I found out what this server is rolling with for the tactics situation:
FORMULA: % of Base Damage that is Dealt= Tactics + 50
Tactics --/-- % of Base Damage Dealt
10
60%
20
70%
30
80%
40
90%
50
100%
60
110%
70
120%
80
130%
90
140%
100
150%
This means tactics is mandatory. It's a very dated system used in early pre-T2A, and was changed to be more lenient in T2A, refined in Ren...I much preferred the set up OSI did with the skill were you could not have it and not be heavily effected.
So, if you're going to swing a weapon, you must have tactics. The End.
Should we set up an IRC channel or use vent maybe? Do some pre-planning and decide which area to focus our attention on. The world is fairly large and I don't know much about it apart from the area immediatly surrounding Minoc :P But I do know there's some town you can reach by going through the sewers in Britain that I used to mine in, fairly isolated.
I'm totally down for IRC or vent, but have no experience setting up either. A friend planned on trying to set up a vent server around launch, but if someone else wants to take care of it now, by all means.
Damn I wish I could remember my old ICQ info. I have like hundreds of former guildmates numbers. I wonder how the UO/ICQ thing started anyway. I've only ever met one person who had ICQ for a reason other than UO.
Damn I wish I could remember my old ICQ info. I have like hundreds of former guildmates numbers. I wonder how the UO/ICQ thing started anyway. I've only ever met one person who had ICQ for a reason other than UO.
Pretty sure it's due to the fact that it was a very light-weight client (I just installed it, the thing is all stupid and covered and ads now), and you could leave messages for people who were off line. Couldn't do that with AIM or MSN at the time.
Actually, I found an alternative very quickly. I had Pidgin installed for Jabber, I just ported in my ICQ account and then set up my IRC account....So, we can still have ICQ for probable needs, and IRC blah blah.
Pidgin is just a universal IM client, I recommend it if you don't want the new ICQ client bullshit.
Damn I wish I could remember my old ICQ info. I have like hundreds of former guildmates numbers. I wonder how the UO/ICQ thing started anyway. I've only ever met one person who had ICQ for a reason other than UO.
I found my old number by going to http://people.icq.com/people/ and searching for myself. I've been using the same screen name for years, and was stupid enough to give out my real info when I signed up for ICQ so long ago.
I don't really know anything about UO, but damn if it doesn't look interesting, and the few times I've played games with PA people it's always been fun.
As someone who has no clue, could someone tell me what version of UO this is on, where I could obtain said version, and a good source of guides for what the hell to do when the server does open.
I love new players! I don't know where to find guides, but in the coming days they said they would release all the info we would need to play, including a file with the entire game already patched to their server.
Failing that they will at least have a link to the version to download with instructions on how to get in.
As far as what to do when you get in, I have very little clue how to approach it as a new player. We will hopefully have a starting town picked and vent/irc/icq can have people giving you instructions, though I'm sure someone will have a guide or two to post before the day is over.
I haven't played UO since necromancers and back then I wasn't any sort of hardcore. But I'm willing to read through stuff and help newbies out in the first week, organize expeditions and compile information on where its best/safest to grind materials.
IRC and ventrilo will likely be the very best place to hang out for help.
Best bet is to install Pidgin or ICQ (I vote Pidgin, because it's light weight), and add people as they post their numbers.
Next is to get in contact with people, and we'll get the starting info passed around. I can give you some tips though.
Go here it's the wiki based in the era this server is going to be in. Next, go to the IPY site and when the forums come back up you can look over the server specific features.
Once you have figured out what kind of character you want to make (warrior, mage, crafter, thief, um...lots of things), you can look over skills, devise your build...
You can have seven skills at grand master, which means 100 skill points. You have 700 possible skill points to play with, most things under GM are quasi useless in the end game. You make your template, then get to playing. Kill shit, build shit, harvest shit, all kinds of things.
I don't really know anything about UO, but damn if it doesn't look interesting, and the few times I've played games with PA people it's always been fun.
As someone who has no clue, could someone tell me what version of UO this is on, where I could obtain said version, and a good source of guides for what the hell to do when the server does open.
Edit: The classic client is the one you want to download.
I'll add a more detailed description to the OP (or at least provide a link) when IPY launches. In addition to the client, there will be a IPY patch and you'll want to download Razor (an assistance program). It's all very simple, but I don't want to get ahead of myself.
As for learning how to play, I know a few people that are entirely new to the game, don't let that discourage you. This PA guild looks like it's coming together, and I'm sure there will be tons of people willing to give you all the help you need starting up.
So it looks like we have a couple things to figure out, if anyone wants to help out.
1. A guild name, gotta think up something that appeals to most/all of us, but isn't too specific to PA, since it seems like some of us have friends we would like to invite.
2. Picking a starting town, somewhere we can all work together to get started better and faster.
3. Setting up an IRC channel or some kind? I'm completely useless in this regard, I've barely used IRC.
4. Getting vent info, maybe asking for a channel in there.
I'd hope for a non-aggression pact among at least all of our guild members, so we don't have to worry about one of our crafters getting killed by a guild red, or some such.
But yeah, we should all discuss as a group guild etiquette and maybe a few ground rules to keep people from having too many hurt feelings.
So it looks like we have a couple things to figure out, if anyone wants to help out.
1. A guild name, gotta think up something that appeals to most/all of us, but isn't too specific to PA, since it seems like some of us have friends we would like to invite.
2. Picking a starting town, somewhere we can all work together to get started better and faster.
3. Setting up an IRC channel or some kind? I'm completely useless in this regard, I've barely used IRC.
4. Getting vent info, maybe asking for a channel in there.
1. Off the top of my head I'd vote for Spellbound.
2. I like Minoc, its got that rugged frontier town feel, but its likely to be super crowded so maybe somewhere out of the way, I'd definately want something with a lot of mountains to mine in though.
3. There's a PA forums channel on slashnet. #PAforums. We can set up something along those lines on that server.
I'd hope for a non-aggression pact among at least all of our guild members, so we don't have to worry about one of our crafters getting killed by a guild red, or some such.
But yeah, we should all discuss as a group guild etiquette and maybe a few ground rules to keep people from having too many hurt feelings.
This is simply solved. Unless IPY makes some sweeping changes to the guild system, all guild mates will have green names, or have the guild tag appended to the end of their name. Unless you're an outright dick, it should be nigh impossible to have inter-guild killing.
It's also a fact that the guild needs some reds. In this era of UO, a guild without reds is going to be screwed. A blue can grief just as easily as a red can kill. With red guildmates (who perhaps aren't just bloodthirsty PK's), you can radio in support to kill a griefer. This extends to: "Hey, I'm hunting in shame, and there's this blue from [guild] following me, I'm paranoid he's calling in reds to get me out of here, can I get someone in here to kill him?" Which is nothing but fun for everyone.
The only thing not having a thematic and small guild will keep us out of is town holding. Honestly, I don't want to be a part of the town system, it's going to be the focus of a lot of hate and annoying griefing and killing. There's no harm in raiding and capturing a town for a little bit if we want, but I don't think we'll have the manpower or determination to hold it. I know I won't turn my UO into "alarm-clock ops" to hold Vesper or something. But I'll gladly stealth in with a thief and help them capture a treasuring or assassinate a king.
Yeah I'm definately planning to play it casually, but I'm perfectly fine with supplying stuff to our reds and having some nice inter guild cooperation even if we don't have a unified goal. Simply being a group of losely affiliated people is perfectly good for me.
I've heard mixed reports, but it's been implied that the town raid things can only take place during a specific time frame during the day, and Az said he was considering limiting it to weekends, so I don't think you would be required to respond to those calls and such. During normal hours it'll just be your elected town king in charge. And you won't be effected by the O/C system unless you sign up for the militia.
I agree though, I'd like to wait a bit to see how unbalanced the system is before I commit to anything.
I've heard mixed reports, but it's been implied that the town raid things can only take place during a specific time frame during the day, and Az said he was considering limiting it to weekends, so I don't think you would be required to respond to those calls and such. During normal hours it'll just be your elected town king in charge. And you won't be effected by the O/C system unless you sign up for the militia.
I agree though, I'd like to wait a bit to see how unbalanced the system is before I commit to anything.
Well, the SA guys are forming up a cheese guild to take and hold MG, their beta testers are saying you need 30 to one god damn hundred people to respond to raids. If it turns out to not be that way, I'd be more then happy to have a town holding guild and a red guild. I don't think it will come to that though.
In my time in UO I've seen lots of guilds, the highly focused guild tends to fall apart as peoples interests in UO change over time. One day you could want to be a PK, a week later you decide you want to be a trader. If you're in a guild that is "PK ALL THE TIME!" you eventually have to leave as you're not adhering to the guild theme.
I'll be the first to say I'm pretty much against a guild that restricts game play. It's not necessary, nor is it fun for everyone. There is no reason people can't play their own way while united under a common banner that supports each other. We can have assassins, paladins, blacksmiths, and alchemists all in one guild, and in truth...we'll be the better for it.
The red's and inform the paladins where reds hang out and traffic, the crafters and supply the PvPr's who can supply the crafters with looted goods and gold, the combat players can go out with the harvesters and guard them while we have guild wide mining/lumberjacking/feather gathering events...
I might be interested in getting in on this. Had some school friends who played back in the heyday, and they had lots of fun. I had no internet at the time, and by the time I was online a few years later UO was old news.
Will have to get into the wikis and such to learn about stats, crafting and so on. Colour me very interested though.
Jimbo on
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0
KetarCome on upstairswe're having a partyRegistered Userregular
edited January 2011
More and more certain I'll be in on this. Would be down for IRC, not interested in doing ICQ though (or any other IM program).
I´m quite interested in this but I have previously only played SWG and EVE but the whole concept of the game seems very cool.
There's plenty of similarities to SWG (primarily in crafting/resource gathering, housing, player economy and related areas) since Raph Koster was a lead designer on both, and worked on UO first. All of those areas from SWG exist in UO in highly similar, but generally less complex, forms.
edit: The original SWG skill system was an evolution of the UO system as well. If you played SWG at or close to launch, there is a great deal about UO that will feel familiar.
"Everyone can be anything" is easily said but that doesn't make it reality.
My playstyle was anti and I might not be alone on that. :P
Your colour is not your playstyle.
Along the lines of what Anon said, I think the best approach for the guild is going to be to start about by just helping each other build the characters we want to, get some established guild houses, and a good cash-flow (maybe a guild vendor mall?). As we progress and watch IPY progress around us, we can decide as a guild or smaller groups within the guild what stuff we want to partake in. I think going in with the idea that "well we're going to be an anti guild" or "we'll be a pirate guild" might backfire once we realize the IPY playerbase is a lot different than we anticipated. Once we start finishing our characters, I think different parts of the guild will be able to branch out and do different things, and we can all still benefit from remaining part of the same network. To survive and have fun in classic UO, you need people to have your back, and I think fundamentally that's what the guild should be about-- not sticking to any specific theme.
But I think you're right to point out that for some players this just won't work. If someone's a really committed anti or planning to play a strictly roleplaying character, this kind of "live and let live" model might not work for them. So if you're interested in the guild but have one particular kind of guild in model in mind, speak up and we can hash it out. Personally, while I explained my preference above, I'm still open-minded to what other people want to do. If people want to run a strict Pirate RP guild, I don't care, I'll do it.
"Everyone can be anything" is easily said but that doesn't make it reality.
My playstyle was anti and I might not be alone on that. :P
Your colour is not your playstyle.
Along the lines of what Anon said, I think the best approach for the guild is going to be to start about by just helping each other build the characters we want to, get some established guild houses, and a good cash-flow (maybe a guild vendor mall?). As we progress and watch IPY progress around us, we can decide as a guild or smaller groups within the guild what stuff we want to partake in. I think going in with the idea that "well we're going to be an anti guild" or "we'll be a pirate guild" might backfire once we realize the IPY playerbase is a lot different than we anticipated. Once we start finishing our characters, I think different parts of the guild will be able to branch out and do different things, and we can all still benefit from remaining part of the same network. To survive and have fun in classic UO, you need people to have your back, and I think fundamentally that's what the guild should be about-- not sticking to any specific theme.
But I think you're right to point out that for some players this just won't work. If someone's a really committed anti or planning to play a strictly roleplaying character, this kind of "live and let live" model might not work for them. So if you're interested in the guild but have one particular kind of guild in model in mind, speak up and we can hash it out. Personally, while I explained my preference above, I'm still open-minded to what other people want to do. If people want to run a strict Pirate RP guild, I don't care, I'll do it.
This, I should have made it clearer and I'm sorry for that. But you phrased it properly. My idea is to build a guild that is open to start with. Make what you want, play the way you want, and all the guild does is provide a backbone to communicate, support and assist people.
I'm thinking something along these lines: For the first month or two we are a PA guild, and we don't give a shit. We have reds, blues, paladins, assassins, crafters, pirates, everything. Once we're a couple months in and we've really seen whose "in it to win it", we can make some choices.
We can watch what other guilds do and what starts to happen on the server community wise. Once we've seen who is strong and who is weak, we can make our alliances known. I think it will play to our strengths to be the late comer, then at the fore front. Think of it along the lines of battlefield tactics.
Would you rather be in the thick of the fight from the beginning? getting wore down by dozens of guilds knocking at our door? Or would you rather be an established hidden power, coming out on the flank when the enemy is weak, gaining our foothold and driving forward to victory as others scramble to find out who we are and where our true strength is?
UO pvp conflicts like these (factional warfare) favors the late player. If we stock our hand with aces, we can not lose. I'd like to spend this initial period doing resource gathering events to keep the crafters going (even crafting alts!), and building a community gold pool so we can be one of the first to get a guild house that can act as our resource bank and armory.
Personally, I have some really cool ideas to launch a PA guild (even if it's just like 5 people) forward from day 1, it would take some pretty good commitment from people, and a sort of socialist perspective when it comes to resources...which some people may not like, but in the end it would really help everyone.
About the point of a split, if we get people who want to play...lets say "Game Type X", and others have alts that want to play "X"? If we do this right, we can take everyone that wants to play "X", and buy them a guild house and get them started on a separate stone. Keeping them as a PA guild, but sort of an Alt-Guild, that can benefit from the initial guild's momentum...I'm rambling a little but one final point.
We have guild "A" from day 1. Guild A pools resources and lets in any PA member, has newbie training programs, organized events, and all that fun stuff. Some guys want guild B, some resources get diverted from A to start up B, B starts up and aids A in events and stuff, as well as lets A members come in B events (if they can due to hard coded game mechanics). This caries on to as many subsidiary alt guilds as we need. But at the end of the day, guild A remains the core PA guild, it acts as the bank and main sponsor of alt guilds, with any PA forum member (and friend) in, doing stuff and helping each other. This extends to things like: If a member says "I have to join a totally different guild in order to play with this mechanic, but I will always have my crafter alt in guild A", that member will still be aided and supported.
Because we are Penny Arcade. We are Legion (even if it's 5 of us).
I am maybe holding onto an outdated idea of guild, where you (a) had open PvP among all guild members so you had to be real careful about who you associated with and (b) reputation was a huge deal and that guild tag was important.
Thinking about it, it's probably less of a issue with what is going to be happening here if I'm doing my thing and playing anti, while another under the tag is griefing others. Because I just want to support other PAers and have that support myself. Crafting would be a big part for us to rally under.
Posts
I'm planning on making at least one detective character, but I dunno what I want in his template yet.
FORMULA: % of Base Damage that is Dealt= Tactics + 50
Tactics --/-- % of Base Damage Dealt
10
60%
20
70%
30
80%
40
90%
50
100%
60
110%
70
120%
80
130%
90
140%
100
150%
This means tactics is mandatory. It's a very dated system used in early pre-T2A, and was changed to be more lenient in T2A, refined in Ren...I much preferred the set up OSI did with the skill were you could not have it and not be heavily effected.
So, if you're going to swing a weapon, you must have tactics. The End.
I wish I could remember my ancient ICQ account, it was only like 6 numbers long.
Edit: I can probably set up an IRC server, I'll look into it.
Pretty sure it's due to the fact that it was a very light-weight client (I just installed it, the thing is all stupid and covered and ads now), and you could leave messages for people who were off line. Couldn't do that with AIM or MSN at the time.
PA has a vent server that can be used, and most PAers are on slashnet for IRC so I'd recommend any channels to be there.
Pidgin is just a universal IM client, I recommend it if you don't want the new ICQ client bullshit.
Edit:
I found my old number by going to http://people.icq.com/people/ and searching for myself. I've been using the same screen name for years, and was stupid enough to give out my real info when I signed up for ICQ so long ago.
As someone who has no clue, could someone tell me what version of UO this is on, where I could obtain said version, and a good source of guides for what the hell to do when the server does open.
Failing that they will at least have a link to the version to download with instructions on how to get in.
As far as what to do when you get in, I have very little clue how to approach it as a new player. We will hopefully have a starting town picked and vent/irc/icq can have people giving you instructions, though I'm sure someone will have a guide or two to post before the day is over.
IRC and ventrilo will likely be the very best place to hang out for help.
Next is to get in contact with people, and we'll get the starting info passed around. I can give you some tips though.
Go here it's the wiki based in the era this server is going to be in. Next, go to the IPY site and when the forums come back up you can look over the server specific features.
Once you have figured out what kind of character you want to make (warrior, mage, crafter, thief, um...lots of things), you can look over skills, devise your build...
You can have seven skills at grand master, which means 100 skill points. You have 700 possible skill points to play with, most things under GM are quasi useless in the end game. You make your template, then get to playing. Kill shit, build shit, harvest shit, all kinds of things.
You can download the UO client here for free: http://www.uoherald.com/downloads
Edit: The classic client is the one you want to download.
I'll add a more detailed description to the OP (or at least provide a link) when IPY launches. In addition to the client, there will be a IPY patch and you'll want to download Razor (an assistance program). It's all very simple, but I don't want to get ahead of myself.
As for learning how to play, I know a few people that are entirely new to the game, don't let that discourage you. This PA guild looks like it's coming together, and I'm sure there will be tons of people willing to give you all the help you need starting up.
1. A guild name, gotta think up something that appeals to most/all of us, but isn't too specific to PA, since it seems like some of us have friends we would like to invite.
2. Picking a starting town, somewhere we can all work together to get started better and faster.
3. Setting up an IRC channel or some kind? I'm completely useless in this regard, I've barely used IRC.
4. Getting vent info, maybe asking for a channel in there.
It would be kinda awkward and a conflict of interest if we have anti's hunting down our own.
But yeah, we should all discuss as a group guild etiquette and maybe a few ground rules to keep people from having too many hurt feelings.
1. Off the top of my head I'd vote for Spellbound.
2. I like Minoc, its got that rugged frontier town feel, but its likely to be super crowded so maybe somewhere out of the way, I'd definately want something with a lot of mountains to mine in though.
3. There's a PA forums channel on slashnet. #PAforums. We can set up something along those lines on that server.
4. Vent info can be found here.
This is simply solved. Unless IPY makes some sweeping changes to the guild system, all guild mates will have green names, or have the guild tag appended to the end of their name. Unless you're an outright dick, it should be nigh impossible to have inter-guild killing.
It's also a fact that the guild needs some reds. In this era of UO, a guild without reds is going to be screwed. A blue can grief just as easily as a red can kill. With red guildmates (who perhaps aren't just bloodthirsty PK's), you can radio in support to kill a griefer. This extends to: "Hey, I'm hunting in shame, and there's this blue from [guild] following me, I'm paranoid he's calling in reds to get me out of here, can I get someone in here to kill him?" Which is nothing but fun for everyone.
The only thing not having a thematic and small guild will keep us out of is town holding. Honestly, I don't want to be a part of the town system, it's going to be the focus of a lot of hate and annoying griefing and killing. There's no harm in raiding and capturing a town for a little bit if we want, but I don't think we'll have the manpower or determination to hold it. I know I won't turn my UO into "alarm-clock ops" to hold Vesper or something. But I'll gladly stealth in with a thief and help them capture a treasuring or assassinate a king.
I agree though, I'd like to wait a bit to see how unbalanced the system is before I commit to anything.
Well, the SA guys are forming up a cheese guild to take and hold MG, their beta testers are saying you need 30 to one god damn hundred people to respond to raids. If it turns out to not be that way, I'd be more then happy to have a town holding guild and a red guild. I don't think it will come to that though.
In my time in UO I've seen lots of guilds, the highly focused guild tends to fall apart as peoples interests in UO change over time. One day you could want to be a PK, a week later you decide you want to be a trader. If you're in a guild that is "PK ALL THE TIME!" you eventually have to leave as you're not adhering to the guild theme.
I'll be the first to say I'm pretty much against a guild that restricts game play. It's not necessary, nor is it fun for everyone. There is no reason people can't play their own way while united under a common banner that supports each other. We can have assassins, paladins, blacksmiths, and alchemists all in one guild, and in truth...we'll be the better for it.
The red's and inform the paladins where reds hang out and traffic, the crafters and supply the PvPr's who can supply the crafters with looted goods and gold, the combat players can go out with the harvesters and guard them while we have guild wide mining/lumberjacking/feather gathering events...
My playstyle was anti and I might not be alone on that. :P
Your colour is not your playstyle.
Will have to get into the wikis and such to learn about stats, crafting and so on. Colour me very interested though.
The classic or the other one?
I´m quite interested in this but I have previously only played SWG and EVE but the whole concept of the game seems very cool.
There's plenty of similarities to SWG (primarily in crafting/resource gathering, housing, player economy and related areas) since Raph Koster was a lead designer on both, and worked on UO first. All of those areas from SWG exist in UO in highly similar, but generally less complex, forms.
edit: The original SWG skill system was an evolution of the UO system as well. If you played SWG at or close to launch, there is a great deal about UO that will feel familiar.
Along the lines of what Anon said, I think the best approach for the guild is going to be to start about by just helping each other build the characters we want to, get some established guild houses, and a good cash-flow (maybe a guild vendor mall?). As we progress and watch IPY progress around us, we can decide as a guild or smaller groups within the guild what stuff we want to partake in. I think going in with the idea that "well we're going to be an anti guild" or "we'll be a pirate guild" might backfire once we realize the IPY playerbase is a lot different than we anticipated. Once we start finishing our characters, I think different parts of the guild will be able to branch out and do different things, and we can all still benefit from remaining part of the same network. To survive and have fun in classic UO, you need people to have your back, and I think fundamentally that's what the guild should be about-- not sticking to any specific theme.
But I think you're right to point out that for some players this just won't work. If someone's a really committed anti or planning to play a strictly roleplaying character, this kind of "live and let live" model might not work for them. So if you're interested in the guild but have one particular kind of guild in model in mind, speak up and we can hash it out. Personally, while I explained my preference above, I'm still open-minded to what other people want to do. If people want to run a strict Pirate RP guild, I don't care, I'll do it.
Sorry, should have specified. The classic client.
Also, will this have old-school spells (ie - one spell magic reflect, harm and magic arrow being worthless, etc...)?
My friend had a 6 digit one starting with a 1.
Harm still has a big duel presence, but yeah it's not something people are throwing out in field fights.
I think they're changing some things about magic reflect to help deal with synchronized-dump PvP, but I don't know the details.
But yeah, it's all the classic combos if that's what you mean.
Get the classic client. IPY does not support the 3D one.
- The Four Horsemen of the Apocalypse (2017, colorized)
This, I should have made it clearer and I'm sorry for that. But you phrased it properly. My idea is to build a guild that is open to start with. Make what you want, play the way you want, and all the guild does is provide a backbone to communicate, support and assist people.
I'm thinking something along these lines: For the first month or two we are a PA guild, and we don't give a shit. We have reds, blues, paladins, assassins, crafters, pirates, everything. Once we're a couple months in and we've really seen whose "in it to win it", we can make some choices.
We can watch what other guilds do and what starts to happen on the server community wise. Once we've seen who is strong and who is weak, we can make our alliances known. I think it will play to our strengths to be the late comer, then at the fore front. Think of it along the lines of battlefield tactics.
Would you rather be in the thick of the fight from the beginning? getting wore down by dozens of guilds knocking at our door? Or would you rather be an established hidden power, coming out on the flank when the enemy is weak, gaining our foothold and driving forward to victory as others scramble to find out who we are and where our true strength is?
UO pvp conflicts like these (factional warfare) favors the late player. If we stock our hand with aces, we can not lose. I'd like to spend this initial period doing resource gathering events to keep the crafters going (even crafting alts!), and building a community gold pool so we can be one of the first to get a guild house that can act as our resource bank and armory.
Personally, I have some really cool ideas to launch a PA guild (even if it's just like 5 people) forward from day 1, it would take some pretty good commitment from people, and a sort of socialist perspective when it comes to resources...which some people may not like, but in the end it would really help everyone.
About the point of a split, if we get people who want to play...lets say "Game Type X", and others have alts that want to play "X"? If we do this right, we can take everyone that wants to play "X", and buy them a guild house and get them started on a separate stone. Keeping them as a PA guild, but sort of an Alt-Guild, that can benefit from the initial guild's momentum...I'm rambling a little but one final point.
We have guild "A" from day 1. Guild A pools resources and lets in any PA member, has newbie training programs, organized events, and all that fun stuff. Some guys want guild B, some resources get diverted from A to start up B, B starts up and aids A in events and stuff, as well as lets A members come in B events (if they can due to hard coded game mechanics). This caries on to as many subsidiary alt guilds as we need. But at the end of the day, guild A remains the core PA guild, it acts as the bank and main sponsor of alt guilds, with any PA forum member (and friend) in, doing stuff and helping each other. This extends to things like: If a member says "I have to join a totally different guild in order to play with this mechanic, but I will always have my crafter alt in guild A", that member will still be aided and supported.
Because we are Penny Arcade. We are Legion (even if it's 5 of us).
Thinking about it, it's probably less of a issue with what is going to be happening here if I'm doing my thing and playing anti, while another under the tag is griefing others. Because I just want to support other PAers and have that support myself. Crafting would be a big part for us to rally under.