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Old How to Manage Your Guild - September 9, 2010

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  #1  
Old 09-10-2010, 12:47 AM
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How to Manage Your Guild - September 9, 2010

How to Manage Your Guild

Filled with trustworthy comrades and mates, your Guild is your closest ally. Your Guild mates will always have your back, no matter how grave the danger or how difficult the struggle.
The following tips can be very useful whether you're a new Pirate learning your way around the Caribbean or an old salty dog who just needs a few reminders:
  • To create a Guild, you must have Unlimited Access. For more information on creating or joining a Guild, please see the Players Guide.
  • Guild Master
    • A Guild Master can invite other Pirates to join the Guild, remove any current Guild members, and promote Guild members to various Guild Ranks.
    • The Guild Master can also dissolve the Guild at any given time.
  • Guild Ranks
    • Officer - can invite Pirates to join a Guild and remove Pirates from the Guild. Please keep in mind, currently there is a limit of removing only 5 Pirates from a Guild per day.
    • Veteran (new feature!) - can only invite Pirates to join the Guild.
  • Guild-wide Notifications (new feature!)
    • All Guild members will receive notifications when a Pirate joins or leave the Guild. All Guild members will also be notified if an Officer or the Guild Master has removed a Pirate from the Guild. Please keep in mind, you can only see Guild-wide notifications if you are logged into the game.

The Guild Officers and Veterans can continue leading the Guild if the Guild Master chooses to leave. Since Officers cannot perform all the functions and duties of a Guild Master, it is better to re-form the Guild under a new Guild Master. Keep in mind, Guild members must first leave the old Guild in order to join a new Guild.

IMPORTANT REMINDER - Remember never to ask for or give your personal information to anyone in the game or online, including members of your Guild. This includes your Account ID, Password, phone number, e-mail or home address. It's just not safe and Pirates always keep themselves safe first, savvy?
  #2  
Old 09-10-2010, 12:57 AM
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Didnt they do something like this a couple months ago...?
  #3  
Old 09-10-2010, 01:05 AM
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Sort of, but this now includes the new features. Doesn't really hurt to post it though, although I wish people would actually follow it (the sharing info and so on).

Quote:
The Guild Officers and Veterans can continue leading the Guild if the Guild Master chooses to leave. Since Officers cannot perform all the functions and duties of a Guild Master, it is better to re-form the Guild under a new Guild Master. Keep in mind, Guild members must first leave the old Guild in order to join a new Guild.
I still don't get why they don't add a Co-GM feature, or another way to allow someone to take over for the GM. No one should have to go through the trouble of moving to a new guild just because they won't do a simple fix to it.
  #4  
Old 09-10-2010, 01:14 AM
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Agreed Sven... it shouldn't be that hard to add, and its necessary to keep a guild running if the GM leaves.
  #5  
Old 09-10-2010, 01:35 AM
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Quote:
I still don't get why they don't add a Co-GM feature, or another way to allow someone to take over for the GM. No one should have to go through the trouble of moving to a new guild just because they won't do a simple fix to it.
I know that all too well

And I appreciate they give these little reminders, especially for those who don't completely understand the guild system.
  #6  
Old 09-10-2010, 01:45 AM
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I guess... but it really just tells what the ranks do. Maybe if they added suggestions for players... also, it would be cool if there was a guild calendar that guild members could access. It could show events, meetings, etc. Only the Gm could change it.
  #7  
Old 09-10-2010, 01:51 AM
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Aye, I agree with everything said so far. If only Disney would add a Co-GM feature. By the way I know this is kind of random but check this out, I found these under the dagger news on the official pirates online site anyway here they are:
1.
ADMIN GM Cayman Trench
Unstoppable huh? Could be a big responsibility to access these daggers, also, could you imagine if these advance weapons got in the hands of the enemy? What if the EITC and Navy set up a surprise attack on us Pirates on Tortuga? This would be a very scary event if we weren't prepared.

2.
ADMIN GM Cayman Trench
So I take that your excited! Me too, I have been preparing myself for such an event. These daggers are going to come in handy in the nearby future I feel. Jolly and his crew will never stop until they are completely successful.

Another spilled rumor perhaps about Raven's Cove Island?
  #8  
Old 09-10-2010, 02:33 AM
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I dont really see anything implying Raven's Cove....
  #9  
Old 09-10-2010, 02:34 AM
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Well they did say "nearby" future. So who knows?
  #10  
Old 09-10-2010, 02:39 AM
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Ye can never be certain with POTCO....
  #11  
Old 09-10-2010, 04:03 AM
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Quote:
Originally Posted by Jamesvsthekraken View Post
Aye, I agree with everything said so far. If only Disney would add a Co-GM feature. By the way I know this is kind of random but check this out, I found these under the dagger news on the official pirates online site anyway here they are:
1.
ADMIN GM Cayman Trench
Unstoppable huh? Could be a big responsibility to access these daggers, also, could you imagine if these advance weapons got in the hands of the enemy? What if the EITC and Navy set up a surprise attack on us Pirates on Tortuga? This would be a very scary event if we weren't prepared.

2.
ADMIN GM Cayman Trench
So I take that your excited! Me too, I have been preparing myself for such an event. These daggers are going to come in handy in the nearby future I feel. Jolly and his crew will never stop until they are completely successful.

Another spilled rumor perhaps about Raven's Cove Island?
I dont see any implications about Raven's Cove there. Looks like the usual "don't let Jolly have the weapons" stuff.
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  #12  
Old 09-10-2010, 04:24 AM
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I agree completely with the Co-GM idea!
 


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