Player Associations Archive
Thread: Allegiance Method.. GONE! New PA Leadership Voting system in!
Geevo wrote:
Thank you for the quick response
What I proposed above was that you would need to create the guild within 24 hours of placing the hall, not recruit the initial 5 people in that period. You would still receive the entire full week to do that as it is now.
As for the other concerns.. guilds aren't/weren't meant to be used as Malls or homes. They were meant to be a meeting place for the guild that owns it, while some may use them as malls, that isn't what the vision for Guild Halls were. I do however agree that guild halls make the best shops, etc.. but that's really an architect issue for better structures for malls and shops more so than a guild issue.
Guild halls are meant to be owned by the guild and I completely agree with the Devs on that. However, there should be more structures available for the other reasons people use guild halls currently, but that is something that needs to be taken to the Architect Correspondent or perhaps even the Merchant Correspondent for those to happen.
The lot issue is the biggest concern I have at the moment, other than that nothing is really changing as far as owning a guild hall at this point. People can still place them, use them for malls, and everything else just like they do now. With the new system though guilds who use multiple halls for recruiting will NOT be able to do that any longer as the guild would only have access to a maximum of 2 guild terminals and that's only if the guild leader claims two halls and uses all 10 of their lots. You can still place guild halls for whatever other purposes you'd like to use them for currently, you just can't recruit or administer the guild from them.
Rothin wrote:
Guild halls are meant to be owned by the guild and I completely agree with the Devs on that. However, there should be more structures available for the other reasons people use guild halls currently, but that is something that needs to be taken to the Architect Correspondent or perhaps even the Merchant Correspondent for those to happen.
The lot issue is the biggest concern I have at the moment, other than that nothing is really changing as far as owning a guild hall at this point. People can still place them, use them for malls, and everything else just like they do now. With the new system though guilds who use multiple halls for recruiting will NOT be able to do that any longer as the guild would only have access to a maximum of 2 guild terminals and that's only if the guild leader claims two halls and uses all 10 of their lots. You can still place guild halls for whatever other purposes you'd like to use them for currently, you just can't recruit or administer the guild from them.
First, I agree with what you said in the first paragraph. I'm fine with not being able to place a guild hall as long as they create some sort of replacement for it. (Perhaps even a mall structure, as has been proposed in the Merchant forums.)
The second paragraph raised a new question for me. I am the mayor of our guild's second city. I placed a guild hall there, partly to serve as my mall and partly to be able to add new players to our guild from there. Now say that for whatever reason, my guild leader and I have a falling out, but I remain in the guild. Can he come along and claim my guild hall, and steal all of the items in it? I am sort of concerned about the possibility of arbitrarily losing my guild hall. Perhaps the owner should have to give consent before the guild leader can take the guild hall.
Jutewr wrote:Rothin wrote:
Guild halls are meant to be owned by the guild and I completely agree with the Devs on that. However, there should be more structures available for the other reasons people use guild halls currently, but that is something that needs to be taken to the Architect Correspondent or perhaps even the Merchant Correspondent for those to happen.
The lot issue is the biggest concern I have at the moment, other than that nothing is really changing as far as owning a guild hall at this point. People can still place them, use them for malls, and everything else just like they do now. With the new system though guilds who use multiple halls for recruiting will NOT be able to do that any longer as the guild would only have access to a maximum of 2 guild terminals and that's only if the guild leader claims two halls and uses all 10 of their lots. You can still place guild halls for whatever other purposes you'd like to use them for currently, you just can't recruit or administer the guild from them.First, I agree with what you said in the first paragraph. I'm fine with not being able to place a guild hall as long as they create some sort of replacement for it. (Perhaps even a mall structure, as has been proposed in the Merchant forums.)
The second paragraph raised a new question for me. I am the mayor of our guild's second city. I placed a guild hall there, partly to serve as my mall and partly to be able to add new players to our guild from there. Now say that for whatever reason, my guild leader and I have a falling out, but I remain in the guild. Can he come along and claim my guild hall, and steal all of the items in it? I am sort of concerned about the possibility of arbitrarily losing my guild hall. Perhaps the owner should have to give consent before the guild leader can take the guild hall.
Currently I'm not sure how it works since I can't test things like that on TC since I'm not set up properly to do it (couldn't even find a Guild Hall to buy on TC to even make a guild). So I really can't answer that part of it as far as him claiming the hall goes, though I believe right now that it *is* allowed, which is one of my MAJOR concerns. That's one reason I really want to test it but am unable to.
As for the second part, I completely agree that the owner should have to give consent before they could claim it. I've pushed it and pushed it to try to get clarification on how that process works and to make sure people can't just walk up and take your hall just because they lead your guild. Only testing will tell us for sure and if it is that way, I'll continue to push for it to be changed as well.
Rothin wrote:
Guild halls are meant to be owned by the guild and I completely agree with the Devs on that. However, there should be more structures available for the other reasons people use guild halls currently, but that is something that needs to be taken to the Architect Correspondent or perhaps even the Merchant Correspondent for those to happen.
Again, 100% agreement on the idea of zero-space dedicated guild halls. Thank you for the clarification on the 24 hour restriction.Knowing thatall you meant was just a time limit for establishing the guild affiliation of the hall, 24 hours sounds great. In fact, I would have assumed that in most cases the affiliation would automatically go to the guild of the person placing the hall the way it does now, so that would only matter for the formation of new guilds.
I would agree--24 hours to activate the terminal. 24 hours from the denial of guild name to reactivate it--ie. an extension if the guild name is found invalid. An immediate warning if the number of guild members is not sufficient to maintain a guild--whether while forming the guild or after a guild member withdraws, leaving the guild at less than critical mass. At least seven days from the warning to accumulate the minimum number of guild members.
I hate to spend the rest of this message on one area in which we may have differing views, considering that I agree with nearly all of what you have written, and I am still VERY glad that there is a change in the method of transfer of guild leadership. I still feel your gentle pressure had a lot to do with bringing about that much-needed change. However, this is the closest thing to a focus thread we have on the issue, and I would like to take a closer look at the guild hall vs. shopping mall issue. This isn't so much from a personal point of view as an overall game play perspective.
One of my first experiences in SWG after mastering my first profession was a nerf of my principle customer. (I mastered Bio-engineer, and the CH nerf drove a wedge between bio-engineers and creature handlers that has still not healed. Some creature handlers STILL--after more than a year--refuse to use BE pets on general principles as a result. This is much like a combat nerf creating such hard feelings that many combatants refused to use any weapon made by a weaponsmith. The resulting feelings were seriously game-damaging.) Following that, I've always held to the principle of viable alternatives rather than nerfs. Iflarge numbers of players areusing an in-game object in a way that is different from the intended use, it demonstrates a need within the game that should be addressed. The solution is not to create a rule that prevents the use, but to provide an alternative that prevents the players from needing to use the object in any unorthodox manner.
Any idea what happens to guild halls that belong to people who are no longer members of the guild?
Ratel wrote:
Any idea what happens to guild halls that belong to people who are no longer members of the guild?
Nothing should happen to it. Should continue as it does now.
Rothin wrote:
Ratel wrote:
Any idea what happens to guild halls that belong to people who are no longer members of the guild?
Nothing should happen to it. Should continue as it does now.
Ta very much.
I wont explain why I asked, it's embarrasing. ![]()
Ratel wrote:
Rothin wrote:
Ratel wrote:
Any idea what happens to guild halls that belong to people who are no longer members of the guild?
Nothing should happen to it. Should continue as it does now.
Ta very much.
I wont explain why I asked, it's embarrasing.
lol, no need to explain.
Ham-Jo wrote:Hey Rothin,Is the Zero-Lot space an idea you ahve brought up to the Devs?Im kinda lost in the thread now lol.
Yes, I've brought it up many many times and will continue it each time I get the chance.