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He isn't wrong. Although the more realistic bad-case is that we just have to spend several hours hand-fixing a bunch of individual players based on log data. But either way, it's unpleasant, and a silly risk to take out of impatience.
I'm not in any hurry for a corner case feature like this.
Please stick to whatever plan brings in more actual game content sooner rather than later.
Please stick to whatever plan brings in more actual game content sooner rather than later.
It's not a feature proposal, its a proposal for a change in policy, doesn't require the actual production of new code and its something people actually want.
Of course Itan and TGFT don't care about this, they won't use it because they follow the boring default structure.
Of course Itan and TGFT don't care about this, they won't use it because they follow the boring default structure.
Do you mean sticking to the gameplan that they had in 2004 ARF? Because really that is silly. How about "they" start caring about the "current" player base rather than some stupidly promised new players that we will only drive away anyway.
It would be nice to have but it's certainly not badly needed.
Actually, it is badly needed.
Guilds, especially new ones, will generally have leadership which play around the same times because these were the people playing when the guild was formed.
It's hard for the guild to recruit players from other timezones because the 3 who can invite aren't online. It's hard to find someone off-hours worthy of promotion because you can't recruit while you don't play. You can't just give away your prime-time LT spots because those people may already be covering a set of time slots.
The current limit of who can invite and expel is really frustrating to people trying to build guilds, and to people trying to join them.
Guilds, especially new ones, will generally have leadership which play around the same times because these were the people playing when the guild was formed.
It's hard for the guild to recruit players from other timezones because the 3 who can invite aren't online. It's hard to find someone off-hours worthy of promotion because you can't recruit while you don't play. You can't just give away your prime-time LT spots because those people may already be covering a set of time slots.
The current limit of who can invite and expel is really frustrating to people trying to build guilds, and to people trying to join them.
Wrong
Savet just explained why we need a guild system redux based on facts and his personal experience and your answer is "Wrong."
I really hope you're not on a debate team Greenwall.
I really hope you're not on a debate team Greenwall.
Yes, my answer is "wrong".
Well we know your answer was wrong Greenwall, you don't need to point that out, they're always wrong.
joyless just ignore him, his opinion doesn't count anymore
Ha, Galanoth has officially joined greenwall and joker's forum troll club. Someone thought he was joyless. :P
I read first 2 letters of a name and just assume ; ;
1) teddyrandell: you have no fucking idea what you are talking about, thus you have joined joyless and galanoth in their "brain exercises for idiots" class -- which is taught directly following Bojan's class on Ethics.
2) Savet is wrong because:
Guild recruitment is ONLY hard because there aren't enough people playing and staying. Allowing two commanders will have ZERO effect on overall player retention, and thus ZERO effect on the formation on lasting, successful guilds.
He is also wrong because he is approaching the subject from the perspective of LTs and Commanders who don't play enough, specifically him. Guild recruitment requires leadership being active. Laziness and preoccupation with RL such that it prevents you from playing enough to recruit players from the barren and transient offerings in the VO pool is not an argument for how "badly" this change is needed.
The only really good argument for this change is to better reflect the guild structure each guild would prefer -- i.e. from an organizational perpspective. And from the perspective, it's a corner case...and really has more to do with aesthetics than functionality.
2) Savet is wrong because:
Guild recruitment is ONLY hard because there aren't enough people playing and staying. Allowing two commanders will have ZERO effect on overall player retention, and thus ZERO effect on the formation on lasting, successful guilds.
He is also wrong because he is approaching the subject from the perspective of LTs and Commanders who don't play enough, specifically him. Guild recruitment requires leadership being active. Laziness and preoccupation with RL such that it prevents you from playing enough to recruit players from the barren and transient offerings in the VO pool is not an argument for how "badly" this change is needed.
The only really good argument for this change is to better reflect the guild structure each guild would prefer -- i.e. from an organizational perpspective. And from the perspective, it's a corner case...and really has more to do with aesthetics than functionality.
So because people have RL issues, the devs shouldn't address a more flexible guild structure? I forgot how experienced and successful Greenwall is at maintaining a 1 commander guild. *cough*
Re-read what I wrote and get back to me once you realize what you just said is naive and ignorant, Gally.
Everyone MUST take greenwall seriously and take heed, because he has the most successful guild in the WHOLE WIDE world and he knows the BEST for everyone in VO. He has ALL the answers to the million dollar questions that have been stumping the VO vets for centuries. His brilliance is beyond what God can comprehend.
Isn't your guild dead, Greenwall??
How about "they" start caring about the "current" player base rather than some stupidly promised new players that we will only drive away anyway.
You mean like features that, at most, a couple dozen players might actually utilize? There's more players who own Tridents now than there are active guild officers. This is a corner case no matter how you slice it.
You mean like features that, at most, a couple dozen players might actually utilize? There's more players who own Tridents now than there are active guild officers. This is a corner case no matter how you slice it.
General note: Focus on debating the topic, not the individual. We have too much personal back-and-forth on Suggestions lately. This is not RP.