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Old 01-08-2009, 03:39 PM   #21
Jon
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I don't really dig the idea of xp benefits tied into guild membership. We already have group acumen. Many low levels would benefit from sitting on their asses while the upper level clannies did the high xp grunt work with mobs.

The clan/guild items(relics in Elveron) common bonus/benefit to members seems more reasonable.
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Old 01-09-2009, 07:40 AM   #22
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what i hope is NOT implimented, is that you have to have a minimum number of clan members.
say me and two of my friends want to do a clan with just the three of us....if the minimum number is say, five, we wouldnt be able to have a clan. see what i am saying?
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Old 01-09-2009, 06:32 PM   #23
spartanairborne
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Quote:
Originally Posted by Jon
You can hardly keep up with your current skills and you want more?

Personally the foremost off the top of my head for me are:

a) Reduced or no tax when trading amongst clannies.
b) Clan hometowns. Many to One relationship i.e. many clans can have T2 as a hometown. Priority is based on clan member size and limit the number of clans that can occupy the same town. Allows for monopoly of trade and future conflict for seizure of towns thru clan wars.
c) Clan outposts. Same as for hometowns yet can have more clans per outpost. Again, allows for more trade in remote areas and conflict as well. More conflict/trade = more dough for Glitchless
I really like these suggestions.


Also, since there are and always will be so few, PK's must be able to form thier own clan in order to survive.
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