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Offline Xinef

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Re: Guilds? https://elementscommunity.org/forum/index.php?topic=17888.msg241038#msg241038
« Reply #24 on: January 05, 2011, 05:13:51 pm »
:air Those who touch Clouds
Skywalkers? :P


:gravity Group Huggers
May the force of the D4HK side be with U ^_^
:time samurai

gavsword

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Re: Guilds? https://elementscommunity.org/forum/index.php?topic=17888.msg241063#msg241063
« Reply #25 on: January 05, 2011, 06:00:43 pm »
:air Those who touch Clouds
Skywalkers? :P


:gravity Group Huggers
Their leader is Father Vader
lol

Re: Guilds? https://elementscommunity.org/forum/index.php?topic=17888.msg244985#msg244985
« Reply #26 on: January 11, 2011, 06:55:41 am »
In my opinion, I think guilds would be cool if they had restricted access. Meaning one or two people decided whether a person should be allowed in, or the whole group would vote.
It should be made that 'resources' or advantages are shared between the group, so in a self preservation sense it would work to keep it small, however when more people join the whole pool of resources becomes larger - helping the element, and the guild more.
Obviously this would go down after an optimum number, so the guild doesn't just accept anyone who applies just to give everyone an advantage. After a certain number of people join (the optimum point - probably based off the amount of people actively playing WoE, this would rise over time) the amount starts making it unwise to let people enter the guilds. (When the game gets larger, the optimum number would raise, and therefore guilds would want to recruit/accept again)

I think this would make it better because it allows the team to think about who would be the best, and really makes you think about when and who to allow to accept, since you want both active and skilled people (In theory, I'm not too sure about the bonuses and responsibilities of the guilds).


I don't want to detract from the brilliance of this post, so I'm going to keep my mediocre names in the spoiler.
 :darkness ShadowCasters (If you think about it it's much less impressive than it sounds, so it suits darkness perfectly  :P
 :air Breath of the Sky
 :water Wave Runners
 :earth The Diamond Hammer

rsnail

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Re: Guilds? https://elementscommunity.org/forum/index.php?topic=17888.msg248391#msg248391
« Reply #27 on: January 15, 2011, 07:59:35 pm »
 Stone heart for :earth

Offline TheForbiddenOracle

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Re: Guilds? https://elementscommunity.org/forum/index.php?topic=17888.msg248454#msg248454
« Reply #28 on: January 15, 2011, 09:26:48 pm »
 :air= The Flying Sky
 :darkness= Shadow Hunters
 :death= Toxic Waste
 :earth= Sub-Terminal
 :entropy= The Disorder of Chaos
 :life= Protectors of Nature
 :light= White Healing
 :water= The Aquarium

Offline doublecross

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Re: Guilds? https://elementscommunity.org/forum/index.php?topic=17888.msg248840#msg248840
« Reply #29 on: January 16, 2011, 04:57:20 am »
I really think there should be a ____ lotus guild.
That is just me though.

Sigh, little old me, with zero karma.


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Q. How many lonely guys does it take to change a lightbulb?

A. One. But he wishes it took two.  *sob*
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Zafari

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Re: Guilds? https://elementscommunity.org/forum/index.php?topic=17888.msg249173#msg249173
« Reply #30 on: January 16, 2011, 04:52:23 pm »
 :air - Avians of the Storm
 :darkness - The Hooded
 :death - Haunted Heroes
 :earth - Farmer's Hall
 :entropy - The Third Arm
 :light - The Flashers
 :water - Pearls of the Pacific

Some of these suggestions are more serious than others... Interpret them as you please ;)

Offline DSSCRA

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Re: Guilds? https://elementscommunity.org/forum/index.php?topic=17888.msg249330#msg249330
« Reply #31 on: January 16, 2011, 08:31:53 pm »
:air - Disciples of Octane

:darkness - Assassins of Templar - Spell Breaker Guild

:death - Servants of Baal - Servants of Chemosh

:earth - Miner's Guild

:earth - Society of Crystal - Crystal Society - Earth Molders - Armorsmith Guild

:entropy - Changling society - Shapeshifter Guild - Loki's Disciples - Worshipers of Eris - Paradox society

:life - Followers of Druantia - Followers of Ferox

:light - Those Chosen to Protect - Those Chosen to Follow the Gods of Light - Worshipers of light - Worshipers of Ouranos

:water - Spell Maker Guild - Society of Mages - Mage Guild - Mage's Guild


I made some for all the missing spots.


COME CLOSER AND I WILL UNLOCK YOUR INNER HAT.

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Offline doublecross

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Re: Guilds? https://elementscommunity.org/forum/index.php?topic=17888.msg249332#msg249332
« Reply #32 on: January 16, 2011, 08:33:41 pm »
 :light   Illuminati

That which can be destroyed by the truth should be. Speak the truth even when your voice falters.

Daxx

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Re: Guilds? https://elementscommunity.org/forum/index.php?topic=17888.msg249486#msg249486
« Reply #33 on: January 16, 2011, 11:07:10 pm »
Thanks for all the suggestions. We'll be taking them into account.

Offline Nepycros

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Re: Wanted + Bounty https://elementscommunity.org/forum/index.php?topic=17888.msg267957#msg267957
« Reply #34 on: February 10, 2011, 12:50:17 am »
Even though there won't be a direct setting in the game for it, can we set up guilds?

By guilds, I mean things like a Merchant's Guild. A group of players who trade to players and deliver goods to other players on other sides of the map. It's useful because:
a) If you owe someone something, but can't travel to them for whatever reason, you can use this guild, which would have stations set up all over the map, to deliver it for you.
b) The guilds would have a set means with which to trade, judging by exact value, but being fair
c) It prevents inflation, because if all transactions go through them, since a certain object would not be sold for more or less than its worth, the value of other objects will not be changed.
d) The merchant's guild would focus on obtaining all the possible items, that way each player has a massive inventory to work with.

I'm not saying Merchant's Guild is anything you guys have to set up. I'm just wondering if players can choose to set this up in the game?
Perception is the source of misunderstanding.

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Daxx

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Re: Wanted + Bounty https://elementscommunity.org/forum/index.php?topic=17888.msg269367#msg269367
« Reply #35 on: February 12, 2011, 03:46:48 pm »
Even though there won't be a direct setting in the game for it, can we set up guilds?
I imagine that we'll see players group together regardless of whether it's supported by the game or not. There's no reason that I can see why we wouldn't let players act as a group or have arrangements between each other. Politics makes games more fun.

I don't imagine we'll see much system-support for this, though; however I have written quests that must be completed by more than one player co-ordinating their actions, so there is at least some benefit to getting on well with your fellow players.

 

anything
blarg: