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Quote:

lawl. Crawl out of your hole buddy!




Uh oh - sounds like I am in for a ride lol - I havn't had the pleasure of playing with KGB in a game yet except for a brief time in WAR and enemies or not it didn't really matter in that game.

I'll get my popcorn ready

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Problem with being unguilded is its more of a pain to get money back to the guild vault.

Building two cities simutaniously is a helluva lot of work....

Maybe taking a hamlet and sticking a vault on it could work.

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Quote:


Problem with being unguilded is its more of a pain to get money back to the guild vault.

Building two cities simutaniously is a helluva lot of work....

Maybe taking a hamlet and sticking a vault on it could work.




This was the consensus idea from what I understood out of it all. A place to bind and a place to bank...a merchant would be nice to sell junk loot...but it's not a necessity...we can always bank our stuff and sell it later when we get somewhere safe.


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There is still alot of stuff probly hasn't even been put in game yet that should influence our decision...
If we are all on the newbie lands questing and pvping at humans, it will be very difficult to make it back to a castle siege.

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a "rally" point of sorts near the newb areas WOULD be a big benny! But I don't want to lose the spot we have for our current city either. That place is amazing to defend and we WILL have enemies at our doors attacking.

As for the un guilded part... there are days where I can't do anything in town without being run over by some random ganker trying to kill me. When I'm in gathering or crafting mode I'm naked and usually don't put up much of a fight. So I guess I'm torn on this idea...

maybe a "newb" guild setup that doesn't declare war on anyone and has a close by hamlet, with a graduation into the full KGB city/stone when ready.



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Honestly though, all the ideas that have been put down, have been said over and over. There's no reason to beat a dead horse, we should really consider coming in on a decision, especially with launch 1 week away. (hopefully?)

Assuming they don't fix corpse tanking; go alfar at start, roll in groups for city money, claim city - seems the undebated first step.


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Thomas, that idea is under strong consideration. Since allies can bind at each others stones, I am probably going to split the guild into a couple different tags. It would make sense for one tag to have a continental hamlet and the main AF tag to hold the fortresses. But either tag can bind at the others stone, so from a practical standpoint its not that large of an inconvenience.

It is actually a cheap way to get seperate guild storage units.

Syloc, the starting plan will be discussed at the meeting next sunday. Most of it is pretty much decided, but as for the obvious part- just havent seen a need to come out and state it yet.

I still need to check out a couple things, and talk with SF, they want us to take a mainland city. People are checking out a couple other locations... things are moving as quick as they need to in that regard.

Though TBH I am still pretty set on trying to fortress up in a remote locale, especialy if SF has lots of mainland holdings. Because we can always bind at one of their stones, or grab an open hamlet or chaos stone closeby and run into their town to bank/sell.

Also keep in mind that there is teleportation/recall stones in the game. Though as it stands, it is troublesome to get initially... and will want to be used mostly from moving from one safespot to another.

The way I forsee it, is taking rune out of bank, recalling to another safe bank, say on mainland, then putting the rune right back in the bank. Once we get everyone a pair of recall runes and the skill, migrating back and forth between the island fortress and mainland safehouses should be pretty painless... its just the first 3 or 4 weeks that will be a headache.

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I was always a proponent of taking a mainland city, so that's a-ok in my book, however, as long as we have the infrastructure in place to support it. Sure, we might have a hundred people at launch, but it is also possible that we'll only have 20 for the land rush. (first day) Members like Donk and Rallic were busting their ass to figure out the city building, but as we soon discovered, farming on the island is hard ... and without corpse tanking, is impossible.

I have my reservations about SF. Hopefully, it's not just TSB renamed, because as good as those players are, their insistance on being uber small hurt us more than it helped us ... and lots of times we depended on allies wayy too much, and got wiped when we pissed off the wrong guild. (They had Uber templates though, ahh Warrior Vamps Xbow group 4tw)

As for splitting the guild, not a bad idea, but it doesn't take away the fact that it will take 30 minutes MIN, to run back, even if you are crossed tagged, so there's no real point to make two tags. Just claim both and tag at different areas. Bind limits only limit how many physical people bind, not how many are in guild. (unless i'm mistaken) We should NOT depend on recall runes, since the devs have already stated they will not be common.

Last edited by Syloc; 02/17/09 01:50 AM.
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Runes being uncommon is why I am thinking, down the road people only having a handfull and using them to recall between safe banks.

A better analogy for SF is TSB was a small group with some ppl from the same crowd, SF itself is a large AC guild. They will probably be bigger than us TBH.

Cross tagging is to have multiple guild banks more than anything, and to make it so when one tag drops a bane, the cities held by the other tags do not also go vulnerable, if im reading the sieging info right.

At start will only spend the money on one tag, until chosen city spot is claimed, after that will start arranging things with additional tag. Basically I envision building a logistical fortress, in other words full guild facilities for weapon and siege mfg, pot making etc, walls and towers and such to protect reagented macroers.. a home so to speak.

Though I suspect most of the fighting people of the guild will spend the majority of their time bound on the mainland with thair main. At least until theres something on the island worth doing. Using guild-bank warp-tunnel effect, things gathered on mainland can easily be shipped to town, and things made in town can be easily shipped back.

My biggest concern, is that if the guild is going to, over a period of time, exert signifigant energy and time building up facilities, it needs to be in the most defensible spot we can make it. Having it off the beaten path so gathering and farming types are accosted less is also a bonus.

This is still open to discussion, but these are my thoughts
currently.

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About the sunday meeting, can you do it earlier ? Or on saturday ?


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