Player Associations Archive
Thread: The Necessary FAQ
Thanks so much
TrevorVanth wrote:
Since having to scrap our old guild and starting our new one, we're going with a slight variation on that system.
All members have the ability to sponsor, but only the Executive Board (our "guild council") has rights to approve the sponsorship.
All sponsored individuals go through their paces with our Training Division, which is partially set up to evaluate those sponsored to see if they're a good fit with the rest of the guild (and, for that matter, for the sponsored to see if we're a good fit for them).
Since we just restarted, we haven't had an opportunity tosee if this works as well as we think it will, but, at least on paper, it sure sounds good.
It should work out well. I've done things similiar to that as well and never really had any issues with it. Good luck
- Open the channel browser
- Open the chat list
- Open the guild list
- You should see one chat room with a number name, this is your guild chat number
- Type /chat who guild.999999.GuildChat (where the 9's should be your guild's guildchat number)
Definately useful info to know. ![]()
Jascentia wrote:
9. Guild War and how to use it (or not)
To turn on guildwar, the leader or someone with guildwar permissions can declare another guild as an enemy on the Guild Management Terminal. Someone with guildwar permissions in the "enemy" guild can accept the challenge on their terminal. When they do, the war is instantly on. This means members of the opposing guilds appear "red" on the radar and can attack each other. The challenged enemy guild can cancel and resume the guildwar on the guild management terminal at any time (provided someone with guildwar permissions is available).
This can be a great source of fun for PVP active guilds. However, understand that engaging in guildwar will have a negative impact on crafters, entertainers, and anyone in your guild who does not engage in PVP. In addition, anyone who is AFK is very vulnerable. Lastly, there is a concern about clone camping. A guild enemy could sit in the cloning facility and kill opponents over and over with little risk. Currently, if your guild is at war the only way to completely avoid risk is to leave the guild.
Guilds who wish to war with each other and have a good amount of trust and communication can lay out rules of engagement (ie. No clone camping, only attack members wearing X article of clothing or using X title, or whatever you can imagine). However, customer service will not help enforce these rules. Consider how much you trust your enemy before agreeing to anything.
The above issues are why guildwar, in its current state, is so rarely used.
So, a war between 2 guild is a full PvP. All player can kill the others... but what about structure? Can players attack structure of the others such as harvester, house or is it only PvP?