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Guild power

It sounds like large guilds will have more power in this game than any other game I've ever played. Between the tagging system, castle control, and node sieges a big enough guild can basically control the server.

I was thinking about making a smaller merc guild but may not because the power a larger guild can have.
Larger guilds have always been able to have a hold on world bosses but not literally change the zone and city layout.
Something I need to consider when deciding to make or join a guild.

Not saying this is good or bad but how does everyone feel about it?

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    in a recent interview: https://forums.ashesofcreation.com/discussion/45223/timthetatman-interview-uploaded#latest

    Steven talks about guilds, there are some things in place to prevent zerging. He does make a valid point that smaller guilds can focus on guild buffs and will be able to play more of a gorilla tactics role when it comes to pvp.

    With this the idea you had: Merc. guild, fits that group steven was talking about. Put your points into guild buffs and win ;)
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    WiplasherWiplasher Member, Phoenix Initiative, Royalty
    I am sure you read the wiki but go give it a look if you haven't. https://ashesofcreation.wiki/Guild

    You could have 4 guilds in an alliance to bolster your numbers and influence. However obviously more players will always mean more power generally. Its also very probable guilds will subdivided into 4 guilds to make one alliance. I have been on the giving end of the 40k power house "guilds" and I am not really looking for that this time.

    I think there will be plenty of reasons to be in a smaller guild, the buffs being just one of them. But as it stands right now I will be avoiding any servers with guilds in the super high numbers and streamer servers.
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    AardvarkAardvark Member, Alpha One, Adventurer
    The game seems to be made where if you don't have a strong guild you are screwed
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    HeartbeatHeartbeat Member, Founder, Kickstarter
    WMC51 wrote: »
    It sounds like large guilds will have more power in this game than any other game I've ever played. Between the tagging system, castle control, and node sieges a big enough guild can basically control the server.

    I was thinking about making a smaller merc guild but may not because the power a larger guild can have.
    Larger guilds have always been able to have a hold on world bosses but not literally change the zone and city layout.
    Something I need to consider when deciding to make or join a guild.

    Not saying this is good or bad but how does everyone feel about it?

    From what I know the guild cap is 300 people, and that's if they focus on size rather than skills, info pulled from the wiki. Guilds will definitely not be controlling a whole server without a massive alliance of other huge guilds as well I don't think, and even then something like that would be hard with how Ashes is portraying itself. There's too many nodes for a single guild to control them all, 103 i believe from the interviews recently. And a guildless player wouldn't be at a very big disadvantage apart from lacking any guild buffs, guild exclusive gear enhancements will be a thing, questlines and passives, all info pulled from the wiki but I can't imagine the bonuses would be game-changing as not all people like to get invested into a guild.

    Guilds make things more interesting, as time goes on some disappear and more appear, power balances get thrown out of place, alliances form to crush strong guilds, etc.
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    WMC51WMC51 Member
    300 person guild is huge in this day and age with all the market divide.

    Rethinking it though since a guild can only have one castle if i heard correctly and somethung like a 50 day reset on attacking maybe not such a big deal.
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    i think it would be cool if castle holding guilds were prevented from making alliances. that would severely limit the potential from 1 super guild taking over a server
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