Originally
posted by
Slagpit:
Originally
posted by
SirJouster:
Comment: This seems very problematic to me. Gives clan admin way too much power over the individual players countries. There are disagreements with players and their alliance leadership all the time, allowing them to restrict your actions and not even having the option to leave due to rule 2 in tagging is a definite NO GO. THIS WILL KILL THE SERVER
I see that you're listed as an FA for an clan. Let's consider the following scenarios:
1) A player in your clan is unhappy with a decision that you've made and suicides on all of the leadership, including your country.
2) A player in your clan is bored and deliberately starts a war with a bigger tag. Your clan gets tag killed as a result.
3) A player has a grudge from 15 years ago against M4D. They pretend to be a new player and infiltrate your clan. They suicide on another tag and now you have to pay billions in reps.
As an alliance leader, can you explain to me why those are good things?
As an alliance leader, those are terrible things! Things you've got to address! In other words, events that cause interaction, strife, and action.
Not everything in this game has to be 'good'.
Did you ever play Ultima Online? Probably not. I'll go on anyway.
That game was one of the first big MMORPGs. And it had an AMAZING PvP world. You could get killed almost anywhere, for any reason. You would lose all your fluff, and it would suck. And it created fear. Any time you would leave town, you would be cautious. If you saw a stranger, you'd be weary. You'd have to form large groups of people to protect each other while mining so that PKs (player killers) wouldn't come and kill you in 5 seconds flat.
Then the game created a mirror copy of the world you were in called Trammel. In Trammel, you couldn't PK people. The PvP became all consensual. If you wanted to PK people you'd have to go to Felluca. Now Felucca still survived somewhat, but it split the player base. It split it between those that wanted to do PvP, and those that wanted to 'win' the game by achieving a high score (netting).
Slag - It ruined the game. Giving players a 'safe place' may seem like something they want. But it's actually the opposite. Something earned is something of value. Something given is worthless. If take away all the challenges that netters have in the game, and make the game easier for them, it makes their accomplishments meaningless.