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Lower gang requirements.
Make it easier to make it past pledge.

Im not currently playing a ganger and I havent for a long while. But Im starting to notice a trend that Im not really liking. Ive seen countless gangers over the past year and almost none of the have made ot past pledge. When I played a ganger 5-7 years ago it was much easier to get past pledge at least in my opinion.

I think this would be a good idea just to keep people playing. You can only expect people to show interest for so long before they get bored from non-progression and just quit or leave the city.

Thoughts?

I feel like a limiting factor in the progression of a ganger character is limited only by the player. Since its less of an obvious progression upwards, it relies on you the player to do things above and beyond more so than some other professions. Sure you can kill rivals, mug solos, trash talk corpies. But in the end its how you make your ENTIRE gang better that provides that upward mobility past pledge.

Still, I do think the line to gangs is unappealing to most due to the constant peer-to-peer pressure and general lifestyle that comes with it. It takes a very resilient player imo to be a ganger, and I indeed hope some things might shift in order for that world to open up be them with IC movement or some small OOC shifts.

it is definitely a bit demotivating that it takes a while since there is no real salary so to speak. it's very much luck and risk, with tolls and fighting other gangs. i think it's good that it takes a while but maybe there should still be an expected end date unless you go beyond, so that it doesn't feel hopeless. ICly there are thousands of gangers, probably more (?), i doubt all of them made their gangs way stronger individually, if one wants to be realistic abt it.
Weve had the same bloods for a year. We need more promotions though normal means. Not everyone is going to steal a 10k corpie sandwhich like one ganger did to make blood. We literally have players ready to quit over this stuff. Players that have been here 6 months. I'D much rather have a lower barrier for entry to have more gang shot going on than nothing but a few squabbles for a year. What happened to ganger hour? Its nonexistent now.
Are you suggesting that it be a guaranteed progression?
I think the main consideration to this would be player decision as opposed to time spent. Much like any factional play or progression latter not everyone is going to make it. The ones who do typically make it for a reason. Even a sandwhich theft could have underlining circumstances around it that may even be OOC, IE that player was doing a lot and staff manufactured a reason to let them in. That's ok and nothing to really dismiss OOC.
Seems like more of a theme or complaint post than an idea posts.
Ganging has felt like an effort black hole for me, usually. Effort goes in, nothing comes out. So after a while of nothing I just stopped trying because I was getting no feedback and there was no outward measure of the progress I've made. You only really get so many 'it is what is'es if after nearly four months you have nothing to really show for it.
Ganging is one of the game's aspects hit hardest by the staff time shortage. You ideally need a GM paying moment to moment attention to everything gangers are doing, and creating opportunities for them to advance if most players are expected to make Blood. The GMs have been honest about this so you do have to be prepared to make your own fun. Expect to do things then report via @note or @puppet-request for world response, instead of a GM being with you every step of the way.

There are also no mentors in the gangs that lack members, so a player becomes a pledge and has no idea what to do; or does all the wrong things. Thereby making gangs more suitable for players who are already experienced with the game's theme, as opposed to them being a training ground for newer combat characters.

Pledges are in the unfortunate predicament of just being expected to know what to do, and many of them just don't. Even becoming a pledge officially can take a while so the whole system is much slower than it used to be.

A lot of them are also falling for the homogenization of gang culture and think all ganging is kicking ass or fighting the megacorps. If you deploy more nuance in your RP you may get further, but again, hard to tell unless the world informs you that you're doing it right.

tl:dr

I agree that the process needs to be sped up, but sometimes a character isn't ready to be promoted. Sometimes that's not their fault. Sometimes it is.

If it were possible then the GMs could check in more often on ganger progress – but as mentioned above -- GM time is currently at a premium.

Make it like any job. Three months, with some stellar performance, or six without. Or whatever, modify the numbers, but I think a guaranteed progression to fall back on, with accelerated for good behavior is a good idea.
"Ganging has felt like an effort black hole for me, usually. Effort goes in, nothing comes out. So after a while of nothing I just stopped trying because I was getting no feedback and there was no outward measure of the progress I've made. You only really get so many 'it is what is'es if after nearly four months you have nothing to really show for it."

Understandable. I personally think the system is a bit flawed for a lack of better terms but the purist in me thinks making a defined roadmap to success lessens the game itself.

I think this is more of a games problem and complaints issue as the onus for this is probably more on GM's (there is a shortage to keep in mind) puppeting NPC's to better explain expectations and issue guidance as well as blooded gang members doing similar and expanding crime beyond me thump you and take your pants.

I agree with Pladd or at least something like it. Smashing your head against a wall sucks. Even when I robbed a corp way back, it didnt even get me blooded the only person re recognized the character as a blood was the player characters.
One suggestion I would make is that instead of lowering the bar to entry that the game should consider making entry worth it to begin with.

There are a lot of avenues closed off to people that decide to pledge. In my opinion, I think pledges should abandon the thought that tolling is their main purpose in life as opposed to just crimes of opportunity and be allowed to have service jobs. It would be no different than say a WCS employee advertising that they are a solo, or a Corporate Janitor advertising they're a fixer. You could even incorporate an automated job system within the gang where a Walker NPC just gives pledges stuff to run or graffiti tasks etc when prompted.

Speaking from experience: It is not for the faint of heart. It isn't a job, there isn't pay, and the only things you get are what you take.

It's awesome.

The leveling up from pledge to ganger is a HUGE success, with a massive failure rate, but that's intentional. It's the roughest hustle in the Dome for a reason and the amount of rep you gain by passing that washout phase of pledging is definitely worth it.

The GMs do pay attention to gangers and do put a lot of thought in moving them up and giving them meaningful RP. It may not seem like it sometimes, because you're out on dem streets, but that's on purpose.

Likewise, there are PCs in game that support or antagonize gangers a ton, giving the experience a very rich vibe even without GM support.

I say keep it hardcore. The Code is doing a great job of making it not uber punishing, and the opportunities for fun and risk/reward abound! Making blood or higher is a serious honor, but it only stays that way if the road is rough and fraught with danger, otherwise it's just another job.