Guild Based Bonuses / Guild Cont. System / Tech Tree(Medium)

Here you can find all the ideas/suggestions that have already been approved by administration. These ideas will stay here in queue till they are implemented or... postponed! Feel free to browse through the ideas, add your own ideas and help us prioritize them correctly.

Re: (Review)Guild Based Bonuses / Guild Cont. System / Tech

Postby sXs » Wed May 01, 2019 8:16 pm

Clockwork wrote:
Magnus the red wrote:
Charles Vane wrote:Finally some discussion on specialization and not a “can do it all approach” :y

+1 the game is built upon the concept of a community so in each community everyone serves a niche or role your neighbor who Welds is probably not your doctor as well so the man who steals all your ships shouldn't also send you a loan offer or have 10 plantations

+1 to that.

Specialization is key. I believe this suggestion could further the game in specialization of guilds. Make a training guild more of a training guild, make a mercenary more mercenary, make a banking guild more banking, and so on.


Sorry for me I want to see a focus on nation play first. We still do not have the nation recruiting implemented or any sort of nation play upgrades. Guilds already have several advantages to nation play.

Although specialization is a good thing, my opinion is focus needs to be placed on areas that are lacking. Nation play is seriously lacking. The extent of nation play is sign in cast a few influence cards or population cards and collect your payouts.
User avatar
sXs
 
Posts: 2450
Joined: Sun Jan 01, 2017 6:17 pm

Re: (Review)Guild Based Bonuses / Guild Cont. System / Tech

Postby DezNutz » Wed May 01, 2019 8:49 pm

An approved suggestion doesn't necessarily mean a priority for implementation.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7081
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: (Review)Guild Based Bonuses / Guild Cont. System / Tech

Postby PFH » Thu May 02, 2019 12:35 am

A final +1 will approve this suggestion.
Evil Teddy Bear :P
User avatar
PFH
 
Posts: 3249
Joined: Mon Apr 24, 2017 1:48 pm

Re: (Review)Guild Based Bonuses / Guild Cont. System / Tech

Postby PFH » Fri May 03, 2019 11:25 pm

Bump. Needs votes
Evil Teddy Bear :P
User avatar
PFH
 
Posts: 3249
Joined: Mon Apr 24, 2017 1:48 pm

Re: (Review)Guild Based Bonuses / Guild Cont. System / Tech

Postby sXs » Wed Jun 19, 2019 2:34 am

Bump..... needs votes
User avatar
sXs
 
Posts: 2450
Joined: Sun Jan 01, 2017 6:17 pm

Re: (Review)Guild Based Bonuses / Guild Cont. System / Tech

Postby DezNutz » Wed Aug 21, 2019 1:53 am

+1 Approved.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7081
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: Guild Based Bonuses / Guild Cont. System / Tech Tree

Postby Ross mctavish » Wed Aug 21, 2019 3:33 pm

+1 I like the idea
User avatar
Ross mctavish
 
Posts: 27
Joined: Thu Mar 07, 2019 2:37 am

Re: Guild Based Bonuses / Guild Cont. System / Tech Tree

Postby PlagueDoctor » Wed Aug 21, 2019 4:25 pm

definite +1
User avatar
PlagueDoctor
 
Posts: 52
Joined: Wed Jan 10, 2018 3:09 pm

Re: Guild Based Bonuses / Guild Cont. System / Tech Tree

Postby Edwardteach » Wed Aug 21, 2019 7:29 pm

+1
User avatar
Edwardteach
PR Administrator
 
Posts: 86
Joined: Wed Dec 14, 2016 7:17 am

Re: Guild Based Bonuses / Guild Cont. System / Tech Tree

Postby Whitcomb The Feared » Fri Aug 23, 2019 2:51 pm

I like the idea of embassy and the tech system.

but i would really like to see spmething that really lacks in this game, meaning: phisicality.
Meaning that an embassy will have to be built in a specific port and if people want to invest there for techs they will have to phisically transport resources there to invest, meaning that privateers will be able to plunder or skirmish enemy fleets which will try to invest in their embassy (national or guild embassy).
If we make that the embassy is virtual like a bank, we will be able to teleport from every port to our embassy all the tons of goods we have stored and they won't be plunderable (same concept i have for the bank, if the bank is plunderable, i can plunder gold coins, but at the moment all those coins are stored in virtual banks which are not attackable ... hidden treasures cna be plundered, ships transporting resources or gold bars can be skirmished ! but if we create a system where i can store billions of money in my virtual bank (not attackable) and the same with an embassy which is not attackable and where i can teleport from every warehouse i have the resources, i think we completely miss the point of playing a pirate game of 17-18 century.


And i agree with Feniks.
I am a new player, but i still don't understand the difference between guild and nation. in my guild there are even people from enemy nations ! what should i do ? I think that guilds should be sub-groups of nations. Like the spanish guild of privateers, or the spanish academy (guild) for newbies, the spanish guild of traders and the spanish guild of bankers. I like the guild aspect, but at the moment i don't share much with my guild. Great, there are guides and they give me help and advise, but this couls also happen in national guilds no ?
Here the game is like a mess, with the division of guilds and nations ... nations become just a place where to increase in rank and getting a stipend and still playing individually. it's sad !

so those are the three things i would keep in mind
- making the game more phisical. Meaning, we play on the map and not with virtiaul (not attackable) buildings or features.
- focusing on the nation level (even making a specific tech tree for the nation and a specific tech tree for each guild ... each guild focusing more on its path, more on bank, more on navy, more on trade, ...)
User avatar
Whitcomb The Feared
 
Posts: 99
Joined: Wed Jul 17, 2019 3:15 pm

PreviousNext

Return to Approved