Littlefeet wrote: » Like most games, zergs tend to kill off a percentage of the player base. Will we see this happen or will some effort be installed to counter server domination. I know....but give it some thought...
Littlefeet wrote: » I may have missed seeing it but will castles be Siegable at launch or like a few other games...sieges will come a month or two down the road.
Yuyukoyay wrote: » It's probably not dealt with enough at the start though. There currently is nothing stopping you from having a max guild at day 1 and just run down the entire server. They can't deal with your corruption if you are an army at the very beginning. It will be gone before they can kill you and by then you will have server dominance over about 35% of the map. Would be nice if you couldn't even make a guild until about mid game in the server. So everyone has time to settle into their place in the world. They can progress from smaller player engagements to larger ones the older the server gets. Then it can naturally be more fair. Right now a Zerg is literally just going to ravage the map.
Warth wrote: » Littlefeet wrote: » I may have missed seeing it but will castles be Siegable at launch or like a few other games...sieges will come a month or two down the road. first sieges will be against a horde of npcs. That will most lilely be max level
Tyrantor wrote: » If the sieges are going to get capped at 250 players total that means a guild of 300+ could only contribute 125 players to the attack or defense inside the siege zone. Now from the material it sounds like guilds/alliances could try to impede players from making it to the siege zone before or during should respawn points be located outside of it. However I think if people want to participate in sieges becoming the largest guild on the server would be a detriment if they keep a maximum player cap allowed inside of the siege zone, as you would likely miss out on certain events due to too many players in the guild wanting to participate.
Malc wrote: » If you can't beat em, join em! But no on a serious note Steven has addressed the issue with zerging. One of the issues you'll have is that if you're not a citizen of a node you'll be unable to defend it during a siege (At least to my understanding) and this will mean that zergs stick to particular areas. With 103 nodes it's going to be pretty hard for zergs to dominate and control any large percentage of a server.
Warth wrote: » i still hope, that guild buffs will be significant. Guild that want to have 150/200+ players in a guild should lose out on a lot of stuff. Not just skimpy EXP buffs nobody will care about 3 months into the server, but meaningful buffs that hurt.most during lategame The higher the player capacity the bigger the drawbacks.
Warth wrote: » i still hope, that guild buffs will be significant. Guild that want to have 150/200+ players in a guild should lose out on a lot of stuff. Not just skimpy EXP buffs nobody will care about 3 months into the server, but meaningful buffs that hurt most during lategame. The higher the player capacity the bigger the drawbacks.
Yuyukoyay wrote: » It's probably not dealt with enough at the start though. There currently is nothing stopping you from having a max guild at day 1