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STARCRAFT II - HotS: Clans
Oct 30 2012, 6:09 pm
By: Ahli  

Oct 30 2012, 6:09 pm Ahli Post #1

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.


STARCRAFT II: HotS - First Look: Clans
--- HOTS battle.net ---


Quote from Blizzard Entertainment
Previously in this blog, Production Director Chris Sigaty announced that Clan support was coming to StarCraft II with Heart of the Swarm. As of our Beta Patch 2.0.1 this week, testers will be able to create and join Clans and put this new feature through its paces. Here’s a first look:



Anyone can create or join a Clan, and doing so gives you access to the Clan window. In the Clan window, you’ll find a completely private chat channel, a News tab where Clan affairs can be posted for all members to read, an Info tab where officers can post Clan information, and a Members roster.

When you create a Clan, both a Clan name and a Clan Tag designation are required. All of the members of your Clan will have their character name pre-pended with the Clan’s Tag. The Clan Leader is able to promote members to the rank of Officer in the Clan (and demote, when necessary).



We also have a few notes about Clan functionality in the beta for you:
  • Clan names must be 3-24 characters long, and will be case sensitive, allowing spaces, numbers, periods, apostrophes, and commas.
  • Clan Tags must be 2-4 characters long, and are also case sensitive, allowing spaces, numbers, periods, apostrophes, and commas.
  • Clan names and Tags must adhere to standard name policies.
  • The Clan Tag is automatically pre-pended to a player’s name.
  • There is a limit of 50 members per Clan.

Our goal with Clans in StarCraft II is simple -- we want to bring people together in ways that make sense for allowing players to organize into groups, communicate with each other, and recognize others in-game. Like other new features being tested in the beta, Clans is a work in progress, and we’re looking forward to testing it with you.

But wait! There’s more.

This is the first part of a larger social system being introduced in Heart of the Swarm. While Clans are geared towards teams of players participating competitively in StarCraft II, we’re working on support for Groups: players who want to associate casually, and in larger numbers. We expect that Groups might be focused on a specific genre of Arcade game, geographic location, BarCraft, community website, popular personality, or eSports organization. How you use Groups will be completely up to you!

Both the Clans and Groups features will be made available to Wings of Liberty and Heart of the Swarm players. We’ll have more to say about Groups soon.

Source





Oct 30 2012, 7:47 pm Pr0nogo Post #2



50 person clan limit? :corbo:




Oct 30 2012, 10:10 pm UnholyUrine Post #3



50 members per clan sucks

but everything else looks pretty good! Groups is a great idea.



None.

Oct 30 2012, 10:28 pm DevliN Post #4

OVERWATCH STATUS GO

I've never seen a serious clan with more than 50 members. I don't see what the big deal is. :/

I'm glad they've finally added actual clan support to SC, though. We've waited long enough. :awesome:



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Oct 30 2012, 10:37 pm Jack Post #5

>be faceless void >mfw I have no face

I ran a serious clan with well over 50 members :P



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 31 2012, 12:12 am Ahli Post #6

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

If 50 isn't enough, just add squads to your clan (aka open up another clan)...




Oct 31 2012, 12:56 am Pr0nogo Post #7



That's still an inconvenience. It feels very, very stupid that Blizzard takes so long to add features that most older games already had, and that when they finally do add them, they lack basic features that most games supply.




Oct 31 2012, 1:07 am Generalpie Post #8

Staredit Puckwork

SEN clan anyone? :awesome:



None.

Oct 31 2012, 2:16 am ClansAreForGays Post #9



My curse has worn off...




Oct 31 2012, 5:08 am UnholyUrine Post #10



HUZZAH!! THE CAFG CURSE HAS BEEN UPLIFTED!!!

Rejoice!!

Nah, 50 max per clan isn't a big deal.. it's just a small annoyance and unnecessary limitation.. meh



None.

Oct 31 2012, 4:10 pm ClansAreForGays Post #11



How about just a SEN group?




Nov 24 2012, 7:57 am Oh_Man Post #12

Find Me On Discord (Brood War UMS Community & Staredit Network)

Really odd about that clan limit. Did WoW guilds have that limit? Any word on Diablo clans?




Nov 24 2012, 8:10 am DevliN Post #13

OVERWATCH STATUS GO

WoW guilds have a limit, I think, but I believe it's around 300 players.

I think SC2 clans are supposed to be like the size of SC2 teams, which it seems are never near as high as 50.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Nov 24 2012, 8:27 am Oh_Man Post #14

Find Me On Discord (Brood War UMS Community & Staredit Network)

I think the mistake Blizzard is making is tying clans to their specific games, they should have gone a step further with their across-game integration and made clans-across games too. Sort of like Steam.




Nov 24 2012, 9:50 am DevliN Post #15

OVERWATCH STATUS GO

I have a feeling they'll be doing that eventually. The Battle.net changes to allow cross-game communication was a step in that direction.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Nov 24 2012, 4:46 pm Roy Post #16

An artist's depiction of an Extended Unit Death

Quote from DevliN
I think SC2 clans are supposed to be like the size of SC2 teams, which it seems are never near as high as 50.
I'm not entirely sure what their goal is by doing this. Are they concerned that certain clans would have a monopoly over the higher leagues? I don't think a limit will necessarily stop people (as Ahli mentioned above).

Take Team Liquid as an example. They fill up 50 people in TL, but they still want more players. Now they create xTL, TL2, xTLx, TLTL, etc. and have as many players as they want at tho cost of minor convenience. This is what we did in SC/War3 for channel limits, and I don't see how it won't be what we'll do here.

Is it a problem? No. Is it helping anything? I don't believe so.

It would have been cool to just have a clan called something like "The Hivemind" and get all the Zerg players to be in it. :awesome: Maybe that's why there's a limit.




Nov 24 2012, 4:50 pm TiKels Post #17



If I were to take a stab at guessing it's because they want clans to be social opportunities. If every clan is 1000 people, you will never make the sort of relationships you would with 50 person groups.

Just a stab.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Nov 24 2012, 4:55 pm Pr0nogo Post #18



If that was their intention, they could have raised the limit or removed it entirely, but made the clan leader be in charge of limiting members if he liked. That seems like an awfully more efficient method of separating game-intensive clans with socially-intensive ones.




Nov 24 2012, 5:04 pm TiKels Post #19



Game intensive clans all register for the same "clan" by hitting the ladder button.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Nov 24 2012, 6:36 pm DevliN Post #20

OVERWATCH STATUS GO

Quote from Roy
Quote from DevliN
I think SC2 clans are supposed to be like the size of SC2 teams, which it seems are never near as high as 50.
I'm not entirely sure what their goal is by doing this. Are they concerned that certain clans would have a monopoly over the higher leagues? I don't think a limit will necessarily stop people (as Ahli mentioned above).

Take Team Liquid as an example. They fill up 50 people in TL, but they still want more players. Now they create xTL, TL2, xTLx, TLTL, etc. and have as many players as they want at tho cost of minor convenience. This is what we did in SC/War3 for channel limits, and I don't see how it won't be what we'll do here.

Is it a problem? No. Is it helping anything? I don't believe so.

It would have been cool to just have a clan called something like "The Hivemind" and get all the Zerg players to be in it. :awesome: Maybe that's why there's a limit.
Does TL have 50 members on the actual team, though? In that example, the clan would be all the Liquid players who actually play for TL, and the community would have a group that everyone from TL can join in support. That's why Blizzard set up clans and groups. I actually like the idea a lot, and think it was smart of them to do it that way.

Quote from Pr0nogo
If that was their intention, they could have raised the limit or removed it entirely, but made the clan leader be in charge of limiting members if he liked. That seems like an awfully more efficient method of separating game-intensive clans with socially-intensive ones.
"Socially-intensive clans" would be the "groups" that they've set up.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

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