Re: Clan Owners
Posted 08 January 2011 - 02:33 AM
Posted 09 December 2010 - 04:58 PM
Posted 09 December 2010 - 09:26 PM
Posted 15 December 2010 - 09:06 AM
Needless to say, something needs to be done to cause the stagnation of the clan pool to end. All of my ideas would be shot down, as they would be to flag all clans as pk, change the delete on clans to less months of being in tax, increase the response rate of deletion, etc etc etc...
Alliances should also be more restricted. the alliance stackup currently hinders the game more than helps in the dynamic of keeping clans participating in more than being friends and not pking anyone. it seems alliances are just a smaller, slightly more restricted form of chat relay.
end rant - basically, id love to see things changed. no one seems to have any viable solutions and until then nothing will change. someone motivate duende into nerfing alliances and dead clans. it will spark something interesting.
Posted 15 December 2010 - 02:25 PM
There are only 62 clans, clan list fits on a single screen for the first time I remember. If anything, clans should be renumbered.
Posted 16 December 2010 - 09:04 AM
Posted 17 January 2011 - 05:05 AM
Of course, this assumes that we could decide on what the most desirable ratio of players-to-clans is. Right now, we're hovering around 2.4 online players for every clan. That's much better than it has been in the past, but still pretty bad, in my opinion. I'd like to see it more in the range of 4-6 players for every clan. Assuming this happened, and it was decided that, say, 5:1 was the most desirable ratio, we could then use that ratio and the cost of a clan as it is now (40,000,000 gp) to come up with a formula for calculating the cost dynamically:
desired_ratio = 5
desired_cost = 40000000
round_up_to_nearest = 5000000
current_ratio = avg_players_online / current_number_clans
current_cost = desired_ratio / current_ratio * desired_cost
current_cost = current_cost + round_up_to_nearest - (current_cost % round_up_to_nearest)
Which, incidentally, would set the current cost of creating a clan to 85,000,000. It also works just as well in the opposite direction, in case we ever have too few clans for the number of players, but I really don't see that ever being an issue.
Posted 17 January 2011 - 10:24 PM
Anyways, I've honestly forgot what this thread was all about but I do think a clan tax formula like that would be an excellent idea. If someone wants to keep a clan alive they either need to pay out the ass for it, or actually have an active clan that'll root a little. The rooting cost right now has been much admittedly a joke since as long as I can remember.
Posted 18 January 2011 - 02:29 AM
So, that's what the "This thread was missing its parent" messages are for. I think it just used whoever the first valid poster in the thread was. You can tell that we kind of came in during a conversation.