Sandpit, on 15 January 2016 - 11:55 AM, said:
The only thing I've ever seen was a fee to start up a unit. That was to keep everyone from forming 1man groups and such and keep the spam down (Which is exactly what PGI stated they wanted CW to be like, exactly)
Now, they're pulling a COMPLETE 180 on that without ANY information to the community, feedback, discussion, etc.
again
deja vu
In Guildwars, I believe there was a cost of starting a guild of 1 plat. To invite any potential member, it was 100 gold per invite. That was to keep unit spamming invites down.
This game does not seem to suffer from spammed invites into a unit, and it doesn't matter if there are thousands of small 2-3 man units in the game. So neither one of these "solutions" solves much of anything, besides to be a hindrance in this game.
Cathy, on 15 January 2016 - 02:23 PM, said:
Units that are above a certain size should be locked into a house or clan, and not be able to leave very easily, or at all for a campaign season.
Only solo's or small units should be able to change from house to house easily and quickly.
None should be able to switch from clan to Is or visa versa, in the same season
So, you'd rather a whole CW season (any given length of time) where 228 and MS (as current examples) may end up in the same faction, and can not change factions? Wouldn't this only compound the problem of "big units intentionally going out of their way to avoid each other" issue some people are claiming to be happening?
The problem here isn't the large units. It isn't them being able to change factions. The problem as I've seen it is their ability to determine where they are going to go, and whom they are going to attack. They basically dictate to their "employer" what they (the Employee) are going to do while under their contract. This gives merc units too much control. Simply having the voting for attack lanes by loyalists is a simple solution to this problem. It's the best of both worlds. It lets the mercs still move and do their thing, and be as large as they want. And it lets Loyalists look out for their faction, and give their faction direction (including any mercs who have signed up with them).
Do recall, and I say this with the general understanding from people that I really like lore, that this is a video game. As much as lore is amazing, we sometimes have to (carefully consider) place lore to the side for consideration of game play and game balance. Letting players freely switch factions I feel is something important in the game, and good for the game play and balance of the CW game mode. (Otherwise, 228 and MS would be stuck only on the Clan side right now. Would you want that really?)