Clans
Posted: Sat Mar 21, 2009 12:09 am
I was noticing that a majority of clanned players are inactive or rarely log on. It appears to me that we have too many clans for the amount of players who log on regularly. So a possible idea is to remove the clans which are majorly inactive based on their players.
My second idea is a revamp of clans in general. By this I mean effectively removing everyone from the clans, then redoing the clan/rank system. If you think about it there is currently no real incentive to even clanning a character and progressing through the ranks. Yes master weapons are attainable, but I wouldn't consider that a major incentive--just a weapon with some uniquely increased stats.
So the first part of more greatly incentivizing rising up in the ranks of a clan, is to make ranking itself easier. Either scalp rewards need to be greatly increased or the amount of quest points to reach each rank needs to be drastically reduced. With less than a total of twenty different active players, obtaining 300+ quest points just to rise one rank is nearly, if not, ludicrous. I'm not saying what numbers are right or wrong, but I think we need to start brainstorming some more ideas about things like making mastering feasible. Additionally, I would suggest that active clan members who wish so, be reimbursed in some way per the newly renovated clan/rank system.
My second idea is a revamp of clans in general. By this I mean effectively removing everyone from the clans, then redoing the clan/rank system. If you think about it there is currently no real incentive to even clanning a character and progressing through the ranks. Yes master weapons are attainable, but I wouldn't consider that a major incentive--just a weapon with some uniquely increased stats.
So the first part of more greatly incentivizing rising up in the ranks of a clan, is to make ranking itself easier. Either scalp rewards need to be greatly increased or the amount of quest points to reach each rank needs to be drastically reduced. With less than a total of twenty different active players, obtaining 300+ quest points just to rise one rank is nearly, if not, ludicrous. I'm not saying what numbers are right or wrong, but I think we need to start brainstorming some more ideas about things like making mastering feasible. Additionally, I would suggest that active clan members who wish so, be reimbursed in some way per the newly renovated clan/rank system.