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	<title>Comments on: MMO Guild Commandment I</title>
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	<description>MMO design and industry commentary with a high end twist.</description>
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		<title>By: Tesh</title>
		<link>http://www.epicslant.com/2009/10/mmo-guild-comm-i/comment-page-1/#comment-1653</link>
		<dc:creator>Tesh</dc:creator>
		<pubDate>Sat, 10 Oct 2009 03:16:41 +0000</pubDate>
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		<description>I like this one.  Then again, I&#039;m hugely in favor of giving players more power and options, so that&#039;s probably not a surprise.

Puzzle Pirates has a fairly strict setup on ranks, but there *are* 8 of them (I think, anyway...).  At least one of them (the Fleet Officer) was created because the player base wanted that sort of &quot;middle class&quot; rank and functionality.  It&#039;s worked out well enough, and there are a couple dozen &quot;titles&quot; that you can assign to players on top of the rank.  They are cosmetic and informational, not &quot;functional&quot;.  (Say, the &quot;Cartographer&quot; title; it gives information as to what a player *does*, but not what they can do strictly with guild functions.)

As usual, though, I&#039;d lean to giving players more control.  I&#039;d like the ability to set access permissions and such *per player* or per &quot;tab&quot; as you suggest.

I&#039;m a soloist, but I agree that good guild controls are a huge boon to a social game.  ;)</description>
		<content:encoded><![CDATA[<p>I like this one.  Then again, I&#8217;m hugely in favor of giving players more power and options, so that&#8217;s probably not a surprise.</p>
<p>Puzzle Pirates has a fairly strict setup on ranks, but there *are* 8 of them (I think, anyway&#8230;).  At least one of them (the Fleet Officer) was created because the player base wanted that sort of &#8220;middle class&#8221; rank and functionality.  It&#8217;s worked out well enough, and there are a couple dozen &#8220;titles&#8221; that you can assign to players on top of the rank.  They are cosmetic and informational, not &#8220;functional&#8221;.  (Say, the &#8220;Cartographer&#8221; title; it gives information as to what a player *does*, but not what they can do strictly with guild functions.)</p>
<p>As usual, though, I&#8217;d lean to giving players more control.  I&#8217;d like the ability to set access permissions and such *per player* or per &#8220;tab&#8221; as you suggest.</p>
<p>I&#8217;m a soloist, but I agree that good guild controls are a huge boon to a social game.  <img src='http://www.epicslant.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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