Archived Faction Member Cap Removal

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The cap on total members in a faction, currently set at 50, should be removed. This will increase the scale that individual factions are allowed to exist on, which can lead to the following benefits.


1. Larger cities with more creative layouts as well as more complex architecture, themes and lore, improving the atmosphere and immersion for many players and expanding the boundaries they can explore in, especially those new to the server.
2. Increased survival world player retention by making use of existing active factions, whose online players can encourage newcomers to participate and gain experience. With the cap in place, large factions face pressure to save their member slots for players who already have experience, rather than giving the slots to fresh new players, who may not be able to benefit the faction as much. Players unable to find an active faction to start in who resort to creating their own factions are destined to struggle in MassiveCraft's unique custom world and plugin arsenal.
3. Increased factions competition by allowing factions to compete for greater dominance, putting the spotlight on the power that larger numbers of players in a faction can have on the faction's ability to achieve its economic, warfare or influencing goals. Small factions will face pressure to gather new recruits, allowing them to rise against larger foes, while larger factions will be able to take projects and wars to levels never seen anywhere else by playing their cards well.


Removing the cap on faction members will undoubtedly cause some interesting dynamics in survival, or at the very least allow factions to progress far beyond what they were capable of before. Giving the opportunity to as many players as possible to gain experiences in the diversity of faction scales, activities and hierarchies will definitely enrich the server, perhaps even in ways we can't know yet.

Discuss your thoughts by replying below, and please leave your official feedback by voting in the poll.
 
This suggestion has been closed. Votes are no longer accepted.
Oh I wouldn't turn it back. It raises the bar, so the cap remains and still functions as it used to. Meanwhile, the factions that want the cap removed have some breathing room to prove that they are optimizing the player spots to help players.

Ideally, the 70 man factions succeed in retaining players who are invested in a faction, and staff can think about removing the cap. Worst case scenario, the cap is now set to 70 instead of 50.

There's something to gain, nothing to lose. It's a good deal and should be considered by the game staff.
This is so true.
 
I have been playing on Massivecraft for about six or seven years now. On and off.

While yes the faction landscape has changed a lot, it has always held tight net groups of people. However, the larger factions of this landscape are always the ones to build and make communities for themselves, they are so tightly woven and curated that it is hard to imagine large portions of them limited and cut off. To this, I know of a lot of factions whom have had to literally strip themselves in layers in order to meet this cap.

The downsides of this cap is that is currently a limiting factor for factions to form into larger communities, like an empire or nation.
The upside? Well, this would be the fact the smaller PVP factions can exert more control over the landscape as a whole.

This is upsetting because the smaller PVP factions unequivocally hold more political power over the Administration than the actual larger communities. Which is saddening to know.

I ask that:
a) The cap is removed in its entirety.
b) An empire plugin is created.

Thanks.

(I barely speak on server politics and such because I do not believe them to be so game changing. However the member cap has so devastatingly hindered the playability of large nation factions that it is saddening.)
 
there was Asteria, Ossmayiethiny, Celetil, Insani, Novorra and Bridgeport. those 5 alone are near/have reached 50 member but were blocked to recruit and introduce new players due to the cap. most of the small factions(20 players ish) are close friends, usualy rpers or pvpers. Medium size factions (30-40) are decent. they are a close group of friends as leader and officers and have a few members/recruits. but bigger factions (75-100+) are usualy built for mass recruiting. they are set up in ways that the new player learns alot fast, and (usually in the f home) can always go back to read to better understand or ask a player online, because there will be a higher chance that there is someone online in a faction of 100. I've personally been in insani, asteria, tyberia, enigma and novorra and they were all above 50 members, they made it easy for new players to get started. by introducing the member cap at a low number of 50 without an Empire Plugin(that has been a WIP for like 4 years now) those huge factions were now forcebly removed and now massive is facing the consequences, a reallllllly low player retention and low survival activity.

With nearly no noobs staying on the server, who are raiders gonna attack? Themselves? it gets boring after a week. pvp is currently on an unstable rollercoaster, it dies, then it comes back slightly, then it dies. By removing the cap those big factions now take in noobs and introduce them, they get raided and die. Teaching them about /dynmap and other important survival tip, like /bp and how you dont lose armour on death. and if you attack a faction with lots of noobs, an will respond and bam, more pvp.

Removing the cap can both help the server grow back at a better rate and some with PVP.
I kinda disagree. Think the cap has helped the player retention. There is something to be said for being forced to stop recruiting, but there always is and always has been (unless its like 3AM) a few factions that will accept you. You make a good point though: factions with a bunch of online players collected together are good for raids. Again, though, do we want to have recruiting be a strong part of massive, or just a secondary thing you sometimes have to do? I think its more fun for it to be a secondary part, for the most part. Again, I'd love to see the effects of raising the cap, even though originally the plan was to lower it. In my opinion, being near the cap was good, because it helped us focus more on other things around the faction other than recruiting, but our player count died when the server reset. But yea, no objections to raising the cap to like 70 or even 100 as a max, just to see what would happen.
 
I have been playing on Massivecraft for about six or seven years now. On and off.

While yes the faction landscape has changed a lot, it has always held tight net groups of people. However, the larger factions of this landscape are always the ones to build and make communities for themselves, they are so tightly woven and curated that it is hard to imagine large portions of them limited and cut off. To this, I know of a lot of factions whom have had to literally strip themselves in layers in order to meet this cap.

The downsides of this cap is that is currently a limiting factor for factions to form into larger communities, like an empire or nation.
The upside? Well, this would be the fact the smaller PVP factions can exert more control over the landscape as a whole.

This is upsetting because the smaller PVP factions unequivocally hold more political power over the Administration than the actual larger communities. Which is saddening to know.

I ask that:
a) The cap is removed in its entirety.
b) An empire plugin is created.

Thanks.

(I barely speak on server politics and such because I do not believe them to be so game changing. However the member cap has so devastatingly hindered the playability of large nation factions that it is saddening.)
That was the goal, to a certain extent. Thanks for your input! When I outlined the pros to this change in my original suggestion, it was all mostly under the assumption that large factions were less fun than more moderate factions, and that what was fun about large factions would be retained in a 50-70 player faction. It was also sorta to encourage PvP factions, so they would have more power. I'm glad you spoke up, cause your input honestly changed my opinion.
 
But yea, no objections to raising the cap to like 70 or even 100 as a max, just to see what would happen.

I think there is widespread consensus on doing this so I'm going to say that I prefer an increase in the cap to somewhere between 70 and 100. I think that most, if not all, of the community would agree with something along those lines. I have yet to see someone adamantly opposed to a 70 to 100 faction cap.
 
This is upsetting because the smaller PVP factions unequivocally hold more political power over the Administration than the actual larger communities. Which is saddening to know.
Yeah I'm going to have to agree with @Winterless on this one.

PVP factions do their thing regardless of the cap. They only really need like 20 people at the very most. It doesnt matter if your faction is a 5 person startup or a 200 person Asteria, three raiders can still do what they want. I think PVP factions exist outside the confinements that the cap brings
 
Marking this thread as Under Review....

The cap has been bumped to 100 to start.
Will continue to rereview this cap as factions grow.