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Guild of mercenaries.

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#11
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Let's not discuss whether this idea has been around for a long time or not; I don't see the point in such posts (please don't take offense).
I'm not easily offended, and I hope you aren't either, so I'll be direct.
Many on the forum have formed a not-so-positive opinion of you after your attempt to create a Clan (whether justified or not is not worth discussing now). Now you're throwing out a generally good idea, but given the current situation, it will cause a lot of unnecessary negativity, especially since you haven't secured the support of other players, and there's no economic base for its implementation. I hinted that there's a reason why this wasn't actively proposed before. Apparently, I didn't hint well enough.

2 To Ta Kotoraya
I don't consider the mercenary system to be fair or right, especially with the existence of Clans.
Fairness and rightness are subjective concepts, but here are three objective counterarguments.
1. Mercenaries fit organically into the fantasy world in general (most heroes in sagas were essentially mercenaries) and the Heroes world in particular (remember the Mercenary Camp and the general concept of dwellings).
2. Mercenaries can genuinely expand Clan battles, contribute to their development, and the development of the economic system as a whole, as the concept of a Clan treasury will emerge.
3. As always, I urge you to call things by their names: unofficially, mercenary activity is already thriving on our portal, because what other word can be used to describe the mass recruitment of players from other resources into their Clans? Moreover, this type of mercenary activity is one of the worst for the portal, at least in its current implementation. And it's not just that some of the newcomers are not behaving very appropriately and are openly stirring up trouble. The main thing is that the Clans themselves are not "raising" players. Why would they? After all, newcomers are unlikely to reach the level of the existing players in the near future.