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I'm against local guild system.
With that playercount it will never work. |
Playercount is a issue, but it will end up being fun for maybe 1- 3weeks then it will die and people will move on, though some may still use it.
Unless you can raise playercount above 100 and then add a event then I suggest leaving local guilds till later. |
Idea C first because it would give a objective to zone. Not only laming bunkers.
Then A would be good |
local guilds will fail.
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Out of topic, but Elizabeth, local guilds have existed on Graal since before Unholy Nation's time. :whatever:
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Unfortunately you all have extremely good points, Local Guilds will need a large, active playercount to run smoothly. Perhaps I'll have Dan finish scripting this as he claims to be nearly done (providing it is nearly done), then we'll hold off on its release. But with Idea C, we need something unique that we can give to players for completeing objectives. |
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Option B actually comes with doing a huge process on F already, and depending on the class specifics, im not sure if step F is then even something that requires a process anymore, asides of a few little things maybe. Those two options should be merged, maybe. |
B is a dumb idea whilst F is more wise and wouldn't annoy as many players.
Playercount sucks too much :) You should replace the local guild idea with a advertisement or make it that you advertise Zone as part of your local guild idea this way you'll have more then 10 players a guild :) |
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