Info > Feedback and Suggestions
Level requirement to create clans
nanoduckling:
I'd second what Richard said, I'd rather we did something to deal with the long term cruft but made it easier for four packs to start their own small clans and keep them if they keep playing.
Mod Josie:
I have taken to one of the posts on this page because of its completely over-the-line vitriol and aggressiveness. Our community standards do still apply on the forums and we do respond to moderation calls.
Please, let's keep everything in the high brow spirit that we wish to see the whole of the community adopt. This is a feedback thread and we don't want to have to wade through venom to squeeze good ideas out. Please play nice.
Thanks,
Josie
DJ Logicalia:
I quite like the term "Banana off". I think I'll be using that
Arturo Sanchez:
--- Quote from: nanoduckling on March 24, 2016, 10:21:33 am ---Ceres there are other criteria beyond skill at the game that impact recruitment. You can be a super mlg sniper no scope megapro lumberjack from 8km magic gunner, if you are an ass and I'm the Bard you are doing your test flying with you aint joining. In fact the Bards are pretty explicit, skill is not a factor in our recruitment, just if you are a good fit for the clan or not (of course that doesn't mean a rejection from the Bards means you are an ass, not a good fit can mean lots of things). As far as I'm aware the Romans have a similar policy, as well as many other clans.
And I would hardly call competitive teams having entry requirements elitism, at least in the pejorative problem causing sense. The kind of elitism that I have a problem with is when the moral value of a person is determined by their talent, intellect, or other minimally-malleable mental quality. With a few notable exceptions I do not see many vets or clans contributing to that, even among those who have experienced considerable frustration with novice players.
--- End quote ---
--- Quote ---That being said. A person in your clan is usually a person who has demonstrated to your clan officer or leader that they can actually function amongst you as a crew member. Hence why most clans don't grox up their own numbers with dead weight.
--- End quote ---
"function amongst you as a crew member"
I fully acknowledge not everyone is a rydr. But still doesn't change the fact that everyone has criteria for entry.
@swal
bandwagon hypeman life is hype.
Unlike richard here... the comment on the 5 member system is definitely something to explore on alternatives. If I'm following your point correctly... 8 members would be the solution. A middle ground of what muse intends. While reducing it it 4 might pose a dead clan problem.
Not that thats the single biggest creator of dead clans. Frankly I put in the suggestion for level requirement because a new player and hence new leader doesn't have the experience to be effective and decisive. Much less run a group. With levels comes experience in this field that the game teaches. And seeing as that person has stayed in the game.
It demonstrates they're going in for the long haul. And hence the clan created will be.
As for the baby clans-with groups so small I don't really see the point if friendlists and parties are designed specifically for that. Baby clans are just may flies that exist and then die, leaving behind corpses that other new clan leaders have to walk egg shells on.
But if I were to simply say what end game objective I'm after. I frankly just wanna see [NaCl] functioning within the pub scene once more. Simply because the tag is amusing and beautiful and its sad that because of the system, I will never see it again. Not that the salty seamen were worth of any note as players mind.
Solidusbucket:
Did you try emailing the developers about getting that clan tag available?
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