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		<title><![CDATA[Idle Online Universe RPG - Suggestions]]></title>
		<link>https://iourpg.com/forum/</link>
		<description><![CDATA[Idle Online Universe RPG - https://iourpg.com/forum]]></description>
		<pubDate>Tue, 05 May 2026 10:35:11 +0000</pubDate>
		<generator>MyBB</generator>
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			<title><![CDATA[LITTLE GIRLS PHOTO FORUMS ДАРКНЕТ КУПИТЬ]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2641</link>
			<pubDate>Fri, 15 Nov 2024 02:10:29 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2641</guid>
			<description><![CDATA[ONION SITE LIST 2025 JAILBAIT WEBCAM FOTO <br />
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ВЕБСАЙТ: ОТКРЫВАЙТЕ ТОЛЬКО В АНОНИМНОМ ТОР БРАУЗЕРЕ (В ДРУГИХ БРАУЗЕРАХ ССЫЛКА НЕ РАБОТАЕТ) <a href="http://torx5mtxatfovjmdizm27tsqusa4bgej5qx7zvv2quxvh44spl5xzsad.onion" target="_blank">http://torx5mtxatfovjmdizm27tsqusa4bgej5...zsad.onion</a> <br />
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LINK 218GB VIDEOS FOR TORRENT CLIENT: magnet:?xt=urn:btih:abd5aaed52b5994fe54136701c4c18156bd28415]]></description>
			<content:encoded><![CDATA[ONION SITE LIST 2025 JAILBAIT WEBCAM FOTO <br />
 <br />
ВЕБСАЙТ: ОТКРЫВАЙТЕ ТОЛЬКО В АНОНИМНОМ ТОР БРАУЗЕРЕ (В ДРУГИХ БРАУЗЕРАХ ССЫЛКА НЕ РАБОТАЕТ) <a href="http://torx5mtxatfovjmdizm27tsqusa4bgej5qx7zvv2quxvh44spl5xzsad.onion" target="_blank">http://torx5mtxatfovjmdizm27tsqusa4bgej5...zsad.onion</a> <br />
 <br />
LINK 218GB VIDEOS FOR TORRENT CLIENT: magnet:?xt=urn:btih:abd5aaed52b5994fe54136701c4c18156bd28415]]></content:encoded>
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			<title><![CDATA[Japanese JAILBAIT links 11year GIRLS WECHAT]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2640</link>
			<pubDate>Fri, 08 Nov 2024 21:00:59 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2640</guid>
			<description><![CDATA[13yo GIRLS CLIPS LS-MODEL DARK NET <br />
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WEBSITE: OPEN IN AN ANONYMOUS BROWSER (the link does not work in other browsers) <a href="http://torx5mtxatfovjmdizm27tsqusa4bgej5qx7zvv2quxvh44spl5xzsad.onion" target="_blank">http://torx5mtxatfovjmdizm27tsqusa4bgej5...zsad.onion</a> <br />
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LINK 218GB VIDEOS FOR TORRENT CLIENT: magnet:?xt=urn:btih:abd5aaed52b5994fe54136701c4c18156bd28415]]></description>
			<content:encoded><![CDATA[13yo GIRLS CLIPS LS-MODEL DARK NET <br />
 <br />
WEBSITE: OPEN IN AN ANONYMOUS BROWSER (the link does not work in other browsers) <a href="http://torx5mtxatfovjmdizm27tsqusa4bgej5qx7zvv2quxvh44spl5xzsad.onion" target="_blank">http://torx5mtxatfovjmdizm27tsqusa4bgej5...zsad.onion</a> <br />
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LINK 218GB VIDEOS FOR TORRENT CLIENT: magnet:?xt=urn:btih:abd5aaed52b5994fe54136701c4c18156bd28415]]></content:encoded>
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			<title><![CDATA[Supreme Сasual Dating - Living Women]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2632</link>
			<pubDate>Wed, 24 Apr 2024 21:22:46 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2632</guid>
			<description><![CDATA[Unlock a world of casual fun and excitement with the premier dating site. <br />
Actual Girls <br />
<a href="https://datesnow.life" target="_blank">Supreme Сasual Dating</a>]]></description>
			<content:encoded><![CDATA[Unlock a world of casual fun and excitement with the premier dating site. <br />
Actual Girls <br />
<a href="https://datesnow.life" target="_blank">Supreme Сasual Dating</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Unsurpassed Сasual Dating - Genuine Females]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2631</link>
			<pubDate>Mon, 15 Apr 2024 04:56:32 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2631</guid>
			<description><![CDATA[A unique encounter, with an emphasis on safety <br />
Genuine Ladies <br />
<a href="https://matchnow.life" target="_blank">Super Сasual Dating</a>]]></description>
			<content:encoded><![CDATA[A unique encounter, with an emphasis on safety <br />
Genuine Ladies <br />
<a href="https://matchnow.life" target="_blank">Super Сasual Dating</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Wishing Well New Upgrades]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2617</link>
			<pubDate>Sun, 23 Dec 2018 21:21:08 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2617</guid>
			<description><![CDATA[Two new wishing well upgrades:<br />
<br />
Echo and Depth.<br />
<br />
Echo -- adds a recursive multiplier to the wishing well bonus, 0.1% per level.<br />
Depth -- increases max recursion levels from Echo.  The default is 1 free recursion.  Each recursion cuts bonus in half.<br />
<br />
Example:  Level 100 wishing well = +10.0 to all building levels.  With Echo 100 and Depth 0, it would become:  10.0 + (10.0 * 10%) which would be 11.0 to all building levels.<br />
<br />
Level 200 wishing well = +20.0 to all building levels.  With Echo 200 and Depth 4, it would become:  20.0 + (20.0 * 20%) + (20.0 * 10%) + (20.0 * 5%) + (20.0 * 2.5%) + (20.0 * 1.25%) which would be +27.75 to all building levels.<br />
<br />
Costs could be up for discussion, whether it be gold or some other currency.]]></description>
			<content:encoded><![CDATA[Two new wishing well upgrades:<br />
<br />
Echo and Depth.<br />
<br />
Echo -- adds a recursive multiplier to the wishing well bonus, 0.1% per level.<br />
Depth -- increases max recursion levels from Echo.  The default is 1 free recursion.  Each recursion cuts bonus in half.<br />
<br />
Example:  Level 100 wishing well = +10.0 to all building levels.  With Echo 100 and Depth 0, it would become:  10.0 + (10.0 * 10%) which would be 11.0 to all building levels.<br />
<br />
Level 200 wishing well = +20.0 to all building levels.  With Echo 200 and Depth 4, it would become:  20.0 + (20.0 * 20%) + (20.0 * 10%) + (20.0 * 5%) + (20.0 * 2.5%) + (20.0 * 1.25%) which would be +27.75 to all building levels.<br />
<br />
Costs could be up for discussion, whether it be gold or some other currency.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Multiple upgrades]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2614</link>
			<pubDate>Sun, 18 Nov 2018 19:30:10 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2614</guid>
			<description><![CDATA[It would be extremely good if there was a way to do multiple upgrades at once(like holding shift to upgrade it 10 times and ctrl for 50 times and alt for 100 times) instead of always having to click the upgrade then click yes to purchase the upgrade.]]></description>
			<content:encoded><![CDATA[It would be extremely good if there was a way to do multiple upgrades at once(like holding shift to upgrade it 10 times and ctrl for 50 times and alt for 100 times) instead of always having to click the upgrade then click yes to purchase the upgrade.]]></content:encoded>
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		<item>
			<title><![CDATA[Fishing scenes]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2613</link>
			<pubDate>Fri, 19 Oct 2018 13:15:51 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2613</guid>
			<description><![CDATA[With the new format to fishing, where it automatically restarts fishing as soon as you log in, and you have no need to choose a "spot" (not that it had any effect to begin with, I know), I was thinking what about getting a few illustrated scenes to choose from instead, kind of like the new backgrounds in pet arena challenge.  (edit) Or similarly, like choosing bingo card style.<br />
<br />
And I mean little animated common fishing scenes, like your avatar sitting or laying on the bank of a creek or pond (Tom Sawyer style), or out on the water in a little dinghy or a big fishing trawler.  Or maybe with hip-waders on, fly-fishing in the middle of a river.  That kind of thing.]]></description>
			<content:encoded><![CDATA[With the new format to fishing, where it automatically restarts fishing as soon as you log in, and you have no need to choose a "spot" (not that it had any effect to begin with, I know), I was thinking what about getting a few illustrated scenes to choose from instead, kind of like the new backgrounds in pet arena challenge.  (edit) Or similarly, like choosing bingo card style.<br />
<br />
And I mean little animated common fishing scenes, like your avatar sitting or laying on the bank of a creek or pond (Tom Sawyer style), or out on the water in a little dinghy or a big fishing trawler.  Or maybe with hip-waders on, fly-fishing in the middle of a river.  That kind of thing.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New Diamond Sinks]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2609</link>
			<pubDate>Tue, 25 Sep 2018 02:16:34 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2609</guid>
			<description><![CDATA[Since there is a growing concern that players are getting too many diamonds daily from mining, we need some new ways to spend them.  The method of adding more choices and possible avenues to spend is a better way to encourage people to spend diamonds and perhaps even buy more instead of potentially nerfing how many people get.<br />
<br />
<span style="font-weight: bold;">#1:  Diamond Wishing Well.</span>  This has been talked about many times and I think with the increased diamond gain it would be much easier for this to actually happen.  It could affect just your own personal levels instead of the entire guild bonus, so it's not overwhelming.<br />
<br />
<span style="font-weight: bold;">#2:  Weekly Stone and/or Wood booster.</span>  For x diamonds you get 7 days of +y% stone stone/crystals or logs/gold logs, or x/4 diamonds for 24 hours.  <br />
<br />
<span style="font-weight: bold;">#3:  Card Pack Discount.</span>  Your daily/weekly/monthly card packs are x% off your first purchase once a day/week/month.  <br />
<br />
<span style="font-weight: bold;">#4:  Quick Reset.</span>  You can spend x diamonds to fully reset your ascension upgrades or trophy upgrades.<br />
<br />
<span style="font-weight: bold;">#5:  Sacrifice Booster.</span>  You can spend up to x diamonds daily to boost sacrifice gains by y%, non-linearly.  Sacrifice gains are what you get from sacrificing gold and fish, not the xp you get from SPENDING sacs.<br />
<br />
<span style="font-weight: bold;">#6:  Card Sleeves.</span>  Upward scaling cost based on amount owned, 170 total available (1 for each mob in the game).  Card sleeves increase the value of card drops from that mob, as well as boost idle DPS against that mob.<br />
<br />
<span style="font-weight: bold;">#7:  Temporary Valor.</span>  Spend x diamonds daily to get +y temporary Valor levels.  <br />
<br />
<span style="font-weight: bold;">#8:  Temporary Orb Tiers.</span>  Spend x diamonds to get +1 temporary Orb tier.  Cost is per orb based on current tier.  Subject to existing caps, no 8* orbs exist yet.  Only +1 temporary Orb tier per orb; you can't have one Orb with +4 tiers.<br />
<br />
<span style="font-weight: bold;">#9:  Diamonds for Packs.</span>  Spend x/y/z diamonds to get pack a/b/c.  Some people will never buy a non-diamond pack directly, but they can justify the cost if they can instead spend diamonds instead of dollars.<br />
<br />
<br />
<span style="font-weight: bold;">#10:  Series Booster.</span>  Spend x diamonds to extend series timer by y seconds for 24 hours.<br />
<br />
Most of these features are about temporary boosts -- the orb one in particular can have extreme value for people during most parts of the game and would almost certainly be a big hit.<br />
<br />
Numbers for balance reasons have been left out because again people tend to freak out about the numbers and the focus is lost.  I'd like for Ray to seriously consider adding some of these, we can butt-heads about the cost/value ratio if he likes any of them!  I have plenty ideas for more but I don't want to over-saturate a single thread.]]></description>
			<content:encoded><![CDATA[Since there is a growing concern that players are getting too many diamonds daily from mining, we need some new ways to spend them.  The method of adding more choices and possible avenues to spend is a better way to encourage people to spend diamonds and perhaps even buy more instead of potentially nerfing how many people get.<br />
<br />
<span style="font-weight: bold;">#1:  Diamond Wishing Well.</span>  This has been talked about many times and I think with the increased diamond gain it would be much easier for this to actually happen.  It could affect just your own personal levels instead of the entire guild bonus, so it's not overwhelming.<br />
<br />
<span style="font-weight: bold;">#2:  Weekly Stone and/or Wood booster.</span>  For x diamonds you get 7 days of +y% stone stone/crystals or logs/gold logs, or x/4 diamonds for 24 hours.  <br />
<br />
<span style="font-weight: bold;">#3:  Card Pack Discount.</span>  Your daily/weekly/monthly card packs are x% off your first purchase once a day/week/month.  <br />
<br />
<span style="font-weight: bold;">#4:  Quick Reset.</span>  You can spend x diamonds to fully reset your ascension upgrades or trophy upgrades.<br />
<br />
<span style="font-weight: bold;">#5:  Sacrifice Booster.</span>  You can spend up to x diamonds daily to boost sacrifice gains by y%, non-linearly.  Sacrifice gains are what you get from sacrificing gold and fish, not the xp you get from SPENDING sacs.<br />
<br />
<span style="font-weight: bold;">#6:  Card Sleeves.</span>  Upward scaling cost based on amount owned, 170 total available (1 for each mob in the game).  Card sleeves increase the value of card drops from that mob, as well as boost idle DPS against that mob.<br />
<br />
<span style="font-weight: bold;">#7:  Temporary Valor.</span>  Spend x diamonds daily to get +y temporary Valor levels.  <br />
<br />
<span style="font-weight: bold;">#8:  Temporary Orb Tiers.</span>  Spend x diamonds to get +1 temporary Orb tier.  Cost is per orb based on current tier.  Subject to existing caps, no 8* orbs exist yet.  Only +1 temporary Orb tier per orb; you can't have one Orb with +4 tiers.<br />
<br />
<span style="font-weight: bold;">#9:  Diamonds for Packs.</span>  Spend x/y/z diamonds to get pack a/b/c.  Some people will never buy a non-diamond pack directly, but they can justify the cost if they can instead spend diamonds instead of dollars.<br />
<br />
<br />
<span style="font-weight: bold;">#10:  Series Booster.</span>  Spend x diamonds to extend series timer by y seconds for 24 hours.<br />
<br />
Most of these features are about temporary boosts -- the orb one in particular can have extreme value for people during most parts of the game and would almost certainly be a big hit.<br />
<br />
Numbers for balance reasons have been left out because again people tend to freak out about the numbers and the focus is lost.  I'd like for Ray to seriously consider adding some of these, we can butt-heads about the cost/value ratio if he likes any of them!  I have plenty ideas for more but I don't want to over-saturate a single thread.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[RPG monster event stats]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2607</link>
			<pubDate>Tue, 18 Sep 2018 20:37:37 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2607</guid>
			<description><![CDATA[<div style="text-align: justify;">a button to add +10 (maybe even a +100 one) to a stat so when you reset a character you won't need to click 500+ times to allocate all stat points.</div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: justify;">a button to add +10 (maybe even a +100 one) to a stat so when you reset a character you won't need to click 500+ times to allocate all stat points.</div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Another Attempt:  Support and Lineage]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2606</link>
			<pubDate>Fri, 31 Aug 2018 16:44:35 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2606</guid>
			<description><![CDATA[I'm sure this discussion has come up before, but I think with Unity coming "soon" it might be fruitful to try again:<br />
<br />
A potential rehaul for Support and Lineage.<br />
<br />
Two new currencies, reset-able every 24 hours by one level:  SP and LP, for support points and lineage points, respectively.<br />
<br />
Each currency has its own set of available bonuses, with extremely low max levels.<br />
<br />
For example:  Under the Support category, you would find --<br />
XP:  2%, max level 5, for 10% total<br />
Gold: 5%, max level 5, for 25% total<br />
Idle DMG: 2%, max level 5<br />
Daily Card Tier:  +1, max level 1 (this is a no-brainer, it's tough when you're locked from the next daily card tier, especially for folks struggling in the jump from support tier 10 to 15, and even 5 to 10)<br />
Weekly Card Count:  +1, max level 2 (amount of card packs, not tier level)<br />
Monthly Card Count:  +1, max level 3<br />
Inferno Scaler:  +0.01, max level 5 (somewhere in the formula for levels, your dmg bonus uses a low exponential value, something like ^ 1.12 or around there.  This would be a neat way to increase that.<br />
<br />
Lineage would have some overlap, but also some unique bonuses.  I'm gonna cut myself short on listing too many because then the focus becomes too much on balancing the individual bonuses instead of the broader idea in question here.<br />
<br />
Support and Lineage have both been around a while, but they sure could use a tune-up!  As far as the quantity of points you get per level, and the cost per upgrade, that's of course up for actual balancing and testing.  This is more about making these a more sustainable and fleshed out feature.  And encourage players to both spend for support and stick around for lineage!  Yay!]]></description>
			<content:encoded><![CDATA[I'm sure this discussion has come up before, but I think with Unity coming "soon" it might be fruitful to try again:<br />
<br />
A potential rehaul for Support and Lineage.<br />
<br />
Two new currencies, reset-able every 24 hours by one level:  SP and LP, for support points and lineage points, respectively.<br />
<br />
Each currency has its own set of available bonuses, with extremely low max levels.<br />
<br />
For example:  Under the Support category, you would find --<br />
XP:  2%, max level 5, for 10% total<br />
Gold: 5%, max level 5, for 25% total<br />
Idle DMG: 2%, max level 5<br />
Daily Card Tier:  +1, max level 1 (this is a no-brainer, it's tough when you're locked from the next daily card tier, especially for folks struggling in the jump from support tier 10 to 15, and even 5 to 10)<br />
Weekly Card Count:  +1, max level 2 (amount of card packs, not tier level)<br />
Monthly Card Count:  +1, max level 3<br />
Inferno Scaler:  +0.01, max level 5 (somewhere in the formula for levels, your dmg bonus uses a low exponential value, something like ^ 1.12 or around there.  This would be a neat way to increase that.<br />
<br />
Lineage would have some overlap, but also some unique bonuses.  I'm gonna cut myself short on listing too many because then the focus becomes too much on balancing the individual bonuses instead of the broader idea in question here.<br />
<br />
Support and Lineage have both been around a while, but they sure could use a tune-up!  As far as the quantity of points you get per level, and the cost per upgrade, that's of course up for actual balancing and testing.  This is more about making these a more sustainable and fleshed out feature.  And encourage players to both spend for support and stick around for lineage!  Yay!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[all dynamites and all net button.]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2605</link>
			<pubDate>Tue, 31 Jul 2018 01:39:49 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2605</guid>
			<description><![CDATA[thank for open Test-Client. I tested buying a ton of dynamites and a ton of net. can you add "use all" button.please?<br />
<br />
It use 1-2 hours to spend all 10000 dynamites<br />
<br />
also for fishing non-auto. It makes me bored to spend my time for 1 net per 5 secends but I have to use all 1000 net<br />
<br />
so please<br />
<br />
1. add use all dynamites button.<br />
<br />
2. add use all net button for non-auto fishing.]]></description>
			<content:encoded><![CDATA[thank for open Test-Client. I tested buying a ton of dynamites and a ton of net. can you add "use all" button.please?<br />
<br />
It use 1-2 hours to spend all 10000 dynamites<br />
<br />
also for fishing non-auto. It makes me bored to spend my time for 1 net per 5 secends but I have to use all 1000 net<br />
<br />
so please<br />
<br />
1. add use all dynamites button.<br />
<br />
2. add use all net button for non-auto fishing.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Beast Alternative]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2601</link>
			<pubDate>Sat, 07 Jul 2018 17:37:42 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2601</guid>
			<description><![CDATA[We still don't know what Beast really ever intended to become, or if it will ever actually exist, so I'm proposing an alternative to it:<br />
<br />
In a lot of those chinese flash games that want all of your money and more, they have a building/zone in the guild that allows you to summon a boss monster for guildmates to wail on.  I'd like to see this feature (done well) in IOU, too!<br />
<br />
How it could work:<br />
<br />
Three different boss summons:  24 hours, 7 days, and 30 days.  Each one is resummoned when their respective timer expires.  If a boss is defeated before the timer runs out, then when the timer ends, a higher level is summoned.  This would tie in with the wishing well:  The level of your guild's wishing well determines the highest level boss that can be summoned.  Replace all the +x% beast damage guild bonuses with +x% wishing well instead.  The original wishing well bonuses would still exist, this is a secondary feature.  Also, defeating these bosses would also give bonuses towards wishing well levels, since we are never going to get the diamond-donation wishing well, this would be a great way to get more levels for it.<br />
<br />
Anyway, as far as defeating the bosses and damage necessary, they could probably scale similarly to normal challenges just ramped up to 11.  That way even the most powerful guilds will find it impossible to beat every available boss.  I know this is vague for now, but I have no intention of bringing numbers in here without interest/approval in the system in the first place, I tend to get too carried away and then the discussion gets lost in numberwang instead of ideasmithery.<br />
<br />
If your guild fails to defeat a boss when the timer expires, the next one summoned will be 5 levels lower, again paralleling the wishing well where if you don't upgrade the well when the timer expires then it downgrades 5 levels.  So, you'll want to support your guildmates to raise their dps appropriately to help defeat these bosses!<br />
<br />
How does the combat work?  Well, just like a normal battle, except it's happening without you actually being there.  Yep, all you have to do is exist, not even be online.  The only active requirement will be to click a button "register to fight for boss summons?" when you first join a guild.<br />
<br />
Note:  You cannot help fight if you haven't been in a guild for at least 7 days, and also cannot help until the timer for each boss resets.  Because of the nature of stone/ship pushes, this may be a bit of an issue but hey, you'll get back to boss slaying soon enough!  The levels of each boss are going to rise slowly over time anyway, so as long as you've got a couple dps-slaves hanging back while others push, things will be fine.<br />
<br />
Rewards:  Wishing Well levels/bonuses, gold bonuses/boosts, maybe crafting materials once pet runes are a thing.  Fun side stuff!]]></description>
			<content:encoded><![CDATA[We still don't know what Beast really ever intended to become, or if it will ever actually exist, so I'm proposing an alternative to it:<br />
<br />
In a lot of those chinese flash games that want all of your money and more, they have a building/zone in the guild that allows you to summon a boss monster for guildmates to wail on.  I'd like to see this feature (done well) in IOU, too!<br />
<br />
How it could work:<br />
<br />
Three different boss summons:  24 hours, 7 days, and 30 days.  Each one is resummoned when their respective timer expires.  If a boss is defeated before the timer runs out, then when the timer ends, a higher level is summoned.  This would tie in with the wishing well:  The level of your guild's wishing well determines the highest level boss that can be summoned.  Replace all the +x% beast damage guild bonuses with +x% wishing well instead.  The original wishing well bonuses would still exist, this is a secondary feature.  Also, defeating these bosses would also give bonuses towards wishing well levels, since we are never going to get the diamond-donation wishing well, this would be a great way to get more levels for it.<br />
<br />
Anyway, as far as defeating the bosses and damage necessary, they could probably scale similarly to normal challenges just ramped up to 11.  That way even the most powerful guilds will find it impossible to beat every available boss.  I know this is vague for now, but I have no intention of bringing numbers in here without interest/approval in the system in the first place, I tend to get too carried away and then the discussion gets lost in numberwang instead of ideasmithery.<br />
<br />
If your guild fails to defeat a boss when the timer expires, the next one summoned will be 5 levels lower, again paralleling the wishing well where if you don't upgrade the well when the timer expires then it downgrades 5 levels.  So, you'll want to support your guildmates to raise their dps appropriately to help defeat these bosses!<br />
<br />
How does the combat work?  Well, just like a normal battle, except it's happening without you actually being there.  Yep, all you have to do is exist, not even be online.  The only active requirement will be to click a button "register to fight for boss summons?" when you first join a guild.<br />
<br />
Note:  You cannot help fight if you haven't been in a guild for at least 7 days, and also cannot help until the timer for each boss resets.  Because of the nature of stone/ship pushes, this may be a bit of an issue but hey, you'll get back to boss slaying soon enough!  The levels of each boss are going to rise slowly over time anyway, so as long as you've got a couple dps-slaves hanging back while others push, things will be fine.<br />
<br />
Rewards:  Wishing Well levels/bonuses, gold bonuses/boosts, maybe crafting materials once pet runes are a thing.  Fun side stuff!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Lock/hide/remove the AP Button on dmg upgrade]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2600</link>
			<pubDate>Tue, 26 Jun 2018 15:28:04 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2600</guid>
			<description><![CDATA[Hi, could you please give a option to remove the AP purchase function on dmg Upgrades for Auto/click dmg?<br />
I don't think that anyone will pay 200ap instead of the 100.3B.<br />
<br />
and I have to click sometimes pretty much times, for my upgrades.<br />
<br />
It would also be nice if shift/strg work to buy x10 or x100 like in the Clean Energy Event.]]></description>
			<content:encoded><![CDATA[Hi, could you please give a option to remove the AP purchase function on dmg Upgrades for Auto/click dmg?<br />
I don't think that anyone will pay 200ap instead of the 100.3B.<br />
<br />
and I have to click sometimes pretty much times, for my upgrades.<br />
<br />
It would also be nice if shift/strg work to buy x10 or x100 like in the Clean Energy Event.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Wishing Well Mk. II (again?!)]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2596</link>
			<pubDate>Sat, 09 Jun 2018 17:01:45 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2596</guid>
			<description><![CDATA[Well it's back again, that's right it's time to come up with a replacement for diamond wishing well!!!  *applause please*<br />
<br />
Anyway the idea is simple:  Instead of diamond wishing well, you get bonfire.  Same effect as wishing well, but it uses logs and gold logs.  Log is worth 1 point, gold log is worth 1000 points.  Leveling 1 bonfire costs 500,000 points, level 10 costs 10 million, level 100 costs 5 billion, etc etc.  I have no idea what a good curve would be, but if you want to encourage late-game woodlyness maybe it shouldn't be TOO harsh.<br />
<br />
Late-game woodlyness would be a great way to encourage slightly diversifying our builds.<br />
<br />
Oh and it could function exactly like wishing well does, in that it has a timer that when it hits 0 it lowers bonfire 5 levels, so you have to upgrade it to add 7 days to the timer.  Just for simplicity sake!]]></description>
			<content:encoded><![CDATA[Well it's back again, that's right it's time to come up with a replacement for diamond wishing well!!!  *applause please*<br />
<br />
Anyway the idea is simple:  Instead of diamond wishing well, you get bonfire.  Same effect as wishing well, but it uses logs and gold logs.  Log is worth 1 point, gold log is worth 1000 points.  Leveling 1 bonfire costs 500,000 points, level 10 costs 10 million, level 100 costs 5 billion, etc etc.  I have no idea what a good curve would be, but if you want to encourage late-game woodlyness maybe it shouldn't be TOO harsh.<br />
<br />
Late-game woodlyness would be a great way to encourage slightly diversifying our builds.<br />
<br />
Oh and it could function exactly like wishing well does, in that it has a timer that when it hits 0 it lowers bonfire 5 levels, so you have to upgrade it to add 7 days to the timer.  Just for simplicity sake!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[AP Info in the Mine + more Dynamite]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2595</link>
			<pubDate>Sat, 09 Jun 2018 07:37:30 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2595</guid>
			<description><![CDATA[Hi,<br />
I don't know why I have to request this and its not already there... pls add a AP info to the mining windows, so you know how much AP you have to buy dynamite and give us please a x10 and x100 buy option for dynamite.<br />
<br />
Thanks]]></description>
			<content:encoded><![CDATA[Hi,<br />
I don't know why I have to request this and its not already there... pls add a AP info to the mining windows, so you know how much AP you have to buy dynamite and give us please a x10 and x100 buy option for dynamite.<br />
<br />
Thanks]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Ship Reset all 1.000 Level's]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2594</link>
			<pubDate>Wed, 06 Jun 2018 15:42:27 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2594</guid>
			<description><![CDATA[Hi,<br />
can we pls get a free Ship reset all 1.000 Level's`? <br />
<br />
I think a lot build theyre ships not so good and after level 1.000 they could get a free reset with the Legendary, maybe you add a button into The Ship upgrade panel which will unlock at every 1.000 Level.<br />
I think from level 1.000 to 2.000 and more will it be a long way.<br />
<br />
Long enough to give people time to think about it.<br />
<br />
It's like buying a new car all 5-6years or maybe 10years.<br />
<br />
Please think about this.]]></description>
			<content:encoded><![CDATA[Hi,<br />
can we pls get a free Ship reset all 1.000 Level's`? <br />
<br />
I think a lot build theyre ships not so good and after level 1.000 they could get a free reset with the Legendary, maybe you add a button into The Ship upgrade panel which will unlock at every 1.000 Level.<br />
I think from level 1.000 to 2.000 and more will it be a long way.<br />
<br />
Long enough to give people time to think about it.<br />
<br />
It's like buying a new car all 5-6years or maybe 10years.<br />
<br />
Please think about this.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Level Up Packs]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2590</link>
			<pubDate>Sun, 03 Jun 2018 16:34:33 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2590</guid>
			<description><![CDATA[So this screen:<br />
<br />
<img src="https://gyazo.com/0d7e3fdcfecfa276a72cbaa9888daf6a.png" border="0" alt="[Image: 0d7e3fdcfecfa276a72cbaa9888daf6a.png]" /><br />
<br />
let's fill this up shall we?<br />
<br />
Maybe rename it to Milestone Packs.<br />
<br />
Possible unlocks include: <br />
Level up Milestones, every 100 until 1000, every 500 after that.<br />
Pet Tiers.<br />
Challenge Points, every 250 until 1000, every 1000 until 10000, every 2500 or even 5000 after that.<br />
Pet Arena, every 10 levels.<br />
Ship Arena, every 10 until 100, every 25 after that.<br />
Trees unlocked.<br />
Depth achieved, every 50.<br />
Lineage level.<br />
Support level.<br />
Event points, every 100.<br />
<br />
So, what's in them?  Well, for 100 diamonds you can<br />
<img src="https://gyazo.com/df5b55fc1cdd1523a6a3f1bccf0111a2.png" border="0" alt="[Image: df5b55fc1cdd1523a6a3f1bccf0111a2.png]" /><br />
<br />
and this means that you can pick one in a category that you think might assist you the most.  All packs require 100 diamonds to open, and MUST be opened in the order they're achieved.  You can't skip the early ones to reap the benefits of the later ones.<br />
<br />
Level up packs when opened will give you a level, plus a chance at another level.  The chance is equal to milestone achieved divided by 100.  So at level 2500 it's a 25% chance at another level.  And these chances rollover into additional chances at half odds.  So if you get a 2nd level in the previous example, you have a 12.5% chance at a third level.<br />
<br />
Pet Tier packs will give you Pet Tier Milestone squared x 10 pet food.  So for example, when you achieve pet tier 5 and open it, you will receive (5 * 5) * 10 = 250 pet food, Tier 10 would give (10 * 10) * 10 = 1000 pet food, and so on.  In addition, you receive 100 AP for every pack opened to help cover those pesky arena costs.<br />
<br />
Challenge Point packs provide you with a variety of goods and services.  25 AP, 50 diamonds (so it's like a rebate, you get half your investment back!), 50 * milestone S.O.s (so if it's your 20th challenge milestone pack opened, it'll give you 1000 S.O.s), and 5 * milestone challenge points.<br />
<br />
I'll leave it at that for now, but you get the idea!<br />
<br />
<span style="font-weight: bold;">Remember kids, the numbers are FOR EXAMPLE AND NOT SET IN STONE!  DON'T FOCUS YOUR BIGOTRY TOWARDS NUMBERS YOU DON'T LIKE!</span>]]></description>
			<content:encoded><![CDATA[So this screen:<br />
<br />
<img src="https://gyazo.com/0d7e3fdcfecfa276a72cbaa9888daf6a.png" border="0" alt="[Image: 0d7e3fdcfecfa276a72cbaa9888daf6a.png]" /><br />
<br />
let's fill this up shall we?<br />
<br />
Maybe rename it to Milestone Packs.<br />
<br />
Possible unlocks include: <br />
Level up Milestones, every 100 until 1000, every 500 after that.<br />
Pet Tiers.<br />
Challenge Points, every 250 until 1000, every 1000 until 10000, every 2500 or even 5000 after that.<br />
Pet Arena, every 10 levels.<br />
Ship Arena, every 10 until 100, every 25 after that.<br />
Trees unlocked.<br />
Depth achieved, every 50.<br />
Lineage level.<br />
Support level.<br />
Event points, every 100.<br />
<br />
So, what's in them?  Well, for 100 diamonds you can<br />
<img src="https://gyazo.com/df5b55fc1cdd1523a6a3f1bccf0111a2.png" border="0" alt="[Image: df5b55fc1cdd1523a6a3f1bccf0111a2.png]" /><br />
<br />
and this means that you can pick one in a category that you think might assist you the most.  All packs require 100 diamonds to open, and MUST be opened in the order they're achieved.  You can't skip the early ones to reap the benefits of the later ones.<br />
<br />
Level up packs when opened will give you a level, plus a chance at another level.  The chance is equal to milestone achieved divided by 100.  So at level 2500 it's a 25% chance at another level.  And these chances rollover into additional chances at half odds.  So if you get a 2nd level in the previous example, you have a 12.5% chance at a third level.<br />
<br />
Pet Tier packs will give you Pet Tier Milestone squared x 10 pet food.  So for example, when you achieve pet tier 5 and open it, you will receive (5 * 5) * 10 = 250 pet food, Tier 10 would give (10 * 10) * 10 = 1000 pet food, and so on.  In addition, you receive 100 AP for every pack opened to help cover those pesky arena costs.<br />
<br />
Challenge Point packs provide you with a variety of goods and services.  25 AP, 50 diamonds (so it's like a rebate, you get half your investment back!), 50 * milestone S.O.s (so if it's your 20th challenge milestone pack opened, it'll give you 1000 S.O.s), and 5 * milestone challenge points.<br />
<br />
I'll leave it at that for now, but you get the idea!<br />
<br />
<span style="font-weight: bold;">Remember kids, the numbers are FOR EXAMPLE AND NOT SET IN STONE!  DON'T FOCUS YOUR BIGOTRY TOWARDS NUMBERS YOU DON'T LIKE!</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Showing attack speed balance in Pet Map Details]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2589</link>
			<pubDate>Sat, 02 Jun 2018 09:54:50 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2589</guid>
			<description><![CDATA[Hi,<br />
can you pls add also a overview in the details for the Pet speed?<br />
Some skills give a + but also a - so, it would be nice to see how low my - is, if I use this both:<br />
<img src="https://i.imgur.com/34SHedd.png" border="0" alt="[Image: 34SHedd.png]" /><br />
<br />
Also the question: does the bonus also increase the negative effect? so more power = slower?]]></description>
			<content:encoded><![CDATA[Hi,<br />
can you pls add also a overview in the details for the Pet speed?<br />
Some skills give a + but also a - so, it would be nice to see how low my - is, if I use this both:<br />
<img src="https://i.imgur.com/34SHedd.png" border="0" alt="[Image: 34SHedd.png]" /><br />
<br />
Also the question: does the bonus also increase the negative effect? so more power = slower?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Soul Orb Layer 2]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2586</link>
			<pubDate>Fri, 01 Jun 2018 13:45:26 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2586</guid>
			<description><![CDATA[I'm not sure what ray has in mind exactly for this feature, but here's my take on it.<br />
<br />
Next to sacrifice button on orb screen, you have 2nd Layer button with crystal icon.  Clicking it brings up the other side of the orb screen, the enhancement screen.<br />
<br />
Very similar setup, all enhanced orbs use crystals to increase rewards of current orbs by a percentage.  Red stars, which replace the yellow stars as they level up.  This will require new art for certain star orb levels because a 4 star orb with 1 star enhancement, the single red star wouldn't work if it was in the middle with the four yellow stars on the side.  You could also have the red stars appear along the bottom instead.  Whatever is simplest and easiest to understand, basically.<br />
<br />
Anyway, each red star = 5% orb boost.  So 5 red stars is 25% orb boost.  If your orb gives 180% of a bonus without any red star boosts, and you then get 5 red stars, it will now become a 180% * 1.25 = 225% boost.<br />
<br />
Costs could be as follows:  First red star is free, all orbs will immediately be enhanced by 5%.  Each subsequent star would cost 15 crystals and then keep adding 0's.<br />
<br />
1 red = free<br />
2 red = 15<br />
3 red = 150<br />
4 red = 1,500<br />
5 red = 15,000<br />
6 red = 150,000<br />
7 red = 1,500,000<br />
<br />
But wait, there's more.  Or rather, there COULD be more, if ray wants to get real fancy-like.<br />
<br />
Blue stars!<br />
<br />
Blue stars are not an enhancement, but actually a new orb feature entirely.  Each orb gains a 2nd function, stacking with the original orb functions.<br />
<br />
Pristine Sacrifices are required to level up blue stars.  Pristine Sacrifices are created by combining 2 crystals and 1 Sacrificial Offering.  Or if you want to keep it extra simple, just have the cost show the 2 original currencies and forget the new one entirely.<br />
<br />
1 blue = free<br />
2 blue = 30 C, 15 S.O.<br />
3 blue = 300 C, 150 S.O.<br />
4 blue = 3,000 C, 1,500 S.O.<br />
5 blue = 30,000 C, 15,000 S.O.<br />
6 blue = 300,000 C, 150,000 S.O.<br />
7 blue = 3,000,000 C, 1,500,000 S.O.<br />
<br />
A list of new functions:<br />
<br />
Auto Orb = Sunder Damage.  Sunder Damage is calculated as extra auto damage per individual hit.  Base is 1%.  (1/4/9/16/25/36/49)<br />
<br />
Wood Orb = Gold Log Gain.  Base is 2%.  (2/8/18/32/50/72/98)<br />
<br />
Stone Orb = Mineral Enrichment.  Improves stone value in guild buildings (doesn't give extra personal stone) Base is 0.5%.  (0.5/2/4.5/8/12.5/18/24.5)<br />
<br />
Click Orb = Sunder Damage but for Click.  Base is 2%.  (2/8/18/32/50/72/98)<br />
<br />
XP Orb = Square Root of Evil bonus.  Take square root of inferno tier and multiply by orb bonus.  Example: Square root of inferno tier 10,000 is 100, multiply by 18% orb bonus = 18% xp bonus.  Base is 0.5%.  (0.5/2/4.5/8/12.5/18/24.5)<br />
<br />
I'm only going to do these first 5 for now because it's a lot of work for a feature that may not be considered, but you get the idea.<br />
<br />
As per usual, <span style="font-weight: bold;">ALL NUMBERS ARE USED FOR EXAMPLE AND SUBJECT TO POTENTIALLY HEAVY REBALANCING!!</span><br />
<br />
The 3 sets of stars in total may require the UI to be adjusted slightly, perhaps a simple layering where the stars are adjusted vertically slightly so they can overlap and still be easy to distinguish.  OR, simply have each set of stars be on their own screen.  So you'd have three orb screens, and 3 buttons representing each one.  Clicking the Orb button from the main screen would bring you to the current orb screen we have now.  Then the three buttons up top would be Sacrifice, Crystals, and Layer 2.  Yeah, I'm basically turning this simple feature into a 3 layered cake of tastyness.<br />
<br />
Speaking of tastyness, muffi really wants that fish tastiness orb.  It could finally happen with this new feature!]]></description>
			<content:encoded><![CDATA[I'm not sure what ray has in mind exactly for this feature, but here's my take on it.<br />
<br />
Next to sacrifice button on orb screen, you have 2nd Layer button with crystal icon.  Clicking it brings up the other side of the orb screen, the enhancement screen.<br />
<br />
Very similar setup, all enhanced orbs use crystals to increase rewards of current orbs by a percentage.  Red stars, which replace the yellow stars as they level up.  This will require new art for certain star orb levels because a 4 star orb with 1 star enhancement, the single red star wouldn't work if it was in the middle with the four yellow stars on the side.  You could also have the red stars appear along the bottom instead.  Whatever is simplest and easiest to understand, basically.<br />
<br />
Anyway, each red star = 5% orb boost.  So 5 red stars is 25% orb boost.  If your orb gives 180% of a bonus without any red star boosts, and you then get 5 red stars, it will now become a 180% * 1.25 = 225% boost.<br />
<br />
Costs could be as follows:  First red star is free, all orbs will immediately be enhanced by 5%.  Each subsequent star would cost 15 crystals and then keep adding 0's.<br />
<br />
1 red = free<br />
2 red = 15<br />
3 red = 150<br />
4 red = 1,500<br />
5 red = 15,000<br />
6 red = 150,000<br />
7 red = 1,500,000<br />
<br />
But wait, there's more.  Or rather, there COULD be more, if ray wants to get real fancy-like.<br />
<br />
Blue stars!<br />
<br />
Blue stars are not an enhancement, but actually a new orb feature entirely.  Each orb gains a 2nd function, stacking with the original orb functions.<br />
<br />
Pristine Sacrifices are required to level up blue stars.  Pristine Sacrifices are created by combining 2 crystals and 1 Sacrificial Offering.  Or if you want to keep it extra simple, just have the cost show the 2 original currencies and forget the new one entirely.<br />
<br />
1 blue = free<br />
2 blue = 30 C, 15 S.O.<br />
3 blue = 300 C, 150 S.O.<br />
4 blue = 3,000 C, 1,500 S.O.<br />
5 blue = 30,000 C, 15,000 S.O.<br />
6 blue = 300,000 C, 150,000 S.O.<br />
7 blue = 3,000,000 C, 1,500,000 S.O.<br />
<br />
A list of new functions:<br />
<br />
Auto Orb = Sunder Damage.  Sunder Damage is calculated as extra auto damage per individual hit.  Base is 1%.  (1/4/9/16/25/36/49)<br />
<br />
Wood Orb = Gold Log Gain.  Base is 2%.  (2/8/18/32/50/72/98)<br />
<br />
Stone Orb = Mineral Enrichment.  Improves stone value in guild buildings (doesn't give extra personal stone) Base is 0.5%.  (0.5/2/4.5/8/12.5/18/24.5)<br />
<br />
Click Orb = Sunder Damage but for Click.  Base is 2%.  (2/8/18/32/50/72/98)<br />
<br />
XP Orb = Square Root of Evil bonus.  Take square root of inferno tier and multiply by orb bonus.  Example: Square root of inferno tier 10,000 is 100, multiply by 18% orb bonus = 18% xp bonus.  Base is 0.5%.  (0.5/2/4.5/8/12.5/18/24.5)<br />
<br />
I'm only going to do these first 5 for now because it's a lot of work for a feature that may not be considered, but you get the idea.<br />
<br />
As per usual, <span style="font-weight: bold;">ALL NUMBERS ARE USED FOR EXAMPLE AND SUBJECT TO POTENTIALLY HEAVY REBALANCING!!</span><br />
<br />
The 3 sets of stars in total may require the UI to be adjusted slightly, perhaps a simple layering where the stars are adjusted vertically slightly so they can overlap and still be easy to distinguish.  OR, simply have each set of stars be on their own screen.  So you'd have three orb screens, and 3 buttons representing each one.  Clicking the Orb button from the main screen would bring you to the current orb screen we have now.  Then the three buttons up top would be Sacrifice, Crystals, and Layer 2.  Yeah, I'm basically turning this simple feature into a 3 layered cake of tastyness.<br />
<br />
Speaking of tastyness, muffi really wants that fish tastiness orb.  It could finally happen with this new feature!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Guild Defense]]></title>
			<link>https://iourpg.com/forum/showthread.php?tid=2576</link>
			<pubDate>Fri, 04 May 2018 12:47:06 +0000</pubDate>
			<guid isPermaLink="false">https://iourpg.com/forum/showthread.php?tid=2576</guid>
			<description><![CDATA[Don't worry, I'm not here to suggest guild vs guild combat, although that would be neat and if done well could be quite easily balanced.  Another time.<br />
<br />
<br />
New Guild Features:  The Recruiter's Tent, and The Training Grounds.  Not technically guild buildings, so they won't level guilds up, but rather separate functions entirely.<br />
<br />
In order to make this feature fair, these new features will start with no outside mechanism to improve them beyond what players can earn from this feature itself.  So even a fresh guild full of new players would be on equal footing on patch day.  In fact, even the number of players in the guild would not matter -- this is an opt-in feature that self-balances based on the number of active players participating.  Every day at the server reset, anyone who didn't upkeep their portion of this feature will automatically be removed from the participants pool so that the guild will not be punished for someone forgetting or not having time to do their deeds.  Basically, you will have to re-opt in every day, but can have an option set to be permanently opted out unless you uncheck that option.<br />
<br />
The Recruiter's Tent will hire fresh soldiers every 24 hours at server reset with random chances for better tiers of soldiers.<br />
<br />
The formula would be:  (BarracksLevel * 3 * (1.02 * RecruiterBonus)) / 100 = % chance for a Tier up on a random soldier.  So the base rate would be 1 * 3 / 100 = 3% chance per soldier to tier up.  The RecruiterBonus is calculated based on who in the guild is set as a Recruiter at the time of the server reset.  If 15 guild members are set as recruiters, they all add together their respective recruiter bonuses and divide the total by 15.  This means even a small guild will do well even if they only have one person set as a recruiter, as long as they remain active.  There would be small benefits to participating even if the overall effect of each person's participation is not as important, so players may wish to join in for those benefits.  Don't worry -- it would not be possible for someone to troll the guild by purposefully making bad decisions -- only people set as leaders can make the important decisions.  (If you are in a guild with a leadership that trolls, lord have mercy on your soul!)<br />
<br />
Soldier Tiers:  Start at no stars, the basic soldier.  1 Bronze star through 5 Bronze stars, the intermediate soldier.  Then onward to silver, gold, plat, and fearless.  Sillver caps at 7 stars, gold caps at 10 stars, plat caps at 15 stars, and fearless goes all the way to 25.  Each star gives a slight bonus to defense, and each tier gives a slightly larger bonus.<br />
I thought about writing up more formula stuff here but I figure I'll leave it out for now since I'd rather the idea make it past the "not gonna happen" phase before I got THAT far into detail!<br />
<br />
Next up:  The Training Grounds.  Just as important as having more soldiers, you will need to make them more powerful!  Being a Trainer rather than a Recruiter will have a similar overall effect on the battles, and as I stated earlier even a small guild can have equal opportunity to participate and benefit from these features.  In fact, I would suggest that even a single-person guild have the option to do the entire activity on their own.  To make this fair however, that person would only receive half as much Recruiter and Trainer experience so they aren't getting a benefit by being on their own, as crazy as that sounds to begin with.  Training would improve random soldier's tiers, as long as they are not brand new soldiers.  This means you will frequently have a mix of new weaker soldiers and stronger veterans.  They will eventually outweigh the new soldiers, but you'll always want more soldiers and better recruiters so they can get stronger faster.<br />
<br />
So yes, there will be a built-in leveling system based purely on whether you participate.  All you have to do is show up and click a couple buttons!<br />
<br />
If you've participated during the previous 24 hour period and when the server resets, you will gain experience towards the appropriate level and receive rewards as you level up.  These rewards would scale up slightly, but nothing outside of what you'd expect from say a normal event or other in-game feature.  In addition, you get a small bonus to &lt;PURPOSEFULLY LEFT OUT, THIS NEEDS TO BE CAREFULLY CONSIDERED&gt;.<br />
<br />
The Battles would be very basic and be shown in a log screen within the guild window, probably a new button called Battle Log or something similar.  It would explain:  How many bonus tiers new soldiers gained from recruiter bonuses, how many bonus tiers old soldiers gained from trainers, how many soldiers went into battle, a breakdown of them by Tier and Star rating, how many were injured, and how many enemies they defeated.<br />
<br />
Injured soldiers will not participate in the next battle and cannot be trained until they recover.  Sometimes they can be injured for multiple days, this is more likely to occur with lower tier soldiers and will be reflected in the status window.  (It could show number of wounded soldiers and a breakdown of their Tier and Star rankings.<br />
<br />
40 new soldiers arrive daily.  When a soldier reaches the final rank (Fearless Tier, 25 stars), they will no longer receive injuries but they will also retire after 1 week of reaching this rank (they will individually have a timer in the status window).  Soldiers that successfully move up the ranks and make it to retirement grant the guild &lt;PURPOSEFULLY LEFT OUT, THIS NEEDS TO BE CAREFULLY CONSIDERED&gt;.<br />
<br />
<br />
I'm sure I've left out a few things, but the basic idea is that it's a low-maintenance feature that anyone can freely choose to participate it or not for very minor rewards.  Participation rewards may be more or less than any guild-wide benefits, depending on what people think is more fair.  A lot of people don't like the idea of more daily activities, especially time-consuming ones, so I would say the simpler this feature ends up being the better as far as what the average player has to do to participate.  It could even just be an opt-in flag one-time set and forget, where all you get is a little popup window at the 24-hour server reset that you can speedily click through and not have to worry about.  Or, if people think it should be a little more effort required, that's fine too.  And then give players the freedom to not participate without worrying about whether or not they are impacting their guild negatively, since even a guild of 1 could be just as successful as a guild of 40 active players.<br />
<br />
Let the good times roll critical hits]]></description>
			<content:encoded><![CDATA[Don't worry, I'm not here to suggest guild vs guild combat, although that would be neat and if done well could be quite easily balanced.  Another time.<br />
<br />
<br />
New Guild Features:  The Recruiter's Tent, and The Training Grounds.  Not technically guild buildings, so they won't level guilds up, but rather separate functions entirely.<br />
<br />
In order to make this feature fair, these new features will start with no outside mechanism to improve them beyond what players can earn from this feature itself.  So even a fresh guild full of new players would be on equal footing on patch day.  In fact, even the number of players in the guild would not matter -- this is an opt-in feature that self-balances based on the number of active players participating.  Every day at the server reset, anyone who didn't upkeep their portion of this feature will automatically be removed from the participants pool so that the guild will not be punished for someone forgetting or not having time to do their deeds.  Basically, you will have to re-opt in every day, but can have an option set to be permanently opted out unless you uncheck that option.<br />
<br />
The Recruiter's Tent will hire fresh soldiers every 24 hours at server reset with random chances for better tiers of soldiers.<br />
<br />
The formula would be:  (BarracksLevel * 3 * (1.02 * RecruiterBonus)) / 100 = % chance for a Tier up on a random soldier.  So the base rate would be 1 * 3 / 100 = 3% chance per soldier to tier up.  The RecruiterBonus is calculated based on who in the guild is set as a Recruiter at the time of the server reset.  If 15 guild members are set as recruiters, they all add together their respective recruiter bonuses and divide the total by 15.  This means even a small guild will do well even if they only have one person set as a recruiter, as long as they remain active.  There would be small benefits to participating even if the overall effect of each person's participation is not as important, so players may wish to join in for those benefits.  Don't worry -- it would not be possible for someone to troll the guild by purposefully making bad decisions -- only people set as leaders can make the important decisions.  (If you are in a guild with a leadership that trolls, lord have mercy on your soul!)<br />
<br />
Soldier Tiers:  Start at no stars, the basic soldier.  1 Bronze star through 5 Bronze stars, the intermediate soldier.  Then onward to silver, gold, plat, and fearless.  Sillver caps at 7 stars, gold caps at 10 stars, plat caps at 15 stars, and fearless goes all the way to 25.  Each star gives a slight bonus to defense, and each tier gives a slightly larger bonus.<br />
I thought about writing up more formula stuff here but I figure I'll leave it out for now since I'd rather the idea make it past the "not gonna happen" phase before I got THAT far into detail!<br />
<br />
Next up:  The Training Grounds.  Just as important as having more soldiers, you will need to make them more powerful!  Being a Trainer rather than a Recruiter will have a similar overall effect on the battles, and as I stated earlier even a small guild can have equal opportunity to participate and benefit from these features.  In fact, I would suggest that even a single-person guild have the option to do the entire activity on their own.  To make this fair however, that person would only receive half as much Recruiter and Trainer experience so they aren't getting a benefit by being on their own, as crazy as that sounds to begin with.  Training would improve random soldier's tiers, as long as they are not brand new soldiers.  This means you will frequently have a mix of new weaker soldiers and stronger veterans.  They will eventually outweigh the new soldiers, but you'll always want more soldiers and better recruiters so they can get stronger faster.<br />
<br />
So yes, there will be a built-in leveling system based purely on whether you participate.  All you have to do is show up and click a couple buttons!<br />
<br />
If you've participated during the previous 24 hour period and when the server resets, you will gain experience towards the appropriate level and receive rewards as you level up.  These rewards would scale up slightly, but nothing outside of what you'd expect from say a normal event or other in-game feature.  In addition, you get a small bonus to &lt;PURPOSEFULLY LEFT OUT, THIS NEEDS TO BE CAREFULLY CONSIDERED&gt;.<br />
<br />
The Battles would be very basic and be shown in a log screen within the guild window, probably a new button called Battle Log or something similar.  It would explain:  How many bonus tiers new soldiers gained from recruiter bonuses, how many bonus tiers old soldiers gained from trainers, how many soldiers went into battle, a breakdown of them by Tier and Star rating, how many were injured, and how many enemies they defeated.<br />
<br />
Injured soldiers will not participate in the next battle and cannot be trained until they recover.  Sometimes they can be injured for multiple days, this is more likely to occur with lower tier soldiers and will be reflected in the status window.  (It could show number of wounded soldiers and a breakdown of their Tier and Star rankings.<br />
<br />
40 new soldiers arrive daily.  When a soldier reaches the final rank (Fearless Tier, 25 stars), they will no longer receive injuries but they will also retire after 1 week of reaching this rank (they will individually have a timer in the status window).  Soldiers that successfully move up the ranks and make it to retirement grant the guild &lt;PURPOSEFULLY LEFT OUT, THIS NEEDS TO BE CAREFULLY CONSIDERED&gt;.<br />
<br />
<br />
I'm sure I've left out a few things, but the basic idea is that it's a low-maintenance feature that anyone can freely choose to participate it or not for very minor rewards.  Participation rewards may be more or less than any guild-wide benefits, depending on what people think is more fair.  A lot of people don't like the idea of more daily activities, especially time-consuming ones, so I would say the simpler this feature ends up being the better as far as what the average player has to do to participate.  It could even just be an opt-in flag one-time set and forget, where all you get is a little popup window at the 24-hour server reset that you can speedily click through and not have to worry about.  Or, if people think it should be a little more effort required, that's fine too.  And then give players the freedom to not participate without worrying about whether or not they are impacting their guild negatively, since even a guild of 1 could be just as successful as a guild of 40 active players.<br />
<br />
Let the good times roll critical hits]]></content:encoded>
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