Guild Structure: Types & Laws

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Thoughts?

+1
3
27%
-1
8
73%
Undecided
0
No votes
 
Total votes : 11

Re: Guild Structure: Types & Laws

Postby not a pirate » Thu Jun 16, 2016 2:37 am

Friends list revision:
Separate list into sections.

I believe that the friends list should have more significance in helping a player's chosen role. Therefore, if someone starts out with a howker as the Merchant they cannot add anyone else except for Merchants. That way, you get the help you need easier!
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Re: Guild Structure: Types & Laws

Postby ChaIbaud » Thu Jun 16, 2016 4:43 am

scrap and move on
PM me any complaints (10M gold coin wire fee is mandatory).
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Re: Guild Structure: Types & Laws

Postby not a pirate » Thu Jun 16, 2016 5:05 am

I believe my pal Chalbaud meant, " 's crap"
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Re: Guild Structure: Types & Laws

Postby Hawk » Sat Nov 24, 2018 1:35 am

viewtopic.php?f=4&t=278

I had a similar suggestion as well.
-1 Disapprove to both.

I think no matter how you slice it, it becomes restrictive in some way. Any guild can be how they want, and by having presets you are inadvertently restraining that. Even with guild abilities you are making people want to join or not join certain guilds based the perks they have. Don't think it would bring enough upsides in light of that.
"Have at it gentlemen"
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Re: [Review] Guild Structure: Types & Laws

Postby PFH » Sat Nov 24, 2018 2:41 am

I have to agree with hawk. Plus you never know when the game will have an update thag will revolutionize its gameplay and everything will almost change or alter with it AKA plantations killing party trading and our upcoming flagship updates in the future which will revolutionize ship battles :)

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Re: [Review] Guild Structure: Types & Laws

Postby DezNutz » Sat Nov 24, 2018 2:59 am

As this is my own suggestion, there is No need to continue on this.

I disapprove. Moving to Disapproved.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
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