Game Guides Archive
Thread: Modified mini PA Guide
I was under the impressionguild leaders could be voted out of office by the guild. When using the members management screen all members have the option to "set allegiance" if a majority of the guild sets allegiance to one person in a given week that person becomes guild leader at the beginning of the next week.
Could be wrong, or it may have been removed to prevent griefing.
Can we get confirmation from a DEV source, or someone with definitive info on this? I've read various reports, including:
- you have 1 week to get 10 members
-you have 1 week to get 5 members
- No limits at this time, you can have 1 member for ever and ever
My PA has 9 members, so if the 10 thing is true, I don't want to put up the hall and start yet. If it's either of the others, we're set to go.
I believe the devs have already stated that this won't happen. They don't want you using vendors for PA storage or trading among PA members. Vendors are for public sales, which is why they made it so you can't put them in private buildings anymore. They claim to be working on some other mechanism to do the things you'd be using the vendors for. I guess we'll see.
Copperclaw wrote:
Most of the information here is correct. I would like to see:
1. The ability for a PA Hall to be made private with Vendors assigned OR
2. The ability to restrict access to a specific Vendor to a guilded person only.
FYI, not all Guild Hall types have Elevators.
I know that Corellia and Generic PA Halls so.
I know Tatooine PA Hall does not.
I have no idea if Naboo does or not.
For the issue with the guild vendor you can always do what we do.
We've made the guild hall public to be able to use the vendor but set an entrance fee of 2 million creds, if anyone wants to actually pay that they're welcome to use the vendor ![]()
if a guild member places their own PA hall, it also belongs to the guild, the guild management terminal will work. The player who placed it still owns it and can set admin rights. This means you can have multiple guild halls.
If this has already been covered, please forgive me =)
Is it possible to get any kind of confirmation on the issue of the PA Hall disappearing if you don't have enough members?
What I'd really like to knowis if it's feasible to have a PA of one person or do I really need 5 members in order to keep the Hall around?
Have seen people claiming both on this thread, maybe a dev can provide some insight?
Hero out
Tamour wrote:
Kudos to Wasabi Dakhammon who first entered this information a while ago. All I have done is updated a few items,.
1) The halls take 7 or 9 lots. Each player gets 10. Know what you're getting into.
>> Confirmed ... Maintenance is 3.2k per day
2) Hall administrators can drop/pick-up/move object in the hall just like in houses. Vendors, too.
>> Also admins can Add and Remove Maintenance from the Hall.
3) All player made buildings have an item capacity of 75 per lot with a max of250. This counts items in bags and containers of any sort. 50 items in as bag is 51 items on the ground. This rule applies to small houses and up. Each crate takes1 space. If you examine the house controls, it will likely display a smaller number of items than there really are.
>> Confirmed... I had containers that *said* 17 items, but when opened had zero ... once I removed items from the hall to get it way under the limit, I could open my containers again.
4) Only the Guild Leader (the person that placed the building) can initially add members to the guild and those members do need to be in orvery near tothe structure. This is a huge responisbility if you are managing a guild of 100 people that came over from another game with you. It is recommended that you give several other members the ability to add new members (both sponsor and accept privileges).
>> This is good adivise for serveral reasons, which I hope to expand upon later.
4a.) You can use /transferstructure to give over hall ownership to another player besides the guild leader.
>> ***WARNING*** if you do this, the leader can lose their "leader" status.
>> Also, the former owner will not have admin rights after the transfer ... they have to be assigned by the new owner ... all other admins stay intact.
5) The only power non-leaders of the guild have is allegedly vote you out. However, none of my guild mates can see anything on the guild terminal but "examine". So keep in mind, you're stuck with your leader right now and he is the ONLY one that can let you out of the guild if you decide you hate it until they fix this bug are decide to alow this feature to become active.
>>Incorrect statement 1 ... "non-leaders" should be:"non-admins" ... There are no "leadership" things in guild management built into the game.
>> Incorrect statement 2 ... "guild mates can only see examine". All of our guild mates in 2 different PA's can use the proper guild functions.
>> Incorrect statement 3 ... "Your stuck with your leader" ... just type /guildremove to remove yourself from the guild. (as noted below ... isn't anybody reading this stuff?)
** Note: When we placed a 2nd PA on a different planet, since the member that placed it was still in the first PA, the guild terminal was fully functioning for the first PA. (able to sponsor/accept/kick, etc, etc). Once a new guild was created, members of the first guild could not use the terminal anymore :-(
6) Every time someone new gets added to the guild, everyone gets an email about it.
>> Correct ... also, every time a member is "sponsored" the guild leader gets an email notifying them of the sponsorship.
7) All of the halls are huge and cool looking.The basement has an elevator, which I warn you, is buggy - but its ALOT better.
>> Supposedly /eject works now if you get stuck ... I have not had to use it cause our elevator has worked flawlessly for a month now.
8) The top floor is a roof where missions cannot spawn and npc enemies cant follow. And you can survey and sample up there too. (not sure about the survey anymore)
>> Not Correct. MOBS can follow you up there ... not only that, but I have had MOB's spawn outside the guild, aggro on me, and then come upstairs to kill me. This happened more then once while macro sampling months ago. (Yes, Sampling/Surveying still work)
9) If you disband guild to start something over, get ready to redeed the PA hall. You will not be able to create a new guild again until you do so.
>> Never done this, can't confirm.
10) The hall, like any building can act as a cantina for entertainment healing, but it isnot a medical center, so get your droids out and problem is solved. Put in a food and crafting station with a med unit to be able to heal in the hall.
>> Not Correct ... I have never had any problems healing in our hall ... I have also never had any problems calling pets from the hall as well. Pets can come inside.
11) When creating a guild, a screen comes up allowing you to enter 1-25 letter for a guild name (The Crimson Legion). Then a screen comes up that asks you for a 1-5 letter name that will represent your guild and be diplayed after each person in the guild's name.
>> Correct ... and there is, of course, a name filter on both the name and the initials.
12.) /guildremove is a SELF only command. If you are a guild leader - do not use it EVER.
>> Not Correct ... you should be able to type /guildremove TARGET and it will remove the persons name.
13.) Be very careful using the guild terminal. If you accidentally remove the leader from the membership list - the guild must be disbanded and re-created to fix the problem.
>> This might not be true. The alligience setting should work. When members open up the guild terminal they see a list of members ... they click on themselves and hit "ok". They choose "set allegiance" and choose the new person. A weekly check is done and if more then half the members have voted for somebody new, that person becomes the leader. I have not tested this past the "setting allegiance" which not only works, but sends the guild leader a email.
** Note, I forget if I got the email when somebody changed allegiance off me or to me.
14.) To move a guild hall - you do NOT need to disband the guild. Just move quickly.
>> Confirmed.
15.) To allow guild members into your personal structure (besides the hall) add the string GUILD:CRIM (in this case) to the house entry list.
>> Confirmed.
16.) Emails. Don't work at this time. Use your friends list.
>> Confirmed.
Great post
Q if you read this can you PLEASE allow numbers in PA hall names.. or at least make it so that CSR's can alter the name with numbers so that those of us PA's who legitimately have numbers in there name (not c00l d00ds PA) can... well have numbers in there name? ![]()
That way.. at least I have a fleeting chance to keep my PA's name as what it has been for 2 years.. spanning several games.
Thank you
Xaielao, Counselorof 3305 Local (or TTOF Local.. in SWG
)
If you need I can give you the entire history of the PA, where we came from.. and why we are named 3305 Local, it might help to know we formed in AO, as a Rebel Clan.
Anyway.. sorry for kinda highjacking this thread.. you can have it back now ![]()
I'm trying to make another update and ordering them a bit differently this time.
#9 is completely wrong. You can disband without redeeding. You can redeed without disbanding.
Pets can be called inside if the hall is declared public.
Change of allegience does not email anyone. (Be nice if there was a way to see a tally.)
/guildremove still appears to be self only. (I am not going to try it
)
Declaring war does not appear to be implemented at this time.
Hi
Regarding the minimum of members in a guild..
You have 1 week to get at least 5 members or the guild will disband..
This has just happened to my guild.. We were 4 members an after 5 days the guild got disbanded..
Now we are 7 so no worries ![]()
Taridius LeChi,
Leader, COTRE