Are clans too nice to their minions? Derail from Depressing Death

Started by musashi, June 03, 2012, 06:59:54 PM

Quote from: Nyr on June 05, 2012, 02:25:35 PM
Quote from: Titania on June 05, 2012, 10:12:40 AM
It's just supply and demand. Too many clans and not enough players. The clan needs you more than you need them. There are a lot of benefits but you'll probably be richer, not have to listen to a jerk boss, not be stuck solo rping or idling during strict schedules and so on, on your own. Templar or noble aides seem to be better because one per. Could be just my perception there.

I don't think they should limit amount of people joining a clan, other than footlocker reasons. People die off in droves, and the more people the more they will fight and leave anyway. Better to have one rocking clan than two sparse?





Sounds like someone needs to have a clan war and consume the smaller clans hehehe
Life sucks, then you die.

Quote from: Nyr on June 05, 2012, 02:25:35 PM
Quote from: Titania on June 05, 2012, 10:12:40 AM
It's just supply and demand. Too many clans and not enough players. The clan needs you more than you need them. There are a lot of benefits but you'll probably be richer, not have to listen to a jerk boss, not be stuck solo rping or idling during strict schedules and so on, on your own. Templar or noble aides seem to be better because one per. Could be just my perception there.

I don't think they should limit amount of people joining a clan, other than footlocker reasons. People die off in droves, and the more people the more they will fight and leave anyway. Better to have one rocking clan than two sparse?



Nyr I don't care if you smite me, I heart you so bad!
I'd be interested to see the stats on clanned versus unclanned.
I'm taking an indeterminate break from Armageddon for the foreseeable future and thereby am not available for mudsex.
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In law a man is guilty when he violates the rights of others. In ethics he is guilty if he only thinks of doing so.

Quote from: Adj on June 06, 2012, 12:06:55 PM
So three step solution:
A: Add some new content into Arm and purge out some old content. Everyone asks for this all the time.

Many people do ask for this all of the time.  It is a little annoying to see solutions like this posted that (at first blush) ignore the actual work staff has done while at the same time pointing at a vague end result of "make more new stuff."  Metrics-wise we can (if we so choose) show you want has been added as new content into the game and what has been removed.

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Also start a Tuluki-Allanaki war please. Or some sort of awesome war to get people picking sides, sending spies, etc... Old players would LOVE some changes and some additions and some epic-scale conflict.

Everyone asks for this as well.  We have responded to this before.  I would recommend searching for that one.

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B: Not all of staff but some of you ruin it for certain people. Stop fucking with the players. If they get too powerful don't force retire. Really? Why would you do that to someone? Aren't you aware that is a 'good' thing for the game to have movers and shakers? That sort of thing would actually attract new players. FYI most people CONTINUE play for the potential glory their character can attain. Dont you realize how many people QUIT the game because of your actions sometimes?

There are a lot of mistaken impressions and assumptions here.  This has been responded to before, as well.  I would recommend reading up on that one, too!

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C: Actually do some better marketing you have an entire community of devout marketeers willing to help! From the perspective of a business owner the marketing in Arm is... pathetic.

We have players on the publicity board, we have threads about this stuff, you have the power to join in and ask to help!  :)

Of the three things you've mentioned, though, one of them you can assist with yourself and the other two are really too vague or incorrect to be parts of a solution.

If you have more that you'd like to discuss perhaps it should be its own thread.  This doesn't seem to have much (if anything) to do with the thread's premise.
Quote from: LauraMars on December 15, 2016, 08:17:36 PMPaint on a mustache and be a dude for a day. Stuff some melons down my shirt, cinch up a corset and pass as a girl.

With appropriate roleplay of course.

I think the main disconnect vis-a-vis the overreaction problem is with players' perceptions or judgments about what are or aren't threats to their clan's plans or prestige.  Of course there are some things that meet the criteria for drastic response measures.  My post was mainly intended to provoke people to really think about situations before initiating such responses.  If it's appropriate--fine.  But often it seems that these things evolve out of a petty desire to "do something" during the lulls between RPTs.
Quote from: WarriorPoet
I play this game to pretend to chop muthafuckaz up with bone swords.
Quote from: SmuzI come to the GDB to roleplay being deep and wise.
Quote from: VanthSynthesis, you scare me a little bit.

clans tend to be too nice when trying to recruit, they're scared to run off their potential clan mates by being an asshole. Clans tend to take in anyone that applies and turn away nearly none of the applicants. Clearly a lot of players make a pc and are dead set on joining clan x, to deny them because your pc is an asshole could potentially ruin your fellow players fun.. hard to figure out how to be.

It's a hard line to walk, to be nice or not nice in a sarge role or whatever.

On the other hand, I've been in a clan with a bunch of long-lived minions where we happily murdered sergeants that we deemed incompetent or assholes.
A staff member sends you:
"Normally we don't see a <redacted> walk into a room full of <redacted> and start indiscriminately killing."

You send to staff:
"Welcome to Armageddon."

It's possible to be an asshole AND hire them.

I still like to roleplay clan recruiters as being discriminating, even if the PC is clearly hireable and the clan is desperate for players.  I very rarely encounter someone who doesn't go along and thus roleplay the appropriate humility.

I don't really consider other players' fun, though, during the hiring process.  No one has any sort "right" to join whichever clan they want.

Moe refers to a time-honored tradition of hardcore roleplaying. I've been denied access to clans before, and it didn't break my tender little heart. It encouraged me to do all kinds of stupid shit to try to get in. Was certainly a lot more fun than if I had just been given the green light.
Useful tips: Commands |  |Storytelling:  1  2

Quote from: Harmless on June 07, 2012, 01:35:41 PM
Moe refers to a time-honored tradition of hardcore roleplaying. I've been denied access to clans before, and it didn't break my tender little heart. It encouraged me to do all kinds of stupid shit to try to get in. Was certainly a lot more fun than if I had just been given the green light.

+1 This is it!
Respect. Responsibility. Compassion.

One of my concerns with this is that some clans have more appeal to join than others.  There are some clans that will have people lining up to join, while there are others that has little to offer or is lacking of interesting things that would draw players to it.  Now tack on when a clan is inactive due to a bunch of people dying/storing/disappearing or inactive leadership, the unappealing clan will just dwindle down even further.  Then then clan becomes even less entertaining and spirals downward.  I've seen this happens to a few clans and it took a very long time for the clan to get active again. 

On top of this there is the case where a inactive/dead clan gains a new leader, then this leader has to rebuild by themselves ICly with what Staff Support they can get.  The leader might be within a clan that is almost completely inactive and is one of those unappealing clans so this makes it even harder.  You're tasked with everything the clan has to offer while at the same time having to rebuild.  It's an extremely daunting task and in my opinion, isn't fun.

We all play Arm to have fun... that is what playing a game is all about.  If you are not having fun, you're not going to play it.

The point is that there are Clans that get into a situation that its not fun to play.  All of these factors above lead to this in one way or another.  The new leader may come in thinking it will be fun, but soon finds out it's not...  for a new player this could be detrimental to the player ever playing the game again.  We talk of a lack of players, this all plays into it together.

I am spouting a lot of problems here and I am the sort that believes if you come up with problems you have to at least make an attempt with coming up with solutions.  Lets try to narrow down some of the problems I am mentioning here.


  • Unappealing Clan (The Core Issue)

  • Inactive

  • Leadership

These three things play into each other, but I think sum up what I am talking about.

Potential Solutions:


  • Add Appeal - We as the players should be able to point out which clans lack Appeal and come up with suggestions as to what could make a clan more appealing.  We all know what is fun for each of us, and likely we all have some things in similar.  I believe Staff along side the Publicity team could poll the players and then try to identify which clans are Unappealing.  From there make a focus group of new and old players that may volunteer to work on suggestions (that require little to no staff work) to make these clans more appealing.
  • This one is a tough one.  A good leader can make a clan active, more players can make a clan active, but typically it comes down to numbers and the leader.  Each and every clan typically has one to two leaders or one leader and one sub-leader that can handle things while the leader isn't around.  Appeal also plays into this.  If appeal is increased, it plays into getting more numbers.  Some clans only have one Leader though in one location.  For example the GMHs can be light on leaders in one location.  Kurac typically doesn't have this problem because they mainly based out of Luir's.  Salarr and Kadius though have the issue that they may have only one Leader per location or one Leader overall.  I believe this could be corrected by coming up with Junior Leadership role calls, great places for new players to get into leadership while supporting someone that is more experienced.  On top of adding appeal, it will allow for the Leader to have support and not be a very daunting task when they come in.
  • I already touched on Leadership above, but here is where I feel we need to focus on the leaders themselves.  Why do they go inactive?  Are they not having fun?  What can we do to make it more fun.  I hate to say it, but a leader can make or break a clan.  Maybe we need to work it so it's easier to share the responsibility.  Encourage delegation to minions, this may increase the minions fun.  Leaders need to know what they are getting into.  Maybe we as the players can write up a guide for new leaders in a clan.  If a Leader has a better idea of what they need to do when they join a clan they will be able to hit the ground running.  Many of us have played in a Leadership role, many of us know how hard it can be.  A little support, even if it doesn't come from staff, can go a long way.

I'm far from done here, but I just don't want to keep ranting on it.  We have a lot of veteran players who could share a lot of information that can help.  With staff approval, I think we could work together to make this happen.

Make a clan fun, people will play in it.  Then you don't have to worry about how nice a clan is.  The Leader doesn't need to cater to their minions, the minions can enjoy playing, and everyone has fun.  I fondly remember playing a dwarf in Salarr long ago where the leader got high as a kite on war spices, subdued and tossed my dwarf around, and then threw him in a cage and taunted him... then pulled him out and acted as if nothing ever happened.  It was a lot of fun, the leader wasn't nice at all.. and the clan was inactive at the time.

End Ramble.

I'm personally of the opinion that one reason clans coddle new recruits is because they need to be coddled.

Skills are such in this game that a new character is almost useless in any area you can mention.  So clan hiring practices are dominated by politics of need.  You need to keep people interested because they need to keep interested long enough for their skills to develop to a useful point so you can do things that are actually dangerous for any long-lived character.

What this game really needs is a few characters focused solely on keeping active so they can generate other characters who don't need to be constantly active.  Just a few independent hunters going out into the desert to kill a few scrab, willing to take anyone that will come along with them.

Now some may think that this is focusing too much on the skill side of the game, but I've gone through a number of intense characters, and I've found that the better my skills were, the more leisure I had to actually RP.  Otherwise, going out into the wilds is just constantly being on the alert for something that's going to tear up your squishy underlings.

Any questions, comments, or condemnations to an eternity of fiery torment?

Waving a hammer, the irate, seething crafter says, in rage-accented sirihish :
"Be impressed.  Now!"

Quote from: Dalmeth on June 07, 2012, 07:23:12 PM
I'm personally of the opinion that one reason clans coddle new recruits is because they need to be coddled.

Skills are such in this game that a new character is almost useless in any area you can mention.  So clan hiring practices are dominated by politics of need.  You need to keep people interested because they need to keep interested long enough for their skills to develop to a useful point so you can do things that are actually dangerous for any long-lived character.

What this game really needs is a few characters focused solely on keeping active so they can generate other characters who don't need to be constantly active.  Just a few independent hunters going out into the desert to kill a few scrab, willing to take anyone that will come along with them.

Now some may think that this is focusing too much on the skill side of the game, but I've gone through a number of intense characters, and I've found that the better my skills were, the more leisure I had to actually RP.  Otherwise, going out into the wilds is just constantly being on the alert for something that's going to tear up your squishy underlings.

This is a very good point, I think. Characters to take others out hunting goes maybe a bit too far, but I think it'd help a great deal if options were added so that rangers and warriors wouldn't be instantly helpless if they choose to remain independent for a while. For example, if you added a few extra weak animals to the desert(thereby not even reducing the current set of things in the desert, just adding a few extra, weak ones,) which would only yield some meat when skinned, could prove a great opportunity for freshly made rangers and maybe even warriors to train their skills without first needing to have a full suit of armour and a quiver full of arrows.
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You take the last bite of your scooby snack.
This tastes like ordinary meat.
There is nothing left now.

Quote from: Patuk on June 07, 2012, 07:33:56 PM
This is a very good point, I think. Characters to take others out hunting goes maybe a bit too far, but I think it'd help a great deal if options were added so that rangers and warriors wouldn't be instantly helpless if they choose to remain independent for a while. For example, if you added a few extra weak animals to the desert(thereby not even reducing the current set of things in the desert, just adding a few extra, weak ones,) which would only yield some meat when skinned, could prove a great opportunity for freshly made rangers and maybe even warriors to train their skills without first needing to have a full suit of armour and a quiver full of arrows.

You can frame it many different ways, but what you need is a place for people to make a living using their skills.  You can do this through trade caravans, loosely associated hunting groups, or even just putting boot to ass in the Merchant Houses and giving them what they need to use up those little tidbits they're constantly collecting.

Because the Merchant Houses are a good example of what's wrong with the current economy : it can't support constant activity.  So either the economy needs to change or somebody somewhere is going to have to be secretly junking various junk items so stores aren't flooded with them on a constant basis.  Because once those stores are filled, activity stops.  No jocular rides through dangerous forests, no cracking jokes while foraging rocks under the desert sun.  Because people can't get back what they spend doing these activities, thus they can't engage in those activities, thus they can't ever become competent in those activities, because that's how the skill advancement system currently works.

The tools are already in place through the various guilds, but in the current establishment, it requires too much communication and coordinated time.
Any questions, comments, or condemnations to an eternity of fiery torment?

Waving a hammer, the irate, seething crafter says, in rage-accented sirihish :
"Be impressed.  Now!"

No, clans are not too nice to their minions. I have top secret evidence which supports my claim. ;)

Quote from: Dalmeth on June 07, 2012, 08:59:57 PM
Quote from: Patuk on June 07, 2012, 07:33:56 PM
This is a very good point, I think. Characters to take others out hunting goes maybe a bit too far, but I think it'd help a great deal if options were added so that rangers and warriors wouldn't be instantly helpless if they choose to remain independent for a while. For example, if you added a few extra weak animals to the desert(thereby not even reducing the current set of things in the desert, just adding a few extra, weak ones,) which would only yield some meat when skinned, could prove a great opportunity for freshly made rangers and maybe even warriors to train their skills without first needing to have a full suit of armour and a quiver full of arrows.

You can frame it many different ways, but what you need is a place for people to make a living using their skills.  You can do this through trade caravans, loosely associated hunting groups, or even just putting boot to ass in the Merchant Houses and giving them what they need to use up those little tidbits they're constantly collecting.

Because the Merchant Houses are a good example of what's wrong with the current economy : it can't support constant activity.  So either the economy needs to change or somebody somewhere is going to have to be secretly junking various junk items so stores aren't flooded with them on a constant basis.  Because once those stores are filled, activity stops.  No jocular rides through dangerous forests, no cracking jokes while foraging rocks under the desert sun.  Because people can't get back what they spend doing these activities, thus they can't engage in those activities, thus they can't ever become competent in those activities, because that's how the skill advancement system currently works.

The tools are already in place through the various guilds, but in the current establishment, it requires too much communication and coordinated time.

This.. Is also a very good point. Even so, however, there's a solution.. And the solution is to spend. None of my characters were very rich, but what I've seen from other players proves that even though Zalanthas is harsh and gritty, after a while, it becomes rather easy to accumulate a good sum of cash. You are a wealthy merchant who has made it all? Blow your money on fine Kadian wine and Kurac's most prized spice. You're a hunter who knows all the good spots and brings in the most exotic game? Celebrate your hunts with booze and whores and extravagance to celebrate that you weren't bitten to death. Of course, some changes to the code may help here, too; you could, for example, have all worn items in general wear down, not just weapons. What good is your huge stash at Nenyuk when you're wearing the same silk for years? Basically.. If there's a skill in Armageddon, it's up to us all to make sure that said skill can be used.
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You take the last bite of your scooby snack.
This tastes like ordinary meat.
There is nothing left now.

Quote from: Adj on June 07, 2012, 05:53:01 PM
Quote from: Nyr on June 06, 2012, 01:17:15 PM
If you have more that you'd like to discuss perhaps it should be its own thread.  This doesn't seem to have much (if anything) to do with the thread's premise.

Course it has everything to do with it.

Clans are too nice to their minions because of a supply and demand imbalance and that would easily be corrected with more players.

This thread is about a couple of things:  clans being too nice to minions...clans jumping in to defend minions over minor slights.  Etc.  You just jumped in saying "everyone's silly, here's the real problem."  there are old players who love Arm and can't come back because they are bored and have seen everything or have issues with staff. 

Your solution has three steps. 
First step:  we should build stuff, do stuff, get rid of old stuff.  Start a war.  Yeah.  Add new stuff:  discussed in lots of places piecemeal, I suppose most recently right here.  We add new stuff frequently enough (whether it be code, clans, docs, etc).  Start a war:  discussed elsewhere. 
Second step:  chock full of vague statements, inaccuracies, and really just no way to address this because it's incorrect for the most part and you build off of the incorrect stuff to say more stuff that is silly.    Forced storage:  discussed here.  Glass ceiling for roles (player term for it at least):  discussed here, here, here, and probably elsewhere.  Staff ruining stuff for players:  discussed here (and about 8 years ago, here, over a policy change).
Third step:  A very good thing to do that you can assisting with now if you would like!  However, its overall effect on the issues discussed in this thread (clans being too nice to minions, clans jumping in to defend minions over minor slights) would be negligible at best, since those two things are either anecdotal impressions or issues resulting from other factors.

Yes, having more players overall would be good for the game.  Disputing that would be silly!  I'm saying that's good, we should push for that for new players to be brought in and old players to return.  Having more players overall, however, doesn't really make sense as a solution for the issues discussed here.  That's all I'm pointing out.  What you've posted seems like it's really aimed at another issue entirely.
Quote from: LauraMars on December 15, 2016, 08:17:36 PMPaint on a mustache and be a dude for a day. Stuff some melons down my shirt, cinch up a corset and pass as a girl.

With appropriate roleplay of course.