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Only thing useful about Koho's ideas is: The hiring once per week and the minimum point requirement. Otherwise, it's too outlandish and the "success" he screams about doesn't seem plausible. I will say though, we need to return to the 3-4 large gang model for the summer since Era's playerbase can sustain it during that time period. After then, we should just revert to this model or bare with era's activity drastically declining. This format for gangs would blow over the summer -_-.
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3-4 'large' gangs. Sorry, won't work. Already done that, we know that out of the 4 gangs only 2 are ever active and not even highly active. Nothing personal but i wouldn't trust anything that come out of your mouth anymore Wil. Proved to be a failure twice, let's not let it happen a third time. I'm out. |
oh dam
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It's hard to get players interested in anything. The issue I'm having lately is getting players to use the new inventory I worked on and the only excuse they can come up with is it's too different.
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If you use the new inventory, you can report bugs and I can fix them. |
The other day randomly every item was in every tab, don't know if that was intended or not, but I'm not dragging everything out of the other tabs, so for now I have 4 tabs with all my items in it. :(
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having many gangs is pointless because you end up with few members online for a shitload of gangs. it's not a raid but it's FFA.
the ideal number is 4 but era's activity is disgraceful and nowadays people seem to favour playing retarded events as opposed to raiding. so the best number of gangs would be 2 but at that point (as we've already seen in the past) the gang in the lead stops raiding around thursday and the gang following has no ways to catch up points. this leaves us with the only viable option ----> 3gangs this obviously will not solve all the other problems there are with raiding nowadays but the too many gangs issue wouldn't add itself to all the other problems |
^that post just reminded me why it didn't work the first time when era only had 3/4 gangs last year or whatever. no one was really raiding anymore and gang inactivity went down. basically, people would only raid when wil was on. yeah, whatever happens I don't think it will matter.
right now merc is in 1st with about 3.3k points and 2nd place is elite faction with about 1.3k points. and gang events was cancelled today because not enough players on. can't wait for the summer. |
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I have no clue why the events were cancelled, I asked Seth and he refused to comment on it. There were sufficient players among sufficient gangs, and the competition was definitely fierce; I got more gang deaths in that one bhpk than I have the past two weeks of raiding combined. I had a pretty cool idea for future gangs; brainstormed it with Rams, Amsel, and Ishmael the other day. SM really liked it too, hopefully it will go somewhere. It's way too complex to post the full idea without a tl;dr so lets just see what happens with gangs before summer comes. |
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Three gangs won't work for logistical reasons. It's either four or many more, pick your poison. An aside: It's trial and error. Some ideas work, some don't, and some are just not worth trying, ever. Guess which category yours fits in? Exactly. Some of the things I designed are still in effect (i.e. even this current gang system was a framework founded by me, loyalty stuff, guns, bases, etc etc). I think this system works fine for the school year. It keeps raiding relative and gangs somewhat alive (best you can do). The summer, however, needs adjustments... just not yours, Koho. They're not good, other than the one piece I highlighted earlier. Rogue I'd like to hear what you guys came up with. |
I still don't know why people even bother writing on the forums. Nothing ever gets done.
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delete BH pk, it's retarded and jst interrupts real raids.
if you like retarded, play ULMS |
I have to say I agree with the BH PK thing. It's silly and just falsely inflates gang/player stats.
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