Guild banks and membership

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Re: Guild banks and membership

Postby sXs » Thu Sep 13, 2018 11:44 am

Dejanira wrote:I'm strongly in favor of Guild Banks. So +1 from me.

Also I'm confident that, in case it will be implemented (and I hope so as this would be a good improve to team game) CJ will find a solution for every misuse people might think. The pros are very much more than the cons.


Actually the cons out weigh the pros on my balance sheet.

#1 Every function described in this thread is already available.
#2 A guild Bank would take away from the usefulness of the many fine banks already in Avonmora.
#3 Guilds already have many advantages. Why not focus on nation play and bring that up to where it should be first.
#4 Another function to take away from developer time needed for several of the other "approved" functions not yet implemented. (Flagships, Blockades, port buildings, diplomacy.........)
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Re: Guild banks and membership

Postby Jack Teach » Thu Sep 13, 2018 11:47 am

Feniks wrote:
Dejanira wrote:I'm strongly in favor of Guild Banks. So +1 from me.

Also I'm confident that, in case it will be implemented (and I hope so as this would be a good improve to team game) CJ will find a solution for every misuse people might think. The pros are very much more than the cons.


Actually the cons out weigh the pros on my balance sheet.

#1 Every function described in this thread is already available.
#2 A guild Bank would take away from the usefulness of the many fine banks already in Avonmora.
#3 Guilds already have many advantages. Why not focus on nation play and bring that up to where it should be first.
#4 Another function to take away from developer time needed for several of the other "approved" functions not yet implemented. (Flagships, Blockades, port buildings, diplomacy.........)


+1
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Re: Guild banks and membership

Postby Kangaroo » Thu Sep 13, 2018 12:17 pm

Feniks wrote:
Sir frances drake wrote:I give the idea a strong +1.

Think of it almost as an insurance policy/company. Each guild member pays their “premium” to the guild bank each term and when they suffer losses, they can get reimbursed. Much like skirmish insurance from nations.

Or guilds could use it to reward certain actions of guildmembers.

Or they may direct funds to players to offset costs of voodoo/ships/hideout like some nations do as well.

There are so many options this could be used for. Personally, I think guild functions need to be improved. I think if guilds get more advanced/interactive, it’ll help retention rates of new players.


Your point #1 You can have your own bank or use one of the many banks in Avonmora for this. It is called a backbone.

Point #2 Also can be done now through many of the banks available.

This can be done also through the many banks that already exist.


You cant have authorised access to a unified group bank account atm, nor can you store voodoo or credits in one to be drawn upon as required, by authorised people within a group.
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Re: Guild banks and membership

Postby sXs » Thu Sep 13, 2018 12:25 pm

Kangaroo wrote:
Feniks wrote:
Sir frances drake wrote:I give the idea a strong +1.

Think of it almost as an insurance policy/company. Each guild member pays their “premium” to the guild bank each term and when they suffer losses, they can get reimbursed. Much like skirmish insurance from nations.

Or guilds could use it to reward certain actions of guildmembers.

Or they may direct funds to players to offset costs of voodoo/ships/hideout like some nations do as well.

There are so many options this could be used for. Personally, I think guild functions need to be improved. I think if guilds get more advanced/interactive, it’ll help retention rates of new players.


Your point #1 You can have your own bank or use one of the many banks in Avonmora for this. It is called a backbone.

Point #2 Also can be done now through many of the banks available.

This can be done also through the many banks that already exist.


You cant have authorised access to a unified group bank account atm, nor can you store voodoo or credits in one to be drawn upon as required, by authorised people within a group.


Hmmmm "authorized people"? what the hell kind of guild are you in? If i need a card cast that I do not have i simply ask in guild chat and someone will cast it. No need for a guild stash of cards or credits. Maybe you need to reassess the guild you are in.

The credit storage aspect is completely shady. If you need credits they are easily and quickly accessible in the credit market. I also think that these types of activities you are proposing are walking the line with some of the rules as Pulpop said earlier.
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Re: Guild banks and membership

Postby William one eye » Thu Sep 13, 2018 12:48 pm

What would prevent people from banking their entire voodoo chest to protect it from magpies. Guild bank would make blacklist useless, even if blacklist affected guild banks, so long as at least one other player was around to feed you money it would still be useless.

I see many benefits of a guild bank,
But i see many work arounds of game functions
That are important for game balance.


I agree with Feniks, trusted guild mates should provide help when you need it, because they know you will help them back when they need it. If you have members in your guild that dont have your back but expect you to have theirs, whats the point in being guild mates with them.
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Re: Guild banks and membership

Postby Kangaroo » Thu Sep 13, 2018 1:01 pm

I think you are both arguing game style more than mechanics or "right".
The reality is what I said is correct, those mechanics do not currently exist.

There is no reason that limits couldn't be placed on the size of vaults, be it credit, gold or voodoo.
the isea is that as a collective we can place the right resources in the hands of those within the guild best suited to use them, without trying to expliot markets as is often the case now.
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Re: Guild banks and membership

Postby sXs » Thu Sep 13, 2018 1:09 pm

Kangaroo wrote:I think you are both arguing game style more than mechanics or "right".
The reality is what I said is correct, those mechanics do not currently exist.

There is no reason that limits couldn't be placed on the size of vaults, be it credit, gold or voodoo.
the isea is that as a collective we can place the right resources in the hands of those within the guild best suited to use them, without trying to expliot markets as is often the case now.


No, I am arguing mechanics. What is easier? Storing voodoo in a guild bank or simply asking a guildmate to cover it. What is easier. Transferring credits in to a guild bank that can only be withdrawn by an "authorized user" or simply going to the credit market and buying them.

What you are proposing has too many workarounds. As Will said, it makes some cards useless. I may agree to this if there was the 72 hour voting period for withdrawal as there is in a nation treasury system and only available for withdrawal after the vote. Again, "authorized person" is a HUGE red flag.
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Re: Guild banks and membership

Postby William one eye » Thu Sep 13, 2018 1:14 pm

Umm,

How about the mechanics of, I have a ton of attack cards but i am generally a less agressive player than many in my guild. I am feeling like causing some trouble but dont want to take heat for it. Maybe i can just put them in the guild bank so dman can pull them and harrass people with them, cause he dont care who he pisses off.

Does not seem like a good idea to me.
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Re: Guild banks and membership

Postby sXs » Thu Sep 13, 2018 1:19 pm

Now I know you guys are trying to find a legal way to divide up Phx vast resources.... but here is some interesting reading for you.... pay particular attention to "Milking"

Some Common FaQ about Milking/Pushing



-What MILKING is?

Think of an account that acts like a COW. It provides wealth and then one or more accounts MILK this wealth. This is called MILKING and this is not allowed, no matter who the account owner is.

-What PUSHING is?

Pushing is when one or more accounts either through MILKING or through constant aid feed a much stronger account than them. This is prohibited.

-Am I allowed to arrange a battle with a friend?
No you are not. Danger manipulation in general is prohibited, this includes battles setup in order to get rid of it or even complete a mission easier.

-Am I allowed to setup a trade with a friend through the market?
No you are not. The market auctions must always remain anonymous. Auction arrangements are prohibited.

-Am I allowed to gift one of my ships ?
Only through Commandeer card in the case you want to help a newcomer or a friend in need or during a trade.

-Are there any regulations for trading with commandeer card?
No. You are free to do whichever trades you want following the base rule that each account must be played to its full benefit.

-May I aid someone by voodoo?
As long as there are no multiplaying suspicions, you are free to cast as many voodoo you want. Keep in mind that solely doing this towards a specific player(s) or maintaining your account only for this purpose, falls into the milking/pushing rule and it is prohibited. If an account is considerably weaker than yours, you may aid it as much as you want, even if you are marked as multi-accounts in same pc, but it cannot happen the other way around.

It may not Be Phx account but any account. Actually..... unofficially a guild bank as you propose is an account and the entire guild is then milking it.
Last edited by sXs on Thu Sep 13, 2018 1:28 pm, edited 1 time in total.
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Re: Guild banks and membership

Postby William one eye » Thu Sep 13, 2018 1:21 pm

Or how about me and a couple of mates start a large training guild we charge membership dues. When the guild bank hits 1 billion gc, 50,000 cards, 10,000 credits we kick everyone and divide the bank up between us.
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