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  #1  
Old 06-27-2006, 12:20 AM
p2p_Sir_Link p2p_Sir_Link is offline
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Classic Guilds

On Classic, many of us are infuriated by multi-guilding.

Massokre also wishes to expand guild-life by certain coding means, to implement guild banks and the sort.

Idea:

Disable global-guilds entirely. Create Local guilds. Then, using a guild gui, we could limit players to one(1) guild. This, in effect, would create a feeling of oldness, expanding current guilds.

a rule this falls under:
Imitation of global guilds - Receive approval from global guild leaders to recreate tags as a local guild

Required Parts for Success:
we MUST have a guild administrator. Give them RC access with bare minimum rights, rw levels/guilds/*.txt. Having one of the current staff members double up on this would HIGHLY be against server interest, since this would not be their sole duty.


Discuss please.
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  #2  
Old 06-27-2006, 12:29 AM
Mark Sir Link Mark Sir Link is offline
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Ohmygod

This Idea Is Awesome.

EDIT:
Mafukie, to elaborate on the idea, the guildmaster wouldn't nescessarily be adding players to guilds - merely creating guilds that have gotten enough support from non-guilded players.
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  #3  
Old 06-27-2006, 12:31 AM
Mafukie Mafukie is offline
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Guild administrators aren't even nessesary, because we can do a WoW type charter system. But to make it work properly so that current guilds don't get stolen by other players it might need a guild admin to accept guilds.

But this is something I have wanted to see for a while. This is how it used to be when you needed a file in the graal folder to be in a guild, so you can only be in one at a time. The new system sucks
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  #4  
Old 06-27-2006, 05:28 AM
LOA--Paul LOA--Paul is offline
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If this is implemented I have some suggestions. I don't know if it would be easy or hard to code-

A system to make somewhat 'official' allies and enemies.

For instance. Ventrue and LOA generally don't have good relations. While LOA and Uncommon Society have been strong allies for years.

Someway that appears on the GUI or on player's names of showing they are allied/enemy besides the guildtag.

Or if not that, a way during battles to toggle on 'alliance hitting' EG: how it is for your own guildtag- you can't harm anyone on your tag. If that can be toggled on/off for allies, battles could be interesting and get rid of friendly fire while at the same time allowing 'random' PKing between guilds while on tag.
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  #5  
Old 06-27-2006, 06:49 AM
Minoc Minoc is offline
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Would be a fatal mistake.
The guilds should be fixed on the global level.
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  #6  
Old 06-27-2006, 05:12 PM
Mark Sir Link Mark Sir Link is offline
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Quote:
Originally Posted by Minoc
Would be a fatal mistake.
The guilds should be fixed on the global level.
You have to agree, there are many more implementable features by having control of guilds at a local level.
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  #7  
Old 06-27-2006, 05:18 PM
maximus_asinus maximus_asinus is offline
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I think we should have our own seperate guildCP through the website. We should bring back the old updating thing where someone had to go to the site and update the database after someone joined or changed their nickname.
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  #8  
Old 06-27-2006, 05:36 PM
Minoc Minoc is offline
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Quote:
Originally Posted by Mark Sir Link
You have to agree, there are many more implementable features by having control of guilds at a local level.
Such as what? Besides limiting multiguilding.

Suggestion:
Let the players choose a PRIMARY global guild for the "special features", while allowing the use of other tags.
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  #9  
Old 06-27-2006, 08:08 PM
kaylee kaylee is offline
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forcing a player to commit to a single guild doesn't really solve anything

multiguilding has always existed on classic, even when guild life was thriving
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  #10  
Old 06-28-2006, 04:18 AM
jake13jake jake13jake is offline
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Well, my plan is to build a DB on Classic for Global Guilds.
It will have it's difficulties, however, since we don't have direct access to the guild database.
All we can really do is check rank numbers, guild nicks, and if a player is in a guild or not.

My plan:
1. Register Guilds into DB as they appear.
2. Every time guild tag is worn, update an activity timer (will delete the guild and it's stats if that time has past)
3. Allow the creation of unique flags for each guild in the DB NPC.
4. Use stuff like MoD Fort to give the guild stats, money, etc.
5. Create a flag that keeps track of a player's independent guilds.
6. From this, discourage multiguilding (ex. disable protection from a guildmate's hits for multiguilders.. ((yea, that's an upside of custom HD)), lower unique stats of the guild).
7. Allow alliances to be created in some sort of building (Graal Memorial probably). Alliances would have to be in mutual agreement between guild leaders, but not the destruction of those alliances. Enemies don't have to be in mutual agreement. From this, alliances could be safe from hitting each other, and defeating enemies would allow a guild better stats than defeating anyone that isn't an enemy.

You see, I'd rather just keep the global thing for ease on gameplay, and manipulate it to my power to better improve it. No one else will, so why not? However, this isn't on today's list of things to do. It's probably on my list after converting arrows.

let's see... for projects on my list:
1. Morpher, Knife of Fiends (easy but I have been busy improving damage)
2. Readding anti-lame to bombs, putting explosions on modified HD (easy)
2. Building S+A dropping into new movement (still on storm's system ya), adding bed heal/lava hurt, dropping stuff when dying (hope it's easy)
3. Projectiles (it'll be a horrible nightmare)
4. Guild System (it'll be a horrible nightmare x 1000000000)

And fixing bugs goes anywhere in between any of those.

Last edited by jake13jake; 06-28-2006 at 04:33 AM..
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  #11  
Old 06-28-2006, 07:19 PM
LOA--Paul LOA--Paul is offline
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Several members of LOA are in US and vice versa, same with Vigilant Knights.

We are strong allies though and have been for ages. The multiguilding isn't really a problem in the sense people are speaking about because it's more of a situation like 'officer exchange' (not officially but it's not detrimental is what I'm saying- it strengthens the alliance)

Would this lower our ranking in your system? If possible would allied guilds not be penalized by this?
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  #12  
Old 06-29-2006, 02:53 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by LOA--Paul
Several members of LOA are in US and vice versa, same with Vigilant Knights.

We are strong allies though and have been for ages. The multiguilding isn't really a problem in the sense people are speaking about because it's more of a situation like 'officer exchange' (not officially but it's not detrimental is what I'm saying- it strengthens the alliance)

Would this lower our ranking in your system? If possible would allied guilds not be penalized by this?
I'd probably make it so you wouldn't be penalized if the multi-guilder is the leader of the other guild (I wouldn't want people to cry that they got VIP just so they could lead their own guild but are loyal to another guild that they'd ally to). Otherwise, no, not really. All the benefits of being allied would be built into the system and wouldn't require that members share guild tags.
I'd also like to make a way to accept guilds as family guilds, and those guilds would be exempt from any stats.
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  #13  
Old 06-29-2006, 03:29 PM
Polo Polo is offline
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Guilds should be global...
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  #14  
Old 06-30-2006, 01:33 AM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Polo
Guilds should be global...
That leaves me wondering if you skipped over my thoughts.
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