ajsuk wrote:Pretty much THE best thing about this game is it's community, cutting it in half now is just nuts. I majorly believe sides can be (and have been, sorta) introduced without totaly splitting people apart which is pretty much whats going to happen.
I don't see this at all. Where do you folks get this idea?
If the guild chooses to be part of a nation, it will need to have its headquarters (apartment) in this nation's capital.
Since nations enforce strict rules on citizenship, this has an influence on which guild a given character can join:
A citizen can only enter a guild of his own nation;
A neutral character can enter either a neutral guild or a guild with a nation.
I read this to say:
1. It says that a guild can choose to be a National guild or not, by placing it's guild hall in the capital city. A guild that did not want to be associated with a nationality must have it's GH not be in any capital.
2. If My Guild is MATIS, it can contain Matis Citizens and neutral (nationality wise).
I do think, some leeway should be granted here so that A guild that is National can have members of allied Nations. I.E. A Tryker Ctizen could belong to a Matis Guild.
I do think though, a guild can have the choice to be Neutral which allows anyone. (Is this true, A Neutral guild can have members of any Nationality?)
The argument will be that Neutrals are being withheld form certain things... But everyone knows being neutral is very very hard.
Noin.