Dulrik wrote:
Gilgon wrote:
Dulrik wrote:
For our current number of players, the ideal number of members for any faction should be between 20 and 30.
So, every active player should be in a faction?
100%.
Every active player that has valid RP for seeking admission into a faction
should be admitted (still only one faction per
player). If they aren't great roleplayers or if their roleplay starts to slack off, its the leaders responsibility to either tutor them until they get with the program or else dump them. A bad RPer in a group is a cancer that deserves to be cut out. A few public examples would go a long way to restoring SK's RP ethic and the same responsible leader that did that would have no trouble maintaining the membership needed to defend the HQ. If you use CRS as an excuse, I call [REDACTED].
PS. Currently the AVERAGE faction membership is 16. Hitting 20 would not be much of a stretch. I put an upper limit of 30 because there are groups with more than 30 members already.
Every character made nowadays is in a cabal/tribunal. This game has turned into one, if you don't mind me quoting one of your immortals:
Achernar wrote:
I think nearly every cabal has lost impact
Don't you have to question why this is happening, and if it somehow doesn't completely lie on the shoulders of the players?
What was different between 2-3 years ago and today? My major thoughts are: Cabals rejected a lot more people. Cabals made people go through a process before being inducted, sometime lasting over a month. Cabals were secretive, and most new players knew of only 1-2 Druid/Adept/Harlequin.
I look back fondly on the 2-3 month period on my first cabal'd character where I roleplayed being an Imperial Legionnaire, then an Imperial Sergeant, then eventually a Captain inside the Midnight Council. I completely -do not understand- why you are against long roleplays before inductions. If I ever stayed quiet and held back from conflict enough to get a character of mine as the leader of a cabal, I would not induct anyone before two weeks after they specifically asked me for cabal membership, and any player who was forward enough to ask for cabal membership when I ruled over a 'secret' cabal would have a -far slimmer- chance of enterring compared to if they had simply waited and roleplayed and waited for me to pose the question.
Even the majority of the immortal staff, and obviously the vast majority of the players of this mud, think that the game was better off when cabals were more secretive and were able to care more about roleplay than whether or not they would be ganked.
I don't think CRS is the real problem here, but rather the problem is that the immortal staff has been stressing for over a year that -everyone- should be in a cabal/tribunal, and the coded advantages of these groups have been shown to be so completely powerful that nearly every player joins them just for that edge.
I plan on keeping my next character 'Independent' for the majority of his carreer, and I think that will stay the same for my future characters. Players who haven't been playing for 1-2+ years don't know enough about tactics to survive without a cabal or tribunal to help if they ever want to engage in pk. That isn't how things should be - cabals + tribunals should not be a -necessity-. They should be something that only 20-25% of the mud is involved in, not 90% of grandmasters.