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Proposal:
Introduce the Guild-Bank system in Forge of Empires for a more profound team play. If possible integrate it to work with great buildings using "tokens". "Tokens" will be explained as you read.
Have you Checked the Ideas section for the same idea posted by someone else? YES
Is this idea similar to one that has been previously suggested? NO
Reason:
Guild bank operating guide lines:
This is slightly off topic of the guild bank , but it is a way i could see guild banks being introduced together with the anonymous player i worked on this point #9 update.
Expect to happen:
Balance:
#1 Devs can choose to either make the bank a collection of resources, or let players buy tokens first The guild bank will add a new dimension to this types of games, i can't remember a browser based strategy game that would have such unique features.
Managing a guild will now be tougher, and a new position as "treasurer" might appear inside guild ranks.
Although i do not know how great buildings will be built, i suspect it ca be integrated with that very wisely, since more people are going to work on build that one from what i know.
If anyone from administration would like me to work more on it i gladly will. I need some feed back for that however.
I hope the people will at least read this till end
Proposal:
Introduce the Guild-Bank system in Forge of Empires for a more profound team play. If possible integrate it to work with great buildings using "tokens". "Tokens" will be explained as you read.
Have you Checked the Ideas section for the same idea posted by someone else? YES
Is this idea similar to one that has been previously suggested? NO
Reason:
#1: The guilds are here but there are not many incentives to join one. Even if these incentives a suficient to make people join guilds, these don't create the necessary atmosphere from inside a guild. The guild has to operate on many levels, just like a family, they eat together, cook together and work together.
Example:
#2: Great Buildings are coming up, since these will most likely be constructed with team work, banks are a great way where all player contributions can come together.
#3: In real life banks have existed long before colonial age. Adding them would increase the amount by which they game reflects the reality.
Details:I cannot find any reason to join a guild because the gameplay just doesn't support it ... Can anyone please enlighten me about some goal other than personal domination and why it's even relevant?
#2: Great Buildings are coming up, since these will most likely be constructed with team work, banks are a great way where all player contributions can come together.
#3: In real life banks have existed long before colonial age. Adding them would increase the amount by which they game reflects the reality.
Guild bank operating guide lines:
1.) Introduce tokens that cost resources/diamonds.
- Why tokens ?
* Tokens can only be used for building Guild Related buildings
* Tokens will be kept in the Guild Bank from where the responsible person can spend them
* Tokens will be kept in the Guild Bank from where the responsible person can spend them
* Tokens can be bought as a limit/day (e.g: 1 token/day), the cost of the tokens will depend on what age your town hall is (like goods costing more the higher the age).
reason - bronze age players will still be able to contribute to guild as much as a Late Middle Age players. As the higher level players will get more out of the effects than lower players (bigger buildings in city) then the higher level player will pay more.
* Guilds will not become elitist and only want rich players, everyone is almost equal because everyone can buy a certain limit/day
* Being able to buy 2 tokens per week will stop big guilds from racing through the tiers in 2-3 days .
2.) How to invest the donated tokens:
- Tokens/diamonds can be invested only once a day. This will mirror the realistic part of banks that can not offer money to whoever asks for it.
- This will prevent issues like:
* having to motivate allot of actions you take in one day to the entire guild
* spamming all guild members with allot of minor decisions you could take if the limit was not there (you are now limited to one action per day)
* the treasurer will be more likely to carefully use the tokens in a productive/efficient way with one go.
3.) How to donate tokens (and/or diamonds if devs introduce) to the "guild bank":
- accounts can donate every day (or there is another variant in point "4."), but there should be a limit as donations/day in tokens and/or diamonds as mentioned in "1.)"
* This will hinder the possibility of multi-accounts powering up their guild by transferring allot of tokens. (i suspect those have already been zeroed out by the fact that tokens can only be spent for the guild, but there is more till the end, read on...)
* Will make managing a bank much lighter for the treasurer since he will only have to monitor transactions of a player once a week
* Will increase the probability of diamonds/tokens being purchased by a bigger audience (because more people have to be involved when there is a limit)
* Hinder the possibility of having one rich player donate allot of diamonds (if these are introduced) at a time and create an imbalance
* Will make the establishment of the guild bank be much more involving/interactive.
Example: If one could only donate 10 diamonds per week, this means 20 people would get involved in the purchase of the guild flag if the guild wants to purchase it in that week.
* Will make managing a bank much lighter for the treasurer since he will only have to monitor transactions of a player once a week
* Will increase the probability of diamonds/tokens being purchased by a bigger audience (because more people have to be involved when there is a limit)
* Hinder the possibility of having one rich player donate allot of diamonds (if these are introduced) at a time and create an imbalance
* Will make the establishment of the guild bank be much more involving/interactive.
Example: If one could only donate 10 diamonds per week, this means 20 people would get involved in the purchase of the guild flag if the guild wants to purchase it in that week.
- Diamonds may only be donated for the Guild flag (or other features of this sort that affect the guild in a 'beautiful way'. I know the guild flag was intended to generate some profits to the devs but very few people are using it now. This will increase the amount of purchased diamonds. Because now almost every respectable guild will find the diamonds to buy the flag and 'other beautiful things' if such will appear.)
- (Option for Devs) The Diamonds can be entirely removed, though i highly suggest it is implemented because:
* it will increase the diamonds traffic by involving more people
* it will make those game acquired diamonds vanish even faster because of one more way to spend them (mind you that if they spend diamonds on this, they get nothing but the satisfaction of seeing 'beautiful things')
* it will make those game acquired diamonds vanish even faster because of one more way to spend them (mind you that if they spend diamonds on this, they get nothing but the satisfaction of seeing 'beautiful things')
4.) This is the "other variant" mentioned in point "3.)":
- Donations can be made only in certain days of the week (this could be skipped if it's too much, though i think it is a very beautiful idea, just let me explain why an how:
* Making donation possible only on certain days of week, can be targeted a day when most people are offline. Thus this will make that particular day much more populated in-game, thus increase the amount of online players
* This will hinder the possibilities of multi-accounts again, if these somehow find a way to use this system, which by now would be rendered as totally unworthy.
* The idea in it is that Innogames will not force anyone to come online, only the guild master may demand "mandatory donations", so if people won't like that, they will simply leave the guild. Thus the guild will have to choose between having members of quality or members for money.
* I highly doubt that there are so many players that can not get online for several minutes in one particular day for the rest of their life. (this won't be done weekly, more like once in a while)
* This will hinder the possibilities of multi-accounts again, if these somehow find a way to use this system, which by now would be rendered as totally unworthy.
* The idea in it is that Innogames will not force anyone to come online, only the guild master may demand "mandatory donations", so if people won't like that, they will simply leave the guild. Thus the guild will have to choose between having members of quality or members for money.
* I highly doubt that there are so many players that can not get online for several minutes in one particular day for the rest of their life. (this won't be done weekly, more like once in a while)
5.) How will tokens from the guild bank be administered:
- can be used only by those that have permission to use them (not more than 1 person per guild + the founders of the guild
- the founder can always change who the treasurer is, but not more often than once a week (what if the treasurer leaves? well in that case the founder will have to pay for his bad decision and administer the guild bank himself for 7 day at most, just like in real life, hiring people costs both time and money)
- only 1 person + founders so that the responsibility can be easily traced
6.) There must be a "log" where players from all the guild will see who donated tokens to the bank, the amount they donated, and current guild bank tokens status.
- this will not cause capitalism, it has already been tested in thousands of games with success and i have tried it out myself in those games
- the log will allow guild members to monitor how these tokens they donated are being used so people will be able to make a choice of trusting the leadership or not, depending on their ability to use the guild budget wisely
- a leader/treasurer is assigned for a reason, if someone will not like how he manages the budget and will start threatening to leave the guild than it is the mistake of the leadership
- a leader/treasurer is assigned for a reason, if someone will not like how he manages the budget and will start threatening to leave the guild than it is the mistake of the leadership
8.) Introduce the possibility of collecting forge points in the guild bank, this will add up to the utility of joining a guild.
- these forge points will only be available to guild members for accepting trade offers outside the guild (trade offer that cost F.P.)
- players that have reached the TOP of the game will now have something "to work on", now they will be able to directly help the guild progress in a "symbolic" way.
- this will not cause imbalance it will simply make joining the guild look much more appealing in the way that you can, from time to time, accept a trade offer that is profitable without spending those forge points
- this will not cause imbalance it will simply make joining the guild look much more appealing in the way that you can, from time to time, accept a trade offer that is profitable without spending those forge points
9.) How to integrate guild banks with great buildings (just an example).
- Introduce Guilds Tires (Examples next)
* Tire 1 will allow you to build tier 1 building. Cost to get tier 1 guild: (10 guild tokens and a min of 5 members in guild)
* Tier 2 will allow tier 2 building cost to get tier 2 guild: (25 tokens and upkeep 10 tokens and a min of 15 members in guild)
* Tier 3 will allow tier 3 building cost to get tier 3 guild: (60 tokens and upkeep 15 tokens and a min of 30 members in guild)
- Buildings available to build (Examples next)
* Tier 1 building - guild workshop. Cost: 15 guild tokens (only paid once) and a upkeep of 5 guild tokens per week
effect - you can double a supplies buildings production for 12 hours, can be done once in 36 hours.
* Tier 2 building - guild debating house. Cost: 25 tokens (only paid once), upkeep of 10 tokens p/w
effect - gives a 5% happiness bonus all the time
* Tier 3 building - guild artisan workshop. Cost 60 tokens (only paid once), upkeep of 15 tokens p/w
effect - divides by 2 (in half) the production time of a goods building of your choice for 12 hours (can be done every 36 hours )
- If they have a guild city map (not as big as normal city map) the normal coins, goods and supplies can be added to buy decorations for guild (cosmetic only).
This is slightly off topic of the guild bank , but it is a way i could see guild banks being introduced together with the anonymous player i worked on this point #9 update.
Expect to happen:
1.) There will be more incentives to join a guild by any kind of player at any stage of game
2.) No one is going to give resources/tokens to a bad/not so smart leader
3.) Guild leaders are not likely to spend those resources/tokens on every occasion because the "log" will show everyone how they used them. Therefore imbalance is very unlikely + they can be spent only on building that require the participation of more players.
4.) Leaders will have to motivate and communicated their motivations to spend resources/tokens to players in order to avoid the failure of guild trust - which is very crucial (this will increase guild communication and make thing more interactive)
Visual Aids:
2.) No one is going to give resources/tokens to a bad/not so smart leader
3.) Guild leaders are not likely to spend those resources/tokens on every occasion because the "log" will show everyone how they used them. Therefore imbalance is very unlikely + they can be spent only on building that require the participation of more players.
4.) Leaders will have to motivate and communicated their motivations to spend resources/tokens to players in order to avoid the failure of guild trust - which is very crucial (this will increase guild communication and make thing more interactive)
Visual Aids:
Balance:
As any fresh idea it may require testing and improvement! This said and having the fact that i am a founder of a guild, i am more then willing to monitor the progress of the development of this idea and help in any way i can towards its implementation.
Abuse Prevention:
The only abuse that there can be is that you can be lied to just like in real life.
Summary:
#1 Devs can choose to either make the bank a collection of resources, or let players buy tokens first The guild bank will add a new dimension to this types of games, i can't remember a browser based strategy game that would have such unique features.
Managing a guild will now be tougher, and a new position as "treasurer" might appear inside guild ranks.
Although i do not know how great buildings will be built, i suspect it ca be integrated with that very wisely, since more people are going to work on build that one from what i know.
Update 25/11/12
If anyone from administration would like me to work more on it i gladly will. I need some feed back for that however.
I hope the people will at least read this till end
Last edited by a moderator: