Archived Make Factions Bigger By Making Them Smaller.

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MokeDuck

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So, I wanted to bring up something that was suggested a while ago but, since things are a little different now, I think would work better now than then. I remember that this was suggested and I really disliked it, however now I think it would not only be wise but also might be necessary. Basically, the idea is that to keep Massive's factions playerbase engaged you would put a cap on faction members. Although this sounds crazy, as long as its not an unreasonable cap it would come with plenty of pros that would actually really improve the factions experience. The cap should be between 30 and 60, probably being raised during the summer. And yes I know it sounds crazy, but this isn't some frustrated faction leader trying to get more members by harming the existing big factions. I got this idea from a leader of a very large and successful faction and I honestly would be willing to disband my 4-year-old faction to see some changes like this take place on massive.

Pros:
- Players would have more value in factions. Recruitment wouldn't be an ongoing grind to get a higher count. Players would be expected to contribute to the faction.
- Larger factions would still be possible, however they would need to be separated into sub facs. This would create an environment of diplomacy that I've actually seen on other games with guild/factions/alliances that have member caps on them. It would introduce and force having sub facs (and beyond that loyal sub facs) that currently is impractical because there's really no reason, you can do it all on your own.
-Faction members would be more active. As one of a limited number of players in a faction, there would be a sort of pressure to actually contribute. With RP factions, you would be expected to be active and stuff. After all, if a spot in a faction is valuable you aren't gonna let there be a bunch of inactive people in it.
-More CoK incentive. Member slots could be a reward for winning CoK. The current winner would have +10 member slots, which would be lost upon losing. This would also contribute toward my next point.
-Create GOOD conflict. Conflict sounds bad, but it is actually an integral part of factions. When theres no good in-game conflict to get mad about, people just get mad about actually more IRL things and then PvP gets flamey and personal. If there's one faction every month that have 10 extra members, factions might team up on that one. If a faction steals members or a member jumps to another faction, there would be betrayal thats not just stealing or griefing that makes up the current way to betray a faction.
-More factions. This is odvious. Factions would also be more likely to be close to each other and work together.

and of course, no good idea would fail to adress the cons.
-"Its against the server identity!" keep it high enough so most existing factions are under it but low enough to force at least the super-factions to split into smaller sub facs... idk what I'm trying to say is that unless you're really stupid and start it at 10 members before balancing it it won't cause a big deal. At least not till summer.
-"it would break CoK!" if the sub-facs are vassaled and you get a bit of a bonus for reaching the member cap then you should be good... plus again diplomacy would be more commonplace.
-"You are just greedy for your own fac!" Idk how to respond to this. I have no proof otherwise. This is a random idea that I think is worth trying but if large faction owners really hate it with a passion I'll stand down like with MassiveSeige.
-"Your objection here!" If its informed and well-put I'll put it here and respond to it I geuss
 
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Such a change will be reviewed over the coming weeks.

@MokeDuck
Woaaaaa, wut?

From information gathered here, I suggest that there MAYBE be a limit of 60-70 people, maybe more. I still hold that making a cap might provide a better experience, but it should be a cap that only a few factions ever hit.
 
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