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Showing results for tags 'Clan Management'.
There is one thing in particular I've noticed in this game, or at least in GB and that is the propensity for players to opt to enter into small and medium sized clans. Now, their independence isn't the problem until you consider the long term and RvR implications of this trend and I believe it could be solved in a fairly simple way. So a bit of a history lesson from my experience and what it boils down to is a decision made early on in the game which is to either 'expand warehouse' or create a clan and get a clan warehouse. When I first started the game I joined a clan and clan taxes were paid and we carebeared merrily at Belize. The problem of course was that they were a bunch of commies and wanted everyone to jointly build ships etc, and because of the system in place for warehouse management it meant that they were forced to deny my request to be promoted to officer so that I could use the clan warehouse. This of course led to a choice, stay in the clan and not use the warehouse and pay a ridiculous sum to expand the warehouse or create a clan and get the clan warehouse for a fraction of the cost. In addition to that it has all the search function etc... Now the difference between myself and other new players to the game is this, I started playing from day one in a clan and they did not meaning that they just opt to create a one man clan and that's where many of them seem to stay. This small problem creates several problems as far as I see it. Firstly, a skill deficit. Players who play in isolation of others are rarely good players; they cannot PvP competently meaning they cannot compete with players who can tap into the pool of experience you can find in larger clans. I would like to think that I'm somewhat competent in my favourite ship, the snow, whereas there are others in my clan who excel in 5th rates. We teach other and learn from each other which allows people to gain experience more quickly thus allowing them to create content (that dreaded word) for the whole community. Secondly, a lack of co-ordination negatively impacting RvR. Players outside of large clans find it harder to get involved with RvR and particularly in GB where you can throw a stone and hey presto there's another different clan. This is due to the lack of communication methods built into the game. Clan chat, nation chat and global means that for port battles, the primary focus for discussion will be in clan chat as we're not idiots and know that alts and people with loose lips are on nation chat. If they're not able to talk to those who are organising it means that there is less chance of them attending port battles which obviously means less port battle players which means less content. Thirdly, the game incentivises disunity. The point of the game is to have fun, if someone wants to keep players long term in their clan, they expect to have access to the clan warehouse, on the other hand, those in charge don't want to micromanage their clan warehouse. Clan owners are here to have fun, not spend time micromanaging the contents of a clan warehouse. The problem is that everyone wants the benefit of a clan warehouse, but no-one can be arsed to take responsibility for managing it. It's easier to do that in a one man clan which then negatively Potential solutions. Compartmentalised warehouse (similar to Star Trek Online) - Allow clans to create an 'extension' so that individual players may effectively create their own area in the warehouse that they can use, similar to the main function, the main compartment is then used for all interclan stuff. Hell, you could always let members "rent" slots in the clan warehouse. A log - Create a log so you can see who takes what out and who puts what in. A minimum in the clan bank - Allow the clan leader to set a minimum for the clan so that members can't take out money below that limit. Let's say I put 20 mill is the limit. No-one but I and taxman can make it go below that level. Allow clan leaders to give partial access to members to the warehouse without promoting them to officer.
Now that money for port upkeep is getting more and more important with the new timer cost and it's influence on RvR, it's time that we finally get some proper clan management and finance tools. Problems: There is no convenient way to see even the most basic financial stats of a clan. Like total income and total cost. It's ridiculous that we either need to click every port in town management tab and manually write down costs and income, or write an external script to pull it from the api, to get this most basic of information! Another feature that is sorely lacking is basic bookkeeping on the clan warehouse. We don't even have 'total money put in', 'total money taken out', 'total spent on upkeep' etc. To take CABAL as an example, we seem to be managing paying for our massive upkeep, but nobody really knows how we're managing, because all we have to go on is final clan warehouse balance. @admin you really need to address this stuff before finalizing the UI.
Clans are fairly new and as such the management system is bare bones, which is completely understandable. However, clans are already a huge part of the game just a few days into EA. Large communities have sprung up and clan ranks are being filled. As such, I think the devs should take some time to begin fleshing out the clan system, specifically focusing in the tools that clan leaders can manage and run their clans. I have played a number of MMOs and to this day, ironically it was Pirates of the Burning Sea that had the best clan management system (Don't even get me started on SWTOR and how you had to actually pay in order to access advance guild management.) Here are a few aspects that I found best from PotBS that I have yet to see most other MMOs. These are the biggest. Rank Creation and Customization - Most MMOs allow you to customize the ranks that are already present in their system. Change the name, tweak permissions. But you are usually limited to just those provided. In PotBS, you could make a new rank completely from scratch, meaning a guild could have as little as 2 ranks (leader and member) or over 20 unique and customized ranks. Clan History - Very simple; a history that shows the past administrative actions by all members. PotBS had this divided into Wallet actions (withdrawals and deposits into the society wallet), Recruitment info (who was invited or kicked and by whom), and General Admin (Description, rank permission, promotions and demotions and who did them). This is extremely helpeful when keeping track of the daily comings-and-goings of a guild, especially of someone has been offline for a few days. Clan Wallet and member salaries- Monkey Bullet suggested in another thread a Clan Tax. I like it, but before we can have a clan tax, there should be a clan wallet for into which the taxes go. This is nothing unique in MMOs. However, I would also like the ability to allow salaries for members, to be set by leaders or officers who have permissions to do so. In PotBS, my clan allotted a small parcel for our high ranking members and officers, but where this really helped was that our Ship builders and crafters were given large salaries to support their economy, which they would then in return use to support the society. This salary system meant that officers didn't have to be online to personally trade the gold themselves. The salary was at a daily base, and members could choose to not collect salary if they wished. And all of this was recorded in the Clan history. Here are some other aspects that I found useful as a society leader in other games Clan Warehouse- a warehouse for the entire society. Permissions could be changed to where members could only deposit, only look into, or not even see the warehouse in a port. Message of the Day (MotD)- Leaders could have a message that would automatically pop up when clan members logged in. This could be pertinent information for the day or simply friendly reminders. Permissions could restrict the editing of this to only the leader or officers as well Member sort- currently, the clans list members simply by who recently joined (oldest members at the top, newest at the bottom) allow for sorting based on rank, name, etc. Cheers,