Forums » Suggestions
/guild resign "member" change (INC respond)
some players entrap people into new guilds. Give new players the freedom to leave a guild they know is wrong for them ASAP to retain players. Otherwise, people who do not know they joined a new rat guild will be stuck there until they can resign. This is bad for retention.
/guild resign "member name" is a right, not a privilege
/guild resign "member name" is a right, not a privilege
What the hell you talking about? It's easy to resign from a guild, and it's quite easy. I don't know what your complaining about. Rat guild.. take that crap up in the RP forums ya noob.
If new ppl would actually play the game awhile and THEN join a guild based on what they like to do this wouldn't be a issue. Personally I think F2P ppl shouldn't even be allowed to join a guild, period.
If new ppl would actually play the game awhile and THEN join a guild based on what they like to do this wouldn't be a issue. Personally I think F2P ppl shouldn't even be allowed to join a guild, period.
you cannot resign from a new guild Vskye, but you should have the right to
edit, btw, this plea is for someone I was shooting at
edit, btw, this plea is for someone I was shooting at
Vskye, I think what he means is that if you try to join a guild that has not actually finished forming yet (doesn't have all members), you end up stuck in it until the guild either gets enough members or times out two days after initial creation.
This thread should probably be moved to the bugs forum.
This thread should probably be moved to the bugs forum.
Considering that this is only an issue for someone that has joined a FORMING guild, it would stand to reason that the player knew the guilds motives or the guild does not yet have motives.
If you accept either of two cases above, then it kinda makes this suggestion more of a way to play a joke or be a dick to someone who's trying to form a new guild.
You could say "sure ill join your guild" then 0-48 hours later quit and prevent the guild from forming officially.
This would only serve as a tool to prevent new guilds from being created.
Joining a guild should be looked at and treated as a commitment. Being in original 10 even more so. Let the new players find this out.
And really...how did you know enough about this new guild's agenda to be shooting at him if the guild hadn't even finished forming yet? It is easily plausible that a guild that is created with the idea of behaving a certain way actually takes a drastic turn once it is officially created and the counsel has the power to vote and such.
If you accept either of two cases above, then it kinda makes this suggestion more of a way to play a joke or be a dick to someone who's trying to form a new guild.
You could say "sure ill join your guild" then 0-48 hours later quit and prevent the guild from forming officially.
This would only serve as a tool to prevent new guilds from being created.
Joining a guild should be looked at and treated as a commitment. Being in original 10 even more so. Let the new players find this out.
And really...how did you know enough about this new guild's agenda to be shooting at him if the guild hadn't even finished forming yet? It is easily plausible that a guild that is created with the idea of behaving a certain way actually takes a drastic turn once it is officially created and the counsel has the power to vote and such.
Or have a minimum requirement before new players are allowed to join a guild. I don't have any sympathy for the hoards of new players that are incessantly creating or begging to join a guild.
I'm pretty sure that locking members of an unformed guild into it until it either establishes or fails is intended to solve a problem similar to what Darth said.
While I don't agree with vsyke on f2p, he is spot on in saying "If new ppl would actually play the game awhile and THEN join a guild based on what they like to do this wouldn't be a issue."
In most cases new players are better off creating and joining groups.
I'm pretty sure that locking members of an unformed guild into it until it either establishes or fails is intended to solve a problem similar to what Darth said.
While I don't agree with vsyke on f2p, he is spot on in saying "If new ppl would actually play the game awhile and THEN join a guild based on what they like to do this wouldn't be a issue."
In most cases new players are better off creating and joining groups.
@Darth Nihilus how did you know enough about this new guild's agenda to be shooting at him if the guild hadn't even finished forming yet? .... founded by a griefer and at least on other member attacked my guild and another member of that guilds confirmed it's intentions.
and if someone quits and that prevents guild from forming, the guild should be prevented from forming if it's members are ashamed of other guild members actions or more members that want to participate in that guilds rp should have been recruited.. Not forced into forming just to die after the 48 hour period during which unsuspecting players suffer (hopefully learning a lesson).
@Death Fluffy no minimums, if someone wants to join right away they should be able to
I'm also sure we all agree on this.... "If new ppl would actually play the game awhile and THEN join a guild based on what they like to do this wouldn't be a issue."
But, the way it is now, creating guild could also be used to grief unsuspecting new players and leaving should be an option.
and if someone quits and that prevents guild from forming, the guild should be prevented from forming if it's members are ashamed of other guild members actions or more members that want to participate in that guilds rp should have been recruited.. Not forced into forming just to die after the 48 hour period during which unsuspecting players suffer (hopefully learning a lesson).
@Death Fluffy no minimums, if someone wants to join right away they should be able to
I'm also sure we all agree on this.... "If new ppl would actually play the game awhile and THEN join a guild based on what they like to do this wouldn't be a issue."
But, the way it is now, creating guild could also be used to grief unsuspecting new players and leaving should be an option.
Not knowing what the reasons were for requiring up to 48 hr membership for players who join an un formed guild, I can only speculate at the problems real or imagined that GS was trying to address by imposing the limit. So which problem takes precedence? I don't see this as a frequent enough issue to invest dev time in tbh. I for one could care less if irresponsible new players quit the game because they do something stupid that causes them a minor inconvenience. If they really enjoy the game they will stick it out, if not, then they won't be around much longer anyway.
That said, I think in the /guild join sequence that there could be a confirmation question that pops up to confirm that a player understands that the guild doesn't really exist in a permanent form yet and that if they do join, that they will have to wait out the remaining time before leaving the guild or it being automatically dissolved.
That said, I think in the /guild join sequence that there could be a confirmation question that pops up to confirm that a player understands that the guild doesn't really exist in a permanent form yet and that if they do join, that they will have to wait out the remaining time before leaving the guild or it being automatically dissolved.
People should simply be more careful about joining guilds. Especially if they're in the formative stages. Know who you're getting involved with and why. If a mistake is made, it forces the player to become socially interactive with his peers and would-be attackers to clarify his/her position.
It looks to me as if the current gameplay is working as intended, so definitely not a bug.
1) the guild is new and needs to be protected from those acting on a whim while it forms
2) the ignorant player is educated on how things work and forced to interact socially within the game to solicit cooperation and acceptance.
I'm not sure what could be better for an online role-playing community.
It looks to me as if the current gameplay is working as intended, so definitely not a bug.
1) the guild is new and needs to be protected from those acting on a whim while it forms
2) the ignorant player is educated on how things work and forced to interact socially within the game to solicit cooperation and acceptance.
I'm not sure what could be better for an online role-playing community.
Allowing people to change their minds doesn't actually hurt anything. If I try to create a guild and then after the eighth person joins, two trolls abandon the guild, how does that make my situation any different from if I'd only ever had the six honest members join in the first place? Either way, I still need three more people. Maybe if I'm some sort of emotionally fragile twit I might feel mildly offended or betrayed, but I wouldn't actually have been sabotaged.
And as much as I agree with the notion that idiots who unthinkingly join guilds deserve whatever befalls them, I also agree that idiots who unthinkingly accept other idiots into their fledgeling guild deserve whatever befalls them. Given the option between protecting some moron's feelings and protecting my freedom to change my mind, I side firmly on the side of freedom.
And as much as I agree with the notion that idiots who unthinkingly join guilds deserve whatever befalls them, I also agree that idiots who unthinkingly accept other idiots into their fledgeling guild deserve whatever befalls them. Given the option between protecting some moron's feelings and protecting my freedom to change my mind, I side firmly on the side of freedom.
Ah, forming a guild.. thanks.