I can see why the new system has its benefits, but we have had problems recruiting since it was implemented. You see, our homeworld has very large clans, and finding someone that isn't in a clan is very rare. That means that all our recruits come from existing clans, and now unfortunately they have to wait 7 days before joining ours. Although people want to, we found that it acts as a barrier, especially because of the use of the clan avatar
which was never on a 7 day cooldown, but rather only the time to take the orts: 2 days at least.
Even in the case where we got people to leave their own clan and wait as a guest for those 7 days, all clans jumped on them and they ended up joining another.
The kicking bug-abuse is troubling too, although it hasn't happened in my clan yet, I have seen screenshots from other clans where someone caused so much grief just just kicked rather than leave. The awareness of this way is rising. Yesterday someone even asked me if they can use it to cap multiple times a week.
I own a clan where until the recent citadel update capping was mandatory. We were able to scrap it after upkeep was lowered. Probation was never really an issue for us. As for clan hoppers, we had little trouble there. I've not seen clan hoppers over the clan cup before either, but that's probably because 90% of the clans in Runescape really don't care about it.
Optional solutions
Joining/leaving a clan should be completely detached from capping. Instead, you can allow capping once per week:
-
Make all citadels reset at exactly the same time a week;
- Making the citadel a weekly D&D;
- Adding a cooldown of exactly 7 days, much like the Tears of Guthix D&D had for so very long.
If none of that is possible, then at least a cooldown based on capping. Say I capped 3 days ago, leaving now will allow me to join another clan right away, but still give me 4 days on probation. That should solve the bug-abuse with the kicking too.
05-Feb-2015 10:32:27