PVP / OSW Clan Meter Reward Improvement

Discussion in 'Ideas + Feature Requests' started by spentastic-explosion, Mar 6, 2015.

  1. PVP Clan Meter Reward Improvement




    Basic Introduction

    So, with the start of yet another PvE event which requires HTE to get any of the good rewards – the PvP community are left wanting. Other than the previous two PvP events – there is nothing to reward the standard PvP’er in OSW or just hitting the BL. Majority of clans and accounts see the only way to grow is to follow the PvE path…..and once you start down that path under the current system there's nothing to pull you away from it.

    With that in mind I have come up with an idea that will not only provide a plunder based reward for PvP’ers it will also reward the clan as a whole installing more clan loyalty and maybe bring more people and clans into the PvP environment. It would make OSW more exciting and rewarding. It could also be used in conjuction with future PvP events and more importantly for the devs – bring in another stream of revenue.

    So….. what is this idea I hear you mutter under your breath???

    A PVP CLAN METER!

    Concept

    Each clan has a PvP meter divided into 10 levels. For each successful PvP action (excluding EE wars) against another account (outside the clan), then depending upon the size of the account and the relative size of the person you are attacking – then this will gain you a number of tokens which are added to the clan meter token (an account does not collect the tokens).

    When your clan meter reaches one of the level it kicks off a PvP plunder bonus spell for ALL members of the clan. The bonus is a clan bonus and only applies whist you are in that clan (encourages loyalty).

    Unlike the EB clan achievements which are static, this PvP meter DECREASES it’s number of tokens over time so will make the clan continuously have to keep topping up or increasing their actions to reach the next level.

    So in the end then to maintain a high level of plunder level a clan needs a high level of PvP participation……. ideal for an OSW

    PvP Actions and Tokens Rewarded

    Only PvP actions ATTACK and STEAL would count towards dropping tokens for the clan meter and only for actions against accounts outside your clan. This is similar to the PvP events except you don’t get tokens for hitting your clan mates. Also, Assassinate is excluded for the reason this action is used to pin friendly accounts (outside of your clan too) to help prevent a strip.

    The number of tokens dropped is in relation to the size of the attacker and the relative size of the defender (BFE and maybe BFA included in this equation?) and relative difficulty of an action being sucessful. The last PvP event had a similar process – but the main aim of this is to make sure that accounts significantly larger than the defender DON’T get any tokens whereas a smaller attacker attacking a larger defender receives more tokens.

    edit: As a result of a possible exploit using PS's with gold out as a farm for attack builds to gather tokens(or Hansel's). A solution suggested on this thread is to include an additional 'difficulty of successful attack' element. This is a new concept totally. This would instead of just checking the two account overall CS stats there woulld be an additional check that directly checks the attackers action strenght (attack or spy attack) against the defenders appropriate defense stat (both using bfa and bfe?). Tokens drops are adjusted to how difficult the attack action was.

    For example - a 30mill attack build (with 14 mill attack stat) attacks a 20 mill PS with gold out. Although still receives plunder but because its an overwhelming advantage to the attack build and very low difficulty then the token drops will be adjusted and reduced significantly. Whereas a steal from the PS against the attacker would result in low drops (if the attacker had low spy defense) but would increase if the attack build had spy defence - so for all attacks the harder the defense the harder the difficulty resulting in relatively more token drops.

    There are already vast amount of calculations being processes when an attack happens so a few additional calculations/checks wont make any difference.

    Meter Levels

    There would be 10 levels (and a special 11th level)– each level being harder to achieve. The amount of token required to reach the next level – I’ll leave that to the number crunchers and will probably need adjusting over time.

    But the basic structure of the levels compared to a clans size and their PvP / OSW activity is as follows:
    Level 1 -2: Smaller clans (i.e. training clans) hitting BL maybe a target in CA
    Level 3-4: Smaller clans involved in smaller OSW, heavy BL or PvP event, Medium clans BL or in small OSW
    Level 5-6: Medium clans in OSW or PVP event , larger clans normal BL activity or small OSW
    Level 7-8: Medium clan in full OSW, larger clans in OSW or PVP event
    Level 9-10: Only badass OSW clans in full OSW/ PvP event should be able to reach this and maintain these levels.

    Of course a clan - depending on the circumstances (i.e. if no OSW then aiming for level 10 should be near impossible) should be aiming for an appropriate level.

    Clan Rewards
    Rewards initially should be a clan PvP percentage plunder reward. These will be quite significant mainly for the below reasons:
    - Competition against the vast amount of EB bonus rewards
    - Offset the cost of pots and towers
    - Offset the cost of banking your gold
    - Make PvP a viable path to grow your account

    So here are the rewards:

    Level1: 10% PvP plunder increase
    Level2: 20% PvP plunder increase
    Level3: 30% PvP plunder increase

    All the way to….

    Level 10: 100% plunder increase.

    This will only apply to accounts whilst still in the clan - once an account leaves a clan you no longer get the bonus.(similar to the initial EE rewards- but this time you lose it all)

    This bonus wont apply to a clan doing any of the EE wars (indy, round or primals)

    Method of applying Plunder Bonus

    Once tokens in a clan meter hits a level then this kicks off a clan PvP plunder spell based on the level for a set time (this dependant upon level too – i.e. a level 1 spell could last for a day whereas a lvl 8 could last 4 hours). Again one for the number crunchers and developers to determine. This can be posted to the individual account or just as a clan achievement plunder bonus.

    If within that time a new level is reached then the existing spell is overwritten by the new bonus spell level. I would leave this to the developers how to implement this efficiently.


    Token Meter Reduction

    Aswell as being able to increase the meter via PvP actions – KAW reduces the tokens in the meter with a reduction rate - this might mean dropping levels over time. The rate of decline is up to the number crunchers again. But for high levels it should be quite a high reduction rate to keep a clan motivated and active.


    Bonus Spell Ending

    So – a clan has a bonus spell in operation and it expires whist the current token count is in between levels (example in between lvl 6 and 7)….. then what will happen is that the meter drops to the start on the lower level (i.e level 6) and a new bonus spell at level six is cast.

    Same for if the meter drops below the original level (example a lvl 6 spell cast – but the clan has dropped its token count to the level 5 to 6 range due to PvP inactivity and the normal system reduction in tokens). Then the meter would drop to lvl 5 kicking of a new lvl 5 bonus spell.

    The special 11th Level

    This special additional level is that allows the few OSW clans that reach level 10 the chance to keep their tokens fully topped up and when their spell runs out it drops to level 10 again and kicking off another level 10 spell (rather than level 9 if there was no option to maintain additional tokens). There would be no reward for reaching level 11.

    Additional Clan Rewards

    The PvP plunder spell isn’t the only reward that this can deliver. One extra idea is the ability for clan owners / admins to purchase various clan spells / clan items once a clan hits a certain level (i.e lvl 6). I say ‘purchase’ as this will give Devs the option to make some money out of a normal OSW other than xtals. Once a clan is above level 6 – this will allow the purchase of the following ideas (i.e. one per hour, 2 hrs, a day – again that to be thought about by the devs and number crunchers):
    - Spells such that what were dropped / purchased from the previous PvP events?
    - Blades, laterns etc
    - Standard Battle Spells normally requiring mith can be brought with nobs
    - A new ‘Strip’ spell which once cast allows an additional 100% increase in STEALS only.
    - A spell that at a certain give you ability to steal more tokens off a clan (see later)


    The skys the limit for what can be purchased for the clan.

    Clan Badge / Bragging Rights

    Now for a bit of clan recognition and bragging rights. A nice badge (like a banner) can be displayed on the clan home page depending on the level achieved.

    If you like smack talking then having a level 8,9 or 10 clan badge backing up your words would be handy.
    This can also assist in determining who is winning a OSW – if clans on side A have lvl 7-10 badges whereas clans on side B only 2-4 …. Then it’s a good pointer to who is winning.

    Pwars Exploit

    So - you might say this is exploitable - just create a clan of inactives / alts and just hammer them all the time....

    Everything is explotable - but easily preventable - because of the size difference of members of the main clan and the alts clan the token drops will be minimal - there will be no way a clan can farm their lower size alts to reach a high level. It just wont be worth the effort if you want to achieve a higher level.

    Another approach is that a clan can only receive tokens from another clan that has a minimun level (say) 2. You can still hit the clan as normal but will prevent farming clans for tokens if they are only concerned with EB's or inactive / alts clans (unless the alts clan get a lvl 2 from PvPing - but this leads into so many different scenarios) .

    For exploit dealing with PS's with gold out being farmed by attacked builds- this has been mentioned in main thread. But this is easily prevented by the introduction of a new 'difficulty of success' factor. This would result in attack builds attacking a PS receiving no or little tokens because their attack strength is significantly greater then the PS's defense hence resulting in no difficulty. No difficulty means no tokens dropped (although still get normal plunder).

    Could also have it that clans with level 0 or 1 can still receive tokens from attacking clans below level 2 so to enable them to get started but tokens would stop being dropped when they achieve level 2.


    Clan Opting In

    Initially I didnt see the point of having an opt-in option for clans - mainly because of the point that clans would only get tokens from another defenders clan member if that defending clan was above a certain level (say 2 - to prevent farming inactive or eb clans).

    But we know Devs have seperated the two different playing styles - so maybe an opt-in would keep them happy and the EB clans who fear (unnecessarily) that they will be farmed for tokens happy too.

    But if an OPt-in option was included I would like to see the basic principles still being used for clans with level 2 or lower:

    1) can still receive tokens from clans opting in with lower than lvl 2
    2) also receive tokens from clans not opting in (clans opting in need some targets to get to level 3)

    Maybe so clans can try this out - the first opt-in if for a temporary 3 months trail - this then can be extended. withdrawn or made permanent.



    Additional Improvements

    Some further improvement that I can think off for later:

    1) Ability to steal tokens off another clan token meter (think of the mayhem that would cause pinning a clan to zero tokens over time)

    Edit - an idea posted later which would say at a certain tier a clan achieves, that would open up a clan spell, it has a couple hour duration and any successful action done on a player in an opposing clan would mean there is a 25% chance to steal more clan tokens. This could work also if a clan maintains a certain level to allow the clan to cast this spell once a time period (similar to the Aquarian Cache principle of 1 per 24 hrs) - of course clans would have to pay for this option in terms of nobs (devs have ti make money somewhere)

    2) Give additional tokens for hitting members of other clans that are using the meters based on the level of the other clan (i.e. attacking another clan in an active osw would reward more tokens than hitting someone in not so active clan).

    3) only allow the PvP bonus to apply against clans using the meter and have a minimum level (say lvl 2).

    These are some of the ideas that can be implemented as time goes by.

    Summary
    So, although quite a lengthy idea, I think this PvP meter concept could be a great improvement in rewarding PvP actions, allow people who like the PvP approach still the option to grow rather than dropping behind people just doing EB’s.

    This might even encourage more people and clans to try PvP.

    There are probably tonnes of improvements, ideas, queries about this but this is just the setting stone for this concept.

    This would take developers a bit of time to develop and a lot of tinkering with rewards and levels etc . But hopefully you guys and gals , if you have read this, will support this concept and it gets the attention of the developers.

    We all know something needs to be done to the PvP side and this is one ‘out of the box’ idea that could drastically improve PvP.

    Hope you all like the idea If your in an OSW clan -then post your support. Even if your not then still Support the idea :)

    (Edit - i have overtime adjusted this to include ideas and concerns posted - so thanks to all whole have made good comments)
     
  2. SUPPORT
     
  3. Hm.

    Great thought and ideas.

    Support.
     
  4. Support
     
  5. Best idea/upgrade since '09 full support! This would rock and kaw could get alive again goin in to top 10 of rated games!
     
  6. Support great idea. But the sad thing the devs will just blow this off
     
  7. Cheers:)
     
  8. Atta be spenny, support... u forgot the nob path
     
  9. This is a really great idea. Perhaps some small refinements, but it's excellent. Have you posed it to the devs?
     
  10. Support, would love this idea.
    Srry if I missed it, but what would happen if all the alliance just start picking on the small clan? And then they have all the token. Is there a timer limit of how long u can have the token before it resets to 0 or does it even reset to 0?
     
  11. Support, however maybe instead of temporary spells, make it teired so when you have above _ tokens a level _ spell is in effect.
     
  12. I would expect refinements if a Group of people started to brainstorm the concept in a meeting:)
    Devs normally respond to ideas with a 'PoSt to forums 'reply... so hopefully they pick it up if lots of support and they can see they could make some cash out of it - but maybe re-engaging the standard pvp community will help.
     
  13. Have the Devs ever implemented a purely player idea without asking for it before?
     
  14. It dosent include using money so this post is regardless of others..Just ask devs to increase the pay similar to the ebs like Ts Aff or Asof..Hte pays awesome but this in turn uses money which makes it reason for doing it..U want the top pay but not spend for it..just ask devs to increase per hit gold like 20% will just be fine..Osw warriors are hard heads who can survive hits and play wisely on long terms so then it scraps out equation of plunder spells
     
  15. If larger clans picked on a smaller clan then because of size difference between the attacker and defender they wouldn't receive many tokens from pvp and won't work up the meter values quick.

    Whereas the smaller clan with smaller sized people returning fire on larger accounts woukd pick up massive tokens.

    Same if multi clans pick on a single clan- there won't be enough action for multi clans to work up the meter.

    Tokens decline at a set rate - so if a clan has a lvl5 spell and goes pvp inactive then it would go down the levels and finally hit zero after a while.
     
  16. That's another approach which I did think of too - but I plumped for spells. Whichever works the best is fine:)
     
  17. Well thought out and articulated idea. Support.
     
  18. Support, will make PvP a lot better