I've never been clear on the point of guilds -- my half formed idea was simply that they were a place where characters could socialize without "outsiders" easedropping and without going into whisper mode. As such they'd be sort of like the CoE chatroom, where technically, outsiders can pop in, but if they do chances are they'll face something of an inquisition from the regulars
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I think Kuhn just explained @Homes and guild keys to Haseo in the game for the benefit of players who were unfamiliar with Roots. Personally, I started playing the game before I ever saw Roots, so I had no idea about @Homes and guild keys.
As for the guild keys, I think any guild member can probably invite another player to join the guild by giving them a Guest Key, which I would assume allows the player entry to the guilds @Home, but nothing more. It would also seem that there are different levels of security for different guilds. For example, Canard and Moontree want as many members as possible, so it seems like anyone can join. However, for Raven/G.U. it seems Yatta has to approve any new members.
Regarding the status screen, maybe the player can pick which guild they want to show up there...?
Maybe with the status screen, the guild you're the highest ranking in shows up? (Such as Haseo being Guildmaster) And if you're the same rank in multiple guilds, then the highest level guild shows up (as in Atoli showing up as Moon Tree
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As for the guild keys, I think any guild member can probably invite another player to join the guild by giving them a Guest Key, which I would assume allows the player entry to the guilds @Home, but nothing more. It would also seem that there are different levels of security for different guilds. For example, Canard and Moontree want as many members as possible, so it seems like anyone can join. However, for Raven/G.U. it seems Yatta has to approve any new members.
Regarding the status screen, maybe the player can pick which guild they want to show up there...?
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