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Found 3 results

  1. 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 taxe
  2. 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 bookk
  3. 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
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