(07-24-2019, 04:42 PM)Reacher Wrote: Yes some of you will counter with “RP” as reasons, but at some point RP has to give way to making things a bit easier and more fun for all around.
(07-24-2019, 04:36 PM)Lythrilux Wrote: Rewards always promote a healthier experience. Leading a faction the majority of the time can often feel unrewarding and not fun.
I beg to differ. I always have fun even though I'm not getting paid to do what I volunteered for. That's kind of why we do it, isn't it? It isn't because we're seeking to gain something but to make the overall experience for those in the faction better. We don't need regular cash rewards to do that.
If you're not enjoying the job you picked, maybe find a different job.
(07-24-2019, 04:00 PM)Sombra Hookier Wrote: Official factions get enough rewards. Free CAU8, the use of FRs, influence on their development, can administrate the NPC faction's stations, etc. I do think that's enough reward and motivation for factions. If they don't play, they don't need these rights and priviledges anyway.
^
Pretty much this. You've got the tools to do all kinds of things and all the means to stand out from non-official groups. Sure they're not an open toolkit to do whatever you please, but you're still able to make a difference. All it takes is some elbow grease and motivation.
I would sincerely like to know why, if most factions are allegedly gaining their activity through AFKing, that we are not receiving more (any) violation reports on the matter.
(07-24-2019, 04:51 PM)Vendetta Wrote: I beg to differ. I always have fun even when I'm not getting paid to do what I volunteered for. That's kind of why we do it, isn't it? It isn't because we're seeking to gain something but to make the overall experience for those in the faction better. We don't need regular cash rewards to do that.
If you're not enjoying the job you picked, maybe find a different job
To quote Reacher, it's a thankless job. Even by your own admission, it's a job. It shouldn't be a job! There is an element of responsibility for sure, but I don't want it to consume my time and enjoyment in a way that becomes less about fun, more about stress, and never progressing towards your goals. At the very least, there could be the support in place to make it feel less like a job but that doesn't happen. Faction leadership starts off fun, but often devolves into a chore with all kinds of tedium attached. This is what burns people out.
(07-24-2019, 04:51 PM)Vendetta Wrote: I beg to differ. I always have fun even when I'm not getting paid to do what I volunteered for. That's kind of why we do it, isn't it? It isn't because we're seeking to gain something but to make the overall experience for those in the faction better. We don't need regular cash rewards to do that.
If you're not enjoying the job you picked, maybe find a different job
To quote Reacher, it's a thankless job. Even by your own admission, it's a job. It shouldn't be a job! There is an element of responsibility for sure, but I don't want it to consume my time and enjoyment in a way that becomes less about fun, more about stress, and never progressing towards your goals. At the very least, there could be the support in place to make it feel less like a job but that doesn't happen. Faction leadership starts off fun, but often devolves into a chore with all kinds of tedium attached. This is what burns people out.
If you're not progressing towards your goals, you're doing something to hinder your own progress in that regard. Nothing about being a leader is ever going to be lax and fun. That isn't what leadership is about. It's a responsibility first and foremost, which yes may even be considered a job. Does it feel like a job to me? Not even in the slightest, because I enjoy what I do. The weight of making decisions that affect the overall direction of the faction is a challenge I welcome. The only stressful part of being a faction leader is having to deal with other faction leaders who feel entitled to greater treatment for their positions, when in fact their position isn't one that's meant to be constantly rewarded for you sitting there.
You're supposed to be a role model for your members, a guide and encourage them to play either by playing with them or giving them some sort of interesting task to do. If you feel that's too much for you, then you shouldn't be a leader. It's going to take time out of your enjoyment and many nights I spend working on roleplay and internal reworks by myself. It is a thankless job, but I do it happily because I care enough to set aside my own desire for personal gain and interest in order to create something fun and interesting for other people to experience.
But if you feel you can't take satisfaction from seeing people enjoy the fruits of your labor and need an extra pat on the back, then again you shouldn't be leading in the first place. Bottom line.
(07-24-2019, 04:55 PM)Durandal Wrote: I would sincerely like to know why, if most factions are allegedly gaining their activity through AFKing, that we are not receiving more (any) violation reports on the matter.
Probably because people see high faction timers and assume that it's not down to something like a faction doing something, and instead AFKing.
Just my 2 cents on it...
(07-24-2019, 03:58 PM)Lucas Wrote: People will just afk for this like they do for the 3 day requirement
(07-24-2019, 04:00 PM)Yber Wrote: most factions already log 100km above the plane or next to a quickdock spot while afking, there's no point in this
I totaly agree, we've enough one man run factions and now to reward them wouldn't realy be in the interest of the Community.
But however, if you would change that into something where they have to show activity via Forum RP, in Game presence (at least to 3 Players) + additional points like let's say "helping another faction becoming active" or stuff like that could be rewarded.
(07-24-2019, 05:13 PM)Immortality23 Wrote: Probably because people see high faction timers and assume that it's not down to something like a faction doing something, and instead AFKing.
Just my 2 cents on it...
Or how about people actually see the same guy inside the system over hours and then when they go check it out the person upon arrival will just go and dock / Log off. I mean wtf Yber and others just gave an example, why would you come with such a conclusion? Bad 2 cents. They stink.
(07-24-2019, 05:50 PM)Commissar SnakeLancer™ Wrote: Or how about people actually see the same guy inside the system over hours and then when they go check it out the person upon arrival will just go and dock / Log off. I mean wtf Yber and others just gave an example, why would you come with such a conclusion? Bad 2 cents. They stink.
There wasn't any example. Just someone saying people do this and Durandal asking why people aren't reporting it.
Factions need good faction activities. Activities with a practical purpose and an actual physical thing to generate for that purpose would add some options. In other words, new faction capabilities/rights could be added that would need to be earned in game. Either a phyisical commodity like farming pilots/remains, or an achievable in game objective, like having bases or other objects siegeable.
Earnable objectives could be things like eliminating 'satellites' in systems that prevent jumping, cloaking, using cruise engines, shut down gates or tradelanes.
Basically i still advocate selling RP developments or light environmental changes based on activity. Also, making those things only executeble via official factions would make maintaining them a bit more appealing, and add more enticement to earn the use of those rights by playing for them (joining), so that might encourage people who want to use the factions to make big moves. That is a thing players would like to be able to do here.
So think of a faction being able to earn points to cash in for options, like a system wide cloak inhibitor, docking inhibitor, cruise inhibitor. They could be placed anywhere in the system and opponents would need to search them out, and try to take them out. Imagine if factions started trying to curb trade to certain systems by earning and placing cruise inhibitor satellites in systems to cut off a route, or anti jump inhibitor to disable a system's jumpgates, or make cloaking impossible in the system its placed in. Just keep the objects somewhere in the confines of the map, and on plane level, and they could eventually be found.
So then we have new situations, lead by the OF's, of action and reaction. You could do this tomorrow if you wanted to and it would create epic reasons to be active. People want more reasons to log these days, we've had years to see this place evolve to allow for some real risk.
So imagine if in New York. the Xenos or LR dropped one of these satellite targets in the badlands or somewhere in the outskirts of the system. Suddenly they announce jumpgates in NY are shut down until further notice. Ships would need jumpships to get them out, and the Navy/police could begin hunting for, and taking out the satellite. The unlawfuls could then defend.
Again, a simple system of rules defining earnables for factions, and the ability to actually effect the environment (with work) would attract those who like to get involved in thoe types of stand offs. No offense but yes some traders would be inconvenienced! Thats also the point. They can pay for a jump out if they were in system when the satellite went online, or emplore the navy to get busy taking it out. These types of self perpetuating situations always create a gamble for those looking for fresh action.
There are a ton of little things like that we could do here to spice things up with what we already have, with minimal work. As long as devs could drop in a destructable object that looks like a satellite, maybe like the spyglass network node, the work to create those temporary situations would seem to be minimal. Imagine being a navy player and getting real missions every so often, actually having something to hunt around for and then call in support to attack. It can be done!