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gang limit
they say i only do posts for my own sake but the 25 member gang limit does not penalise me but weaker players who now won't be able to be in a gang
i think this wont help gang activity but damage it since there will be less members of each gang online so less raiding |
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1. It means you remove your players who don't play and have a tag for the sake of it. That means all 25 of your members need to be active, so you're quite wrong here. 2. This also makes it so new players improve their ability to spar/pk so they can make it in a gang and stay there. In all, this actually does help gang activity a lot. It also gives players an incentive to improve so they can participate in gang activities. |
if there is a limit is should be around 40, instead of having 10ppl per gang online at the same time there will be 5 so there will be less and smaller raids, ull see
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Slash is right, and basically used the same reasoning I thought of when I asked Alfonso to do this a few weeks ago.
Should be more competition to get into gangs, as well as activity to keep your position. If everything works out, they could possibly bring back a fourth gang.. and finally have some fair KotH matches. |
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On a side note though Rogue, I think Alfonso is working on updating the scripts of YenroY's old KoTH gmap, so that whole argument isn't exactly necessary, since YenroY's map is a lot different than the current one. |
Limiting the number of people who are allowed to join gangs isn't a good way to increase activity. A good way to increase activity would be to actually release content that makes players want to log on.
If someone didn't want to log on last week, what are you bringing to the table that will make them want to log on now? You're basically threatening them with "if you don't play enough you can't be in a gang". Great strategy. The server pretty much revolves around gangs. There's what, 3 gangs now? You've just limited your player count to 75 players. edit: new players are getting totally shafted. "new players will have to work hard to join gangs!!!" It shouldn't take months of training (not to mention earning money to buy a decent weapon) for new players to be able to participate. |
The problems with Era's gangs are the same ones I see with Zodiac's nations.
If gangs/nations were dynamic in the sense that players could create them without staff intervention the system wouldn't need this much moderation. Capping and preventing players from participating in a certain aspect of the server isn't an incentive to get better (considering it's player controlled skill will probably have very little to do with it and instead rely more on social connections), it's a deterrent from actually getting to play the game. |
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Like with what sales said 'server revolves around gangs'... the sorry fact is that this isn't true. Gangs are just another part of the server, some people would prefer to not join gangs and just be parties or play instruments or merchant. It is an incentive to some people, not to others; but that's how it was regardless of this update. (Again that's how it was before as well, personal connections will be above skill on every server.. and just about every game for that matter.) Again (x2), the deterrent was prior to this update as well, trying to control gangs and promote player activity amongst gangs didn't magically create all the deterrent of playing the game. At least they're trying something... and it was decided upon by popular choice (in the gang council meeting), if it doesn't work then they can just get rid of it right? |
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Not everyone can or wants to play daily...these people shouldn't be shafted out of being in a gang. I personally log on every so often to join in on gang raids or gang events, but now I've likely been removed from my gang. Quote:
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Attachment 52915 edit: a whopping 16 people voted for the 25-man member limit...way to listen to your players! |
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On paper I can see how "gangs will only add active players" seems like it'd work, but in practice nobody is going to kick their friends out of their gang and recruit somebody that they don't like just for points -- which mean nothing anyway. So in the end you might actually get some gang reform immediately after this change, but in the end gangs will revert and end up just being less active than before. I also understand that on the flip side it's hard to make points meaningful without a member limit, because without one the winning gang is normally just the gang which zergs the most. In which instance maybe an "on-tag limit" would be better than a hard member cap? But going back to what Jerret said, maybe we should automate the whole thing and just not care? Maybe it'd be best to just create an automated gang system where gangs can be promoted from and demoted back to party status depending on their week-to-week performance? And then never have to worry about them again. |
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I support 15 players in a gang, if that.
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Stupid meaningless idea, yet again.
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If we had average 200 players online then 50 cap, but since we have 80 average, a 25 cap is best.
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Having 100 players online doesn't mean there's gonna be 10 gang members on, like-wise 50 gang members on doesn't mean there's 60 online. The two numbers (player count and gang-membership) will rarely follow a trend. It'd be cool if we had a graph. |
We have trials
nobody put them into this. |
sales is right
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Era has a tendency of trying to implement failed idea. We already tried a gang limit and didn't improve anything
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Slash and rogue are *****s, gang limit sucks!
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This wasn't needed. Keep those comments to yourself. |
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Never worked in the past and won't work now. Gang activity seems non-existent outside of events currently.
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I'm not sure how valid my opinion on this is, since I've been involved in gangs only ephemerally -- so just ignore me if you need to.
Anyways..I host gang events 3 times a week, and have been since before the update capping gang events. I've noticed a trend since the limit was implemented -- Gang activity has went down a slight amount. Where before, some gang matches (remember teams have to be even, requiring both gangs to have same players) would have an upwards of 9-10 people (except BB. never BB..), now that barely ever happens, and the average is 5-7 per match. However, the gangs seem a lot more evened out now. Where some days two of the three gangs might have 10 or 11 people online and the third might have 6 before the gang limit update, now it seems much more consistent (as in, all gangs will have about the same amount of players online) I don't know if either of these really shows anything substantial, but it's something to think about. |
These overall equality of activity is due to the time-period (Summer Time).
However, the limited amount is due to the gang member limitation. This issue and many others will soon be addressed in a more broader scope so personally, I don't see a point in even tampering with this anymore. Just hold on a bit. |
The limit seem's to work. I mean, do the gangs even meet the gang limit anyways?
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correction: gang activity has failed since gang limit PLUS gun nerfs |
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lol, down to 3 gangs now, seriously?
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Are Late |
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And not everyone on the forums is playing Era 10 hours per day like you. |
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not everyone spends more time on forums than on era lmao |
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And we had only 3 gangs for a few months now... |
3 gangs is the right number, 2 would be even better but then if a gang has more points they just wont raid and theyll win anyways
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Coupla forum all-stars we've got here.
3 is simply not enough. So look, you've got 3 head honchos that call that shots. I would know with extensive personal experience that the shotcallers in gangs are almost invariably unlikeable people. If you can't identify with, relate to, or just get along with any of those 3 guys, you're screwed. Part of what made Era good was that each gang had personality. I remember BB constantly being sh*t on by everyone else because their base was right next to the hospital. I remember BH being the 'hey i'm Kae and inactive as hell but somehow demand respect because i'm an idiot' gang. LC always had the best PKers. People could get behind the theme of the gang and/or their leaders and feel like they were actually a part of something. Why do you guys think I started KotH? It was the most tangible display of gang unity. That's what keeps us playing this horribly outdated, outmatched game. The community. Those were the days. |
i rofl'd Ocelot
is that why you kept p4'ing if LC kept the chest room for over 5 minutes... |
as a collective, i never liked LC. but that's far from the point
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