Archived Faction Hop Reducer

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Jomdorr

High Council member of The Algorian Empire
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The longer a player stays in the same faction the more land power they will provided, have beginning players start on 1 land claim then the longer they stay the more land claims they equal, prems could automatically stay at 10 maybe, then if they leave a faction have 4 land power taken away, this would then be reduced to -10 if they join and leave so many factions, but have it regenerate over time back to 0

Mechanics

For every hour of online time your power increases by 1 until you reach ten
For the average new player they should start on maybe 5 power
( prems start at ten automatically but can still loose power from leaving a faction )
For every faction you leave of your own accord you loose 4 power so /f leave for every faction you are /f kicked you loose 5 power
If kicked for inactivity power level should be unaffected
A /[player name] [power level]
/ jomdorr 6
(Maybe you could add a mcstats overall power level)

Could also add a damage reducer to players who choose to stay longer, so new players start with 10% reduction then after a week it's 20 then 2 weeks it hits 30

For open factions
To allow this for open factions they could set a limit
/f power set 6
So to join you need 6 power
Pro's

No more lolimagriefyourfactionbecausereasons due to the consequence of losing power and gaining a bad reputation through the / [player name] 5

Would give faction officers and leaders a more trustworthy way to recruit being able to see a players power

More security in the players you recruit, less likely to leave you unless they have what they feel is a genuine reason, or will only leave if innactive.

Will be more rewarding for your loyalty

Factions will progress and expand slowly like in real life, cities are not built over night.....

Con's

The role playing architects or job hunters may suffer slightly if they hop to frequently, but if there building is so good some factions may not mind losing 10 power for a limited amount of time

Newer factions will not be able to claim vast amounts of space (could be a pro)

Love to hear thoughts on this please post below :)
 
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I kinda like this idea, but still would have those players that would jump from faction to faction just because and for the "lulz". But good idea if it can be implemented
 
Im sorry but i do not understand how this will reduce faction hoppers? :o
 
I can see this happening, but there should also be a cool down on when a player joins a faction.
 
Faction hoppers don't care for the land power that a faction has/gets. This wouldn't reduce faction hopping. It would discourage leaders of factions from taking people that come from other faction though, but I'm not sure that's a good thing. You shouldn't be punished for recruiting more people, especially not from dying factions.
 
Faction hoppers don't care for the land power that a faction has/gets. This wouldn't reduce faction hopping. It would discourage leaders of factions from taking people that come from other faction though, but I'm not sure that's a good thing. You shouldn't be punished for recruiting more people, especially not from dying factions.

I only intend to discourage the hoppers that go faction to faction and besides if through my idea a player had built up 10 land claims it would minus 4 from the 10 they have built, meaning they would still be wanted, would also encourage factions not to die so easily, it's not punishment :P maybe you feel the negative for leaving is to high :)[DOUBLEPOST=1362670407][/DOUBLEPOST]
Im sorry but i do not understand how this will reduce faction hoppers? :o
People won't want to recruit players with negative 10 land claims
 
I only intend to discourage the hoppers that go faction to faction and besides if through my idea a player had built up 10 land claims it would minus 4 from the 10 they have built, meaning they would still be wanted, would also encourage factions not to die so easily, it's not punishment :P maybe you feel the negative for leaving is to high :)[DOUBLEPOST=1362670407][/DOUBLEPOST]
People won't want to recruit players with negative 10 land claims
oh i see you mean they count on that person, not the faction. i get it, that would work :D
 
It seems that it can be abused through, especially through faction infidels who would try to weaken a faction through this, i like the idea though :).
 
Would also add to the punishment of kicking a player cause they loose land claims
 
This doesn't hurt the faction hopper, it hurts the faction. It may even encourage faction hopping to hurt factions even more than by just stealing and griefing.
 
actually a piece of the new /seen could have faction history. then if you see that they been in 50 factions and joined only a month ago you know their a faction hopper. that would be simpler and not as game changing
 
But.. all those... poor.... faction hoppers! ;( What useless activity will they partake in now? Good idea I wish there was also some sort of fee that increases exponentially in relation to the frequency you leave and join factions.
 
This doesn't hurt the faction hopper, it hurts the faction. It may even encourage faction hopping to hurt factions even more than by just stealing and griefing.

You misunderstand, there would obviously be a way to check there power level so if you invite em you make sure there not in a negative
 
You misunderstand, there would obviously be a way to check there power level so if you invite em you make sure there not in a negative
For open factions there is no invitation, so no way to keep these people out. Do you propose to do away with open factions?
 
For open factions there is no invitation, so no way to keep these people out. Do you propose to do away with open factions?
I propose that we have set requirement for open faction so to join youar required to have 6 + land claims
 
A furter idea for factions V2 I would say. If you could list a proper Pro/Con list it would help us to evaluate the feature. (if possible update your OP with the needet information)
 
A furter idea for factions V2 I would say. If you could list a proper Pro/Con list it would help us to evaluate the feature. (if possible update your OP witht he needet information)
Okay this evening I will edit in a pro / con list
 
What about having it likes races, you MUST be in a faction for 3 days before hopping/leaving. This could reduce faction hopping, too. :P
 
I propose that we have set requirement for open faction so to join youar required to have 6 + land claims
One thing you have to keep in mind is that some people take jobs that require faction membership, and go back to their "home" faction when the job is done. This would punish people who rp this way and could create a situation where a person couldn't get back into their "home" faction if their land claim has fallen below 6.[DOUBLEPOST=1362855392][/DOUBLEPOST]
Would also add to the punishment of kicking a player cause they loose land claims
This would also punish the player who has finally saved enough silver to make a faction as their claim power would be reduced when they left the faction they were in.
 
One thing you have to keep in mind is that some people take jobs that require faction membership, and go back to their "home" faction when the job is done. This would punish people who rp this way and could create a situation where a person couldn't get back into their "home" faction if their land claim has fallen below 6.[DOUBLEPOST=1362855392][/DOUBLEPOST]
This would also punish the player who has finally saved enough silver to make a faction as their claim power would be reduced when they left the faction they were in.
People like this are few and far between, but you are right this would hurt this kind of RP, but on the other side if they are willing to wait for there land claim to return to normal it would be fine, or maybe this would encourage them to stay long enough to complete bigger projects ? Also you would still have invites to fall back on and it does not punish newer player starting a faction.... Not if there land claims regenerate every hour [DOUBLEPOST=1362860756][/DOUBLEPOST]
A furter idea for factions V2 I would say. If you could list a proper Pro/Con list it would help us to evaluate the feature. (if possible update your OP witht he needet information)
Edited
 
Pro's

No more lolimagriefyourfactionbecausereasons due to the consequence of losing power and gaining a bad reputation through the / [player name] 5
This is not the case. Hanging out in Regalia and doing chat for a day would get 8-12 points back, so not a very effective deterrent, so could only do this 2x/day.

Would give faction officers and leaders a more trustworthy way to recruit being able to see a players power
It would certainly tell a faction officer whether the player was good at using the system or not, but not if they were faction jumping unless they tracked the person a couple of times a day.

More security in the players you recruit, less likely to leave you unless they have what they feel is a genuine reason, or will only leave if innactive.
This is a deterrent to recruiting any players, as the only punishment is for the faction. It would have little to no effect on people leaving factions.
Will be more rewarding for your loyalty
Possibly.

Factions will progress and expand slowly like in real life, cities are not built over night.....
Even more and smaller factions is a likely outcome. Elimination of beautiful, massive player builds as land claim will not be possible.

If Empires are included in Factions II, how would this interact with that?

This is a system that rewards the people with the most irl friends that they can get to play Massivecraft, and if it works even close to how it has been described, is designed to keep even more people out of factions. It may, though, reduce the number of people playing and help with the cap problem.
 
This is not the case. Hanging out in Regalia and doing chat for a day would get 8-12 points back, so not a very effective deterrent, so could only do this 2x/day.


It would certainly tell a faction officer whether the player was good at using the system or not, but not if they were faction jumping unless they tracked the person a couple of times a day.


This is a deterrent to recruiting any players, as the only punishment is for the faction. It would have little to no effect on people leaving factions.

Possibly.


Even more and smaller factions is a likely outcome. Elimination of beautiful, massive player builds as land claim will not be possible.

If Empires are included in Factions II, how would this interact with that?

This is a system that rewards the people with the most irl friends that they can get to play Massivecraft, and if it works even close to how it has been described, is designed to keep even more people out of factions. It may, though, reduce the number of people playing and help with the cap problem.

XD you look hard to find holes don't you

An hour on recharge is fine, because no one plays that's long when they have no faction, getting them to hang around in regalia is more what we want, they will learn to love massivecraft the more time they spend there, if anything this is a good thing. It all depends how long the server want a hopper to remain detectable ? This would mean if they reach -10 they would effectively be a detectable hopper for over 3 days assuming in 3 days you spen roughly 10 hours play time, if the server wanted them to be punished for longer then maybe they could double the recharge time to 2 hours online play time ?

It would do quite the opposite, if i were a player leaving a faction it would mean for me that I would want to take more care in the choice of faction that I join because I know I would loose power if I didn't like the faction, would encourage players to do a little more background research before joining a faction, officers would have to become more convincing, a punishment is a very harsh way to put it, it would help the officers to be immediately aware that they are not a loyal character, also I would like to point out that I put in a -5 for kicking a player so officers can have something that they can control :)

It's interaction ? Would just be a regular addition tbh

I disagree with the last statement, I think massive craft will have a never ending stream of new players and it will thin out those who do not really appreciate massivecraft, those annoying players that just hop between 19 different factions before logging off, I myself have seen many players do something along those lines, and can tell you hoppers are a really annoying problem.
 
Sadly there tends to kick people from factions for no reason

Read my earlier post :) if they do there research before hand and join a well known trust worthy faction then this can be avoided, I have never once kicked a player without just cause.
 
I would see this or something similar in factionsV2, but I would like to point out one or two ""problematic"" situations.
  • When a player leaves his faction out of free-will, with no intention to do faction hopping, what happens then? The player should not be treated bad from the plugin just because he wanted to make his own one (as an example). So maybe there must be an ""if""
    somewhere in that status:
    If the player has 10 Power, he can leave his faction ( /f leave) without decreasing his power. Something like this (not necesarly exact this). Please write down your suggestions as a community.
  • Damage reducer: I'm not a big fan of that concept. Surely, I don't want to have faction hoppers, but I also want to see ALL of my members save. Not just those who are hear for a long time.
  • ""trusthworthy way of recruiting"", the best way to recruit people in a controleable manner is to use the forums. My faction does this since half a year or so and we do great. I can only suggest you doing it aswell. You may not post this link in global, but when you are recruiting you can send the link to the interrested palyers ;)
With the third argument, you can filter all your faction-hoppers at once. The problem does not exist anymore because only the really interrested people will take their time to fill in a recruitment note. Think about it ;)
 
I would see this or something similar in factionsV2, but I would like to point out one or two ""problematic"" situations.
  • When a player leaves his faction out of free-will, with no intention to do faction hopping, what happens then? The player should not be treated bad from the plugin just because he wanted to make his own one (as an example). So maybe there must be an ""if""
    somewhere in that status:
    If the player has 10 Power, he can leave his faction ( /f leave) without decreasing his power. Something like this (not necesarly exact this). Please write down your suggestions as a community.
  • Damage reducer: I'm not a big fan of that concept. Surely, I don't want to have faction hoppers, but I also want to see ALL of my members save. Not just those who are hear for a long time.
  • ""trusthworthy way of recruiting"", the best way to recruit people in a controleable manner is to use the forums. My faction does this since half a year or so and we do great. I can only suggest you doing it aswell. You may not post this link in global, but when you are recruiting you can send the link to the interrested palyers ;)
With the third argument, you can filter all your faction-hoppers at once. The problem does not exist anymore because only the really interrested people will take their time to fill in a recruitment note. Think about it ;)
Maybe they could add a peaceful way to leave, an additional command, one that only an officer can do that allows a player to do /f leave without having and power reduced.

/f release [playername]

Or something of a similar meaning

As for the damage reducer it was just an idea really maybe everyone should receive instant 30%
 
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