by admin » Tue Dec 22, 2009 11:36 pm
It looks like impact didn't follow up on this one.
We did a thorough evaluation of the work involved in implementing a clan lock system. There are many side conditions to consider to make this system adequate and effective. I don't want to get into the details right now, but if you're curious, please send me a pm, and I'd be happy to share them with you on an individual basis. The long story made short is that it'd take the entire team multiple weeks to get a clan lock implemented, done right, and properly integrated and maintained within the existing system. We've also realized that there are many ways that clans and clan leaders can informally handle the system as it stands.
Forums: If you're a clan leader, you can work with Magik and Phantasm here on the forums to have control over who's in your official clan forum group.
In-Game: "Clan Lock" is similar to something we all deal with in real life. We choose who our friends are based on mutual respect and mutual enjoyment and there isn't anything that stops someone from claiming to be a friend, but natural friend groups work themselves out, right? Similar approaches can be used here to maintain order in clan circles.
So what's the good side of all this? While we could spend a month working on a clan lock system that would benefit a few people, instead we can spend that amount of time working on things that'll benefit everyone. Impact is already experimenting with a mobile-formatted forum so everyone can browse the forums more easily from their phones while they're away from a computer. We also have other things in the works as well for the game itself and the community. In the last couple of days we've noticed an uptick in the number of players on ProjectINF. We're glad you're all here, and we plan to continue serving you.