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Guilds / Re: Guild System
« on: September 15, 2012, 10:47:16 AM »
there were some significant changes there like the event tracking specifically
We're back. Discord - https://discord.gg/U7C8YNYF63
I like the ideas put forward, but what would be the Requirements to create a local guild?
I have no problem with local guilds, as long as global guilds and their members can be imported.
I do however strongly oppose tying guildhouses to points obtained in competitive circumstances.
I think guildhouses should be treated more or less the same as playerhouses.
Also, do remember that some guilds might not want to be competitive.
More-social guilds have a right to exist, and they shouldn't be discriminated against.
I agree with global guild stuff, except for "import global guild data." I don't think that global guilds should be local if a majority of players in that guild do not play the server or if the guild is largely inactive. Imagine if unixmad logged on, made VIP a local guild, and asked for the global guild data to be imported. I also think that guilds should have a limited amount of members.
I like the idea of prestige or points. One idea I have for using prestige is to purchase member slots; increasing the maximum amount of members. Also, having enough prestige could allow the guild to create or purchase a guild house.
I don't like the idea of multi-guilding with local guilds. If you guys absolutely insist upon it, it may be a good idea to limit the amount of guilds a player can join.
I do not see how event wins fit in with guilds. Guild tags are removed from single player events and tags are generic in team events.
Also, since this wasn't addressed; there is an alliance system already working. Staff guilds currently use it. What is the plan for alliances?