I'd like to begin by thanking those responsible for the progress made since last year.
We've seen:
- Fort Knox
- Gang point system
- Gang reward system
- PK "tag" upon running into safe zones
- Diversity in healing items
- The chance to earn money for player killing
- A large amount of gun releases, effectively keeping the economy at bay.
These new features are a step forward in most respect, but I've a few concerns to address, as well as suggestions that may compliment the recent changes to era.
i. Gang points
The idea looks wonderful on paper and it's given gangs incentive to raid, no doubt. However, without other necessary components and a few adjustments, the point system serves as a tremendous blow to gang PKing.
I've seen players removed from gangs because they had negative points, I've seen perfect raiders run at 20 HP in fear of going negative when they had easily dropped me from 80 to 0 a year ago. I see old players who just like to pk dip into large negatives while lesser pkers that run at half health skyrocket into double digit positives. Kill stealing has become a sport within gangs.
ii. Gang rewards
Again this is nice, but it only caters to a single gang at the end of each week. As of recently Black Holst has been that gang, boasting an all-star team of players that dominates events and raids. Anybody who wants to "win" can easily join BH and reap the rewards.
This often leaves other gangs demoralized and creates an overall negative atmosphere when they receive nothing for their efforts.
iv. Money
Quote:
Originally Posted by Sliekz
In the current state of game, do you think players will want to work over 10 hours for a Mp40? (while it's inadequate in comparison to what the other 20% have?)
Furthermore, do you think these same players are willing to work 400 hours for a rare/powerful gun? (assuming they're making a consistent $2000/hour for a gun that costs $800,000)
This alone turns many potential players away from era. What needs to be available is not accessible through a rational time frame.
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v. Suggestion / points
The first suggestion is simple enough. Make all gang points collective to each individual player with no point reduction on death. This will hopefully eliminate the instinct for players to run due to point loss as well as encourage players to fight to zero HP. Overall it will generate a far less negative mood when it comes to dying.
v. Suggestion / assists
My second suggestion is an "assist" system. It would work somewhat in conjunction with the first suggestion, regarding the encouragement of more "engaging" fighting.
For example, lets say a member of an opposing gang takes off 70% of my HP and his buddy rushes in and finishes me off to get the point. That would leave the main damage dealer pointless, right? With the assist system, the person who damaged 70% of my HP would recieve an assist for his efforts and after
x assists (i.e. 3), he would generate a point. Assists visible in profile if possible.
These two components alone would help lift gang pking from its current state. However there is still little incentive unless you are the top gang, which brings me to my next suggestion.
v. Suggestion / salary
My third suggestion is aimed to:
- Reward gang leaders
- Balance out gangs, prevent stacking
- Give purpose to raid, regardless of top gang
- Make for interesting gang politics
- Allow gangs to be somewhat exclusive, yet still active
- Make the most redeeming quality of era a means to generate money
- Compliment the recent release of NPC sold guns while jumpstarting gang activity simultaneously
Main focus
Gang leaders would receive weekly funds that go directly to the gang bank with a fixed base for proficiently running their gang. (i.e. $20,000)
Points earned by the gang would increase that base by
x amount. (i.e. $20/point)
Members would receive a weekly salary automatically from the gang bank with a fixed minimum (i.e. $500), adjustable by the leader.
Technicalities
Salaries would be adjustable at the start of each new week (saturday afternoon) and locked after
x hours.
Members that join midweek would earn the minimum salary.
Members that are fired would receive their salary automatically and become a free agent.
Members that leave a gang forfeit their salary and become a free agent.
Member salary, if possible, would be paid from lowest to highest so that negligent gang leaders would be hurting their best members.
Gang leaders would be able to deposit and withdraw from the gang bank.
All gangs would have a salary cap of $100,000.
v. Suggestion / money
Last small suggestion -- increase cash earned from pking from $1-10 to $20-$25 when it's gang related, anything at all that pushes gangs to raid would be nice.