Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Mon Dec 31, 2007 2:21 pm 
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Mortal Philanthropist

Joined: Sat Apr 03, 2004 1:55 pm
Posts: 1330
Location: I am at one with my duality.
I wish the flag wasn't necessary. It would be neat not to be able to fully trust those you induct, but I know that it would revert back to the game D. described if it was taken out. I've recently had a problem with having pretty much a revolving door in and out of my faction, and it would only get worse if people could freely cabal hop.

Also, the reason why it takes less time to get into a faction is that every faction needs numbers. Even those that have the numbers may not have a decent base of players who constantly log in. And so the only real solution is to rack up the count even if you take the chance of inducting someone who isn't exactly stellar. I'm also of the opinion that I should give everyone a chance to prove themselves. If they get inducted and fail to live up to my expectations, it will spell disaster for them, and that is the risk they take. I'd love for it to be a situation where you had to be invited to get into a group (like when I started), but the player base just doesn't make that too effective.


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