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More guilds are needed
Posted:
Sun Oct 06, 2013 1:37 pm
by Captain Jack
Ahoy fellow Avonomora inhabitants,
As our lands experience a growing influx of new immigrants, a necessity for more guilds is created.
With approximately 1 player joining every 3 minutes, recruiting right now could not be easier; You can only monitor Just Joined page (Tavern) and send invitations to newcomers and this will help you to man your new guild in one day.
As from developers perspective, we seek ways to encourage this with mechanisms (as encouraging this through forums will not work for the long run).
Right now, a new player needs 20 000 fame to open a new guild. This limitation is because we want newcomers to learn first the game, before opening a guild. However, we are not pretty sure if this is good policy. We ask your feedback on this.
Another idea is to make newcomers more valuable to the experienced players; something that has been stated before.
Right now, two are the greatest values of a newcomer:
1)Voodoo Presents
2)Future role as an ally (if you train a newcomer well, he could be able to help you right away of course).
We are opening this for discussion.
Re: More guilds are needed
Posted:
Sun Oct 06, 2013 1:43 pm
by Ticktock
the problem is, getting them to log in the second time.... I have not had a good voodoo partner yet as they log in once, get a gift, than never log in again... I am continually getting complaints of not enough explanation of how the game works, Turns, Plundering, Trading, ETC.
Re: More guilds are needed
Posted:
Sun Oct 06, 2013 1:46 pm
by SSR
Wow... check the board in Tortuga
Re: More guilds are needed
Posted:
Sun Oct 06, 2013 1:52 pm
by Captain Jack
Let's keep this discussion focused on its initial purpose. Game difficulties play a role but I would rather discuss such in another topic. It is about guilds here and how we will encourage the creation of more.
Re: More guilds are needed
Posted:
Sun Oct 06, 2013 3:14 pm
by Spastic
Ideas
1. Limit guild size (e.g. 25, 50) - that would really annoying tho
2. Award presents to guild members for recruiting players
3. Secondary guilds - allows you to join a second guild. These players are put on a secondary memberlist in that guild . Certain things are be blocked from these members (e.g. Last active time and player gold count on the memberlist). Guild leaders can set other parameters. These players can be give more power. The advantage of having a secondary guild will allow players from one guild help advise players in another guild through their forums and and discussion. Diplomacy between guilds would also be easier.
New Guilds Parameters
- Previously joined a guild
- Achieved 100,000 fame at least once
- Played the game for 1 month
- Another player, at least 1 month old, has to 'start' the guild with you
These limitations will make sure the players has experience. The last one is because usually if someone starts a guild by them self it doesn't work out.
Re: More guilds are needed
Posted:
Sun Oct 06, 2013 8:00 pm
by Rolando
I would like to suggest for every new guild created the last dead guild on the last page should be removed, so eventually only active guilds are listed, people can still go after inactives hoping to get a ship, the players are still available for raid but the default guild listing should expire after 6 months of inactivity in my view. The dead guild still exists just is not included with active list. If they become active again they can be relisted.
Re: More guilds are needed
Posted:
Mon Oct 07, 2013 12:58 am
by Edward_Teach
I agree with Spastic, his ideas benefit not only new players but all guilds, players, etc. And I agree with Rolando, inactive guilds are a pain to look at, and to new comers that might give a bad reflection upon the game.
Re: More guilds are needed
Posted:
Mon Oct 07, 2013 5:08 am
by Sir Henry Morgan
I like the ideas spastic has presented.
Here's another idea. The hardest part of guilds is cooperation and coordination of any activity. Use guild limits on size, say 5 members to start. To move to a second level, say 10, they must complete a mission. They could be similar to title missions, but one element-a time limit to complete the mission would be required. 24 to 72 hours to complete the mission, or it is failed. The guild would have to wait three days to try again.
NPC targets, fertile land/black death curses, trade goods delivery deadlines.
Gold Rewards could be issued to each player. This will encourage guilds to remove inactive players or coattail riders, or have to share their rewards with them.
Push the guild numbers up by 5 each level, up to level 20, where they will be able to recruit unlimited members.
If a guild loses membership, they can lose a level. At level 2 you can recruit 10 members, but if membership drops to 4, the guild is dropped to level 1 again, and a new mission must be done to recapture level 2.
This will put some life into guild works, which will help with one of the hardest elements of a guild can be addressed-cooperation and coordination.
Re: More guilds are needed
Posted:
Mon Oct 07, 2013 11:34 am
by Greythorn
Agreed with Capt. Redbone. Guild missions are an excellent idea.
Re: More guilds are needed
Posted:
Mon Oct 07, 2013 11:54 am
by Mohammed
i agree with spastics ideas and also with the missions of guilds they would be quite interesting