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  #46  
Old 03-15-2009, 07:26 AM
Mark Sir Link Mark Sir Link is offline
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I'd remove the guildhouses of guilds below a certain activity level in the guild control panel
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  #47  
Old 03-15-2009, 07:47 AM
jacob_bald6225 jacob_bald6225 is offline
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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.
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  #48  
Old 03-15-2009, 02:02 PM
Unkownsoldier Unkownsoldier is offline
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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.
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  #49  
Old 03-15-2009, 03:05 PM
xnervNATx xnervNATx is offline
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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
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  #50  
Old 03-15-2009, 08:19 PM
jacob_bald6225 jacob_bald6225 is offline
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Originally Posted by Unkownsoldier View Post
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.
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  #51  
Old 03-15-2009, 08:56 PM
Unkownsoldier Unkownsoldier is offline
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Yet if you read the other announcements they have a plan and effect that may take place in the near future changing that.
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  #52  
Old 03-15-2009, 09:00 PM
xnervNATx xnervNATx is offline
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ok . add more tickets. if no one spend them you will have more people holding tons of tickets
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  #53  
Old 03-16-2009, 12:37 AM
Oni Oni is offline
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we shuld hav guilds
and waring
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  #54  
Old 03-16-2009, 03:57 PM
xnervNATx xnervNATx is offline
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we shuld hav guilds
and waring

ya but there like 1 guilds active on 4
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  #55  
Old 03-16-2009, 09:05 PM
ff7chocoboknight2 ff7chocoboknight2 is offline
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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...
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  #56  
Old 03-16-2009, 09:07 PM
Rufus Rufus is offline
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I still think that Kull's Castle should be a Guild Fort...
Why do you think that?
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Seriously, you have ****-all for content and you're not exactly pulling in new developer talent, angling for prestigious titles should be your last concern.
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  #57  
Old 03-16-2009, 09:09 PM
ff7chocoboknight2 ff7chocoboknight2 is offline
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It's not being used and why not?
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  #58  
Old 03-16-2009, 09:30 PM
Rufus Rufus is offline
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Originally Posted by ff7chocoboknight2 View Post
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.
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Seriously, you have ****-all for content and you're not exactly pulling in new developer talent, angling for prestigious titles should be your last concern.
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  #59  
Old 03-17-2009, 01:00 AM
xnervNATx xnervNATx is offline
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It's not being used and why not?
people HARDLY go to mod , why should we need kull's castle added
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  #60  
Old 03-17-2009, 03:05 AM
BlackSolider BlackSolider is offline
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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.
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