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 Mugiwara » Sun Apr 23, 2017 2:38 pm

i believe guild system need a revise. like avery told. but as a start forming guild should required some costs. +1 for this idea and other guild features.
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Re: Guild Cost

Postby Maha » Sun Apr 23, 2017 4:37 pm

another simple solution is that guilds need 2 founders.
each aspiring guildmaster needs another player who joins the guild.

the guildmaster does all the set-up (no idea how this works :) ) and has to select a player who will join him. as soon asthat player has accepted the invitation will the guild
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Re: Guild Cost

Postby Most Lee Harmless » Sun Apr 23, 2017 4:42 pm

Maha wrote:another simple solution is that guilds need 2 founders.
each aspiring guildmaster needs another player who joins the guild.

the guildmaster does all the set-up (no idea how this works :) ) and has to select a player who will join him. as soon asthat player has accepted the invitation will the guild


Another game uses a simple system : there must be 3 founders : only when all three have accepted the role does the guild get created : if one doesnt click yes, the other 2 stay in a sort of guild-less limbo until a third founder is rounded-up. if they cant find a third, then they can abandon the guild creation and just go back to being able to join an existing guild...
-1 : Move to archive.
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Re: Guild Cost

Postby DezNutz » Sun Apr 23, 2017 5:21 pm

Danik wrote:
Maha wrote:another simple solution is that guilds need 2 founders.
each aspiring guildmaster needs another player who joins the guild.

the guildmaster does all the set-up (no idea how this works :) ) and has to select a player who will join him. as soon asthat player has accepted the invitation will the guild


Another game uses a simple system : there must be 3 founders : only when all three have accepted the role does the guild get created : if one doesnt click yes, the other 2 stay in a sort of guild-less limbo until a third founder is rounded-up. if they cant find a third, then they can abandon the guild creation and just go back to being able to join an existing guild...


Yes that could work, but the system would need to implement rules and fail safes. There are a myriad of situations and issues that comes with requiring multiple guild owners.

The problem that I see with Guilds in this game is they lack sufficient structure.
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Re: Guild Cost

Postby Admiral Nelson » Sun Apr 23, 2017 5:32 pm

Again, I am all for changes to guilds - But I feel personally this will target 'lone' players sort to speak.

What if a unliked character wants to start a guild, so other pirates can join (That do not exist at the time), and he does not have any friends to join... Then he has to join the ranks of some 'false' guild?... Or if a old player has came back under a new account? And does not want his identity revealing?

+1 to he idea of 'turn' limitations etc, however my question stands.
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Re: Guild Cost

Postby Vane » Sun Apr 23, 2017 6:42 pm

John Avery wrote:Again, I am all for changes to guilds - But I feel personally this will target 'lone' players sort to speak.

What if a unliked character wants to start a guild, so other pirates can join (That do not exist at the time), and he does not have any friends to join... Then he has to join the ranks of some 'false' guild?... Or if a old player has came back under a new account? And does not want his identity revealing?

+1 to he idea of 'turn' limitations etc, however my question stands.



I'm with Avery on this.

+ 1 to cost requirements

- 1 to multiple founders requirement
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Re: Guild Cost

Postby DezNutz » Sun Apr 23, 2017 6:53 pm

John Avery wrote:Again, I am all for changes to guilds - But I feel personally this will target 'lone' players sort to speak.

What if a unliked character wants to start a guild, so other pirates can join (That do not exist at the time), and he does not have any friends to join... Then he has to join the ranks of some 'false' guild?... Or if a old player has came back under a new account? And does not want his identity revealing?

+1 to he idea of 'turn' limitations etc, however my question stands.


I see your point, and it is valid, but there are ways around that. Such as a single player can start a guild, but without X number of players and/or X number of "owners" the Guild has limited access to benefits and other guild add-ons.
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Re: Guild Cost

Postby Admiral Nelson » Sun Apr 23, 2017 7:04 pm

I can see your point, but I believe all because of ones playstyle features in guild should not be limited. I respect your opinion though.
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Re: Guild Cost

Postby Dmanwuzhere » Mon Apr 24, 2017 11:09 pm

I never peruse through a full list of guilds so I dont really see the point in a limit or fee. I guess I am missing something. Learning the game comes from playing it. On arrival to Avonmora I thought about a guild as I knew no one nor did I talk to anyone for about 2 weeks. Had I created a guild I would have soon found I was still alone or worse yet if others joined we would still be clueless. If you are actively recruiting and engaging in conversation with new arrivals newb guilds would probably be extinct anyway. :beer
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Re: Guild Cost

Postby Meliva » Mon Apr 24, 2017 11:38 pm

Dmanwuzhere wrote:I never peruse through a full list of guilds so I dont really see the point in a limit or fee. I guess I am missing something. Learning the game comes from playing it. On arrival to Avonmora I thought about a guild as I knew no one nor did I talk to anyone for about 2 weeks. Had I created a guild I would have soon found I was still alone or worse yet if others joined we would still be clueless. If you are actively recruiting and engaging in conversation with new arrivals newb guilds would probably be extinct anyway. :beer



Many guilds, especially training guilds DO actively try to recruit new arrivals. But not all of them accept the invitation. And sometimes you get a player who thinks they can figure out the game on their own, or simply do not like being told what to do. A cost to create a guild would more or less force new players to either join an existing guild and learn from them, or be guildless until they can afford the fee.

One of the biggest problems is when a newb guild is created, and starts recruiting other newbs. This pretty much always ends in the whole guild eventually going dead due to the fact that none of them know the game well enough to succeed, and lacking any resources to protect eachother. And this is one of the most damaging things to happen. A single newb running a guild is already bad, but when they start dragging other newbs down with them its even worse.
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