, friendly fire makes players more aware of button mashing being bad.

This sounds more like a ā€œplay my way and you’ll be betterā€ argument than an argument for what players actually want. I’m not a fan of forcing your own ideals of play style on others… unless it’s building style. :rofl:

Keep PvP settings that already are separate from PvE that way. We already have been asking to have different settings between server types. Imposing friendly fire is a step backwards.

I think the key is to have a separate menu pop up for transport stones. The floating stones have always been a problem, not just for the amount and how they stack, but also the lag they cause with the animation. A menu may not be as cool looking, but it’ll solve a lot of the issues we’ve encountered up to now.

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wtf4?

I think not. I started this game with friendly fire on. Fighting a 3 headed snake, the pets all attacked. Poison took out a few, but the most were by friendly fire. I wasn’t the only one that spoke up about it. It changed the game, and ff is off. :smiley:

You’re not wrong. I’m the kind of person that focuses on performance and improvement. Also applies to gaming. That’s the reason I highlighted the word ā€œpersonallyā€ at the start of my post, because I know it’s a very personal opinion :+1:

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Noted. I’m looking for progressive ideas. We each have our own.

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