George_Black wrote: » What the guys is saying is "competitive guilds push casual guilds to the sidelines and that's not fair" and mb lower raidbosses should spawn as soon as sought after raidbosses spawn, in order to prevent big guilds from taking both. Have a double timer perhaps.
Vaknar wrote: » If I understand what you're discussing here - Guilds can always ally with one another! There is nothing stopping smaller guilds to ally with larger ones for a competitive advantage :J
Atama wrote: » Guilds in Ashes of Creation do have the ability to advance over time, and as the guild advances it can choose to either increase in maximum size or choose benefits for individual guild members to enjoy (either passive bonuses or new augments). So, as guilds level up, they must choose between quantity and quality, so to speak.https://ashesofcreation.wiki/Guilds#Guild_progressionAs you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups. – Steven Sharif That being said, I don't know how any of that relates to how L2 handles clans. My guess is that you should throw all of that out of the window and not worry about it, because what AoC will be doing will probably bear very little resemblance to L2. I think the only thing they are taking from L2 is the penalty for nonconsensual PvP, and even that isn't going to be a total copy, but rather an adaptation.
Noaani wrote: » This entire discussion is why I have been saying for a while now that the game needs to have some instanced raid content for guilds to progress at least some way on. In order to play an MMO, guilds need to know that they have access to some content. It needs to be assumed that any open world content of any actual value will be dominated by three guilds per server - because it will be.
Atama wrote: » Noaani wrote: » This entire discussion is why I have been saying for a while now that the game needs to have some instanced raid content for guilds to progress at least some way on. In order to play an MMO, guilds need to know that they have access to some content. It needs to be assumed that any open world content of any actual value will be dominated by three guilds per server - because it will be. Maybe not the same 3 guilds for all content, but yeah, I could see strong guilds dominating their own turf in different places. And that could squelch progression for others. I know that competition is going to be the lifeblood of this game, but if you have guilds that can monopolize content you are effectively removing any competition. It's not competition if you never have a chance. People who might counter with "git gud" are missing the possibility that you can never improve if you are locked out of the very content you need to access in order to advance enough to become competitive. "We can't fight the Blood Wolves because our gear isn't strong enough." "Then get better gear." "To improve our gear, we need Moonsteel which requires Moonsilver ore that is only found in the Crimson Cavern, and the Blood Wolves guard it constantly."
mcstackerson wrote: » First option, if you can't beat them, try to outnumber them.
Merek wrote: » Noaani wrote: » This entire discussion is why I have been saying for a while now that the game needs to have some instanced raid content for guilds to progress at least some way on. In order to play an MMO, guilds need to know that they have access to some content. It needs to be assumed that any open world content of any actual value will be dominated by three guilds per server - because it will be. Yes and no. Yes, the "best" content will be dominated by the top guilds and that's just part of the game. No, they shouldn't add instanced content. Rather, there should be such an abundance of content that naturally changes, by either node progression or world events, that it's not a consistent issue.
Noaani wrote: » Your desire for that amount of content is honestly unreasonable. Development of top end content is time consuming - individual encounters can take several months in some cases.
Noaani wrote: » Top end guilds will monopolize content for the sake of monopolizing it. So, in a realistic setting, the top end content in the game will always be able to be dominated by a few guilds. This has always been the case for open world content. It is the very nature of open world content. In fact, it is the very reason developers add open world content to games now over instanced content - so that one guild will dominate it and t he rest will essentially pine after it (Steven has said he wants some content in the game that is there for most players to aspire to, rather than for most players to patriciate in).