<< Back to Clans Forum   Search

Posts 21 - 31 of 31   <<Prev   1  2  
Fall/Rise of clans: 2017-10-22 23:15:02


(deleted) 
Level 62
Report
Anyways..

A good clan would be the balence of the 3 types you mentioned Batman. To keep a clan solid requires a good leader and it takes a special leader to increase growth within a clan. Time can be a enemy or a friend for clans at different times. Enemy in the sense, You are not growing and you're heavily relying on the same number of individuals to put in the time + effort. Friend in the sense, You are recruiting and constantly recycling players but ultimately growing to a larger broadened base while other clans fall.
Fall/Rise of clans: 2017-10-22 23:44:23


l4v.r0v 
Level 59
Report
To keep a clan solid requires a good leader


What's your definition of a good leader? One that can keep a clan solid?
Fall/Rise of clans: 2017-10-23 07:54:33

[V.I.W] recruiting time! Join us !
Level 65
Report
You need a good player, willing to organi e tournament, help other and train his mates i think
Fall/Rise of clans: 2017-10-23 15:59:39


(deleted) 
Level 62
Report
What's your definition of a good leader? One that can keep a clan solid?


Good is subjective so I can only say what I think is a good leader. A good leader is someone who leads by example, Instead of sitting on their arse and barking orders or what they want to see in players (e.g type in clan chats). The leader will lead by example by doing the stuff. When you see your "leader" or someone you respect doing something or iniating something. A member will follow. Basic sheep psychology right there.

So socially you can be leading.

In the buisness clan sense, You have to try and gain more members then you lose. Growth is important in the players you keep. Member retention is important. Overall, You need to keep all these stable and no major fluctiations in members. For example Outlaws in terms of CL is pretty good. Keeping all their CL main players and are growing internally. Stronger not declining. Growth can be in skill, Community development or simply numbers. It's all subjective and up for personal customisation.

You can divide clan leading into many sub-parts. Every leader will have a strength or weakness in some areas.

Luck doesn't determine if you succeed or not. It determines how fast you will suceed or not. Aslong as you have the right work/attitude you should be continually improving. How much you will be improving can be influenced out of stuff you just simply can't control. All you can do is simply keep doing the right thing. The daily grind ;)
Fall/Rise of clans: 2017-10-24 17:59:09


Master Cowboy 
Level 60
Report
I've always preferred the council approach. But even then councils need someone to lead, while also being able to maintain activity in it.

The fall of the FCC had a ton to do with not removing inactive players from leadership. Had we cycled in better leaders who wanted to proactively push the clan forward, we'd still be around today.
Fall/Rise of clans: 2017-10-24 18:32:47


l4v.r0v 
Level 59
Report
Thing is, just like with companies, sports teams, and governments, the ultimate arbiter of what makes a good leader/manager is just success. So it's tautological to say that a good organization needs a good leader when we define good leaders around good organizations.

Good is just whatever works. When trying to define it, we just fall back on our ideas of strategies that work, but those are just working hypothesis that'll get upended as soon as someone comes up with a better approach.

There's no new information in the claim that it takes a good leader to run a good organization.

That said, it's interesting what sorts of beliefs people have about leadership now and how they've changed over the past few months/years.

Edited 10/24/2017 18:34:45
Fall/Rise of clans: 2017-10-24 21:06:03


(deleted) 
Level 62
Report
Leading is a results game really, Though you have to do the best with the tools your given also.

I read a book about the Nike creator Phil Knight and he conclusively decided that luck does play a part in if you succeed (big or not I suppose) . That the harder you work, The better your tao (luck in japanese) meaning your better chance for success. He was into this stuff when he was touring around Japan after he graduated buisness school. So he always had these beliefs.

But logically, In the buisness world. I agree with what he means. You do need a bit of luck to go your way. Rather that means a buisness just crashing with corruption/scandal or a clan dividing up and giving you a opportunity to poach freely at your own will.

So far, The luck for clans to get good recruits is probably the lowest it's ever been. Looking around the forums/ladders to find that next talent is like finding a needle in a haystack. A few months ago, I could have a few I could have a interest in! Now just 1 at best.. Is that because Outlaws is improving? No. Cause I've never been a type of person to recruit basely on skill. Attitude and potential growth of a player has always been my focus..
Fall/Rise of clans: 2017-10-24 22:39:30


John Titor
Level 56
Report
Wow, thank you Platinum.
You brought this back on topic and nice advice there.

I was about to bring that topic of council run clans vs one player lead clans, as in both cases there are successes as well as failures too. Newer clans are bought now and coming up and maybe boosting the good recruits count in near future.

Edited 10/24/2017 22:40:01
Fall/Rise of clans: 2017-10-25 11:16:23

Pulsey
Level 56
Report
Nauzhror, please stop.
Fall/Rise of clans: 2017-10-25 16:42:57


(deleted) 
Level 62
Report
I was about to bring that topic of council run clans vs one player lead clans, as in both cases there are successes as well as failures too. Newer clans are bought now and coming up and maybe boosting the good recruits count in near future.


Councils are good if you need a collective effort. If you have 1 leader that's able to do the job, The 1 leader is just more effective and faster. However in WarLight due to the extreme low of members. You really don't need to install a "system" as such. You know who's the leader and who is the kind to assist and stuff. It's all in sociology. If it was a game where you would have 100s of players inside a clan/guild. You would need a structure to maintain order and make it function efficiently. You have a more "family atmosphere" here with clans then you do with other games.

In Strategic clans (top level) you don't need to be told who is "X" leader and who helps lead the clan occasionally, You just know. However, Ideally you need a leader. The leader is 1 person. This is a game that you play with free-time. Meaning the leader will be inconsistent at times in actually "leading" the clan because this isn't a job but a hobby/free-time activity. Because of this, You just need a group of players to step-in to just make sure the clan just doesn't go downhill but stable-ish. Think of it as a safety-net.

Really though, Clans should be a collective effort from all its members to be made "better" for e.g different members taking charge of events , someone suggesting "new recruits".. This is what it really should be. That's the perfect scenario and this practice should be encouraged where possible. You don't need a official title to given the licence to innovate or improvise or contribute.
Fall/Rise of clans: 2017-10-27 04:22:02


Wulfhere
Level 48
Report
Wolfsangel Battalion has stagnated since ~ March 2017
Posts 21 - 31 of 31   <<Prev   1  2