Join on Guild

Have a suggestion or an idea for Life is Feudal: MMO ? Post it here!

Venciera
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Join on Guild

Post by Venciera » 22 Feb 2014, 20:40

I suggest players should have the option to join a guild before they enter the mainland. This would only apply to new characters, and would allow them to spawn on, or near the guild they choose. They would have limited access to what the guild offers, but they could call for help, and get assistance if they needed it. Guilds would have the option to be exclusive, but allowing new players to join might be very powerful.

Your thoughts?


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Re: Join on Guild

Post by Protunia » 22 Feb 2014, 20:52

I don't see a problem with having to travel to your guilds area or having them come to escort you there so you can bind at the Castle. This could create some fun times actually with excitement and suspense as they travel to and from area's to recruit players.

Just warping from the starter island to some guilds castle instead of going to the mainland start town would bypass this kind of thing completely and I feel take away from a part of the game and gameplay that should happen in a game built around kingdom battles.

SO... I would have to say no to warping from the starter island to some other place on the mainland. I just think you should have some risk involved travelling to your new Kingdom the same as any new player without a Kingdom will have travelling around the land finding a place to call home.


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Re: Join on Guild

Post by Venciera » 22 Feb 2014, 21:17

I understand where you're coming from, but allowing players to spawn near the guild of their choosing would reduce the server load on the starting zone. I can't imagine hundreds of players spawning in the NPC town will go over well.

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Thokan
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Re: Join on Guild

Post by Thokan » 22 Feb 2014, 22:20

The majority of players will have their gameplay centering around their personal claim they would share with friends or their realm claim.

I do not like the idea of all players centering around the NPC city. You should be able to settle anywhere on the map without having to worry about escorting new characters all across the vast map.

The password system that bound you to another characters spawn in Haven and Hearth was real neat. Hope to see something similar.
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Re: Join on Guild

Post by Protunia » 22 Feb 2014, 23:19

My reasoning is that it automatically Eliminates PvP and has Players warping to places without any chance of PvP happening at all. Having to travel will in fact bring the chances of PvP, Adventure, Exploration and Danger with other players who decide to play different roles in the game like bandits.

In fact if you had such warping that would be used heavily through out the game for alts and new players and pretty much set up the game for an empty experience from the main town when entering the mainlands.

I am pretty much against any type of Portal System in this game as well that allows you to travel between area's without travelling there first and binding because again it would eliminate major parts of the games experience of adventure, exploration, danger, etc....

I like the way they have it set up now and would not change it for the reasons I stated.

You can start the game: In the wilderness OR in Life is Feudal’s main central city. The main central city and newbie island are the only two places in Life is Feudal where PvP is disabled. The main city is a good place to start if you want to socialize or group up. If you choose wilderness, you will randomly spawn somewhere in Life is Feudal’s online world. Choose wisely.
Last edited by Protunia on 22 Feb 2014, 23:37, edited 2 times in total.

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Thokan
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Re: Join on Guild

Post by Thokan » 22 Feb 2014, 23:30

Protunia wrote:My reasoning is that it automatically Eliminates PvP and has Players warping to places without any chance of PvP happening at all. Having to travel will in fact bring the chances of PvP, Adventure, Exploration and Danger with other players who decide to play different roles in the game like bandits.

In fact if you had such warping that would be used heavily through out the game for alts and new players and pretty much set up the game for an empty experience from the main town when entering the mainlands.

I am pretty much against any type of Portal System in this game as well that allows you to travel between area's without travelling there first and binding because again it would eliminate major parts of the games experience of adventure, exploration, danger, etc....

I like the way they have it set up now and would not change it for the reasons I stated.

You can start the game: In the wilderness OR in Life is Feudal’s main central city. The main central city and newbie island are the only two places in Life is Feudal where PvP is disabled. The main city is a good place to start if you want to socialize or group up. If you choose wilderness, you will randomly spawn somewhere in Life is Feudal’s online world. Choose wisely.


It would be a one time port. Not even a port, as it technically would be a spawn. It would be the same thing as spawning randomly in the wilderness, just that you spawned randomly in the wilderness next to a friend.

But you wish to deter people from grouping up and easily finding friends in favor of the PvP opportunities straggling loners looking for their friends at random would give? Meh.

There will still be the need of exploring and what not. It wouldnt change anything of the core aspects of the game. Just not meaninglessly center people to one spot for no reason.

As it says the NPC starter city is for new people to get their bearings and maybe find people to group up with in the first place, it is not designed for people already in a group.
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Re: Join on Guild

Post by Protunia » 22 Feb 2014, 23:45

Thokan wrote:As it says the NPC starter city is for new people to get their bearings and maybe find people to group up with in the first place, it is not designed for people already in a group.


You can start the game: In the wilderness OR in Life is Feudal’s main central city. The main central city and newbie island are the only two places in Life is Feudal where PvP is disabled. The main city is a good place to start if you want to socialize or group up. If you choose wilderness, you will randomly spawn somewhere in Life is Feudal’s online world. Choose wisely.


It doesn't quite say what your are saying there you are reading a lot into that statement and ignoring things it says as well.

It says Group Up......If you know a Group how do you get into the Group?

You "Group Up".

It also says "If you choose wilderness, you will randomly spawn somewhere in Life is Feudal’s online world. Choose wisely."

Anyhow I fully expect more players to want the easy way out on this topic so we shall see what happens in game.
Last edited by Protunia on 23 Feb 2014, 00:34, edited 7 times in total.

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Thokan
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Re: Join on Guild

Post by Thokan » 23 Feb 2014, 00:13

Protunia wrote:
Thokan wrote:As it says the NPC starter city is for new people to get their bearings and maybe find people to group up with in the first place, it is not designed for people already in a group.


You can start the game: In the wilderness OR in Life is Feudal’s main central city. The main central city and newbie island are the only two places in Life is Feudal where PvP is disabled. The main city is a good place to start if you want to socialize or group up. If you choose wilderness, you will randomly spawn somewhere in Life is Feudal’s online world. Choose wisely.


It doesn't quite say what your are saying there you are reading a lot into that statement and ignoring things it says as well.

It says Group Up......If you know a Group how do you get into the Group?

You "Group Up".

It also says "If you choose wilderness, you will randomly spawn somewhere in Life is Feudal’s online world. Choose wisely."

Anyhow I fully expect more players to want the easy way out on this topic so we shall see what happens in game.


I am not arguing with the presumption that the system I am advocating is in-game. I am merely advocating and pointing at where it coincides with the game and statements.

In most cases you already have grouped up in the meta-game. Having to spawn in the city or randomly in the wilderness as only options is a huge deterrent to have any organized gameplay far from the center of the map.
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Re: Join on Guild

Post by Protunia » 23 Feb 2014, 00:34

One more thing the edge of the map is only 11 km so travel time will not be some huge problem at all esp. with Horses.

So I see no reason for this Idea that we need to warp to Safety from the Starter Island and completely avoid the Main Central City and Travelling.

This is all about avoiding PvP and Ensuring Safety without risking anything at all when coming into the mainlands.

The strange part for me is you were on the PK thread talking about how harsh it is for Pkers as well.

Here is what I see....PKer wants to warp away from all players to edge of the map without risking anything, but wants PKing to be easier for him....

In other words you are trying to have things that help your playstyle....can't blame ya, but I don't agree with them.

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Re: Join on Guild

Post by Thokan » 23 Feb 2014, 00:50

Protunia wrote:One more thing the edge of the map is only 11 km so travel time will not be some huge problem at all esp. with Horses.

So I see no reason for this Idea that we need to warp to Safety from the Starter Island and completely avoid the Main Central City and Travelling.

This is all about avoiding PvP and Ensuring Safety without risking anything at all when coming into the mainlands.

The strange part for me is you were on the PK thread talking about how harsh it is for Pkers as well.

Here is what I see....PKer wants to warp away from all players to edge of the map without risking anything, but wants PKing to be easier for him....

In other words you are trying to have things that help your playstyle....can't blame ya, but I don't agree with them.


Horses? How would you be able to buy/acquire a horse as a freshly spawned character?

It is not about avoiding PvP. Never was. It's about not having to walk across the map just to actually start playing the game.

I never gank, I am a paragon of white, fluffy virtue in-game. I just want logic, sense and frrrrreeeeeedoooooom!
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Protunia
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Re: Join on Guild

Post by Protunia » 23 Feb 2014, 01:03

Horses? How would you be able to buy/acquire a horse as a freshly spawned character?

It is not about avoiding PvP. Never was. It's about not having to walk across the map just to actually start playing the game.

I never gank, I am a paragon of white, fluffy virtue in-game. I just want logic, sense and frrrrreeeeeedoooooom!



Here is one of your very first posts.. ;)

You are already getting Pocket Ponies....

A sandbox crafting openworld building MMO is best on foot.

discussion-of-backpacks-and-the-mounts-therein-t439/page30/#p4624

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Thokan
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Re: Join on Guild

Post by Thokan » 23 Feb 2014, 01:16

Protunia wrote:
Horses? How would you be able to buy/acquire a horse as a freshly spawned character?

It is not about avoiding PvP. Never was. It's about not having to walk across the map just to actually start playing the game.

I never gank, I am a paragon of white, fluffy virtue in-game. I just want logic, sense and frrrrreeeeeedoooooom!



Here is one of your very first posts.. ;)

You are already getting Pocket Ponies....

A sandbox crafting openworld building MMO is best on foot.

discussion-of-backpacks-and-the-mounts-therein-t439/page30/#p4624


Again, that is under the presumption I dont have to walk across the map for no apparent reason. Also I am clearly argueing from the viewpoint of having a personal or realm claim randomly in the wilderness.

I am gonna assume you do not spawn with a horse.
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Re: Join on Guild

Post by Drakes821 » 23 Feb 2014, 02:05

I actually like most of this idea.

Personally I don't like people being able to auto join guilds (enemies could make alts and teleport to your area),I would prefer it to be set up where you could invite people who are on newbie island to your guild then they could teleport to you, but like you said it's optional.

This system makes sense honestly. Players can spawn into your city, make homes nearby and learn the game. Your guild will basically be your town and community. It would also help spread out the population so people aren't all just settling around the starter area.


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Re: Join on Guild

Post by Venciera » 23 Feb 2014, 02:40

Spies, and enemies spawning near by would be the main problem with this system. Guilds would have to decide if they want auto joining from the newbie islands. Although, it might create some interesting stories.

I like the suggestion of allowing players to apply to guilds from the newbie island.

Creating communities, and helping players feel like they belong is the main reason I'm putting forth this suggestion. I think it would also help with player retention.


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Re: Join on Guild

Post by Proximo » 23 Feb 2014, 11:40

New players should start in town. They will learn the route by finding the realms town and it's highly unlikely they will need protection since they will be mostly naked and not worth an alignment drop.

Death means learning and I want everyone living out of a personal claim to know the basics.


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Re: Join on Guild

Post by finalreview » 23 Feb 2014, 13:04

Either option isn't game breaking. The first maybe 3 hours of the game is effected by this at most. I would like to see:

Leaving starter island gives 3 options:

Spawn at realm monument.
Spawn at capital city.
Spawn randomly in the wild.


Players will not be transporting anything valuable on their fresh character. So dying will only waste players time. I can't stand time sinks in MMOs. They are there solely to extend the amount of times you pay a subscription. Maybe cities with a certain number of residents can elect to make their city "noobie friendly" and allow fresh characters to spawn at their city.

Part of me wants word of mouth guild information to make it more difficult to expand farther from the capital. This would increase value of closer lands and increase frequency of conquest near the capital. But is mainly just a huge time sink.


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Re: Join on Guild

Post by Proximo » 23 Feb 2014, 15:11

What is word of mouth guild information? I've never seen that combination of words and how does talking stop expansion?

Spawning randomly in the wild will only result in being lost and then dieing and respawning back at the town. Talk about a time sink.

it's a big map and a new player needs a point to navigate off of. The center of the map gives them the ability to look north, south, east and west and plan there navigation from there. If you spawn in the NW how would you know on a fresh spawn? You wouldn't and you'd get lost. There are also basic tools in the starter town you made need to start your first home.


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Re: Join on Guild

Post by finalreview » 23 Feb 2014, 15:21

Proximo wrote:What is word of mouth guild information? I've never seen that combination of words and how does talking stop expansion?

Spawning randomly in the wild will only result in being lost and then dieing and respawning back at the town. Talk about a time sink.

it's a big map and a new player needs a point to navigate off of. The center of the map gives them the ability to look north, south, east and west and plan there navigation from there. If you spawn in the NW how would you know on a fresh spawn? You wouldn't and you'd get lost. There are also basic tools in the starter town you made need to start your first home.


By word of mouth I meant, in game chat, forums and the like. Which isn't really a good system.

As for random spawning, it is just an option. Players can still choose to spawn in the capital. Also I think Bobik is going to go with a quality in game map so being lost won't be a problem.


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Re: Join on Guild

Post by Proximo » 23 Feb 2014, 15:24

Well it should be a problem, how are you supposed to stumble upon the hidden realm in the mountain valley if you don't get lost?

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Re: Join on Guild

Post by Krevente » 23 Feb 2014, 20:28

I would like to see the ability for guilds to build Embassies in the starter area and have to pay a higher maintenance fee for them. Darkfall has the floating names of guilds that control certain points, but I'd rather it be a more immersive system that allows players to walk through an 'Embassy' District.

Guilds would be able to set descriptions and recruiting messages on their NPCs so that newbies could essentially shop around and learn more about them. Maybe even have a one-time, one-way ticket from the embassy to the guild's city from an NPC that would be paid for by the guild. For example, I 'refill' the NPC's charges to port newly joined members by paying for X number of tickets.

It would also help to have different 'settings' for it to prevent spies from other groups from abusing it. I could set it to only port on permission from an online officer to prevent abuse of the system to sneak potential enemies into the guild city. I could also set it to spawn the person inside or outside the city walls and it would be a one time use for new recruits. Maybe even have a tavern or special building able to be designated as the new recruit spawn in landing area.


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Re: Join on Guild

Post by Protunia » 23 Feb 2014, 20:31

Krevente wrote:I would like to see the ability for guilds to build Embassies in the starter area and have to pay a higher maintenance fee for them. Darkfall has the floating names of guilds that control certain points, but I'd rather it be a more immersive system that allows players to walk through an 'Embassy' District.

Guilds would be able to set descriptions and recruiting messages on their NPCs so that newbies could essentially shop around and learn more about them. Maybe even have a one-time, one-way ticket from the embassy to the guild's city from an NPC that would be paid for by the guild. For example, I 'refill' the NPC's charges to port newly joined members by paying for X number of tickets.



Sorry but no way no porting no how..they will have to take the hike like everyone else. ;)

Guys just stop with the warping around the map please??? :bad:

I mean we do not need that here.

In Eve you had to go the 20 30 40 jumps to get there I see things no different here.

Fill charges to portal tickets??? :ROFL:
Last edited by Protunia on 23 Feb 2014, 20:37, edited 1 time in total.


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Re: Join on Guild

Post by Drakes821 » 23 Feb 2014, 20:37

Proximo wrote:What is word of mouth guild information? I've never seen that combination of words and how does talking stop expansion?

Spawning randomly in the wild will only result in being lost and then dieing and respawning back at the town. Talk about a time sink.

it's a big map and a new player needs a point to navigate off of. The center of the map gives them the ability to look north, south, east and west and plan there navigation from there. If you spawn in the NW how would you know on a fresh spawn? You wouldn't and you'd get lost. There are also basic tools in the starter town you made need to start your first home.

You realize they currently have an ingame map right? No one is going to be lost. Letting people spawn at their guild house would just be more convenient.

Bobik wrote:
SaresITA89 wrote:...
YES map:

I play the game; I press "M" I see a map; I press "M" I return into game.



That is how it is already working. And ye, you can see your own position there. But no coords or anything yet.

We need that map to show active guilds monuments (aka cities/villages) and their holders name/helardry to represent current global political situation.


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Re: Join on Guild

Post by Protunia » 23 Feb 2014, 20:40

You realize they currently have an ingame map right? No one is going to be lost. Letting people spawn at their guild house would just be more convenient.



Convenient??? Did you just say that? Really???

Whats next? I mean since you need things more convenient is there anything else they should change to make the game easier for you??

Sorry but....Life is Feudal. 8-)

Besides....The Adventure is half the fun.
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Re: Join on Guild

Post by Arrakis » 23 Feb 2014, 21:05

Protunia wrote:
You realize they currently have an ingame map right? No one is going to be lost. Letting people spawn at their guild house would just be more convenient.



Convenient??? Did you just say that? Really???

Whats next? I mean since you need things more convenient is there anything else they should change to make the game easier for you??

Sorry but....Life is Feudal. 8-)

Besides....The Adventure is half the fun.


People CAN actually spawn in their guild house or any house at all which they are abound to at certain moment. That prevents walking miles from the main city to the guild village.

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Re: Join on Guild

Post by Krevente » 23 Feb 2014, 21:11

At some point you have to balance game mechanics with realism.

If this were my game and I had complete control over it, I would make everyone hike. I hate porting, but as a guild leader and having led guilds for years there is also a point at which a first port to a very remote location would solve a mountain of headaches that just aren't worth holding up the purpose of 'realism.'


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Re: Join on Guild

Post by Protunia » 23 Feb 2014, 21:14

Arrakis09 wrote:
Protunia wrote:

People CAN actually spawn in their guild house or any house at all which they are abound to at certain moment. That prevents walking miles from the main city to the guild village.


I know that. :)

SO are you saying you are going to let them alt jump from starter island or at the main town just for signing up for a guild?

I mean if its already in game I am wasting my time, because the warp is already in.


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Re: Join on Guild

Post by Venciera » 23 Feb 2014, 21:14

There is nothing new, or wrong with players spawning in different areas of a map. It's very common in many hardcore, sandbox MMOs and does not effect players ability to gank newbs. There are legitimate, technical reasons for spawning players on different server nodes. There is no guarantee newbies will be safe within, or around their guild.


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Re: Join on Guild

Post by Protunia » 23 Feb 2014, 21:58

I see things completely different here.

Not only are you trying to skip a portion of the game with this warping for your own safety and convenience.

You are not even thinking about any other players at all in game including new players that are just coming into the game.

Would it not be better to actually have people travel and explore from the main city and perhaps pick up another new players while there?

Instead of that what would happen is chat looking something like this.....

LFG Port please PM.....
Guild is giving Ports PM me....
Need Members have Open spot will Port.....
and any immersion is completely thrown out the window.

Not only that by using something like this you basically take away any kind of experience's from other players out in the game world as well.

What good is warping new players directly to a castle and saying here you are now start making bricks???

I just do not think Screwing up immersion and game play for everyone else is right because you might feel inconvenienced by having to travel to a bind point.

Anyhow at this point if the game wants to do this it is their choice I just think it takes a lot of away from many parts of the game when you add this kind of thing from the start of the game.

People can warp anywhere on the map randomly from the starter island as I showed before and its their choice to do this and chance being in the wrong spot and having farther to travel or starting at the main city like everyone else will.

Besides once the trip is done and a player binds they will never again have to make that trip and can bind warp to their hearts content.


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Re: Join on Guild

Post by Proximo » 23 Feb 2014, 22:51

Krevente wrote:I would like to see the ability for guilds to build Embassies in the starter area and have to pay a higher maintenance fee for them. Darkfall has the floating names of guilds that control certain points, but I'd rather it be a more immersive system that allows players to walk through an 'Embassy' District.

Guilds would be able to set descriptions and recruiting messages on their NPCs so that newbies could essentially shop around and learn more about them. Maybe even have a one-time, one-way ticket from the embassy to the guild's city from an NPC that would be paid for by the guild. For example, I 'refill' the NPC's charges to port newly joined members by paying for X number of tickets.

It would also help to have different 'settings' for it to prevent spies from other groups from abusing it. I could set it to only port on permission from an online officer to prevent abuse of the system to sneak potential enemies into the guild city. I could also set it to spawn the person inside or outside the city walls and it would be a one time use for new recruits. Maybe even have a tavern or special building able to be designated as the new recruit spawn in landing area.


+1 great idea, I think there is some sort of renting system in the starter town maybe.


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Re: Join on Guild

Post by Drakes821 » 23 Feb 2014, 23:26

Protunia wrote:Convenient??? Did you just say that? Really???

Whats next? I mean since you need things more convenient is there anything else they should change to make the game easier for you??

Sorry but....Life is Feudal. 8-)

Protunia wrote:I see things completely different here.

Not only are you trying to skip a portion of the game with this warping for your own safety and convenience.

You are not even thinking about any other players at all in game including new players that are just coming into the game.

Would it not be better to actually have people travel and explore from the main city and perhaps pick up another new players while there?

Instead of that what would happen is chat looking something like this.....

LFG Port please PM.....
Guild is giving Ports PM me....
Need Members have Open spot will Port.....
and any immersion is completely thrown out the window.

Not only that by using something like this you basically take away any kind of experience's from other players out in the game world as well.

What good is warping new players directly to a castle and saying here you are now start making bricks???

I just do not think Screwing up immersion and game play for everyone else is right because you might feel inconvenienced by having to travel to a bind point.

Anyhow at this point if the game wants to do this it is their choice I just think it takes a lot of away from many parts of the game when you add this kind of thing from the start of the game.

People can warp anywhere on the map randomly from the starter island as I showed before and its their choice to do this and chance being in the wrong spot and having farther to travel or starting at the main city like everyone else will.

Besides once the trip is done and a player binds they will never again have to make that trip and can bind warp to their hearts content.

You're completely blowing this out of proportion. We're discussing a purposed feature that will just cut out a one time ~30 minute naked run to your friends/group...I can't see how that "takes a lot of away from many parts of the game."

Like I said I think it would be nice for convenience sake and it would encourage new players to join guilds, but it's by no means a game changer either way.

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