Author Topic: Worst turn in PS??  (Read 10783 times)

Karyuu

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« Reply #75 on: August 24, 2005, 12:56:48 am »
They can still make mistakes with five members. More than that, they can learn from the already-established guilds. Potential guild leaders, if they are truly dedicated to their ideas, may want to talk to leaders of currently successful guilds, to learn from them. They can browse through the many many threads in the Guild Forum to read introductory posts, constructive criticism, and note the progress guilds have gone through.

It is all very, very easy. I don\'t think arguments that this is difficult have any foundation whatsoever.
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Shadowcast

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« Reply #76 on: August 24, 2005, 02:50:57 am »
They can learn from other guilds but most guilds dont like to give away information to just anyone. So many times you have to get lucky and be good friends to get that information.

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Karyuu

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« Reply #77 on: August 24, 2005, 05:54:25 pm »
Why, it is a highly-guarded secret on what makes a guild successful? The guild system is still in fetus stage in this game, Shadowcast ;) Moreover, there are still the guild forums to browse through, and they are full of wonderful information. There is Kada\'s Tavern, with its own forum and friendly people willing to help. And you know what? If finding five people of similar mind is so unbelievably hard without a little label beneath someone\'s name that is completely OOC and should be ignored by all real roleplayers, maybe the guildleader should be someone else.
« Last Edit: August 24, 2005, 05:54:56 pm by Karyuu »
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shorty13

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« Reply #78 on: August 24, 2005, 10:46:01 pm »
I think it was a good idea.
When I first saw a post on this I ran online to see if my guild was still their, and gladly with 60 members, it is still their :).
(I am so glad I had soo much money at the time)

Hopefully this will stop the impedeing threat of, not over population, but too many guilds lol.  I salute you Acraig.
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Shadowcast

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« Reply #79 on: August 25, 2005, 04:13:47 am »
I dont want it removed I just want it changed. As I posted earlier I think it should be an annual fee. So anyone can star a guild but if its not good enough to pay at the end of the month then it would be deleted. And you can ass a rule to keep them from just making another guild right after that.

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Karyuu

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« Reply #80 on: August 25, 2005, 04:27:11 am »
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And you can ass a rule to keep them from just making another guild right after that.


Why? Now that will definitely keep people from progressing. Many people here have made a guild, had it fail, learned from mistakes, and started another brilliant one. What\'s the problem with that? Guilds can become inactive, and guild leaders can plan entire news one while still being leaders of inactive guilds. I really don\'t see the point of this \"rule.\"

What you are suggesting, with an annual fee, does not take away the problem of guild-invite spam, nor does it require people to hold decent conversations about guilds before recruiting, nor does it force people to be -ready- when creating instead of creating on the spot. It doesn\'t actually help anything.

Why is it a better system, again?
« Last Edit: August 25, 2005, 04:29:54 am by Karyuu »
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Shadowcast

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« Reply #81 on: August 27, 2005, 05:29:20 am »
Wow you and I have very two different views on this subject. Well I guess it would be pretty boring here if we didnt.

First I didnt mean that person can never create a guild again just not right after his guild got deleted. This would keep them from getting around it. Second, although you believe in every guild being well organized, I dont. Some guilds, such ad a small guild of swordmakers, doesnt need to have organization. Every guild, organized or unorganized, can add a lot to the game. Also as you said if a guild fail the guild leader might create a new brilliant one, under my way resetting up such a guild would be easier. Third, I dont believe either way can help stop invite spam and non rp conversations to join. Recently my friend found a guy shouting to recruite members even though he never really had a guild yet. Even if what you want to happen actually happens before a guild is created, once it is they may just go back to invite spam and shouting for people to join and stuff. Forth, one flaw in the current way is that once a guild is created it stays created as long as it has five members, even if its members are inactive they still count, so if they whole guild is inactive you cant RIGHTFULLY remove them.

Well thats my opinion. This may be one of my lasts messages in this topic unless we spark something else.

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Karyuu

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« Reply #82 on: August 27, 2005, 06:35:50 am »
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Originally posted by Shadowcast
Wow you and I have very two different views on this subject. Well I guess it would be pretty boring here if we didnt.


I agree, this keeps discussions interesting :)

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First I didnt mean that person can never create a guild again just not right after his guild got deleted.


I understood that part - I just mean that it is entirely possible for someone in an inactive guild to start planning a new guild, then want to quit the inactive guild and immediately create the new one. Certainly that person can wait a few days or weeks if need be before creating, so I don\'t see the problem with your first point. However, there is a way of getting around it - have a friend create another guild, then transfer leadership. Problem solved.

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Second, although you believe in every guild being well organized, I dont. Some guilds, such ad a small guild of swordmakers, doesnt need to have organization.


Pure chaos doesn\'t work well in guilds either, but I do understand that not everyone desires folds or ranks or whatnot. Still, this new guildsystem does not -force- people to be organized. It just makes it easier if they -are- organized. You can still have a guild of five people with absolutely no goals, no ideas, and no structure.

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Also as you said if a guild fail the guild leader might create a new brilliant one, under my way resetting up such a guild would be easier.


Don\'t quite see that. Maybe I\'m just losing track of what was said in previous posts, though. Would help to explain your points to the fullest in each post :)

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Third, I dont believe either way can help stop invite spam and non rp conversations to join. Recently my friend found a guy shouting to recruite members even though he never really had a guild yet.


I was on IRC when a GM mentioned that someone was using /shout for guild recruitment, and this was looked down upon quite quickly. I think the player got a warning.

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Even if what you want to happen actually happens before a guild is created, once it is they may just go back to invite spam and shouting for people to join and stuff.


That is actually a very valid point. Maybe one solution to this could be made with a tweak in the invite system: instead of members of a guild giving out invites, interested individuals outside of the guild could make a sort of \"petition\" to guildleaders/overseers to get in. A separate tab for this in the Guild window in-game would suffice, with a listing of all \"petitioned\" names and reasons for wanting to join. Guildleaders could quickly weed out reasons that do not suit them (or delete entries that stated no reason at all), then add members they think would suit them. If a player sent out a petition to a certain guild, they cannot do it again until that petition is taken care of (so no applying to two guilds at once), and if the petition is rejected, they cannot reapply for a certain period of time. I would say three weeks.

I think this would take care of it.

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Forth, one flaw in the current way is that once a guild is created it stays created as long as it has five members, even if its members are inactive they still count, so if they whole guild is inactive you cant RIGHTFULLY remove them.


I don\'t really see how this is a flaw? Inactive guilds occur. It\'s just something to deal with, just like inactive characters. There is always a possibility they may come back, so nothing is ever wiped permanently from the system unless the players choose to do so themselves.
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Watcher

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« Reply #83 on: August 27, 2005, 01:31:44 pm »
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but not every guild should be well organized


Quote
Second, although you believe in every guild being well organized, I dont. Some guilds, such ad a small guild of swordmakers, doesnt need to have organization.


To me the whole point of a guild is to be organised, for example with swordsmakers they could have one person making all the hilts and another making all the blades making it a faster process.
« Last Edit: August 27, 2005, 02:15:02 pm by Watcher »

Shadowcast

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« Reply #84 on: August 27, 2005, 05:21:48 pm »
Quote
Originally posted by Karyuu
Quote
Originally posted by Shadowcast
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Even if what you want to happen actually happens before a guild is created, once it is they may just go back to invite spam and shouting for people to join and stuff.


That is actually a very valid point. Maybe one solution to this could be made with a tweak in the invite system: instead of members of a guild giving out invites, interested individuals outside of the guild could make a sort of \"petition\" to guildleaders/overseers to get in. A separate tab for this in the Guild window in-game would suffice, with a listing of all \"petitioned\" names and reasons for wanting to join. Guildleaders could quickly weed out reasons that do not suit them (or delete entries that stated no reason at all), then add members they think would suit them. If a player sent out a petition to a certain guild, they cannot do it again until that petition is taken care of (so no applying to two guilds at once), and if the petition is rejected, they cannot reapply for a certain period of time. I would say three weeks.


This is a good idea. Although I sometimes get suspicious when someone really wants to join our guild, exspecially when we have major enemies, this still would solve guild invites problem. Maybe you could also add a limit the number of invites a person/guild can send out in a week/month.

Really no matter which one they choose, both are going to have downsides. I guess it would be impossoble to make a perfect system for it.

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Thoronador

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« Reply #85 on: August 27, 2005, 07:35:20 pm »
Maybe you could discourage guilds from inviting players randomly and lower the amount of invite spam:
Instead of paying a fee at the creation of a guild, one could change this rule so that every player has to pay a fee (lets say 500-1000 tria) when he/she joins. As a result they would think twice before they join a guild and pay the fee; and the perspective guild members would try to get more information about the guild and its aims before joining. So guilds won\'t spam invites, because they know most of the invited players won\'t join until they have the required fee.
And if you change the system of invites, too, as it already was suggested before
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Maybe one solution to this could be made with a tweak in the invite system: instead of members of a guild giving out invites, interested individuals outside of the guild could make a sort of \"petition\" to guildleaders/overseers to get in.

it would be even better, because there would be no possibility for guilds to spam invites AND the perspective guild members will (hopefully) try to get more informed about the guild they want to join. (Maybe even through RP.) Nice, isn\'t it? ;)

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« Reply #86 on: August 28, 2005, 02:15:00 am »
Well this topic I can understand and respect.  I had ask a GM if there was conditions for making a guild he said no!  Now I see all what I did was for nothing till i have 5 people with me within 5 min.  I will slowly recruit players if I feel they can contribute to my guild as well be loyal.  There need to be more time for recruiting so others can learn to respect the guild name and personelles operating it.  So the Grandmaster of the guild needs weeks to prove to others the guilds strengths.  Otherwise guilds can\'t be stable, with a short future.  When I played Everquest I made a guild that had peaked over 700 players.  Took 2 years. to develope and many quit there well established guilds to join mine.  At least i had some time to develope members at the beginning.  

I never asked for those to join.  They must want to join.  Then they must prove they\'re value/loyalty to a guild.

So what am I suppost to do now?

Karyuu

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« Reply #87 on: August 28, 2005, 02:21:50 am »
You start building your guild outside of the game, with written documents stating your intentions and planning out the strucutre, or a website, then TALK to people in-game to find who would make a good member. How does this new system change ANY of that? If you find someone who is interested in your guild, \"claim\" them! That person isn\'t going to go away randomly if he or she is truly appropriate for your organization, right? Have them sign up on your guild forums, add them to the member list on your guild site. And keep doing this until you hit five members, then gather them all together at one time in-game, and create the guild. You\'re going to need the funds for guild creation anyway, so you\'ll have time for this.

Not a big deal. Repeat after me: Not a big deal :)
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Velaria

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« Reply #88 on: September 04, 2005, 01:50:36 am »
Perhaps this is an  old topic, but as a new user, I have one comment to make on this. I game with a select few people. When forming a guild in anygame we have played we are very paticular about it. The price is not the issue here, the size requirement could be a problem in the future final release.

We very often have only 4 memebers which are our core gamers. We are not closed to more than that, just very paticular about who we bring in.  You speak of orginazation of the guild, and order.. just having to pick up random people to fill in spots to make the required 10 member min is the cause for many a downfall of a guild.

In a guild, personalities have to mesh,  ideals and belifes need to be in sync other wise you will have broken guilds all over the place.

Perhaps as a new player to this game, my opinion on this will matter little. But as a player of many games, to include guildwars, Final Fantasy xi, Kal online, knight online, and many more, and with experiance being both a leader of a guild and a member. These are things that would indeed trouble me.

I can not see our branch of players starting a guild here for the simple fact of forced requirements of 10 members. It is a shame for this game looks like it has great promise, I hope that perhaps this would become a little more lax in the future.
« Last Edit: September 04, 2005, 01:51:17 am by Velaria »

Karyuu

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« Reply #89 on: September 04, 2005, 02:03:05 am »
...Ten? I thought the minimum was five. Has this been changed recently?
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