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Clan Tags

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Jun 02, 2004 Thanquol link
With the names as they are now, if you want to change something you need to make a new account. That is with the new licence system a bit much if you join a clan. So it would be easier if there could be a small field in which you could add/remove your clanaffiliation.

Harmless Trader.
Jun 02, 2004 Arolte link
I think allowing the player to change their name would cause a whole bunch of headaches in the future. A better way would be to have a clan database on the website, where players can add their own clans and have them be password protected. When someone joins the clan it'll automatically add the tag on to your name the next time you log on. And to avoid clan floodage there may be a minimum of four players per clan within a week's deadline or something.
Jun 02, 2004 roguelazer link
/me likes Arolte's implimentation

I have it from a1k0n himself that automagic clan tags are "coming".
Jun 02, 2004 Thanquol link
The idea that I had is not entirely what Arolte said but that is even better. He has a pretty good brain.... for a Serco :)

Harmless Trader
Jun 03, 2004 Pyroman_Ace link
I've always supported the idea of Guild Support to the various factions such as INM, SDF, and others.

However, keeping such a site as Arolte proposes would be inherantly difficult because Logistics can't handle it.

Here are the real security issues:

A) Password leak, the password is broken to the public, guild security is comprimised, major headache to commanders. Solution, change passwords, weekly, or monthly, problem, getting that password out the the people and them rememebring it.

B) Clan flooding, well, what about an accept and deny system? I've long advocated the SDF needs some mid-high caliber pilots and perhaps some low-caliber recruits. Problem, Arolte's system doesn't have this to my understanding.

If 6 people apply and 2 are acceptable but the 4 unacceptables enter the 4 applications, then the 2 are left hanging for another week, a real headache for them and us because we want them but the system wont let them.

C) Say we add the solution to B, then we encounter the design and upkeep of that form of software and site. This makes the job of the Devs even more difficult and stressful.

Solution: Allow a private player to operate the site, problem there is twofold, Is the player trustworthy? and is the site reilable?

Overall, I like the idea that Thanquol gave of being able to add a tag to the front of your name and also remove it at whim. The problem with this though, is that impostors of high-ranking officer's could occur and prove to destablize the system of control of that force.

What we NEED to do is wait for the full package to be released rather than want some piece of it only to find it's useless without the other components.

It's like buying a steering wheel when you don't own a car, it might be nice but it's non-functional.
Jun 04, 2004 Arolte link
Ahhh, trust me it works. Several game companies offer an online database that keeps track of guilds. It doesn't require a lot of maintenance if it's done right. In fact most of it can be automated. As far as security issues go, some allow members to join on an invite-only basis. Others require passwords (one for maintenance and one for joining). There are several solutions that can be made for it. I don't know why you're going chicken little on the whole idea.

I think you misunderstood the whole idea. At no point do any of the players have access to the website itself. Any breach in security will have no effect on Guild Software. It's nothing more than a database of players grouped together by clans and statistics. The only thing players can do is modify their own accounts by logging on, thanks to a little invention called cookies.

So let's take the security breach scenario. If some l33t h4x0r figured out the maintenance password of a clan, the most they can do is delete it or mess around with a few settings. Soon afterwards disciplinary action would probably be taken. And that's that. The entire database/website/server/whateveryouwanttocallit itself is completely isolated from individual guild accounts. The two are in no way related.

I don't know if anybody here plays Myth II anymore, but I'll give this as example anyway. Bungie used to have their own free service that would keep track of individual player rankings, clan rankings, and a registery for clans. The whole thing was automated. Each player had a unique ID (via CD key) that would allow them to log on and do stuff. NO Bungie employees have ever had to contact any players via e-mail unless something with the database was screwy.

Point is, there are ways of making it happening. I've seen it work and with the exception of coding the whole damned thing it isn't something that's terribly hard to structure. If done right it would require very little maintenance. But yes, it's probably not something we will see at release time due to time constraints. Once the devs have enough money to make Vendetta into a better game it might become a possibility though. Have faith, Pyroman_Ace.
Jun 04, 2004 incarnate link
A guild system will be added. Most likely it will take the form of an entirely in-game system, much like most other MMOs. We may add a web display of guild stats, memberlist and link to the their website, but nothing else in the short term. Guilds will be self-governing and maintained by the users, but there may be an oversight process for the initial creation. Basically I've been weighing some of the pros and cons of other guild-system designs favored by other MMOs, and the problems they've seen arise. I would like a basic guild system to be in place before the retail release of the game. That's all I have to say on the subject, for the moment.
Jun 04, 2004 Thanquol link
If that is ALL you have to say... then we need to know no more :)

HT
Jun 04, 2004 Durgia link
just to throw in my 2 cents.

I would like to see something that is totally ingame. The guild leader could make a guild,(would require certain lvls or score, etc, so ppl cannot just run out and make 30 guilds)

When the Guild is made, they have to include a name, description, a tag, and a password. The password would be able to be changed. This password would allow ppls to join your clan.

This way only ppl you give the password to can join, and if you are worried about security you can change it as often as you want.

Clan leaders would also be able to kick out any members, or destroy the clan, or give leadership to somebody else.

Eventually I would like to see a tax system. Where a clan could set a tax. So 5%(probably a range between 0-50%) of money made would go to a clan bank account. Only the leader or 2-3 other ppl the leader gives access to the account can withdraw funds, anybody can deposit though.

As for the website, I would like to see a simple one page for each guild. It would display the guild name, their tag, and all players that are in it. Also things like total exp or money could be added in. Eventually total territory as well.
Jun 04, 2004 Spellcast link
heres what i'd like to see
creating/joining a guild simply cancels your membership in any other guild you are a member of. obviously a "this will cancel your affiliation with <blah> message would be nice.

when you create a guild you have access to an options menu (gui or text could be either depending on how much time the devs have) in which you can alter the following; members list and security levels, guild "dues" (a tithe or tax that all players have to pay to the guild) a brief description (this can be moderated wither by AI or some form or overwatch system to make sure that the description doesnt get crude and ignorant), guild "tag" (max of 4 characters?) and other such things.

the cost to create a guild would vary depending on your reputation in a sector. Once you create the guild, it is based out of the sector/station you created it in, and the only place you can add a new member is in that sector/station. For an additional fee you can create a "guildhouse" in another station, and add members in that station as well. each additional guildhouse would cost more money to create.

When you invite a member to join your guild and they accept (must be done in a station with a guildhouse), they get the guild tag you have designated. You can then edit their security level. level 1 is basic member, level 10 is owner privledges. in between levels have varying perks that can be modified in the guild options screen. what i kind of envision for this would be a members list consisting of names and a slider for access level. With a second window listing level 1-10 vertically and a series of checkboxes out to the right that you can select/deselect to add/remove benefits for all members of that level. Perhaps things like access to the add new member function, a common cargo space, etc.
Jun 19, 2004 furball link
Bump (Just to break up the Urza posting monopoly!!!!)
Jun 19, 2004 Urza link
lol, furby, chill dude
Jun 19, 2004 Pyroman_Ace link
you lost furb

Incarnate, just out of curiosity, is there reason to beleive there will BE a faction control system by retail release? Or is it just a want that is currently up in the air?
Jun 19, 2004 Urza link
I'm trying to recall something i heard about this kinda stuff on IRC, but the odds are i was smashed when i heard it, so here it is to the best of my memory.

The current system is going to be greatly improved.

That is all i can rememer.

Any info devs?
Jun 20, 2004 Starfisher link
I don't know how they keep track of names, but if they wanted to throw in a simple tag system it probably wouldn't be that difficult. The base name remains the players id or id link, and there's just another text field with whatever their clan tag is.

Yeah, it lacks oversight and there would be idiot imposters, but it would be a very simple way to get clans and guilds started.
Jun 20, 2004 Sheean link
Hmm, what happens if the guild's name is long and the player's name is long?
You could end up with "[someverylongguildname] someverylongplayername" annoying the hell out of everybody.
Jun 20, 2004 Pyroman_Ace link
Sheean, the guild would be limited to 4 characters

such as

ISII
SDF
INM
SM
SDN

so on and so forth
Jun 20, 2004 Urza link
YEah, clan tags would have to be limited to 3 or 4 characters, probably in brackets so it would look like:

[SDF] Pyroman

or

[TCI] The Colon Shrimp
Jun 23, 2004 Morbidly Wrong link
forgive me if this is a repeat... i didnt read the entire post...

we have:
/group create
/group invite
/group join
/group leave

what about

/faction create
/faction invite
/faction join
/faction leave

just make it more sitck after a logoff and login.

MorbidlyWrong[VC]
Jun 23, 2004 simondearsley link
My guess is that clan tags attched to names in the chat and sector list will be of a different colour or font to avoid imposters and make reading easier. Possibly italics.

The currect char info screen already has room for the addition of clan or faction data. Maybe the interface will be part of this menu?

I hope the devs have time to implement a GUI for the clan/guild/faction system. The current text based sysetm works, but is a ban-aid.