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  Discovery Gaming Community Role-Playing Unofficial Factions and Groups
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Keys to a great faction

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Keys to a great faction
Offline Athenian
10-10-2008, 05:31 PM, (This post was last modified: 10-10-2008, 05:31 PM by Athenian.)
#11
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Posts: 3,615
Threads: 363
Joined: Nov 2007

' Wrote:Having an application process is key, and sticking to it is important. I've found that recruiting from New York is NEVER a good thing. If you want players new to the server, focus on those that are ~ rank 15-40. Those players show they are willing to work to get themselves up from Starflea stage, rather than try to find a faction who will give them a brand new ship to fly just for joining. Then they bore of FL and leave.. Those that work for it are much less likely to just pack up and leave immediately, or worse, name-change and take the money you give them.................

True - a few people are always going to join and then leave FL out of boredom. Some will join for start up creds, so set a reasonable amount. If someone is genuinely interested in being in the faction, they can finance themselves. Having said that we got started through recruiting people new to the server and I have to give them credit for how eager they have been. That was pretty much the purpose behind the S/D anyway - introduce people to being a bounty hunter in a way that I felt wasn't entirely present at the time. But witth a Bret slant to it.

Avoiding NY in general is a good move; give players a chance to get to grips with RP and make RP to a high standard as normal. We have effectively made NY (and Sigma 13) off limits for the faction - even getting to and from Connecticutt to do some training causes trouble - and I think this ban on these two systems has real benefits. It's only a temporary measure obviously...

Quote:I've seen faction leaders take out a Light Fighter into a fleet fight rather than a battleship. 7 Titans and 3 Praetorians can rip up a Dreadnaught. 7 Titans and 3 Praetorians trying to shoot a Scimitar while they have 10 Sabres behind them shooting them as that Scimitar plays bait can turn things rather badly for the attackers. I've seen this tactic work wonders before..
Now I think of it, I did survive a lot more in the arrow....

Quote:On kicking people out, I don't see sanctions as a very good reasons. Excluding sanctions such as F1ing from a fight on purpose, shield running, and other major sanctions. But small sanctions shouldn't hurt a member unless it happens more than once for a specific sanction. New players make mistakes, punishing them even farther after the admins punishing them will risk having that player leave Disco forever. And I've seen plenty of people break small rules and be sanctioned, then become valued members of this community that I see it as a waste to push a community member away by overpunishment.

Some excellent points that I'll take on board. I have never asked someone to leave the faction. I did give one warning. I've never been sanctioned, never reported someone, so I probably do have a different understanding of the consequences of a sanction. But I will say this - factions should be held to a high standard. If a faction member cheats, and I mean really exploits the game to engage in unsportsmanlike behaviour, I think the faction leaders should ask the person to leave. It tarnishes everyone else by association. That comes from personal experience.

Maybe I'm over cautious and that might be the nature of our faction - the BHG id tends to draw a lot of negative feedback. But I'd always advise discussing a problem with a member in private - nothing to gain in humiliating someone. In most circumstances a few words of encouragement and a reminder to observe certain behaviour will pre empt most problems.




Former member of "the most paranoid group of people in the community"
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