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Gang Activitiy
How come gangs don't do anything anymore?
There's like atleast 8 members of each online but none raid and no events. Where's Morgrim to fix all this? |
Morgrim got the boot,
but I agree. The thing is, the whole gang idea needs to take a 180... because [even tho im so pro ;] ] i don't think gangs should just serve the purpose to "OMg, WHO IS THE BEST PKers!" and it doesn't help with only 2 gangs and 1... out of place faction. Gangs should go by who has the most players :P that would sure get more kids on tag, no matter how good they are. If I was a gangleader, i'd spread the love. not "tryouts" |
i think we have a cool idea for gangs, andrew will be working on it next week! Kinda adds a goal to gangs!
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Gangs are pointless. Players join a gang because of their friends or if they get recruiter rights. People run when they are low HP so they don't lose points.
If you think about it, raids are a big waste of ammo. run in shoot ppl die / run away repeat. |
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points = ****ing stupid
OMG I'M NUMBER 1 ON POINTS CUZ I RUSH AND KS ALL MY GANG MEMBERS! so like ur cool now ^? |
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Gangs should go by who is better. This covers the whole realm of skill, leadership, tactics, firepower, numbers, etc. However all the current gangs lead toward the firepower and numbers but ignore the others. This is easily outweighed by skill, tactics, and leadership as was the case yesterday when me and some random guy (just us 2) took on 6-7 SY and easily suppressed them. I'm sure you'd make a fine gang leader in current Era, but anyone with a group of friends can fill that picture. Tryouts are only the first step, to prove skill. But after that leaders ignore everything else such as activity, behavior, or performance which need to be monitored to create a good gang. If you saw anyone failing one of these categories when we had good gang leaders, they would've been gone. tl;dr It's not the system or idea that fails, it's the people using it. Quote:
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The points at the end of the week are probably only incentive that promotes any ounce of competition. But I think Rogue is right, simply because these incentives work, doesn't mean you should go crazy with incentives. They have to be really decisive to promote too much of anything other than competition and activity. You should probably list the incentives you guys are putting up for discussion.
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People need to be able to make their own gangs. The server shouldn't suffer because gang leaders go inactive.
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Gang raiding was one of the only things people used to do nowadays. What do people do now on Era if that's over?
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$200,000 should be a charge to form a gang. A gang management GUI will appear allowing you to choose a Gang name/nickname AP/Leader Rank/Rank style (name *rank* or rank, name), etc. Also to form a gang you must list 4 associates (that are online), each will be asked if they are willing to support you and donate $1,000 to show their loyalty (so you can't just get 4 random trials that you don't even know). Once all of that is complete those 5 players will get tags to that gang, the main guy being whatever Head rank he entered in the creation and the other 4 being ranked 'Associate', whom cannot leave the gang for a 7 day period. Also, the gang will be assigned a small base somewhere on the Gmap (with 2 default gang levels, main/healroom). The beginning member limit would be 15 (including the main 5). After time and the gang gains 'reputation' (a new type of point system that could be added*) they will be able to spend those points on member limit increases, base upgrades (speakers, safe, more rooms, better rooms, etc), new gang hats, and eventually gang guns or positions in gang events. New gang jobs could be added that require a group of members working together to pull off. Raids could be made more strategic and profitable (requires rigging door charges to open the door, and other tactical things besides mass shooting) and the goal would be to not only kill the other members, but take their supplies and do other trippy **** to earn rep. *The Reputation System: Would basically be the foundation of gang improvement and growth. Reputation would be earned by successful raids, jobs, missions, tagging, area control, or winning gang events. However, it could be lost by failed missions/jobs/raids, or killing civilians, losing areas/events, and inactivity. Overall, this would be a huge-O update and the whole of Era would be based around it. Hell, it could be a server/video game in itself if well thought out and planned. |
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they can just make an incentive system and put someone to watch gang leaders?
Because the problem is they CAN just go inactive with no consequence, if them goin inactive is the largest worry then make them pay for it or replace them. I don't think its hard to do, but I don't see anyone doing it. Not to pick on someone but Rambot is kinda never around but nothing happens to SY |
Our Wil vacation is over...:[
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Morgrim and I discussed playermade gangs quite often. There was an outline for it in a comment on RC, I forget the name though. Not sure if Kinetaro planned on implementing it, anyway.
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Andrew is giving me a ray of light, but I don't think hes going to get this done alone. And seriously Zeus (YEA CALLED YOU OUT) needs to stop narrating everything Andrew does/is planning to do in his forum arguments so he can look like he knows whats up, it ruins all the surprises and brings down the criticism before it is even finished. |
Um if andrew is using the ideas I tell him then so be it :(
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No gang admin = poor gangs. Poor gangs= inactivity. Inactivity = no pk. No pk = no Era.
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I'll step up and throw my name into being the Gangs Admin <3
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give me LC
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I kinda thought the gang system thing was already resolved for reset, lul guess i was wrong. I just meant they should do something about gang activity now though.
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More gangs should just fix it o.o .... give like 2 gangs to 2 noobs ;] that should start a party !
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Who are you, you magnificent piece of art you. |
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See, you say gangs are pointless and right after that you refer to leadership problem...
hmmmm |
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