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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Room for the little man?
I'm fairly new here, having only recently discovered the game, but I'm a long term MMO player. Now before I ask my question, I'd like to point out that I'm not posting this with the intention of whining about being able to play solo, because as a long term guild leader and MMO player, I understand the need for community ties.
However, I was wondering if there is going to room for the "little man" as it were. I'm not a huge fan of uber-massive guilds where players simply become a mere number in the masses of members because being a part of something massive is the only way to get anywhere. I hope that this won't be the case, I'm hoping that there will be room for smaller guilds to flourish and accomplish things as a band of close-knit friends, rather than a throng of unknown individuals in some huge mega-guild.
I know some people will maybe disagree, and there will be others who love being part of those massive groups, but do you think small guild and groups will be viable here?
However, I was wondering if there is going to room for the "little man" as it were. I'm not a huge fan of uber-massive guilds where players simply become a mere number in the masses of members because being a part of something massive is the only way to get anywhere. I hope that this won't be the case, I'm hoping that there will be room for smaller guilds to flourish and accomplish things as a band of close-knit friends, rather than a throng of unknown individuals in some huge mega-guild.
I know some people will maybe disagree, and there will be others who love being part of those massive groups, but do you think small guild and groups will be viable here?
0
Comments
It's good to hear that this is something the devs are potentially supportive of :)
just follow your best interests. you'll eventually get good at this in no time.
Also, the guild cap is not decided, but the Devs want it to be 250-300. not exactly large, but nothing to sneeze at either.
they say larger guilds will rule the node system. that's wrong. the one who rules the node system is those who are most faithful to the node.
Also, the guild cap is not decided, but the Devs want it to be 250-300. not exactly large, but nothing to sneeze at either.
they say larger guilds will rule the node system. that’s wrong. the one who rules the node system is those who are most faithful to the node.
[/quote]
To be fair, I don't think 20-ish people who are the most faithful to the node can beat some other 200 who slack a bit more. Power in numbers is, unfortunately sometimes, very real.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/room-for-the-little-man/#post-11452" rel="nofollow">Irobot wrote:</a></div>
Also, the guild cap is not decided, but the Devs want it to be 250-300. not exactly large, but nothing to sneeze at either.
they say larger guilds will rule the node system. that’s wrong. the one who rules the node system is those who are most faithful to the node.
</blockquote>
To be fair, I don’t think 20-ish people who are the most faithful to the node can beat some other 200 who slack a bit more. Power in numbers is, unfortunately sometimes, very real.
[/quote]
Except it doesn't work here. Steven himself told. the governor of the node is essentially the person who contributed the most.
For something like a castle which should be taken by brute force, you can knock out the current ruler by tagging along with a larger guild. A metropolis is not going to contain just one guild
Property sounds like its going to be a large part of this game in some aspects. While the instance apartments will be for everyone, i can picture small groups or single players, playing the Realtor game, by buying one small house and working there way up, while major guilds will shoot for the large property's right off.
Also with the crafting system, this is nothing official, but i hope it has a early WOW feel, where Crafters could make a name for themselves by what items they craft and maybe they could add a created by feature as well. In the RP standpoint the small man could end up being a master smith in one node and people seek him out or check out his market stand for the latest goods.
Except it doesn’t work here. Steven himself told. the governor of the node is essentially the person who contributed the most.
For something like a castle which should be taken by brute force, you can knock out the current ruler by tagging along with a larger guild. A metropolis is not going to contain just one guild
[/quote]
I see what you mean, I was basically talking about being able to make bigger contributions to the node's development as a group of 200.
Except it doesn’t work here. Steven himself told. the governor of the node is essentially the person who contributed the most.
For something like a castle which should be taken by brute force, you can knock out the current ruler by tagging along with a larger guild. A metropolis is not going to contain just one guild
</blockquote>
I see what you mean, I was basically talking about being able to make bigger contributions to the node’s development as a group of 200.
[/quote]
oh god get this into your thick skull filled with inferiority complex. The PERSON who contributed most. not the GUILD. the INDIVIDUAL archivements count. my members are not working for me, they are working for themselves.
you are at no disadvantage. in fact you are at an advantage. an advantage as you are not restricted by a guild. the guild is expected to stick together, meaning you have to slow down to match your members. there is some freedom, but not as much as soloing.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/room-for-the-little-man/#post-11480" rel="nofollow">Tholren wrote:</a></div>
<blockquote>
Except it doesn’t work here. Steven himself told. the governor of the node is essentially the person who contributed the most.
For something like a castle which should be taken by brute force, you can knock out the current ruler by tagging along with a larger guild. A metropolis is not going to contain just one guild
</blockquote>
I see what you mean, I was basically talking about being able to make bigger contributions to the node’s development as a group of 200.
</blockquote>
oh god get this into your thick skull filled with inferiority complex. The PERSON who contributed most. not the GUILD. the INDIVIDUAL archivements count. my members are not working for me, they are working for themselves.
you are at no disadvantage. in fact you are at an advantage. an advantage as you are not restricted by a guild. the guild is expected to stick together, meaning you have to slow down to match your members. there is some freedom, but not as much as soloing.
[/quote]
No need to recourse to rudeness.
In an MMO where PvP and competition are concurrent, even between the guilds that coexist within the same node, having a bigger guild can allow you to dominate the best spots, and best spread out your efforts, if nothing else to simply raise the probability that you have the most influential players. Even if it is an activity that others couldn't interfere with you doing directly, having more immediate competition does worsen the situation for you. Also, with more people comes the advantage of having more hands working for a mutual goal, and that can enhance an individual's success further than he could alone. So, in a sense, by having more people to work with, you may be able to do more, even at an individual level.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/room-for-the-little-man/#post-11487" rel="nofollow">Irobot wrote:</a></div>
<blockquote>
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/room-for-the-little-man/#post-11480" rel="nofollow">Tholren wrote:</a></div>
<blockquote>
Except it doesn’t work here. Steven himself told. the governor of the node is essentially the person who contributed the most.
For something like a castle which should be taken by brute force, you can knock out the current ruler by tagging along with a larger guild. A metropolis is not going to contain just one guild
</blockquote>
I see what you mean, I was basically talking about being able to make bigger contributions to the node’s development as a group of 200.
</blockquote>
oh god get this into your thick skull filled with inferiority complex. The PERSON who contributed most. not the GUILD. the INDIVIDUAL archivements count. my members are not working for me, they are working for themselves.
you are at no disadvantage. in fact you are at an advantage. an advantage as you are not restricted by a guild. the guild is expected to stick together, meaning you have to slow down to match your members. there is some freedom, but not as much as soloing.
</blockquote>
No need to recourse to rudeness.
In an MMO where PvP and competition are concurrent, even between the guilds that coexist within the same node, having a bigger guild can allow you to dominate the best spots, and best spread out your efforts, if nothing else to simply raise the probability that you have the most influential players. Even if it is an activity that others couldn’t interfere with you doing directly, having more immediate competition does worsen the situation for you. Also, with more people comes the advantage of having more hands working for a mutual goal, and that can enhance an individual’s success further than he could alone. So, in a sense, by having more people to work with, you may be able to do more, even at an individual level.
[/quote]
First off, sorry I lost my temper. second off, that's the advantage of guilds is solely restricted to gvg. steven himself said this. while I agree guild ties can give you a minor boost, it's still only a minor one, not one that's completely out of your reach. trust me, you'll be completely fine soloing. not relax and get into the game.
...oh wait, you can't. it's not out yet.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/room-for-the-little-man/#post-11487" rel="nofollow">Irobot wrote:</a></div>
<blockquote>
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/room-for-the-little-man/#post-11480" rel="nofollow">Tholren wrote:</a></div>
<blockquote>
Except it doesn’t work here. Steven himself told. the governor of the node is essentially the person who contributed the most.
For something like a castle which should be taken by brute force, you can knock out the current ruler by tagging along with a larger guild. A metropolis is not going to contain just one guild
</blockquote>
I see what you mean, I was basically talking about being able to make bigger contributions to the node’s development as a group of 200.
</blockquote>
oh god get this into your thick skull filled with inferiority complex. The PERSON who contributed most. not the GUILD. the INDIVIDUAL archivements count. my members are not working for me, they are working for themselves.
you are at no disadvantage. in fact you are at an advantage. an advantage as you are not restricted by a guild. the guild is expected to stick together, meaning you have to slow down to match your members. there is some freedom, but not as much as soloing.
</blockquote>
No need to recourse to rudeness.
In an MMO where PvP and competition are concurrent, even between the guilds that coexist within the same node, having a bigger guild can allow you to dominate the best spots, and best spread out your efforts, if nothing else to simply raise the probability that you have the most influential players. Even if it is an activity that others couldn’t interfere with you doing directly, having more immediate competition does worsen the situation for you. Also, with more people comes the advantage of having more hands working for a mutual goal, and that can enhance an individual’s success further than he could alone. So, in a sense, by having more people to work with, you may be able to do more, even at an individual level.
[/quote]
I can agree with you on this. Guilds will have a effect on this game, however like most games, it will not be what its all about.
Being a Guild Member and Solo player on many games. Late game guilds is were its kinda at, but it does not stop solo players from having fun and doing there own thing. Hell i remember bouncing as a healer for raids and dungeons. I wasn't apart of a guild but i started making a name for myself and many guilds were noticing me and asking for my assistance.
Plus with many guilds sadly, some are only as powerful as there leader. Ive seen many guilds with 300+ players, but with the leaders always gone, it was kinda just a private group of solo players. This is bound to happen as well, so you might see some really big guilds that are pretty much useless. While you will also find some small groups or guilds that contribute more with the 10 or 20 of them, then these 300+ guilds.
Its all about the players and how they want to contribute. A guild with a great leader, and dedicated players can make a large difference, but so can just 2 friends that play on the weekends with each other.
First off, sorry I lost my temper. second off, that’s the advantage of guilds is solely restricted to gvg. steven himself said this. while I agree guild ties can give you a minor boost, it’s still only a minor one, not one that’s completely out of your reach. trust me, you’ll be completely fine soloing. not relax and get into the game.
…oh wait, you can’t. it’s not out yet.
[/quote]
No hard feelings whatsoever.
To clarify, a lot of the other things you can do, can still be considered gvg. For example, you can wager a trade war with another guild easily, by practicing competitive pricing for services, undercutting them in sales, caravan assaults, etc... what I'm saying is that even within a lot of non-combat activities, some of the benefits of having multiple people working under a single flag still apply, because your guild can have influence in many sectors. Far from me to claim that numbers will<strong> always</strong> have an advantage, that would be silly, nor would I like such a system. Much like you, I have faith that the devs will find a suitable balance for both group and solo players, allowing each to respectively focus on their preferred aspect of the game without feeling like they would lose out on something.
First off, sorry I lost my temper. second off, that’s the advantage of guilds is solely restricted to gvg. steven himself said this. while I agree guild ties can give you a minor boost, it’s still only a minor one, not one that’s completely out of your reach. trust me, you’ll be completely fine soloing. not relax and get into the game.
…oh wait, you can’t. it’s not out yet.
</blockquote>
No hard feelings whatsoever.
To clarify, a lot of the other things you can do, can still be considered gvg. For example, you can wager a trade war with another guild easily, by practicing competitive pricing for services, undercutting them in sales, caravan assaults, etc… what I’m saying is that even within a lot of non-combat activities, some of the benefits of having multiple people working under a single flag still apply, because your guild can have influence in many sectors. Far from me to claim that numbers will<strong> always</strong> have an advantage, that would be silly, nor would I like such a system. Much like you, I have faith that the devs will find a suitable balance for both group and solo players, allowing each to respectively focus on their preferred aspect of the game without feeling like they would lose out on something.
[/quote]
you realise that these 'gvg' things can be done between any two random players? or a bunch or randoms, for that matter. the guild is just a slightly more organised bunch of random people.
you realise that these ‘gvg’ things can be done between any two random players? or a bunch or randoms, for that matter. the guild is just a slightly more organised bunch of random people.
[/quote]
Oh, definitely, I agree. I only wanted to emphasize how a collective effort could, potentially, be more productive.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/room-for-the-little-man/page/2/#post-11509" rel="nofollow">Tholren wrote:</a></div>
<blockquote>
First off, sorry I lost my temper. second off, that’s the advantage of guilds is solely restricted to gvg. steven himself said this. while I agree guild ties can give you a minor boost, it’s still only a minor one, not one that’s completely out of your reach. trust me, you’ll be completely fine soloing. not relax and get into the game.
…oh wait, you can’t. it’s not out yet.
</blockquote>
No hard feelings whatsoever.
To clarify, a lot of the other things you can do, can still be considered gvg. For example, you can wager a trade war with another guild easily, by practicing competitive pricing for services, undercutting them in sales, caravan assaults, etc… what I’m saying is that even within a lot of non-combat activities, some of the benefits of having multiple people working under a single flag still apply, because your guild can have influence in many sectors. Far from me to claim that numbers will<strong> always</strong> have an advantage, that would be silly, nor would I like such a system. Much like you, I have faith that the devs will find a suitable balance for both group and solo players, allowing each to respectively focus on their preferred aspect of the game without feeling like they would lose out on something.
</blockquote>
you realise that these ‘gvg’ things can be done between any two random players? or a bunch or randoms, for that matter. the guild is just a slightly more organised bunch of random people.
[/quote]
I can agree with both of you going at it. :)
Will Guilds play a big part in this game. Like it or not. Yes.
HOWEVER!
As a mmo player like both of you, i have been on both sides of this fence as a Solo and Guild Member. Guilds are only as strong as there "Leaders" and the dedication of the players. Ive seen 300+ guilds with there leaders always gone and no guidance. These guilds are pretty much Private Solo player Partys.
I've also seen players like my self just go solo, but make a name for themselves. Early SWTOR as a healer i was random filling in for Raids and PVP that i started making a name for myself, were i would get private messages from Solos and Guilds asking for my assistance in fill or to join them.
Its all on the players and how they want to contribute to this game. A group of 10 dedicated players could make a larger difference then a unorganized guild of 300.
But well organized guilds could and will have a advantage but that is something a player decides. Do you want to be organized and follow rules of a guild, or do you want to go off and do your own thing.
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/room-for-the-little-man/page/2/#post-11511" rel="nofollow">Irobot wrote:</a></div>
<blockquote>
<div class="d4p-bbt-quote-title"><a href="https://www.ashesofcreation.com/forums/topic/room-for-the-little-man/page/2/#post-11509" rel="nofollow">Tholren wrote:</a></div>
<blockquote>
First off, sorry I lost my temper. second off, that’s the advantage of guilds is solely restricted to gvg. steven himself said this. while I agree guild ties can give you a minor boost, it’s still only a minor one, not one that’s completely out of your reach. trust me, you’ll be completely fine soloing. not relax and get into the game.
…oh wait, you can’t. it’s not out yet.
</blockquote>
No hard feelings whatsoever.
To clarify, a lot of the other things you can do, can still be considered gvg. For example, you can wager a trade war with another guild easily, by practicing competitive pricing for services, undercutting them in sales, caravan assaults, etc… what I’m saying is that even within a lot of non-combat activities, some of the benefits of having multiple people working under a single flag still apply, because your guild can have influence in many sectors. Far from me to claim that numbers will<strong> always</strong> have an advantage, that would be silly, nor would I like such a system. Much like you, I have faith that the devs will find a suitable balance for both group and solo players, allowing each to respectively focus on their preferred aspect of the game without feeling like they would lose out on something.
</blockquote>
you realise that these ‘gvg’ things can be done between any two random players? or a bunch or randoms, for that matter. the guild is just a slightly more organised bunch of random people.
</blockquote>
I can agree with both of you going at it. <img alt="????" src="https://s.w.org/images/core/emoji/2.2.1/svg/1f642.svg" />
Will Guilds play a big part in this game. Like it or not. Yes.
HOWEVER!
As a mmo player like both of you, i have been on both sides of this fence as a Solo and Guild Member. Guilds are only as strong as there “Leaders” and the dedication of the players. Ive seen 300+ guilds with there leaders always gone and no guidance. These guilds are pretty much Private Solo player Partys.
I’ve also seen players like my self just go solo, but make a name for themselves. Early SWTOR as a healer i was random filling in for Raids and PVP that i started making a name for myself, were i would get private messages from Solos and Guilds asking for my assistance in fill or to join them.
Its all on the players and how they want to contribute to this game. A group of 10 dedicated players could make a larger difference then a unorganized guild of 300.
But well organized guilds could and will have a advantage but that is something a player decides. Do you want to be organized and follow rules of a guild, or do you want to go off and do your own thing.
[/quote]
Well organized guilds should be able to fight outnumbered. Any combat system in which this is physically impossible through gear gaps or just pure numbers is going to have pure zerg boredom in large scale instances. If the devs are looking for a great example of how to balance a pvp system for seiges Shadowbane was and is the best example of a well created siege engine so far in MMOs
Now for the example of 200 vs 10-20 ya. they wont win that fight. But just like GW2 and UO a well organized zerg buster group can have a demonstrable effect on combat as a whole.
I find that playing the game with friends is more enjoyable, even if its just one other person. A guild can provide numbers but if the guild is not organised or just a bunch of cliques then you might as well be a solo player.
I say do what you can and enjoy the game as you can. Only boring people get bored. :D