Player Associations Archive
Thread: Player Association Top 4.. looking for 5th issue!
YukonPete
Sat Feb 05, 2005 8:02 pm
#53
Seems most of the problems have been definitely covered. My personal choices for the 5th spot would be:
* Guild Ranks
* Guild Perks
* Guild Ranks
* Guild Perks
HouseArcadius
Sat Feb 05, 2005 8:26 pm
#54
Guild Ranks, fer sure. Maybe Perks as a second, but we needs some darn way to form good strectures for our guilds.
So......
IGN : Dominus
So......
- Guild Ranks
IGN : Dominus
GarJaWhChi
Sat Feb 05, 2005 11:21 pm
#55
My two frustrating issues -
The limited title thing is rediculous, I can see no viable reason for it.
Guild leaders can set people to have whatever permissions they want, but they cant set permission to set permission... obviously the people who are given that ability could not change the leaders permission, but otherwise...
Hope that second one was clear.
HMcorpsUSN
Sun Feb 06, 2005 11:04 am
#56
I like alot of these idea's and I think they are allvalid. But I just want to put in my 2 cents. The topic most near and dear to my heart is the ranking system. This also gose along with guild permissons. I would like to see us actually have a real ranking system. And be able to put that title up with our tag some how. This way when you are talking to other guilds you can see their rank with out having to do /guildstatus. But what is most important is the ranking system for the guild.
masterbahumet
Sun Feb 13, 2005 2:23 pm
#58
StarNick wrote:
I would think a 5th issue should concern Guild Wars, currently its not really a great system...especially for crafters. But if guild factions (ie Sub-Faction...like with my guild for example...we're Rebel, so we'd be a sub-group within the greater rebel alliance...but we on our own could very well have other alliances or enemies outside the Rebellion....even more of an ie: Guilds could be like mercenary groups). Anyways with guild factions, players can be covert/overt (via a guild Herald in the gu halls, or a placeable NPC in towns)...and from there they can wage war against one another rather than making EVERYONE a potential target all the time.
Plus this would set up a smaller scale conflict going on within the greater GCW...such as the Dark vs Light jedi...and perfectly fits into SW as rival groups oftened battled one another that were also neutral in the GCW.
The solution to this problem would be to have a permission we could set for each individual guildmember in a guildwar to be either particpant or non-particpant in the guild war TEF. Real simple--real easy fix. Will they do it? probably not lol. I posted this issue on another forum and was told it had been asked for numerous times in the past. I posted as a topic to discuss and it got flamed immeediately and deleted.
Calazure
Master Commando
Colonel Rebel Army
Founder Midnight Coalition Guild
Bria
masterbahumet
Sun Feb 13, 2005 2:45 pm
#59
Top5 issue all the way if only i could help you get this one thru. it is an old issue that has never ever been adressed that i know of but mainly subject to deletion. 4 thumbs up for this one
Calazure
Master Commando
Colonel Rebel Army
Founder Midnight Coalition Guild
Bria
masterbahumet
Sun Feb 13, 2005 2:51 pm
#60
Fodder650 wrote:
Issues or ideas - probaly ideas
- Guild roster - need a way to alphabatize the list or a way to dump the list off the terminal using copy/paste. This would make management of the list much easier. Even if the method is an option "Mail guild leader roster".
- /setpermission admin guild
name) need this as an option for admin instead of just entry. I am finding houses have a max number of admins and its causing issues
- range for adding a new member to the guild. 10m is just to short a distance it needs to be upped to at least 50m maybe more
Message Edited by Fodder650 on 02-01-2005 05:03 AM
How about a you sponsor them for admission and they show up themselves to do the acceptance part. Oh man does it ever get tiring to travel to the guildhall every day to recruit somebody. How about a guild holocron for recruiting people? Maybe have it to where you can sponsor from your inventory and all they have to do is go to the hall themselves to finish the process. 20 thumbs up for this idea ALL THE WAY MAN PUSH THIS STUFF THROUGH FOR US BY ALL MEANS PLEASE!!!!!!!
Calazure
Master Commando
Colonel Rebel Army
Founder Midnight Coalition Guild
Bria
masterbahumet
Sun Feb 13, 2005 2:59 pm
#61
SianGali wrote:
From StarNicks list
Guild Wars
Mutual Conflict (like is now)
RP potential
You must go overt (guild wise, this would be seperate from GCW system) to fight...so guildmates that don't want to be targets (ie crafters) can sit out Awesome suggestion, many PA's have had to split into two branches to protect crafters.
No TEFs whatsoever, once you die and clone (unless you clone in friendly-aligned city...ie your guild's city) then you're back to covert as it is now. Also some sort of "warning system" can be put in place...like if a guildmember is attacked, a system message is sent to all guildmembers online. Lastly, you should be able to easily see if you're overt or not in the character sheet as well. I think the no Tef rule would be sufficient,upon cloning you could have the option to stay active (declared) in the war or decline. This would greatly reduce the only current option to clone camping which is /guildr.
Perhaps some sort of mobile overt producing NPC or -something- can be added so guilds can set up battles with one another rather than having to declare in their cities or guild halls too (like maybe you can show your colors anytime you wish, etc) I would only like this option if a war timer was also introduced. As it is now we have had guilds set someone up in their pa to flip the switch on and off repeatedly to catch members unaware and unbuffed. A roving version of this would be a logisitical headache.
Two simple changes that I think would improve guild wars immensely. The above are great but if quicker fixideas are sought I like these.
- A guild emailnotification automatically sent toall guild members when a waris activated. Nothing elaborate just, PA-DFR has accepted your war challenge, war in progress.
- A timer. If war is declared it must run a minimum of 24 hours. (or at least 12...) This would still allow PA leaders to turn it off in a reasonable amount of time if things get ugly but prevent the (flip the switch on off on) tef games many people get sick of.
Good point there about the duration. (3hours the length of a buff generally would be plenty of duration) Combine that with the permissions for each charcter of having the option to participate or not and you got a good new PVP system going.
Calazure
Master Commando
Colonel Rebel Army
Founder Midnight Coalition Guild
Bria
eapers
Thu Feb 17, 2005 7:00 pm
#62
This may seem trivial, but the big one for me is the guild:name admin list issue. In a large guild, it is not possible to give access to all members to one building, as the admin list fills up. Additionally, every time someone leaves or joins the guild, the admin list has to be updated, and the list is not alphabetical.
EDIT: of course the person below me has a much better idea.
EDIT: of course the person below me has a much better idea.
Message Edited by eapers on 02-19-2005 11:47 AM
atytula
Thu Feb 17, 2005 10:52 pm
#63
Thats definately an issue, but it isn't as big of an issue if we can get guild vaults and guild merchants so we can distribute items to the entire guild. Admin list is just a simple way to do the same thing. I support this issue, but make it part of the guild vault and merchant issue rather then occupying a spot in our top 5 all by itself.
eapers wrote:
This may seem trivial, but the big one for me is the guild:name admin list issue. In a large guild, it is not possible to give access to all members to one building, as the admin list fills up. Additionally, every time someone leaves or joins the guild, the admin list has to be updated, and the list is not alphabetical.
DrClawX
Fri Feb 18, 2005 1:15 pm
#64
Sub guilds , ie a crafting, combat (pvp/pve), mining, etc.......... The 4 that exist in the npc citys would work too the combat, commerce, and the other 2 cant remember the names. With seperate structures (banks, storage, message boards)
In general better organization which is pretty much all been said, rank, title, multiple leaders (council), motd blah blah blah
something to do, something to build, something to advance, that everyone can do.
A measurement to ones contibution to the guild. Something like ranks. High ranks should be hard toget. Just to show who puts that extra effort in, likelets say money/item dontation, time in guild, sucessfull guild missions, # of peoplesponceredetc..........
This should be measured in game not in someones head. It gets confusing for the leader and members when only a few people know whats going on. Like my armorsmith buisness and storage is all based in my headitsconfusing conveyinghow my opperation would workto someone else. Givin thats my own little thing a guild needs organisation on paper. if that makes sense lol.
To comment on sub guilds, most guilds will have a loose system already in place (in someones head). Let the combat guild have a bank where if enough money is pooled they could contract jobs to the crafters such as an armor set for all members. Or the crafting/medical guilds could post mining jobs. Crafters could have a guild vault of resources and the combat could have a vault of weapons and such. Seprate ranks within as well as a rank as a whole, i danno could write an essay on this but i aint much of a writer lol. my 2c
Broom
Fri Mar 25, 2005 6:12 am
#65
Issue # 5 candidate:
You'll need some background for this, so bear with me.
<Fated> is a mixed guild with approximately 106 members. When we go into a guild war, the fighters temporarily split off into a war guild, <Fates>. It is the only way we can protect new players, crafters and PVE players from getting ganked.
2 guild halls = 10 lots. that is an awful lot, if you consider most of us have multiple accounts, both crafter and fighter. Bottom line is, we need the resources, we cannot afford to miss good spawns just for the joys of clone camping.
I fully realise some people use guild halls as a house, so just asking fora zero lot requirement is not the answer. But maybe dropping the lot requirements for guild leaders is.
An addendum to this, would be ADDING the option toform a war guild on the main guild terminal. Ideally the two sister guilds would share guild chat and guild spam (GUILD for all, <guildname1> and <guildname2> for subgroup specific). This would help us avoid yet another pittrap: the lack of communication between war guild and main guild, which has ripped many guilds apart.
Linna Baresi
Sita Baresi
Guild Leader <Fated> , Bloodfin