Ideas to improve society terminal (Part 2)

Mindark, dont underestimate the power of societies.
Social activities and networks IRL make a ton of money (facebook, twitter, linkedin etc.) Think about it...:smoke:
 
Be aware of unintended consequences.

Make some of these improvements optional. Maybe by Dev's polling the forum on the support for some of the more major amongst them? Now where did I see that Polling booth last.....? ;)
 
Lets imagine we have something like this:

Governments
Each society would be able to choose a government type, for example (Anarchy, Capitalism, Feudalism, Communism, Socialism, Fundamentalism, Utopia, Dictatorship, Technocracy, Republic etc) Each government type would have a certain aspect which would have some benefits and some negatives - more defence, less attack, more HP, less regeneration etc.
Just tp give an example (it would ofcourse have to be balanced out, but to put the idea here:

Anarchy: (+1 Strength, + 2 HP, -1 Members)
Capitalism: (+2 slots in Auction, +2 Members, +Intelligence, -1 Agility)
Communism: (+1% Evade/Dodge, +2 HP, +1% Extra Tax)
Feudalism: (+1 Agility, +1 Intelligence, +1 Psyche, +1 Strength)
Fundamentalism: (+1% Critical Damage, -2 HP,)
Dictatorship: (+1 Agility, +1 Strength, -1 HP, -1% Auction Fees)
Utopia: (+2 HP, +1 Member, +1% Run Speed, -1 Psyche, -1 Strength)
Technocracy: (+1 Inteligence, +1% Skill Gain, +1 HP, -2 Strength)
Republic: (+1 members, +1% Run Speed, +1 Agility, -1 Strength)

Possible Values:
+/- Agility
+/- Intelligence
+/- Psyche
+/- Strength
+/- Health
+/- Run Speed
+/- Evade/Dodge
+/- Slots in Auction
+/- Members
+/- % Auction Fees
+/- % Extra Tax
+/- % Skill Gain

Each government type would have a few positives, and few negatives, to even it out as much as possible. When the society upgrades (costing money) the numbers would increase. Depending on the "Tier" of the soc, thats the amount they would have (example Tier 5 = 5 Intel, 5 Members etc depending on the base).

A society would be able to change the government type but it would cause a "revolution" in the society and the "repairs" after would cost a certain amount of money. (So that people dont change it all the time, but to have the option).

And something like this:

TIER I Society
Conditions:
- 10 000 000 Kill Points (1 HP = 1 Kill Point)
- 1000 Peds in Materials
- Min. 5 Members
- Min. 1 Month

Rewards:
+ Government values (x 1)
+ 5 Members
+ 2 auction slots
+ Society Chat

Upgrades:
+ Member Globals Show in Chat (100 peds)
+ Member List Upgraded (500 peds)

Tier II Society
Conditions:
- 20 000 000 Kill Points
- 2000 Peds in Materials
- Min. 5 Members
- Min. 2 Months

Rewards:
+ Government values (x2)
+ 5 Members
+ 2 auction slots
+ Customizable Ranks & Privilages,

Upgrades:
+ Auto-Promote/Demote Function (200 peds)
+ Auto-Kick Function (200 peds)

Tier III Society
Conditions:
- 40 000 000 Kill Points
- 4000 Peds in Materials
- Min. 10 Members
- Min. 3 Months

Reward:
+ Government values (x3)
+ 2 auction slots
+ 5 Members
+ Notification to Members

Upgrades:
+ Society Calendar (400 peds)
+ Society Headquarters (1000 peds)

Tier IV Society
Conditions:
- 80 000 000 Kill Points
- 6000 Peds in Materials
- Min. 10 Members
- Min. 4 Months

Reward:
+ Government values x 4
+ 2 auction slots
+ 5 Members
+ Society Quests

Upgrades:
+ Society Stream (300 peds)

Tiev V Society
Conditions:
- 160 000 000 Kill Points
- 8000 Peds in Materials
- Min. 15 Members
- Min. 5 Months

Reward:
+ Government values x 5
+ 2 auction slots
+ 5 Members
+ Alliance Function
+ War Function

Upgrades:
+ Society Logo (1000 peds)

Tier VI Society
Conditions:
- 320 000 000 Kill Points
- 10000 Peds in Materials
- 15 Members
- 6 Months

Reward:
+ Government values x 6
+ 2 auction slots
+ 5 Members
+ Society Challenges

Upgrades:
+ Society Shared Storage (2000 peds)


Tier VII Society
Conditions:
- 640 000 000 Kill Points
- 12000 Peds in Materials
- Min. 20 Members
- Min. 7 Months

Reward:
+ Government values x 7
+ 2 auction slots
+ 5 Members
+ Society Bank

Upgrades:
+ 10 Auction slots (500 peds)

Tier VIII Society
Conditions:
- 1 080 000 000 Kill Points
- 14000 Peds in Materials
- Min. 20 Members
- Min. 8 Months

Reward:
+ Government values (x8)
+ 2 auction slots
+ 5 Members
+ Society Owned Shops

Tier IX Society
Conditions:
- 2 160 000 000 Kill Points
- 16000 Peds in Materials
- Min. 30 Members
- Min. 9 Months

Reward:
+ Government values x 9
+ 2 auction slots
+ 5 Members
+ Society Owned Banks, Malls, CLDs, etc.

Tier X Society
Conditions:
- 4 320 000 000 Kill Points
- 18000 Peds in Materials
- Min. 30 Members
- Min. 10 months

Reward:
+ Government values x 10
+ 2 auction slots
+ 5 Members
+ Society Owned Land Areas

Then there is something to work for in a society, and MA makes a lot of $ along the way :ahh:
 
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World of Warcraft (WOW) tried something like the society tiers mentioned above. Guilds had levels and each level brought a new bonus. Some of the bonuses were good (increased mining loot, increased speed) and some not so much (at least for me, they were PVP bonuses).

This resulted in guilds whose main purpose was the bonuses. The easiest way to get higher guild levels was to have more people to complete more quests (or get kill points in EU). Many of these guilds were not social, raiding or leveling guilds, just places for the bonus.

That doesn't sound too bad, but because guilds wanted more people to earn bonuses faster the guild leaders invited anyone that wasn't a guild member to their guild. This included people just logging in for the first time and hadn't even spoken to the first tutorial quest giver. So instead of looking around, they got a pop-up asking for accept/decline invitation.

Chat channels were also full of recruitment spiels.

I think this case is where we can learn from others' mistakes.
 
World of Warcraft (WOW) tried something like the society tiers mentioned above. Guilds had levels and each level brought a new bonus. Some of the bonuses were good (increased mining loot, increased speed) and some not so much (at least for me, they were PVP bonuses).

This resulted in guilds whose main purpose was the bonuses. The easiest way to get higher guild levels was to have more people to complete more quests (or get kill points in EU). Many of these guilds were not social, raiding or leveling guilds, just places for the bonus.

That doesn't sound too bad, but because guilds wanted more people to earn bonuses faster the guild leaders invited anyone that wasn't a guild member to their guild. This included people just logging in for the first time and hadn't even spoken to the first tutorial quest giver. So instead of looking around, they got a pop-up asking for accept/decline invitation.

Chat channels were also full of recruitment spiels.

I think this case is where we can learn from others' mistakes.

Well, since the idea is not to have UNLIMITED amount of people in the society. The amount of possible soc members would be dependent on tier + upgrades. If there is a cap on the amount that is possible in a society, it would be different. Plus, here people deal with real money, so it would not be just calling anybody into a society :)
 
Well, since the idea is not to have UNLIMITED amount of people in the society. The amount of possible soc members would be dependent on tier + upgrades. If there is a cap on the amount that is possible in a society, it would be different. Plus, here people deal with real money, so it would not be just calling anybody into a society :)

So that's what +members means.

I think this would lead to different problems.

Who controls the society? Currently, one person has the ability to make major changes to the society. Recruiting, promoting and kicking members can be delegated to other ranks, but only if someone is promoted to those ranks. WOW has problems with some guild leaders treating the guild as their own property. They recruit and kick anyone for no reason at all. Here people could be kicked because they don't have enough kill count for the week. There's also nothing to prevent the guild leader from kicking the rest of the guild and withdrawing everything.
 
So that's what +members means.

I think this would lead to different problems.

Who controls the society? Currently, one person has the ability to make major changes to the society. Recruiting, promoting and kicking members can be delegated to other ranks, but only if someone is promoted to those ranks. WOW has problems with some guild leaders treating the guild as their own property. They recruit and kick anyone for no reason at all. Here people could be kicked because they don't have enough kill count for the week. There's also nothing to prevent the guild leader from kicking the rest of the guild and withdrawing everything.

Well, we just have rough ideas here, and you point to possible problems(which is great). Lets try to find a good solution and improve the ideas. Thats what this thread is for :) Gathering all the possible data.

The different governments should have some options, maybe more people would be leaders etc depending on the government type. Or people would have to accept the leaders suggestion before it takes place. Etc...
 
So that's what +members means.

I think this would lead to different problems.

Who controls the society? Currently, one person has the ability to make major changes to the society. Recruiting, promoting and kicking members can be delegated to other ranks, but only if someone is promoted to those ranks. WOW has problems with some guild leaders treating the guild as their own property. They recruit and kick anyone for no reason at all. Here people could be kicked because they don't have enough kill count for the week. There's also nothing to prevent the guild leader from kicking the rest of the guild and withdrawing everything.

I would welcome the option for the default action for societies to kick those who hadn't logged in the past 6 months (alterable for 3 and 1 month)

I'd advocate the default as 6 months, because it would make those inactive societies with 150+ members to be almost completely disbanded after 6 months, with just the leader showing.

This would also promote player activity (hopefully ;) )
 
I would welcome the option for the default action for societies to kick those who hadn't logged in the past 6 months (alterable for 3 and 1 month)

I'd advocate the default as 6 months, because it would make those inactive societies with 150+ members to be almost completely disbanded after 6 months, with just the leader showing.

This would also promote player activity (hopefully ;) )

Yeah, thats my point. Lets have quality instead of quantity :)
 
I'd just like to say as a Society Leader, being able to see when someone last logged in (with the HUD interface) was massively useful.

I would like to make sure my earlier post wasn't misunderstood, there are some excellent ideas in this thread, but I'd just like any future changes to be optional and not mandatory.

Without straying into real world politics I'll let the game Civilisation remind us there are 6 forms of government:

Despotism
Republic
Monarchy
Democracy
Fundamentalism
Communism

Depending on the society, they may wish to adopt any or all changes, but in my view it should be down to the society as a whole which they choose suits them and allow them to opt out of any that aren't appropriate.
 
More ideas and support for better society system welcomed :)
 
More ideas anyone?
 
Suggested goodies and bonuses forces EU as we know to another game.
EU is known for freedom of choices and actions and you join to an group of people because you like them.
But one could join in society with total strangers in witch he don't feel well.
It could be choice to stay noob for ever or joint in soc with even hateful ppl to get full of bufs, better storage , better trading auction slots, maybe better hunting ground with better mobs or protection from other socs and their pkers.
It could change EU in even bigger shit of pvp as is now.
Elitism and forced grouping in soc and what not, territory ownership and not many areas free to hunt if you do not belong in that clan - soc all that is definitely another game .
 
Suggested goodies and bonuses forces EU as we know to another game.
EU is known for freedom of choices and actions and you join to an group of people because you like them.
But one could join in society with total strangers in witch he don't feel well.
It could be choice to stay noob for ever or joint in soc with even hateful ppl to get full of bufs, better storage , better trading auction slots, maybe better hunting ground with better mobs or protection from other socs and their pkers.
It could change EU in even bigger shit of pvp as is now.
Elitism and forced grouping in soc and what not, territory ownership and not many areas free to hunt if you do not belong in that clan - soc all that is definitely another game .

If it would be done correctly then it could work. These are just suggestions which would have to be deeply analysed to make sure it would bring more positives than negatives.

There are many other great ideas in this thread (organisational, ranking and other) that do not cause issues like this yet we still dont see them ingame... (the complex ideas have to have more thought I am sure) :)
 
How many years ago was the original thread started?

Come on, MA! Societies are one of the most important aspects of the game!
 
How many years ago was the original thread started?

Come on, MA! Societies are one of the most important aspects of the game!

4 years ago and counting... :)
 
More bumps for more ideas :)

Please MA at least add Organisational and Ranking ideas...
 
1 up for this idea tbh...:yay:
 
I haven't changed my opinion since my earlier September post.

If anything there was a removal a year or two ago in which you could declare "friendliness" towards other societies.

I'll be brutally frank here (always a risk - don suitable Protective Personal Equipment)

  • MA wont benefit in any financial regard whatsoever with tinkering / altering what we now have.
  • MA will no doubt open up multiple angry threads over any changes (some of you will have seen my cat facepalm pic in a recent pet discussion) and so in effect will actually annoy sections of the playerbase.


However, I welcome being proved wrong - look what they did with the general chat interface, in some instances implementing MORE than we had ever asked for.


So 2016 is but days away now, lets see if the Society terminal gets its long overdue overhaul.

Options, options, options - so if we dont like the changes we can ignore 'em. Please

:xmas:
 
More options for society terminal in 2016 pls :)
 
Bump again for this :)
 
Bump for more ideas and exposure :)
 
Lets get something into this game :) More stats, more things to rank in, etc :)
 
I think they should change 'most skilled' soc to measure by skill TT value.
The current 'skill points total' makes little sense, when trying to decide who are most skilled.
 
I think they should change 'most skilled' soc to measure by skill TT value.
The current 'skill points total' makes little sense, when trying to decide who are most skilled.

It is in the "Ranking" part, there is Total Skill, TT Skill, etc :) but thanks for the input, if you have more ideas, just put them here :)
 
More views to this, more replies, more bumps :)
 
Very brief some ideas i can think on the fly

Society buffers!
Society ownership! (with benefits for all members)
Society contracts/loans!
and Family option - allowing drop or pick up items in real estates etc

Contracts should implement anyhow, it will change the universe to the better anyway.
 
Very brief some ideas i can think on the fly

Society buffers!
Society ownership! (with benefits for all members)
Society contracts/loans!
and Family option - allowing drop or pick up items in real estates etc

Contracts should implement anyhow, it will change the universe to the better anyway.

Hey, thanks for posting :) Most of those ideas are covered in the OP but if anything else comes to your mind just write it here. :yup:
 
Lol, Have not seen this thread in a long time. How lovely would be to have you list implemented from top to bottom :(

Come on MA!!! We want this! :d
 
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