Forums » General

some quick thoughts on the new update

«12
Sep 27, 2004 randomize link
Tilt: this is what groups are for. Guilds are something much bigger.
Sep 27, 2004 Tilt152 link
Well.. it would be quite annoying to recreate a group over and over when it comes to people logging in.

Would a permanente groups feature be doable?
Sep 27, 2004 Agonizer link
One suggestion for guilds from me:

The creation of a 'guild from scratch' should be disabled. Instead, if some ppl want to create a guild, they must create a group and finish some group missions. If they completed i.e. 5 or 10 group missions, the group founder THEN could create a guild and transfer all group members to the guild.

If someone wants to join the guild, the guild commander (or lieutenant) has to create a group and invite the n00bs ;) into that group; then the group has to finish some group missions. If they complete some THEN the group founder (guild commander or lieutenant) may invite them to the guild.

New guild members may have to pay an 'entrance fee' (i.e. like the license cost).
Sep 28, 2004 Douglas link
Another idea:
Allow some kind of "pre-guild" to be formed by a single player, with the sole intention that other players can join it, and which can be voncerted to a "real guild" if it has 10 players.
pre-guild would have severly limited features, e.g. no [tag], no stats, et c., just a description, the possibility to join, maybe some means of internal communication.
Sep 28, 2004 yodaofborg link
I know its been said ten times over, but guilds are generally groups of large people all working towards the same goal, set by the guilds charter, or whatever....

Its easy enuff to create a *clan* or a *tag* without much effort, and surely logging onto an unused channel/PM (or maybe even TeamSpeak *VOL* Software or simaler....) already gives *groups* without grouping the possibility to chat among themselfs....

I agree guilds should cost a lil $$$ to set up though (hey, whats a mill credits?..... a few hours trading??....) I also think groups should be persistant, ie once formed, logging does not destroy thye group, the group only dis-bands if the leader chooses to, or all members leave.... (then when you get ten, you can think about guild status, and well, sure ya see my drift, if not, grab another beer™ huh??..) but changing guilds to allow solo guilds??? bind a key to create/join the same group, its no big deal......
Sep 28, 2004 Spellcast link
I think that the 10 person to create a guild is logistically set up wrong. I have no problem with requiring 10 people in order to activate a guild, have the tags appear, etc. but requiring 10 people to get on at the same time to create a guild could be a problem. What if you got 9 friends, set a time and all rearanged your schedules to create a guild, then 1 person couldnt make it at the last minute. It would cause a fair amount of frustration and irritation that could be avoided if a guild could be created by 1 person and then added to until it reached a large enough number of players to activate. Give it a time frame to do so if you want (say 2 weeks, a month, whatever as long as it gives enough time to coordinate several different schedules)
During that time and until enough members were active the guild name and tag would be treated as an active guild, but not displayed on the members names.

I am definitely for a "charter fee" of some sort in order to create a guild, and possible a level/reputation requirement as well. (eg you must be at least level (X) in order to create a guild, or you must have a reputation of (Y) with a faction in order to start a guild)
Sep 28, 2004 Magus link
"Well.. it would be quite annoying to recreate a group over and over when it comes to people logging in."

-If it's only a group of less than 10 people it's no big deal at all.
Hell, if it was made so that anyone in a group could invite members then it would take all of 5 seconds. Currently it will take you about 20.