Guild Structure: Types & Laws

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Re: Guild Structure: Types & Laws

Postby Haron » Wed Jun 15, 2016 11:54 pm

Putting restraints on guilds is a bad idea, in my opinion. Guilds give great benefits without any form of game mechanic needed. My guild is my team. We share information. We coordinate attacks. We defend each other and help each other out. Some may trade, others may fight. We still benefit from each other. Having several different playing styles within the same guild may be a benefit to the guild.

Thus, I think "guild types" is the wrong way to go. If I would need any new feature for my guild, it would be related to information sharing (manually, not automated). Perhaps an option to report current fleet status, current voodoo chest and such things. But not something that brands my guild as being a specific type of guild by way of game mechanics.
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Re: Guild Structure: Types & Laws

Postby DezNutz » Thu Jun 16, 2016 12:04 am

Haron wrote:Putting restraints on guilds is a bad idea, in my opinion. Guilds give great benefits without any form of game mechanic needed. My guild is my team. We share information. We coordinate attacks. We defend each other and help each other out. Some may trade, others may fight. We still benefit from each other. Having several different playing styles within the same guild may be a benefit to the guild.

Thus, I think "guild types" is the wrong way to go. If I would need any new feature for my guild, it would be related to information sharing (manually, not automated). Perhaps an option to report current fleet status, current voodoo chest and such things. But not something that brands my guild as being a specific type of guild by way of game mechanics.


It isn't a restraint. It doesn't prevent you from playing the game as you want. A merchant guild can have players with all playing styles, but the guild would have added benefits for trading. Where as a fighting guild would have added benefits for battles. If the owner of the guild wants to implement rules to prevent playing styles that is his/her choice. It doesn't prevent you from doing so.

I will update the original post to explain it better.
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Re: Guild Structure: Types & Laws

Postby ChaIbaud » Thu Jun 16, 2016 12:10 am

DezNutz wrote:
Haron wrote:Putting restraints on guilds is a bad idea, in my opinion. Guilds give great benefits without any form of game mechanic needed. My guild is my team. We share information. We coordinate attacks. We defend each other and help each other out. Some may trade, others may fight. We still benefit from each other. Having several different playing styles within the same guild may be a benefit to the guild.

Thus, I think "guild types" is the wrong way to go. If I would need any new feature for my guild, it would be related to information sharing (manually, not automated). Perhaps an option to report current fleet status, current voodoo chest and such things. But not something that brands my guild as being a specific type of guild by way of game mechanics.


It isn't a restraint. It doesn't prevent you from playing the game as you want. A merchant guild can have players with all playing styles, but the guild would lay benefits to players who are merchants. If the owner of the guild wants to implement functions to prevent playing styles that is his choice.

That is dictating the players... Join our guild: everyone can do what they want! But if you want the bonus you're going to have to be a merchant... Sorry mercenaries and pirates.
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Re: Guild Structure: Types & Laws

Postby not a pirate » Thu Jun 16, 2016 1:05 am

DezNutz wrote:You can't do that in the current setup as there is nothing that differentiates different guilds other than the guild owners words.


And there shouldn't be. Why would a merchant guild maybe get a trade bonus but a pirate that has some trade shouldn't just for choosing to want to attack people more frequently? You are limiting the choice of the player for the sake of some useless "future development."
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Re: Guild Structure: Types & Laws

Postby ChaIbaud » Thu Jun 16, 2016 1:07 am

3 words for u deznuts, my nus 1
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Re: Guild Structure: Types & Laws

Postby DezNutz » Thu Jun 16, 2016 1:31 am

UPDATED AND EXPLAINED. PLEASE REREAD ORIGINAL POST.
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Re: Guild Structure: Types & Laws

Postby not a pirate » Thu Jun 16, 2016 2:03 am

DezNutz wrote:Guilds are a collaboration of people of the same skill/job, player role, or that lean towards a particular game playing style. Guilds must serve this purpose, as it cannot serve the same purpose as a Nation, and a Nation cannot be made up of just one type of playing style.

First you claim that guilds can still be diverse, but then say they must be a collaboration of people of the same skill/job. Last I check, guilds are not serving the same purpose as nations. Can they give payments out from a guild treasury? No. Can you rise through ranks that was pre-designed by completing missions given by the game? Nope, ranks are given and maintained by the leader/leaders. Can you gain hostility with your own guild and get kicked at 75? Nope. Guess what? They are completely different! So claiming they need to serve different purposes seems counter-productive: they already do. And I know that some guilds allow both pirates and merchants and helps both equally- this idea when put under your idea shows how it hurts diversity by taking the idea of an all-inclusive guild away. -1, I have done more than enough explaining as have the others. Adding more sentences to your first post is not how you improve the idea and make people like it, you change the idea and purpose a little. Just a tip in the future.
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Re: Guild Structure: Types & Laws

Postby DezNutz » Thu Jun 16, 2016 2:09 am

Guilds do serve the same general purpose as Nations. A group of people with a common goal. The restriction of Guilds to a particular purpose still allows for a group of people with a common goal to congregate through nations. I'm sorry that you don't get it. Both Nations and Guilds can't both have the same purpose. And yes, nations have additional features as it was developed out, but there have been suggestions in other topics to the possibility of adding treasuries and other Nation style features to Guilds, which would make them an exact replica, just without port control.
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Re: Guild Structure: Types & Laws

Postby not a pirate » Thu Jun 16, 2016 2:11 am

Alright so maybe we should revise the friend's list because it is a group of people that are willing to help you and most likely share a common goal/role? "It allows people to congregate through nations." They already do, right? So your revision by your own words is not needed. -1, end of story.
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Re: Guild Structure: Types & Laws

Postby ChaIbaud » Thu Jun 16, 2016 2:16 am

I disagree. You say that nations are a group of people for mutual aid and/or benefit but I see them as people who just have the same flag. Guilds are what truly resemble people that want to help others and limiting this is only a handicap. Your edit is what you believe these things are and making a claim based on your own beliefs. Don't you see that not everyone has the same idea as you? come on
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