Graal Forums

Graal Forums (https://forums.graalonline.com/forums/index.php)
-   Classic Main Forum (https://forums.graalonline.com/forums/forumdisplay.php?f=175)
-   -   Guilds and Warring (https://forums.graalonline.com/forums/showthread.php?t=84647)

Mark Sir Link 03-15-2009 07:26 AM

I'd remove the guildhouses of guilds below a certain activity level in the guild control panel

jacob_bald6225 03-15-2009 07:47 AM

Quote:

Originally Posted by Mark Sir Link (Post 1474683)
I'd remove the guildhouses of guilds below a certain activity level in the guild control panel

Or make a "local" guild system for any guild with a guild gate/house that the leader can add members to(gives them access to the guild house) and apply similar activity ratings to people with with access to the guild house!

When the activity of your invite list hits below a certain point the doors just remain open.

See like this you could put people on the list that don't have a tag (your other list mates would just have to be more active). And it would be an incentive for giving out guild tags.

Unkownsoldier 03-15-2009 02:02 PM

To fix this problem is simple, back in the old days there was bragging rights but when all the braggers left no one cared. To promote loyalty you should only be allowed to join one global guild and be able to switch only every 6 months. This would force you to be loyal to the guild if you want to play. Next you have real estate as you know of in classic there is Venture point, there should be several of those for guilds as a base and one main castle for warring. Another thing is for ever hour you have the castle taken over each member offline or online gets 1-5 gc tickets depending on activity.

xnervNATx 03-15-2009 03:05 PM

Quote:

Originally Posted by Unkownsoldier (Post 1474709)
To fix this problem is simple, back in the old days there was bragging rights but when all the braggers left no one cared. To promote loyalty you should only be allowed to join one global guild and be able to switch only every 6 months. This would force you to be loyal to the guild if you want to play. Next you have real estate as you know of in classic there is Venture point, there should be several of those for guilds as a base and one main castle for warring. Another thing is for ever hour you have the castle taken over each member offline or online gets 1-5 gc tickets depending on activity.


about the guild switching each 6 months i approve

but the castle for warring is a bad idea since we already got mod fort.

about giving tickets out...that not needed lol

jacob_bald6225 03-15-2009 08:19 PM

Quote:

Originally Posted by Unkownsoldier (Post 1474709)
To fix this problem is simple, back in the old days there was bragging rights but when all the braggers left no one cared. To promote loyalty you should only be allowed to join one global guild and be able to switch only every 6 months. This would force you to be loyal to the guild if you want to play. Next you have real estate as you know of in classic there is Venture point, there should be several of those for guilds as a base and one main castle for warring. Another thing is for ever hour you have the castle taken over each member offline or online gets 1-5 gc tickets depending on activity.

I disapprove about guild switching every six months, that is a needless handicap. If you could only join 1 guild it would breed loyalty.

Also the GC ticket thing is not a good idea either when the classic staff are trying to fix the fact that there are too many tickets and not enough prizes.

Unkownsoldier 03-15-2009 08:56 PM

Yet if you read the other announcements they have a plan and effect that may take place in the near future changing that.

xnervNATx 03-15-2009 09:00 PM

ok . add more tickets. if no one spend them you will have more people holding tons of tickets

Oni 03-16-2009 12:37 AM

we shuld hav guilds
and waring

xnervNATx 03-16-2009 03:57 PM

Quote:

Originally Posted by Oni (Post 1474865)
we shuld hav guilds
and waring


ya but there like 1 guilds active on 4

ff7chocoboknight2 03-16-2009 09:05 PM

Guild houses do not take up that much room. They are all in places where players normally wouldn't get to, like on a cliff.

I still think that Kull's Castle should be a Guild Fort...

Rufus 03-16-2009 09:07 PM

Quote:

Originally Posted by ff7chocoboknight2 (Post 1475089)
I still think that Kull's Castle should be a Guild Fort...

Why do you think that?

ff7chocoboknight2 03-16-2009 09:09 PM

It's not being used and why not?

Rufus 03-16-2009 09:30 PM

Quote:

Originally Posted by ff7chocoboknight2 (Post 1475094)
It's not being used and why not?

In Graal The Adventure, Kull's Castle turned into a fort once the quest had been complete. While I would like to see all six forts that were in Graal the Adventure being brought back (MoD, Snow Town, Destiny, Babord, Floydia, and Kull's) there are various reasons why they shouldn't. At current, there is only one fort being used and that is MoD. We have four forts at the moment, but only three are functional as Swamp Town fort was never finished. The playercount can not and will not ever be able to handle all six forts being used if they're brought back, and obviously we can't even handle three anymore, so the number should really be kept low. It's a good idea to reuse quest levels and give them a purpose after the quest, but at we can't actually access it due to swimming limitations at the moment so it would be pointless.

The fort system needs a serious revision. I hope one day that the playercount can allow for taking control over all forts rather than just one, but I don't see that happening sadly.

xnervNATx 03-17-2009 01:00 AM

Quote:

Originally Posted by ff7chocoboknight2 (Post 1475094)
It's not being used and why not?

people HARDLY go to mod , why should we need kull's castle added

BlackSolider 03-17-2009 03:05 AM

Mod is a once or twice a week thing, as far as I see. Not that I'm on 24/7 like some of you.


All times are GMT +2. The time now is 05:54 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.