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03-12-2016
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23
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michael
Join Date: May 2012
Location: Hyrule
Posts: 3,511
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3. We'll see what happens; still assuming the guild system gets more updates soon.
But heres a few of my ideas: - -Limit number of guilds any player can join [check]
- -Increase guild capacity (35? 50?)
- -Limit the number of members per guild allowed to enter any one tower (8-ish?; different towers can have different limits for both attacking guilds and defending guilds)
- -Have different tiers of membership rank/status
- +Guild Owner (1) same abilities as current. However, the owner is not able to disband, rename, or transfer ownership of the guild.
- +Guild Leaders (5-7 max) have same 4 powers; can only be kicked by the owner, or a majority vote. In case the Owner is inactive, current Leaders can elect new leaders by majority vote.
- +Members- to become a full-time member, you have to be active and loyal to the guild for "x" amount of time.
- +New Recruits- after the guild already has 15-20 members, only 3-5 spots are open for new recruits. To recruit more people, your current recruits must be loyal enough to move up to full membership, or kick them.
- -possible idea- If a guild has less than 3 active members ("active" defined as online and on tag within the last 90 days), the guild will go into lapse. This means the guild cannot participate in any guild-related activities while in lapse. The guild will not be deleted, but to get out of lapse, you need to have 3+ active members again.
- -possible idea- Each guild must designate its purpose: "Towering and PK," "Spar and Guild Spar," "Social/Other" (<~initial default setting). Players are only allowed to join one "Tower/PK" guild, and one "Spar/GS" guild; to encourage/enforce loyalty. Only "Tower/PK" guilds are able to take tower flags. Only "Spar/GS" guilds can enter GST.
Sorry if this sounds overly political. #MakeGraalGreatAgain
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