03-25-2007, 03:40 PM
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#1
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Oracle
Join Date: Mar 2007
Location: LDN, UK
Posts: 3
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How do you create a good Supergroup?
I've always thought what makes a good Supergroup? I'm a relatively new player and I've always hoped that I would make my own supergroup one day and I need some hints.
Cheers y'all,
~Tanuko
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03-25-2007, 03:51 PM
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#2
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IS NOT COHGURU ENOUGH
Join Date: Mar 2006
Posts: 3,123
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Two things:
1) Devoted leadership
or
2) Synergy of groupmates.
In the case of 1, I'll use Paragonian Knights as an example. With constant present leadership, the group has a feeling of unity and reason. People come back because someone is always driving something on, in whatever medium is be (RP, PVP, Grind Teams)
In the case of 2, I'll use my SG, Defenders of Paragon. We're not very active, we're a collective of ideals. Our teammates get along really well with each other, so even in the face of dormant leadership, we generally stay true to our brand.
I would say that under no circumstances does a supergroup form and "just" work. Very few want to put forth effort to make an SG work, they want to reap the rewards. You need to find those devoted people and help them work for you, to keep everyone happy
Thats my two cents.
__________________
@Red Switchblade
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Originally Posted by Xanatos
[Insert name here] is shit.
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03-25-2007, 03:57 PM
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#3
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Oracle
Join Date: Mar 2007
Location: LDN, UK
Posts: 3
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How do you START a Supergroup though? (Not actually creating it but getting good active members and successful "synergy of groupmates"?)
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03-25-2007, 05:04 PM
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#4
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wants your magic items!
Join Date: Apr 2005
Location: The steam tunnels under the Dungeons & Dragons ride.
Posts: 12,386
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Easy. You get to Level 10, go to City Hall and talk to the Supergroup representative. 
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03-25-2007, 07:35 PM
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#5
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Oracle
Join Date: Mar 2007
Location: LDN, UK
Posts: 3
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No, I mean if you want to create a good supergroup. I need tips on how to recruit well, get a good member-base that will mix well together.
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03-25-2007, 07:45 PM
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#6
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On the edge of the abyss
Join Date: Apr 2005
Location: The 'House' Kain Built
Posts: 8,558
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Quote:
Originally Posted by Tanuko
No, I mean if you want to create a good supergroup. I need tips on how to recruit well, get a good member-base that will mix well together.
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Sometimes it's the luck of the draw..
But for starters, start with a good theme that is appealing to both new and old players alike. When heroes are new on the scene (Atlas/Galaxy) that tends to be a easy way to recruit if you are looking to start from the ground up based on ingame recruiting efforts.
If I was looking to join a SG, I'd look for..
1. Theme : Does this SG concept fit the character I am trying to play?
- Roleplaying, Game Grinding, or just Event planning to be social ever so often, whatever you are looking for basically.
2. Leadership: Does this group have a effective leader already that will demonstrate that he wants to run a successful group?
- Some groups that are started now, are just Huff and Fluff. They don't last long, for various reasons.
Any of those things, should be able to help if you have them right..
Hopefully this helps you, if you have any other questions, feel free to ask away. Welcome to our community here and I hope you enjoy your stay.
Feel free to check out City Hall for the Offical welcome thread as well as the global handle thread.

- SK
__________________
I am the 'new' ERA in mankind.
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03-25-2007, 07:51 PM
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#7
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Used to be a Big Shot
Join Date: Apr 2005
Posts: 6,297
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It largely depends on what you're looking for.
Start with a good concept. It doesn't have to be too original and definately don't make it too restricting. The thing that attracted me to my VG (a VG in which I've risen to the very top rank in only a few months) Is that it had a concept that wasn't that original, but was a rarity in CoV (It was based on loose coalition groups from comics, such as the Society or the Legion of Doom.) So try and think of something that isn't too restricting in membership and concept, but has that little something which is different.
Now, recruiting... This is going to sound extremely elitist, but this is just how I recruit for my Villain Group. Firstly, I will look at name, concept, costume, etc. You can get a very good feel for what kind of person is playing the character by whether they've put any thought into the overall feel of the character. If you're looking at Death Angel 677. then generally this guy is not going to be the sort of person you want in your group.
If the person looks like the sort of person you'd want in your group, then you have to initiate conversation. Don't introduce the group straight away (especially if they already have a group and you're planning on poaching,) but rather compliment one of the things that made you decide you'd like to persuade this person to join your group in the first place. Nice name/costume/concept is always a good starting point for recruiting.
Get talking to them. Are they cool? Responsive? Interested in talking? If so, then drop the group into the equation. Explain the concept and explain why you think they would fit into your group and why they should join. Then it's down to them, they'll either go for it or they won't.
Sustaining a supergroup is a different matter. Effective leadership is everything, and keeping both goals and things going on is very important to keep people interesting. You could be working towards a bigger and better base, towards a large and thriving membership. Whatever it is, get everyone involved and make sure people are teaming together. If people are complaining about lack of teams, hook them up with another member of their level. In no time everyone will be buddies and teaming will be rife.
Finally, don't let inactivity phase you. It's something that happens to all groups. Set a deadline, and if a character's offline surpasses that deadline, boot them from the group unless they've given you a reason for absense. This way you'll always keep a fresh and thriving membership.
Hope that helps.
Last edited by Charon; 03-25-2007 at 07:53 PM.
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03-26-2007, 06:10 AM
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#8
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wants your magic items!
Join Date: Apr 2005
Location: The steam tunnels under the Dungeons & Dragons ride.
Posts: 12,386
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I'm a big fan of initiations myself (or, as I relate it to our Villain Group, "hazing"). With Urban Bushido, initiations are as simple as "Fight 20 Trolls while I watch your performance" or "Let me join you on this mission and watch you solo a mission that's calibrated for a team of two so I can see how effective your tactics are" (Urban Bushido is primarily Scrappers and Tankers, so this isn't so much of a problem). With Malice in Wonderland, we're looking for lawless-type Villains who are cunning, devious, creative, observant or quick on their feet, so hazings can be anything from song-and-dance to trivia contests to scavenger hunts to hide-and-seek across entire zones with only a handful of clues.
Initiations are good for weeding out the one-hit wonders who would otherwise just join your group, say "Cool, I'm part of a Group now", log off and never play that character again. With open membership, you get all kinds of dregs wandering in off the street who may or may not have the slightest care what your Group's about. Make them pass an initiation, however, and they're left with a more "elite" impression of the Group, like "Damn, I pulled through that initiation, and so did all these other guys! These must be some quality people here." And, of course, if they're the shallow types who are trying to join a Group just to be joining a Group and they couldn't care less which Group that is (in other words, the type you don't want in your Group), then they probably won't bother going through your initiation in the first place. Problem solved.
But remember: Your tiger must have teeth. If the applicant fails the initiation, then he or she cannot join. Otherwise, there is no threat of failure and the initiation loses its purpose. Of course, there's nothing which says you can't let the applicant train up a little and try again....
But remember: They passed the initiation because they really wanted to be part of your Group. So support your own brainchild and make the Group a good one. Speaking of which, I wonder if I should set up another Urban Bushido tournament soon.... 
Last edited by The Widowed; 03-26-2007 at 06:20 AM.
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