*DAMN R6 Forum

*DAMN R6 Community => *DAMN => Topic started by: Po)| Murdurah on September 23, 2004, 02:50:52 am



Title: Clan Limits Part II - another aspect
Post by: Po)| Murdurah on September 23, 2004, 02:50:52 am
I'm starting a new thread on a similar theme as the "Clan Limits" thread because there's another side to it that warrants discussion.

I don't think there are enough clans. We find it hard to find anyone to cb when we're on.

A possible solution? Clan member limits - say 8 members per clan. That way there would have to be more clans, and thus more games, and I think more fun.

Obviously this is a radical solution but I just think it might make sense. What do you all think?

Yours,
Murdurah


Title: Re:Clan Limits Part II - another aspect
Post by: Supernatural Pie on September 23, 2004, 03:19:47 am
And by limiting the number of people in each clan, you're going to make it so that there aren't as many people from each clan on at the same time, which will ultimately result in a problem of enough clans, but not enough people per clan.

Also... this isn't a dictatorship. Clans should be allowed to have as many people as they want.


Title: Re:Clan Limits Part II - another aspect
Post by: crypt on September 23, 2004, 03:23:11 am
Big clans have their choice, having lots of members on at once as a benefit (quite a big one), or having unorganization or not knowing who is in your clan and who isn't.

Maybe suggest a 16-20 member limit, but I don't think those clans have that many active players anyway. 8 isn't even enough to keep up a strong clan.


Title: Re:Clan Limits Part II - another aspect
Post by: Civrock on September 23, 2004, 03:24:29 am
some clans play more games than one... and therefore could need more players than only 8 (if they dont all play the different games and are not THAT active).

but hmm... u?re right... some clans are simply way too big, have no clanmember limit and that causes a lack of clans. a clanmember limit of 15 would be reasonable and i'd support it, for the good and activity of the league(s). a really good idea which just needs some thinking. :)

i hope it can be realized in the near future, maybe even for next season already.


Title: Re:Clan Limits Part II - another aspect
Post by: cO.gabe on September 23, 2004, 03:28:57 am
Well my clan (:cO:.) has about 8 members.  The obvious problem that we have is getting everybody online and willing to cb at the same time.  It wasn't as much as a problem last season as it is this season - some of our members have school, etc.

Also, even if there are more clans, there are still the same # of overall people - which means it might not be any easier to find a cb since with smaller clans it will be less likely any particular one will have enough people on.

Side note - not sure how the transition would be made - would clans w/ more than 8 members just pick and choose who they want to be in the clan, and then boot the rest?  That wouldn't exactly be getting anyone any more friends if you know what I mean.


Title: Re:Clan Limits Part II - another aspect
Post by: Aramarth on September 23, 2004, 03:45:22 am
I considered trying out a clan size limit in a side ladder at one point. Technically, it should work and it is completely justified. Any given pro sports team has a "roster" which can only list so many players. A maximum number could be good, but I would feel obligated to place a minimum also.

In such a system, all the members would be obligated to cb nearly every time the clan did. In our old system, you could forget an inactive clan coming close to victory. With the sheep system, a sleepier clan could do quite well with some larger sheep stakes. This effect would even be mitigated, as there would be more clans.

As it stands now, you have maybe 15 opponents to choose from. If this change were to occur, you may have 30. With 30 clans, you have twice the chances to meet an opponent... so you don't really need to be on the same number of hours. This means, your clan can survive with fewer members.

I'll admit, it works on paper and has not been tested. I'm not sure we have anything to lose though. The idea could even be extended to incorporate a player trade system (using sheep and your own players as currency) and a salary cap, which would force clans with all-star lineups to share the wealth. Entirely new doors could be opened, if only clans could not hog 24 members to themselves while others struggle to cb once in a two week period.

Think about it! ;)
Y'all will hear from the Dev Dept. on this subject again to be sure.


Title: Re:Clan Limits Part II - another aspect
Post by: Incest on September 24, 2004, 11:18:49 pm
If clans were to be limited to their size, would it be a possibility that they could then divide the clan in two creating a 1st team and Reserves. Each clan can only say register a certain no. of players for each team. On the ladder they would appear to be two individual teams. Perhaps to even it out for teams that do not have such a "all star" line up the teams have to share the same points. If either looses they both loose.

just a weird thought.

Incest


Title: Re:Clan Limits Part II - another aspect
Post by: BTs_Lee.Harvey on September 24, 2004, 11:28:51 pm
IMO.. If  clan wants to be a big clan so be it.. i find that most realy big clan self destruct after a while anyway. I say let that be up the the clan leaders.. plus then you got the members of the clan that dont realy play many cb's but have been withthe clan a long time.. but will play a cb if needed. A Clan should be first and formost about a group of friends who like playing together wether the member only plays in one cb that season or in all the cbs that season.. he is still a part of the clan.. i say no clan limits a all.. most clans have limits anyway within the clan itself.. or they only let in players tht they like to play with all the time. once a clan gets too big.. its hard to kee ptrack of what the members are doing and the clan either self destructs.. or the memeber start doing things against the rules and the whole clan get in trouble b/c the leader cant keep up with what his memeber are doing.


Title: Re:Clan Limits Part II - another aspect
Post by: Macuber on September 25, 2004, 09:31:37 am
SNiPE.. your exactly right this isn't a dictatorship. Clans should be allowed to have as many people as they want. It has no bearing! If you can't find a clan to CB..well guess what..welcome to the real world..people do have lifes..work..school.


Title: Re:Clan Limits Part II - another aspect
Post by: thomas on September 25, 2004, 12:38:37 pm
says one from the clan with 30+ members... and still recruiting...


Title: Re:Clan Limits Part II - another aspect
Post by: BFG on September 25, 2004, 01:44:45 pm
Quote
says one from the clan with 30+ members... and still recruiting...

your point being? and there is a difference between 30+ and 22 players... perhaps checking before posting might have been a good plan...


Title: Re:Clan Limits Part II - another aspect
Post by: *E.Dowd on September 26, 2004, 02:51:58 am
Who cares ?? Too many people per clan, less CBs. Too many clans with too few members, less CBs. What comes first, the chicken or the ........you get the point.

Leave it alone.


Title: Re:Clan Limits Part II - another aspect
Post by: thomas on September 26, 2004, 04:04:42 am
lol... how nice... the clan with the most registered members rallies against this topic... hahaha, of course...

http://nrg-gamers.com/forum/viewtopic.php?t=254 (http://nrg-gamers.com/forum/viewtopic.php?t=254)


Title: Re:Clan Limits Part II - another aspect
Post by: BTs_Mysterio on September 26, 2004, 05:34:44 am
A roster of a clan is no ones business but the members of that clan. If you cant get members too bad. MP5 has 7 members all of which are active. Some clans with many more members are less active. It won't help activity to lower the # of clan members.


Title: Re:Clan Limits Part II - flawed principle
Post by: *Pvt.Dinglebery on September 26, 2004, 04:45:50 pm
The assumption here is that those who are booted from the clan will form another, thereby giving the dbl more active clans.  I highly doubt that those 'reservists' from our clan that would be forced to leave would form another clan.  We're simply not online enough to sustain a clan.  The principle is flawed

pvt.dinglebery


Title: Re:Clan Limits Part II - another aspect
Post by: <82ndAB>Tigah on September 27, 2004, 03:12:23 am
I?m not sure about this clan limit thing. We recruit mainly based on friendships and the skill and availability of a player comes second to that. No way could we split our clan, we?re all too close to each other to even contemplate something like that. If you look at the number of players that have left our clan -that should be an indication in itself how close we are. A lot of our members are busy with studies, work and other activities, so it?s rare for us to have a lot of our members online at the same time. I know we are very selective ?probably more so than the larger clans, which allows us to have a solid team. Our clan wouldn?t reach 20, 30, 40 members in the near future, but regardless we don?t make a habit of kicking members from our clan full stop. I don?t know how to get around the fact that there a very few clans to challenge, but a limit wouldn?t work for us. Perhaps raising the stakes for the number of cb?s played?

Tigah  ;)


Title: Re:Clan Limits Part II - another aspect
Post by: BFG on September 27, 2004, 11:51:21 am
Thomas lets put it nice and clear for you.

Nobody cares what your saying, firstly becasue you are obviously a dissatisfied clan member who is to scared to post under their proper accoutn, and secondly becuase you have no argument, and nobody cares.

There are hundreds and hundreds of GhR players who are not in clans, they vastly outweigh the number of guys in clans

and lastly for some of us the clan is not just about participating in *DAMN - the clan came first and then participating in *DAMN came second.



Title: Re:Clan Limits Part II - another aspect
Post by: Po)| Murdurah on September 28, 2004, 05:31:01 am
I hear all of your points, it's true, clan limits would be a drag for many reasons, and frankly I'd rather not have any limits at all.

My problem, as I said in the first post, is that there aren't enough clans to play against. Do you guys think there is a solution to this problem? How can we attract more people? Are GR players a dying breed?

And let me ask this - has there been a steady decline in number of clans since the ladders inception?

I'm not trying to be doom and gloom guy here, nor am I pointing any fingers: I just love playing cb's and I feel like there used to be more games going around.

Murd.


Title: Re:Clan Limits Part II - another aspect
Post by: BFG on September 28, 2004, 02:48:06 pm
I think we aren't going to see any new strong and productive GhR Clans arrive now given the range of games and the age of the game... and although we see lots of new clans form each season they don't last a season (somtimes less) and tend to have not even a handfull of players who are just by no means as active as older more established clans.

Id guess that if GhR2 turned up that would go out the window and we would see another great big change... But where lots of folk said that the arrival of RvS would mean the death of GhR it hasn't and i don't think it will, not just because of the game requirements etc but more fundamentally because they are two completely different games. GhR2 is probably the only thing that can replace the popularity of GhR in my mind at the moment if the gameplay and style of the game is not extensivly tampered with!


Title: Re:Clan Limits Part II - another aspect
Post by: *E.Dowd on September 28, 2004, 10:44:41 pm
Good point BFG

It is the games age that is slowing the CBs down, not too few clans with to many players.


Title: Re:Clan Limits Part II - another aspect
Post by: BTs_Mysterio on September 29, 2004, 12:32:53 am
I wouldn't say the game is dying. The players who are in it for the cheap pops of a game before moving on have moved on. The true players who like the game are left.


Title: Re:Clan Limits Part II - another aspect
Post by: Croosch on January 04, 2005, 12:35:41 am
I can see where both side are coming from on this issue, and in a way I agree with both.
Quote
The idea could even be extended to incorporate a player trade system (using sheep and your own players as currency) and a salary cap, which would force clans with all-star lineups to share the wealth.
But a trade system may be going a little too far . . . many people on GR don't only join clans to be competetive and to win, but rather to make a group of friends who not only get along but learn to play well with eachother. This is the only big problem I see with this system, this could completely rid of clan friendship and in some cases great team play as well.  If you always see the possibility of being traded you may think differently on clans and what "clan" means.