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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.
Guild member cap
what is the guild member limit? im pretty sure as the guild levels up it will unlock more slots. i may have 3 guilds from another game come in as one if possible. 30+ members each. and maybe some outsiders
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Oh also forgot to add I think there was quote alliances can be used to create larger guilds but dont quote me I am not sure and cant find it.
4 guilds per alliance.
Only max lv guilds should form/join alliance.
Only max lv guilds can own castles.
This way imo will prevent mega guilds and boring 2 side only wars.
This way imo we will see a lot more meaningful banners that can make their true path on the server, indepentently.
In Line][Age, my best mmorpg I recount 30-40 real active guilds with real people,
6 Major alliances
3-4 GREAT alliance wars that engulfed the whole server over 5 years.
I don't think content should be blocked by the devs for less than "max level" guilds.
I think all guilds should be able to participate in all things guild. If a max level guild happens to be able to take and own a castle, good for them.
I'm not sure how this would prevent mega guilds, it just prevents less than max level guilds from doing potentially fun content. Unless you are talking about the 50 person cap. I am not a guildie, but it seems like a 50 person cap would kill some bigger guilds that are bringing hundreds of players to bro-together. And a total allegiance size of 100 seems weak.
I'm also not sure how this would allow for more guilds to forge a path. In fact, only guilds that go to max level would be able to have a castle, so less than max level guilds wouldn't be able to forge a path in that manner at all.
I don't want to be on a server that somehow ends up just being constant guild wars while feeling like they encompass the whole server. That really only seems fun for the guild members involved in that war.
TL/DR: I like the 300max cap and don't think content should be limited to guilds based on their level.
Imperium max lv guild with 300 people joins as attacker.
Imperium2 lv1 guild joins with 75 as attacker
Imperium3 lv1 guild joins with 75 as attacker
Imperium4 lv1 guild joins with 75 as attacker
Imperium5 lv1 guild joins with 75 as attacker.
One leader
Nemesis1 2 3 4 5 joins as defender.
Now let's look at a different scenario.
Samcro max lv guild with 50 people join as attacker. One leader
Mayans lv 3 guild with 40 people join as attacker. One leader.
Niners lv 4 guild with 40 people join as attacker. One leader.
TheKingsOfRebelion max lv guild with 50 people join as attacker. One leader.
LasLocosCartel max lv guild with 50 people join as attacker. One leader.
All of these guilds have put effort to increase their guild lv. All these guilds members proud for contributing. Out of these guild leaders one of them is the leader of the whole alliance.
Vikings max lv guild joins with 50 as attacker. One leader.
GameOfThrones max lv guild joins with 50 as attacker. One leader.
One alliance.
TheWire max lv guild joins with 50 as attacker. One leader no affiliation.
Guild X Y Z A B C. They join as defenders.
Real guilds. Real memberships. Real alliances of indepented guilds that come together or fall appart depending the relationships.
No mega guilds.
If a Imperium wants to become a mega guild in order for one sole player to be the leader of 3500 people, or in my numbers 50x4=200, let those members in those guilds devote time in order to increase guild lv and increase their army that they can bring in the siege under a single guild name.
I played eso for 3.5 years.
I was in a PvP guild with 400 people. I pkayed with 2 more of them in addition to my inrl friends.
I was in a PvE guild. 400 members. I was part of a 12-15 group. Never played with any of the other guild members.
Tldr
Large member capacity takes away the feeling of being in a guild.
Guild member restrictions and guild lv restrictions prevent mega guilds.
There are many different playstyles out there and content should not be limited to reaching max guild level that some guilds don't even need.
I've seen plenty of guilds that focus on a low member count (50 and less), but focus on teamwork and cooperation. Such guilds are often stronger than 100-man zerg guilds.
Why would such a team need to reach max level and unlock 300 slots if they are only going to use 50?
I'm not sure what the example was meant to show, because any of those scenarios are possible with the current (as is known) guild system.
I think 3500 is a bit big, and with membership cap that's a minimum of 12 guilds forming an alliance. You think a single 3500 member guild would be better that 12 smaller guilds? That seems to go against your no mega-guilds approach. You point out your example would be 200 people, but I don't consider that a mega-guild on a server of ~10,000.
As for large guild capacity taking away from being in a guild, a guild of 300 would have to grow so some of the members (especially early members) would feel like they were still in a guild. Also, don't join a guild of more than 50 people if that's the guild size you prefer.
I understand your preference, but wanting smaller caps to accommodate your preference seems odd. Other real players with real memberships that form real alliances have other preferences.