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| Crew Limit Proposal | Started by: Kurtz on May 09, '11 19:55 |
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| Reply by: Kurtz at May 12, '11 09:26 | |
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To elaborate briefly on my earlier post. |
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| Reply by: Chuckle at May 12, '11 10:19 | |
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This suggestion has already been implemented.
http://mafiareturns.com/war/wack.php?ajax=true
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| Reply by: PotatOS at May 12, '11 13:50 | |
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Gets funnier a second time. |
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| Reply by: Chuckle at May 12, '11 14:07 | |
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"Standing out to those of importance should be difficult, making a name for yourself should take work; it should take effort and it should take skill. At the moment, I really question whether that is the case."
So, you're saying you doubt that the current crew leaders have earned their position? As if you can see into a cities' HQs and determine the hard work these individiuals have put into their city and family.
"This would weaken the strongest, which with the monstrous gulf between the new and established widening all the time, is certainly a good thing."
This wouldn't weaken the strongest at all. They would still have a massive amount of bodyguards and a massive amount of guns. It would change nothing.
You guys are acting as if enforcing a crew limit, the game would be more fun. What about sitting at the rank of Don, waiting for months on your chance to step up would be fun? In my opinion, this would make the game even more stagnant. As I stated before, if you implement a crew limit, the bigger cities will start taking over the smaller cities for no other reason than expansion. When they have taken over all the cities, then what? It'll be like the situation with Deimne all over again. You'll have one power sitting on the top and eventually everyone will grow more bored than they currently are. A crew limit is NOT a good idea, no matter how many times you tell yourself it is. You claim it's for the betterment of the game, but everything I see that this will cause will hurt the game. Not only will people stop spending credits because the game is less enjoyable and less people will be setting up auth, buying NPMs, etc, but people will begin to leave the game. It happened when Deimne was in power. Do you think he stopped coming on as much simply because he got busy? This idea is and always will be horrid. If you want to make an idea that will help the game, suggest something to deal with member whoring. |
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| Reply by: Phreaking_Panda at May 12, '11 17:35 | |
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That's exactly what I'm saying. |
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| Reply by: Chuckle at May 12, '11 22:17 | |
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If crews are limited to 5 per city and every single spot in every city becomes full, how exactly can you prove yourself better? Do you think the Godfather is really going to take a crew leader down, wasting the money they paid for them to get an HQ in the first place, just to give you a shot? As Roman stated in another thread, he would rather auth a bunch of little guys and see their potential than to auth guys he know will succeed in this world. If I am not mistaken, in the real world, mafioso didn't come out in the streets and give speeches, talk about their best heists, etc. So, your points about street credentials is invalid. Mafioso were quiet and did their job. Omerta alone stopped them from talking about what they had accomplished within their family, so when someone tookover, essentially they would be a nobody. The only knowledge of their actions that you would have would be heresay. I am not late in saying that people will leave at all. Just these past few months, we've seen more people walk out the doors. Ex crew leader Cassiopeia for instance, no longer plays. You claim limiting the crews in a city would make stronger cities weaker, but I don't see it. That city will still have the same guns and bodyguards they currently have. With or without crewleader, several of the current auths in each city would be able to hit the same targets they can currently. The only thing this suggestion would cause is more people sitting, waiting for their chance as I have stated multiple times. You can't step up and prove yourself if the positions are already filled. If everything becomes full, there becomes no room for opportunity. Without opportunity, this game becomes less fun. Without being able to move up and have a chance to get to the top, more new players will stop playing. This suggestion WILL hurt the game in the long run. Anyone claiming it won't is blind to anything but their own cause. |
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| Reply by: Phreaking_Panda at May 12, '11 22:29 | |
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If you are better than the competition, you will rise to the top. It is inevitable. |
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| Reply by: Chuckle at May 12, '11 23:01 | |
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| Reply by: Mrs-Doubtfire at May 13, '11 06:33 | |
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More power to you then mate. Good on you for being brave enough to do that and provide some much needed variety.
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| Reply by: Kurtz at May 13, '11 08:37 | |
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I have always been a fan of limiting the number of crews. Whilst lets face it, the Godfather technically could have as many subcrews as he wished, the basic tennents of Economics would suggest the laws of diminishing returns here. There is only a finite amount of business in each city. Only so many businesses that can pay protection, only so many punters looking loans, only so many johns looking hookers and so on, I hope you see mmy point. Not to mention the crack down by federal Law enforcement if a city where completely overrun with gangsters and crime. |
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| Reply by: Benton_Frazer at May 13, '11 12:31 | |
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If I recall, Deimne had been inactive and couldn't get to his computer at the time of the attack that took him out. Thus, such a takedown would have failed had he been around. While, I feel the people involved had good planning and completed the task they set forth, this wouldn't happen all of the time. Constant wars to take out the same entity will be worse than no wars at all. I was around when, as you claim, wars happened very often. I remember the days of CP. However, those were not wars. Up until the CP were taken out, they were takedowns. They would auth someone, simply to take them out a few weeks later. I am quite sure that is what you will begin to see when one regime holds all of the power in the game. Currently, it's a battle of politics and will to stay afloat and if you fail, you die. However, if this change is implemented it will be a battle of who has more bodyguards and who has more guns. And what of rogues? If every city is at it's maximum capacity, you can say goodbye to our beloved rogues because they will no longer be able to setup a crew. Without a crew, their chances of success are even smaller. You want a person to rise up and take their position as CL from their leader? Good luck. As we have seen with rogues lately, they live for maybe one shot. Everything you are using to support this idea is on chance. Chance, that a Don would be so unloyal he would attempt to take out his leader. Chance, that wars would occur more frequently. Chance, that people would spend more credits to get back to their rank. You bring up that a Don would suicide to find better opportunities? This would lead to everyone flooding to the same city, simply to get auth which I think is horrible. We see enough suicides in the game already, we don't need another reason for high ranking members of our society to kill themselves. |
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| Reply by: Phreaking_Panda at May 14, '11 10:45 | |
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| Reply by: Chuckle at May 14, '11 11:04 | |
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Your memory is obviously skipping over facts. :) |
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| Reply by: Phreaking_Panda at May 14, '11 11:23 | |
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| Reply by: Kurtz at May 14, '11 11:27 | |
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| Reply by: Benton_Frazer at May 14, '11 13:33 | |
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| Reply by: Chuckle at May 15, '11 11:42 | |
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I just read this thread all at once and it was a lot to take in, so pardon me for taking bits and pieces of everyone's points collectively here. I don't believe the number of crews should be capped. That's a decision that should be left up to the city leader. It would be one thing if entire HQs could be stacked with NPMs but there has already been a real player to NPM ratio implemented that prevents CLs from doing so. A city with 9 CLs (consisting of crews made up of more NPMs than real players) going against a city with far less crews stacked with real players, the outcome could go either way. In fact it could be argued that the city with the fewer crews/more real members would have the advantage with the right firepower and strategy, no? I was always on the fence about NPMs and still am to an extent, even though I admittedly am loving reaping their advantages. But many of the real-players appearing at the bottom of the 60-sec list are not new, and many have a good idea of what city/crew they are going to ahead of time before even getting 'whored', if not to only return to the crew they just came from (as a result of WB for instance). This may not be the right thread to go on an NPM or whoring tangent, but the recent complaints of 'whoring' going on now is more of a 'desperate' (for lack of a better term) attempt to put real players in a CL's HQ, which would indicate that CLs are still far more interested in filling their HQs with real players as opposed to stacking them with NPMs. There just aren't as many to recruit at the present time. To my knowledge, there are some new advertising initiatives going into effect soon that could potentially bring a lot of new blood into the game. If so, would that justify cities with say 9 crews in it? I think it would and hopefully for the good of the game could prompt cities with far less crews to expand. To cap the number of crews a city could have based on the current state of the game and user-base is short-sighted in my opinion. Izzy stated earlier he doesn't like putting a lot of restrictions into the code which is one of the elements of this game that makes it great. If cities are stacked with crews that are deemed excessive by the userbase, that is something that could be governed by the players with strategy and planning. I have to say I dislike Kurtz's idea of expanding HQ size, even though I see where he is coming from in theory. I cringed when I saw the HQ sizes increase after the drabble contest (my own HQ included), but that is personal preference and opinion. That's not to take away from the validity of Kurtz's points either because as usual I found them to be well thought-out and well presented. But I think Kurtz's idea of larger HQ sizes to force players to work harder in order to be noticed is based on the assumption that everyone plays with the same level of dedication, which I think is unrealistic for any online game. There will always be people who play occasionally without much commitment that would get lost in the shuffle, along with veteran players who may need to step back from the game a bit to care to RL issues. I don't believe it would prevent repetitive bloodline promotion either and would limit newer blood from getting top spots like we are seeing now. I'm not even complaining about seeing the same bloodlines given auth account after account because I believe that is human nature and personal perogative of the people who consistantly find themselves in top-tier positions to promote their IG friends. Would it bring back the good ol days where becoming a CL was more of a highly coveted position than it appears to be now? Probably, but it would be at the sacrifice of the players who do not have the time available to commit to the game, and for better or worse I think that's something that should be taken into consideration. The end result may indeed be seeing people in bold-suits that are ill-equipped to hold that position, but those people generally don't last very long anyways so that is not always a negative and still contributes to game dynamic, even if for all the wrong reasons. (And for the record Kurtz, your last point in your OP regarding a more forced distribution of power across the cities is an excellent one, and one I can't really argue thus my lack of addressing it here) Regarding opportunity for those who work hard/make a street presense/etc in a larger HQ, as a CL, if I have a 100 person HQ and an RHM for instance that I trust, I will be more apt to keep that person in his/her position even if that person cannot commit a great deal of time to the position, even if I have 50 members more active. Maybe that's just me but I'd be willing to bet that it's what a lot fo CLs would do if they were faced with the same circumstances. To Roman's point in another thread, smaller crews build more of an intimacy (despite my own desire to have a much larger crew for obvious reasons). That's not to say he is right and those who disagree are wrong but it is still a valid point. If that's Roman's preference, then by all means he should be able to put 20 crews in his city if he chooses. A city leader who disagrees and feels he'd rather have less crews with overflowing HQs then have at it. But at least the option is there for both sides of the argument. Smaller crews even in cities that are perceived as powerhouses are still forced to work hard, so I'm not entirely certain if larger HQs would encourage effort, and could potentially discourage it. Just because a city is stacked with crews doesn't mean it will be stacked with real members, or even decent/hard working ones for that matter. Given the current state of things, I think the cap/ratio applied to NPMs, the labeling of NPMs, along with the new advertising initiatives are a step in the right direction. I'm of the opinion that limiting the crews is a step in the wrong. Limiting crews is restrictive, even if limiting them appears to be more fair at the moment. Personally I don't believe that is the reason for any perceived stagnacy and I don't feel limiting crews would help correct it. But who knows maybe it would. If the change were to take place tomorrow, I'd probably just do what I've done with all the recent game changes and what I would suggest everybody do. Adapt. Granted, I have not been playing as long as many of you and don't have the same comparisons or frame of references many of you have to the 'days of old' so I'm basing a lot of my thoughts on the state of the game in the past 2 years. I've probably missed the mark completely here and have derailed Kurtz's point entirely. If so, please pardon my long drawn-out post. It's what I do. Blame it on sleep deprivation and a self-serving need to ramble on incoherently. |
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| Reply by: SexyBeast at May 15, '11 16:59 | |
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Quick note, I just reread my mess above and noticed that the way I structured and inserted some of my points could be perceived that I was implying they were points that Kurtz was trying to make, even though he made no such points. That wasn't my intent when I wrote it. I had a whole mish-mosh of ideas I was trying to cram into what turned out to be a big steaming pile of crap. Please consider it a failure on my part to properly organize my thoughts. My ramblings included points I saw being made in this thread and other threads that I felt kind of tied into this subject |
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| Reply by: SexyBeast at May 15, '11 17:20 | |
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agree with every comment on the first post. Limitations on amount of crews per city would certainly enrich game play and interaction |
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| Reply by: PARISo at May 15, '11 23:05 | |
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