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So, Basically Every New Item Is Going To Be Clantech Or Platinum Gated?


DirkDeadeye
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Hopefully they will add solo research stations with the implementation of player-owned ships. Still though, is it so bad to join clans and still play by yourself? You don't really lose anything from doing it, and nobody's forcing you to play together, even if you are in the same clan. Its nice to be able to access blueprints without needing to research them with your own resources. 

Edited by Blastcut
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Hopefully they will add solo research stations with the implementation of player-owned ships. Still though, is it so bad to join clans and still play by yourself? You don't really lose anything from doing it, and nobody's forcing you to play together, even if you are in the same clan. Its nice to be able to access blueprints without needing to research them with your own resources. 

 

Kind of defeats the purpose of a clan. I was a solo player until I joined a clan. I hate playing alone now.

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The problem I can see with your original criticism is that you're only taking into account clan "hoppers", because you don't want people to have the option of joining a clan in order to get research that a clan as worked for. I can see that as a thing some people would get peeved about I suppose.

 

There shouldn't be a punishment for a person getting into a clan and getting out of it if they don't like it or if they change their mind about it. That doesn't encompass all people that get in and out of clans quickly either, but it's another aspect of why people may join and then leave a clan.

 

This is basically a human nature issue and should not be "fixed" by adding more layers to the system, but instead is something that should create connection to your clan mates, in that you will get a better idea of who you want as your officers recruiting. Having officers that recruit should be a privilege, not just a quick way to add people to bloat clan numbers.

 

A clan should have a bit of trust in it no? I think this is mostly something that can be fixed through player interaction, not a new rule in the system.

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The problem I can see with your original criticism is that you're only taking into account clan "hoppers", because you don't want people to have the option of joining a clan in order to get research that a clan as worked for. I can see that as a thing some people would get peeved about I suppose.

 

There shouldn't be a punishment for a person getting into a clan and getting out of it if they don't like it or if they change their mind about it. That doesn't encompass all people that get in and out of clans quickly either, but it's another aspect of why people may join and then leave a clan.

 

This is basically a human nature issue and should not be "fixed" by adding more layers to the system, but instead is something that should create connection to your clan mates, in that you will get a better idea of who you want as your officers recruiting. Having officers that recruit should be a privilege, not just a quick way to add people to bloat clan numbers.

 

A clan should have a bit of trust in it no? I think this is mostly something that can be fixed through player interaction, not a new rule in the system.

 

I think a simple tickbox would fix this.

 

I mean, if you're not being a team player you're obviously not going to make it to soldier right? So that kind of fixes the problem. Puts onus on the Warlords, but I'm all about that..cause there are some warlords who are incapable of managing a group of people.

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The problem I can see with your original criticism is that you're only taking into account clan "hoppers", because you don't want people to have the option of joining a clan in order to get research that a clan as worked for. I can see that as a thing some people would get peeved about I suppose.

 

There shouldn't be a punishment for a person getting into a clan and getting out of it if they don't like it or if they change their mind about it. That doesn't encompass all people that get in and out of clans quickly either, but it's another aspect of why people may join and then leave a clan.

 

This is basically a human nature issue and should not be "fixed" by adding more layers to the system, but instead is something that should create connection to your clan mates, in that you will get a better idea of who you want as your officers recruiting. Having officers that recruit should be a privilege, not just a quick way to add people to bloat clan numbers.

 

A clan should have a bit of trust in it no? I think this is mostly something that can be fixed through player interaction, not a new rule in the system.

 

The problem with that is that it really can't be "fixed" at all. There will always be people who only join just to get the clantech and then leave as soon as they can, if they are allowed to. That's why we're suggesting that it be added as a privilege toggle and left up to the clans. That way people who want to restrict new members from using clan research as a measure of preventing clanhoppers can, and those that do not want to do that aren't forced to.

 

A clan should have a bit of trust, but trust needs to be earned. Games are full of trolls and you wouldn't give a new member you know nothing about the right to build or, more to the point, remove, rooms from your dojo.

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While I agree with you, I'd like to point out that there are great non-ClanTech weapons:

 

Penta

Every bow

Every Prime weapon

Vectis

Drakgoon, Sobek

Soma

Brakk

Castanas

Despair

Angstrum

Vastos

Amphis

Nami Skyla

Dual Zorens

 

EDIT: Removed Jat Kittag from this list.

Idk about on PC but on ps4 nami skyla is clan tech...

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I believe that there is no set way a clan should "be". I have seen clans made for many different purposes in other games, including

 

- an exclusive elite group of constantly high scoring people

- newbie-friendly family-like clan

- newbie-friendly large, rich clan

- IRL connections clan where you can physically punch people for @(*()$ up your clan

- Clan war corporation

- loose collection of people who want to benefit from being in a clan but don't want interaction

 

I don't think any one method is the true, best way to do it, and see no problem with them all existing.

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With a sobering amount of solo players. I'm not disagreeing with you. But you'd be surprised how many people join clans just to grab research and GTFO.

1. I agree there is no system of rewarding clan members for any level of activity via any material rewards or items which present a level of why clan members should stay in the clan.

 

2. Their is no resource boost or resource gain in clan

 

3. Tenno don't want to join a clan to be annoyed by petty arguments or the stipulations of other members.

 

4. The level of creating a dojo with rewards for IE Obstacle Course or Duel Room surprises me.

 

5. The benefit of being in a clan almost seems "nil" so keeping a clan together and being a warlord constantly cleaning out either jumpers or inactives takes up a lot of time.

 

6. Customization of Clans and Dojos almost is nonexistent.

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1. I agree there is no system of rewarding clan members for any level of activity via any material rewards or items which present a level of why clan members should stay in the clan.

 

2. Their is no resource boost or resource gain in clan

 

3. Tenno don't want to join a clan to be annoyed by petty arguments or the stipulations of other members.

 

4. The level of creating a dojo with rewards for IE Obstacle Course or Duel Room surprises me.

 

5. The benefit of being in a clan almost seems "nil" so keeping a clan together and being a warlord constantly cleaning out either jumpers or inactives takes up a lot of time.

 

6. Customization of Clans and Dojos almost is nonexistent.

 

You should join Flow and install teamspeak, maybe my views are skewed in that regard.

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Putting weapons into clantech forces players to either wait until the clan is done researching the item, then build the item, or simply buy it.  It's a cheap strategy by DE to force platinum sales.  They could start building a single player campaign and maybe say, charge for it like a normal game, $40 or so, and continue with expansions on it, but no, they invest minimal effort into designing a new weapon a week(if even that) to keep players at bay.

 

So yes.  Since all you're going to get is a couple new weapons a month, they need to make their money off you.  Deal with it.

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