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Only Activity pvp/pve and timezone

Edited by z4ys
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Agree with most of previous suggestions. 

Totals from previous THREE weeks since one week's statistics can be a fluke:

Victory Marks earned

PVP Marks earned

Combat Marks earned

XP earned

Gross economic activity of clan and members

(And while we're talking about clans, warehouse logs please!)

Edited by Farrago

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Also, presumably we want to balance things out a bit...

Yes, include the strengths of the clans you list but perhaps call it "Clan List" instead of "Clan Leaderboard". A large percentage of players will gravitate to someone called the leaders without reading deeper.

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We need Looking for Group as well... thats how you truly get new recruits. Its better to play with them than to just join.

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7 hours ago, admin said:

We already mentioned somewhere that we are going to send new players to the clans (it will be part of the tutorial orders). 
And will post their arrival to the Caribbean into national chat once they pass the MC exam.


In this regards
Lets discuss what should be on the clan leaderboard to sway the rookie to join one or another clan/guild just by looking at the numbers?

Examples

  1. Ports controlled
  2. Active fleet (players logged in today)
  3. PvP marks last week
  4. PvP battles last week
  5. Port battles won last week

most active timezone would be needed as well. 

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i would suggest also the:    clan prime time   

and,  request  joining button

language s who are spoken  like, english- russian -chinese

 

 

Edited by Thonys

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21 hours ago, admin said:

We already mentioned somewhere that we are going to send new players to the clans (it will be part of the tutorial orders). 
And will post their arrival to the Caribbean into national chat once they pass the MC exam.


In this regards
Lets discuss what should be on the clan leaderboard to sway the rookie to join one or another clan/guild just by looking at the numbers?

Examples

  1. Ports controlled
  2. Active fleet (players logged in today)
  3. PvP marks last week
  4. PvP battles last week
  5. Port battles won last week

Please also list:

  • hours of activity of players (eg. a graph showing active players through the whole week would be a dream...)
  • number of ships (BR, tonnage) built by planers last week
  • number of PvP and PvE fights last week (total)

This would allow for players to get clans that fit their play time, as well as their style (eg. PvE clans, eco clans etc.)

 

Please change:

  • port battles won is not the best incentive. It shouldn't be a decisive factor. It's inaccurate and even if people follow it, it would mean snowballing of clans.

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I've thought about this as an actual new player, after posting the suggestion quoted above by Bobbit1. 

However the developers choose to set this up, here's what I need to know in order to pick a clan in-game, without having to refer to outside resources.  It needs to have decent filters so I don't have to scroll through endless pages.  As an usable interim alternative to in-game (IF this is easier to deploy) read live data from the servers and post it with daily refreshes either in a module accessible at the shards list/server signon, or on a page at the Naval Action website.

What I need, as a new player.

  • Active clan.  Default display only Yes, based on last member logon, if inactive clans are displayed at all.
  • Seeking new members.  Default display only Yes, if closed clans are displayed at all.
  • Active member count.
  • Nation.
  • Primary time zone.
  • Language spoken
  • Ports
  • Primary clan focus (trade, raid, conquest, etc).
  • Player focus sought (trade, raid, etc.  Smaller clans might actually need new members with a different focus).

AND what the participation exceptions are.  Life outside the game may only allow for logging in a couple times a week.  Which might not be suitable for a tight-knit clan attempting conquest half-way across the map.

I do like the idea of doing the tutorial before being able to join a clan.  It saves existing clan members from having to completely orient someone from the ground up.  On that side of things, clan officers might want to know basic stats about prospective members, such as a permit count, first logon date, etc.  This does not need to be exhaustive, just fodder for chat questions.

And an observation about PvE (which is where I am currently learning the production mechanics).  Improving clan access/visibility will not improve playability on PvE.  The player population is currently too low.  The trader tool needs to be improved so buyers and sellers have a better idea of where the contracts might be.

Edited by Corvus
clarification

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21 hours ago, Flinch said:

Honestly having an activity graph that highlights active timezones is the most important thing. If a new player joins a nation that is not active at their playtime it will not go well. 

This

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2 minutes ago, SKurj said:

This

I would like that in an ideal world but as a new player not currently in a clan I can live with a stated primary timezone.  I suspect that tracking and displaying this kind of data might add to server load.

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Well allow clan lead to plot his clans peak population on a chart including timezone.  A clan's peak activity period is critical information.

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39 minutes ago, SKurj said:

Well allow clan lead to plot his clans peak population on a chart including timezone.  A clan's peak activity period is critical information.

Which I would be more than happy to see.  All I am expressing is the minimum I need as a new player.

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On 2/11/2018 at 8:04 AM, Marcus Corvus said:

Which I would be more than happy to see.  All I am expressing is the minimum I need as a new player.

AND one more thing to add to the minimum list for what actual new players need to know:

Alt Policy:  whether they are accepted, and what clan members are allowed to do with them.  A free text box is fine and it doesn't need to be searchable.

Or better yet, a policy box, where Alts are among the things that can be briefly described.  A blank box will also tell a new player something, as well.  

I have been watching the alt economic activity in the Charleston neighborhood for about a month now.  My observation is that alts appear to advantage non-cooperative economic activity.

I am NOT suggesting alts should be banned.  If someone chooses to buy multiple copies of a game and put in the additional hours that implies, that's their business

But I am a single-game player who is starting to settle down on the number of hours I play.  Clans with alt members MIGHT not have a compatible play style.

Edited by Marcus Corvus
clarification

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give tickbox to clans to subscribe to autofilling recruitment. not every clan wants random people to join.

it is also about personalities, having randoms joining with mismatch personalities will only lead to clan booting them out, and leave these rookies with a bad feeling.

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On 2/10/2018 at 6:24 PM, Sir Texas Sir said:

 

When you go through the turtorial you should be neutral and get to pick you nation when you finish.  Players with a nation all ready just skip this part.   You will have the main starting nations that are easy to hard:  US, GB, SPAIN, FRANCE, DUTCH, DANES, SWEDES.    Than you will have the hard core nations:  Prussia, Russia, Poland that don't have capitals.   Than last you have the pirates....which should not be able to pick at start.  We need to go back to the old way that you became a pirate.  You become one in game.  Pirates  work out of neutral, freetowns and a few perm pirate havesn (Kidds, Mort, Tortuga....history has certain ports that was pirate havens).  They don't do RvR just OW PvP and what ever else they want.  If they want to return to a nation than they have to us the DLC STEAM forge papers to do so.

I mostly agree except for the pirate part. If you remove half the content to some players what is the point?

I would agree if pirates could be used as mercenaries by other nations to fight in port battles for them through mark letters and or friendly clan addition.

all nations could add pirate clans to their friendly list to join port battle on their side. Trickery could be allowed where pirate can join either side of port battle betraying one nation for the other :o

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On 11/02/2018 at 3:00 PM, Marcus Corvus said:

I've thought about this as an actual new player, after posting the suggestion quoted above by Bobbit1. 

However the developers choose to set this up, here's what I need to know in order to pick a clan in-game, without having to refer to outside resources.  It needs to have decent filters so I don't have to scroll through endless pages.  As an usable interim alternative to in-game (IF this is easier to deploy) read live data from the servers and post it with daily refreshes either in a module accessible at the shards list/server signon, or on a page at the Naval Action website.

What I need, as a new player.

  • Active clan.  Default display only Yes, based on last member logon, if inactive clans are displayed at all.
  • Seeking new members.  Default display only Yes, if closed clans are displayed at all.
  • Active member count.
  • Nation.
  • Primary time zone.
  • Language spoken
  • Ports
  • Primary clan focus (trade, raid, conquest, etc).
  • Player focus sought (trade, raid, etc.  Smaller clans might actually need new members with a different focus).

AND what the participation exceptions are.  Life outside the game may only allow for logging in a couple times a week.  Which might not be suitable for a tight-knit clan attempting conquest half-way across the map.

I do like the idea of doing the tutorial before being able to join a clan.  It saves existing clan members from having to completely orient someone from the ground up.  On that side of things, clan officers might want to know basic stats about prospective members, such as a permit count, first logon date, etc.  This does not need to be exhaustive, just fodder for chat questions.

And an observation about PvE (which is where I am currently learning the production mechanics).  Improving clan access/visibility will not improve playability on PvE.  The player population is currently too low.  The trader tool needs to be improved so buyers and sellers have a better idea of where the contracts might be.

why dont you just get on ts/ discord whatever and talk to someone ... rather the  devs time and resources spent werer spent on  something more important .. like the acrual mechanics of the game

you can discover all you want about a clan in a  5 min chat ... plus added bonus if you find out you dont like them you can leave a clan and join another .. its not a lifelong connitment

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8 hours ago, Grundgemunkey said:

 

why dont you just get on ts/ discord whatever and talk to someone ... rather the  devs time and resources spent werer spent on  something more important .. like the acrual mechanics of the game

you can discover all you want about a clan in a  5 min chat ... plus added bonus if you find out you dont like them you can leave a clan and join another .. its not a lifelong connitment

The original developer post initiated the discussion on adding recruitment mechanics to the game:  " we are going to send new players to the clans."

If they are going to do that it needs to work for actual new players.  Including those who have no idea what ts/discord are. 

And since it is one server it also needs to work for ones who happen to be in off time zones.  At 7 PM on the US Pacific Coast folks are getting late into the evening.  And it's rather early in the AM in Europe.

 

Edited by Marcus Corvus
correction

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