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-   -   Reminders for Managing Your Guild - Feb 24, 10 (https://www.piratesonlineforums.com/forums/showthread.php?t=14935)

Batleth 02-28-2010 12:32 AM

Reminders for Managing Your Guild - Feb 24, 10
 
  • To start a Pirate Guild or become a Guild Master, you must have Unlimited Access. As the Master of your Guild you can invite other Pirates to join, promote members to Guild Officers, and dissolve the Guild when you want.
  • As a Guild Officer, you may invite other Pirates to join your Guild or remove Pirates from your Guild.
  • All Guild members always have the option to join (accept an invite) or leave a Guild whenever they want as well.
  • Any player can join a Guild, but you can only be a member of one Guild at a time.
For more details on how to join a Guild as well as other specifics on this topic, please see the Players Guide.

If your Guild loses its Guild Master, you can continue with just the Guild Officers leading the group. But Officers cannot perform all the functions and duties of a Guild Master, so another option is to re-form your Guild. To re-form, the members must first leave the Guild then create a brand new one, picking a new Guild name to submit.
You now also have the ability to turn off all Guild invitations.

PLEASE REMEMBER - Never ask for or give your personal information to anyone in the game or online, including other members of your Guild. This includes your phone number, email or home address - it's just not safe - savvy?

The Skirata Clan 02-28-2010 02:33 AM

I wonder why they released this reminder?

Could it be because of all the never ending issues, such as massive guild deletions and other similar "attacks"?

I am glad that they know and try to prevent any more of these problems.

Edward Edgemenace 03-01-2010 05:09 PM

Try to prevent? They've know guild deletions are a massive problem since they added the ability to have a guild.

* There is no separate privilege level for adding members vs. ejecting members.
* There is no "instant restore" for guilds hit by these attacks.

Both of those features have obviously been needed since guilds were first added to the game.

----------------

If you are a guild master, the only way you can protect yourself from this, is to make every member an officer. Officers cannot demote nor eject other officers. As the guild master, you can see the new additions very easily at the bottom of the guild list (and eject any problematic returning members.)

Jamesvsthekraken 03-01-2010 05:13 PM

Heres an idea to disney why dont they add new/more guild features. :/ just saying :)

Cannonfury 03-01-2010 05:42 PM

making everyone an officer seems like it makes the most sense but then you will have officers just guilding whomever they want off the street, then the GM is the only one who will be able to handle them...what if the GM is on leave or has quit? Then everyone is in a bind.

gingeeann 03-01-2010 05:47 PM

Quote:

Originally Posted by Jamesvsthekraken (Post 198872)
Heres an idea to disney why dont they add new/more guild features. :/ just saying :)

I agree. The reminders only remind you of the problems and limitations in the current system.

Edward Edgemenace 03-02-2010 06:34 AM

Quote:

Originally Posted by Cannonfury (Post 198879)
making everyone an officer seems like it makes the most sense but then you will have officers just guilding whomever they want off the street, then the GM is the only one who will be able to handle them...what if the GM is on leave or has quit? Then everyone is in a bind.

If the GM is on leave or has to quit in your style guild, everyone is in a worse bind. Making everyone an officer, just works. In many regards, it is more resilient to GM absences.


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