Guild Cost (Small)

Here you can find all the ideas/suggestions that have already been approved by administration. These ideas will stay here in queue till they are implemented or... postponed! Feel free to browse through the ideas, add your own ideas and help us prioritize them correctly.

Which suggestion do you prefer?

Guild Fee!- if you vote this please feel free to suggest what it should be
1
11%
Guild License-Like the previous one feel free to suggest the cost for this as well.
3
33%
Guild Restriction-Please feel free to share what you believe would be a fair restriction
1
11%
Combination of the previous 3-Again Suggest what you think is fair.
1
11%
None of the above, a different solution should be found-please suggest if you have any better ideas.
0
No votes
None of the above, its fine as it is.- please tell me why you think things are better as they are.
3
33%
 
Total votes : 9

Re: Guild Cost

Postby Lana » Wed Aug 09, 2017 10:33 am

Being part of a guild leadership means to be prepared to ‘’protect and serve’’, ie to have resources for it and be willing to spend them in critical situations.
So, I think that’s necessary, not only to know how to play PG and how to guide the guild (experience in game/turns, money, various guides etc.), but to have specified amount of important defensive and offensive cards in guildmaster candidate(s) chest(s), before creating a new guild.

I agree with your proposal for some kind of licence, taxes, fees etc, but I think that in game mechanism could be implemented chest audit too. :)
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Re: Guild Cost

Postby PhoenixKnight » Wed Aug 09, 2017 12:59 pm

I think there should be like a minimum number of spent turns. To quote DezNutz, 20,000 turns sounds like a good start.
I don't think there is a net worth evaluation but let's say
1)minimum of 100 ships
2)at least 100 million in total gold (Bank, buried and at hand)
3)Hideout with 3 buildings at level 5.
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Re: Guild Cost

Postby Hawk » Mon Nov 19, 2018 6:21 pm

+1 to a simple fee to create a guild. Just enough to keep a total newb in reality before founding "The Pirates Gods" to conquer the game. Frequently those types of players are just the kind we want, who want to build something, but get discouraged after making their guild and going nowhere. Better to promote them joining a guild, and then later ruling the world.



+1 Approved (Dez)

+1 Approved (Clock)
"Have at it gentlemen"
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Re: [Review] Guild Cost

Postby Vane » Tue Nov 20, 2018 3:31 pm

Approved
"Not all treasure is silver and gold mate."
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Re: Guild Cost

Postby Lachlan » Wed Nov 21, 2018 7:09 am

yeah that would be good. Stops there being 100 new guilds a day!
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Re: Guild Cost

Postby Magnus the red » Wed Nov 21, 2018 6:38 pm

We could do it as needing a hideout with a mansion or have a new building for it?
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