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Old May 25th, 2009, 10:13 PM   #16
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Default Re: Guild Primer ( Stats / FAQ / Info )

Right, another question, will there be more things to buy with squad points or will it just be limited to what you have in the post? I was thinking something of like what we had with bases in the last inferno. We had rooms and NPC's in it. I'd love to have a Round Table for my Knights. Or even a training room or something along those lines.
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Old May 25th, 2009, 10:43 PM   #17
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Default Re: Guild Primer ( Stats / FAQ / Info )

Quote:
Originally Posted by Kaizer View Post
Right, another question, will there be more things to buy with squad points or will it just be limited to what you have in the post? I was thinking something of like what we had with bases in the last inferno. We had rooms and NPC's in it. I'd love to have a Round Table for my Knights. Or even a training room or something along those lines.
Training rooms, no. Other rooms, possibly but at this point no. So far the list posted is the final list. If there are updates to it... well I'll update about it.
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Old May 26th, 2009, 04:48 AM   #18
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Default Re: Guild Primer ( Stats / FAQ / Info )

I'm terribly sorry, but this is really bothering me.

http://inferno.khinsider.com/inferno...o=scan&u=73227

That person is NOT a member of the Templar Knights. I've asked them nicely to remove the tag, they have not. Even posted it up in the Social Squadron thread that person made. Saw them on today in DJ with the tag still on. Can something be done about this, please?
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Old May 26th, 2009, 12:54 PM   #19
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Default Re: Guild Primer ( Stats / FAQ / Info )

I got to ask about the weapons. Can we choose from any weapon type in the game or do we have to choose from a limited set. Also how much is it to change the weapon after picking it.
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Old May 26th, 2009, 07:12 PM   #20
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Default Re: Guild Primer ( Stats / FAQ / Info )

Quote:
Originally Posted by Igshar View Post
I'm terribly sorry, but this is really bothering me.

http://inferno.khinsider.com/inferno...o=scan&u=73227

That person is NOT a member of the Templar Knights. I've asked them nicely to remove the tag, they have not. Even posted it up in the Social Squadron thread that person made. Saw them on today in DJ with the tag still on. Can something be done about this, please?
I took it off for now. Who knows if it'll go back on >_>;; Can't really force them to do anything with their name.

Quote:
Originally Posted by matrix8140 View Post
I got to ask about the weapons. Can we choose from any weapon type in the game or do we have to choose from a limited set. Also how much is it to change the weapon after picking it.
No keyblades. You're allowed two different weapon types for now. We'll think about changing weapon type point cost after turfs are starting to be handed out and squads are getting this stuff.
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Old June 6th, 2009, 05:05 AM   #21
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Default Re: Guild Primer ( Stats / FAQ / Info )

Quote:
Originally Posted by Raeneth View Post
The goal here is really to find a good offer near the beginning/middle of the month and take that so you don't have to deal with garbage offers at the end. If there is a totally unfair bid for the turf nearing the end of the month, you can submit a plea to a neutral party (Inferno Team Members. Bet you didn't see that coming) and they will look at the deal. If it's unfair/illegal then we hold the power to nullify that offer and the defending team will not be penalized. Hopefully it doesn't have to come to this. If everyone plays fair then there's no reason for the Inferno Team to interfere with the Squad Biznizz.
Why not simple standardize the offers? I though in a item, that can only be acquired by sucessfully defending a turf. That item could in turn be traded by either munny, rep,squad stuff, etc. Also exchanging squad members and adding other kind of itens would be optional. That would solve the problem of the worth of an offer, since its an item that would alwasy be useful, and the squad would choose wot to trade the item for, wich would make it more flexible.
Still, guild members not agreeding with the rules, or refusing to stay in the wining guild could be a problem
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Old June 6th, 2009, 03:47 PM   #22
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Default Re: Guild Primer ( Stats / FAQ / Info )

Quote:
Originally Posted by Ukrany View Post
Why not simple standardize the offers? I though in a item, that can only be acquired by sucessfully defending a turf. That item could in turn be traded by either munny, rep,squad stuff, etc. Also exchanging squad members and adding other kind of itens would be optional. That would solve the problem of the worth of an offer, since its an item that would alwasy be useful, and the squad would choose wot to trade the item for, wich would make it more flexible.
Still, guild members not agreeding with the rules, or refusing to stay in the wining guild could be a problem
Because I feel that's rather boring and leaves little motivation for actually WANTING to defend turfs rather than NEEDING to. I feel the system can work as it is right now provided all of the Squads get along and play fairly. This system leads into players interacting with other players instead of the mods pushing two strangers together and forcing them to play nice. More freedom to the players makes things more interesting and our jobs a helluva lot easier.
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Old June 7th, 2009, 02:25 PM   #23
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Default Re: Guild Primer ( Stats / FAQ / Info )

Well, that would work if Squads WOULD get along nicely. Right now its prolly okay, since theres few Squads and every1 knows each other, no hatred or personal grudges exist atm. But what about when Squads start popping here and there? When ppl start to do conquer turfs not has a way of having fun and has a personal achievment? Regardless there will always be doodz complaining about this offer or that one, noobz posting like "0MG m3 0ff3r n0 acc3pt, 1ts haxx f1x pl1x pl0x" and stuff. Freedom gives humans the opportunity to be naughty and evil, therefore corrupting and defiling the system. I dont agreed either that they will defend the turfs if the rewards are decided by the attacking force. They will always aim at the lowest reward possible, and financially better Squads will always be able to attack a turf every month, while little ones will be denied, since the turf has been defended for the month and i doubt ppl will try to defend it more than a month. Which leaves me to my next question, wot would be a propper offer? 10Munny? a Event Weapon? an essence? a photo of D thong?(maybe not :D) Maybe for beginner Squads that propper offer migth be good, while for better and more "richer" Squads would be spare changes.
Btw i dont think the item would change the motivation for defending a turf, that would be determinated by the usefulness of the turf itself. Despite all this mumbo-jumbo talk, i believe Squads will defend the turf several times a month if the offers are good enough, and only once a month if the offer is worthless. Bringing the fact that higher level Squads want a better offer, and lower lvl ones dont deserve that much will make the problem sting like a fish spine in our throat. Well, anywayz, i just hope everything turns out okay ;D
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Old June 7th, 2009, 02:54 PM   #24
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Default Re: Guild Primer ( Stats / FAQ / Info )

Quote:
Originally Posted by Ukrany View Post
Well, that would work if Squads WOULD get along nicely. Right now its prolly okay, since theres few Squads and every1 knows each other, no hatred or personal grudges exist atm. But what about when Squads start popping here and there? When ppl start to do conquer turfs not has a way of having fun and has a personal achievment? Regardless there will always be doodz complaining about this offer or that one, noobz posting like "0MG m3 0ff3r n0 acc3pt, 1ts haxx f1x pl1x pl0x" and stuff. Freedom gives humans the opportunity to be naughty and evil, therefore corrupting and defiling the system. I dont agreed either that they will defend the turfs if the rewards are decided by the attacking force. They will always aim at the lowest reward possible, and financially better Squads will always be able to attack a turf every month, while little ones will be denied, since the turf has been defended for the month and i doubt ppl will try to defend it more than a month. Which leaves me to my next question, wot would be a propper offer? 10Munny? a Event Weapon? an essence? a photo of D thong?(maybe not :D) Maybe for beginner Squads that propper offer migth be good, while for better and more "richer" Squads would be spare changes.
Btw i dont think the item would change the motivation for defending a turf, that would be determinated by the usefulness of the turf itself. Despite all this mumbo-jumbo talk, i believe Squads will defend the turf several times a month if the offers are good enough, and only once a month if the offer is worthless. Bringing the fact that higher level Squads want a better offer, and lower lvl ones dont deserve that much will make the problem sting like a fish spine in our throat. Well, anywayz, i just hope everything turns out okay ;D
and I said I was going to bed too... now I feel like a liar but I just had to say this

We had similar clans back in the old days HG and CR.... alot of clans had hard time getting along *oh and killa* you know what happened to CR and HG basically killed their clan -.- yes killed their clan did I do it by myself no. but their clan died why? because they were getting on everyone's nerves and yes we slaughtered them in events really really really bad.

We didn't get along well and people started to get deleted... know why we didn't get along well? because the majority of the ones we hated were rule breakers. That being said prizes are the same for everyone if your a low level you should know better to fight at lvl 1 and fight a lvl 16. you should know better.

As far as being greedy. There really is no greed involved. We play it by events we get what we get it was fun we are glad we got what we got it's always something cool and yeah.

as far as negotiating... I have yet to get a bad deal and to see someone Jyped there is not going to be a problem really the only problem that I can see is lag getting in the way right now. Besides. richer squads just mean they worked harder. offering something small because you are a smaller weaker squad. you shouldn't challenge and feel like it will be accepted in the first palace. But I doubt there's going to be that many challenges to a squad if there is it'll be handled fine I don['t see that much of a problem really.

there really is nothing bad going to happen it all seems simple to me. And you can't call yourself a squad without acting like one. That's how you lose points/repute and how you get a bad red. and no squad wants that.
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Old June 7th, 2009, 06:28 PM   #25
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Default Re: Guild Primer ( Stats / FAQ / Info )

I honestly can't see many problems coming from Turf challenges and battles among squads. As Zal stated, most of the time any squads have had trouble wiht each other is was because of cheating from a majority of the squad or the squad acting stupid and trying to start problems with others. Most of the members have learned from past experiences and I feel almost all players in the inferno are on equal understanding of each other.


On to another subject, I would like to see a restriction put in place. I wouldn't want to have the same squad challenging my squad every month. I'd like it to be that another squad most challenge mine before a squad that has challenged before can do so again. Not sure if I expressed me thoughts correctly on it.
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Old June 7th, 2009, 10:25 PM   #26
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Default Re: Guild Primer ( Stats / FAQ / Info )

bah Griever, iam speculating here, dont confront my theories wiht live facts or ill just have to shush myself, it aint funny :D

For wot i read Kaiser, the only way ull be fighting the same squad over and over is if no1 else challenges u. Since u have to defend it once a month, nothing says u have to accept the first challenge. U can simply w8 until another squad makes the challenge.
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Old June 7th, 2009, 10:33 PM   #27
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Default Re: Guild Primer ( Stats / FAQ / Info )

I'm going to side with Griever on this one. I can't see anything bad happening. Rich squads work harder. Why reward those who put little effort in? If you wanna have fun and put forth a tiny bit of effort, then make a social squad. Squads are for the competitive. The hardcore players. We don't really want to tone down difficulty when we don't have to. Those who sign up to be in Squads will be tested. Work for it, or don't. Its your squad's choice.

I don't know yet if thee will be such a restriction on repeat challenges. We'll have to decide this down the road.
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Old June 16th, 2009, 06:42 PM   #28
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Default Re: Guild Primer ( Stats / FAQ / Info )

Question, on Armor, weapons, headgear the squads buy for the store, will they be allowed in squad event at all?

Pending on that answer, I might want to open the store and add 2 items to it. o.O Also, the mods for the equips, picked by squad or by you?
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Old June 16th, 2009, 07:19 PM   #29
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Default Re: Guild Primer ( Stats / FAQ / Info )

Were we supposed to get no Squad Points for the Turf battle? o-o It seems weird that we just get Repute for it. I could be crazy, though. @__@

Quote:
Originally Posted by Raeneth
How to Earn Points
1. Compete in Squad Events/Hunts/Jobs
2. Donate munny to the Guild Funds. Ratio is 1:10. One point per 10 munny.
3. Donate items to the Guild Funds. Ratio is 1:10 of buyback price.
Numba 1 says I'm right. <3


Also, Templar Knights Motto:

Veritate et Virtute

(Truth and Courage)
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Old June 16th, 2009, 09:50 PM   #30
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Default Re: Guild Primer ( Stats / FAQ / Info )

I have a question about turfs, could a squad drop their turf whenever they want?
Let's say for example that the Templar Knights wanted the turf that will be up for grabs more than Deep Jungle.

Could they just give it up, and then go for the new one?
Or would they have to trade or something l=along those lines to get rid of their turf?
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