Hartassen wrote: » what's to stop you from having say, 40-50 players in each guild with maxed out skills ending up as an elite force of 160-200 players?
Kai_Strand wrote: » As for gear, I have seen pretty organized groups of players before despite reaching relatively large sizes. I would also expect members within those guilds to effectively equip themselves which doesn't necessarily lead to gear disparity, though it could depending on how difficult gear acquisition is. Ashes is more focused on long-term goals and that probably extends to gear acquisition in some regard. Eventually, however, you could probably assume all players within most guilds would have top-end gear.
Noaani wrote: » Hartassen wrote: » what's to stop you from having say, 40-50 players in each guild with maxed out skills ending up as an elite force of 160-200 players? Steven actually addressed this many years ago. His thoughts - at least at the time - were that managing multiple smaller guilds was significantly harder than managing one larger guild. If your guilds leaderahipnhas the ability to manage 4 smaller guilds instead of one larger guild, then the guild deserves the added benefit.
Kai_Strand wrote: » Thanks for the replies!@Hartassen thank you very much for asking the question because I feel like the topic is rather important. I generally agree that, at least on paper right now, larger guilds seem to serve no purpose if you possess the logistical means to operate a group of smaller guilds. As to NiKr's responses: I had not considered friendly fire being a potential deterrent. That in itself might go a long way.
NiKr wrote: » I'm not saying that it'll be exactly like this, but L2's open worldness led to a ton of people having subpar gear, when compared to the elites of their guild (usually just one party per a few dozen people). You'd have an alliance of ~200-300 people and out of those there'd be maybe ~30 people in tier T4 gear, while the majority were in T2-3, with T3 people sometimes in not full sets even. There's only so many mobs in the world that provide you with the proper materials for crafting. You'd need to hold down a location 24/7 for, probably, several weeks just to ensure that you have enough of those particular mats for your entire huge guild. And doing that requires a ton of resources and time. And if you spend too much in one place - other guilds will farm up other mats that you might need for smth else.
BaSkA_9x2 wrote: » Regarding the open world dungeon camping issue asked by @Hartassen, it seems to me that Steven clearly understands the issue, but they haven't found a solution to the problem (yet?) and he can't simply say "sorry mate, it is what it is". Therefore he tried to avoid the question but implicitly he said "nothing specific will be done to prevent dungeon camping" without saying it and also said "when there's someone camping a dungeon and you can't kill them, go find something else to do" without saying it. I can think of a few ideas to prevent dungeon camping, but it seems to me that camping/controlling specific areas, dungeons, monuments, etc. is intended, so that's why they aren't currently trying to find solutions. Ashes is reminding me a lot of Rust, which makes me excited, but zergs ruined that game for a lot of people. Since this issue can be tied with zergs using their numbers to control areas of interest, why not make the Guild passive skills' power inversely proportional to Guild size? That would also would create an interesting meta of smaller Guilds having the best buffs. Maybe it would even discourage people from playing in giant Guilds due to the impact passive skills would have in small scale PvP/PvE when zerg members don't have their numbers. Searching for "friendly fire" in the wiki yields no results, so another idea to try to discourage zergs from splitting into smaller Guilds on the same Alliance to get better passive skills is to enable friendly fire during open world PvP and Caravans against anyone who is not in the same Guild. In other words, Alliances won't prevent players in different Guilds from accidentally damaging each other during open world PvP and Caravans. Even harsher would be to enable friendly fire during open world PvP and Caravans against anyone who is not in the same 40-man Raid Group. In other words, being in the same Guild won't prevent people in different Raid Groups from accidentally damaging each other during open world PvP and Caravans. These ideas still don't solve the issue though, zergs can simply create 8 smaller guilds (or another arbitrary number) and make Raid Groups with the best 5 players from each guild and still use their numbers and strong Guild passive skills, but hey, at least you're making it a nuisance to split zergs into smaller Guilds. These ideas would only apply to open world PvP and Caravans, therefore Castle Sieges, Node Sieges, Node Wars, Guilds Wars, Alliance Wars (?), etc. wouldn't be affected, so zergs would still be able to use their numbers in those activities. At the end of the day, it all comes down to how much Steven cares about zergs potentially ruining the game. It seems to me that he doesn't worry too much about zergs, but after playing a few sandbox games, they worry me a lot. If I can't beat them, I'll just join them; the issue is that many people will just quit the server (or the game altogether) if zergs are the meta in every activity, so that's why finding ways to nerf zergs to hell in some activities might be necessary and good enough.
Hartassen wrote: » Noaani wrote: » Hartassen wrote: » what's to stop you from having say, 40-50 players in each guild with maxed out skills ending up as an elite force of 160-200 players? Steven actually addressed this many years ago. His thoughts - at least at the time - were that managing multiple smaller guilds was significantly harder than managing one larger guild. If your guilds leaderahipnhas the ability to manage 4 smaller guilds instead of one larger guild, then the guild deserves the added benefit. It's quite easy nowadays to do google docs with full spreadsheets and tabs for each guild in an alliance. It takes some time to manage it of course but it's not difficult at all. I would even argue that it's easier to maintain and manage multiple smaller guilds with it's own leadership of guild leaders and officers turned into a larger council than to sit with 1 leader a few officers and 290 members below them.
BaSkA_9x2 wrote: » Regarding the open world dungeon camping issue asked by @Hartassen, it seems to me that Steven clearly understands the issue, but they haven't found a solution to the problem (yet?) and he can't simply say "sorry mate, it is what it is". Therefore he tried to avoid the question but implicitly he said "nothing specific will be done to prevent dungeon camping" without saying it and also said "when there's someone camping a dungeon and you can't kill them, go find something else to do" without saying it. I can think of a few ideas to prevent dungeon camping, but it seems to me that camping/controlling specific areas, dungeons, monuments, etc. is intended, so that's why they aren't currently trying to find solutions. Ashes is reminding me a lot of Rust, which makes me excited, but zergs ruined that game for a lot of people.
Noaani wrote: » Hartassen wrote: » Noaani wrote: » Hartassen wrote: » what's to stop you from having say, 40-50 players in each guild with maxed out skills ending up as an elite force of 160-200 players? Steven actually addressed this many years ago. His thoughts - at least at the time - were that managing multiple smaller guilds was significantly harder than managing one larger guild. If your guilds leaderahipnhas the ability to manage 4 smaller guilds instead of one larger guild, then the guild deserves the added benefit. It's quite easy nowadays to do google docs with full spreadsheets and tabs for each guild in an alliance. It takes some time to manage it of course but it's not difficult at all. I would even argue that it's easier to maintain and manage multiple smaller guilds with it's own leadership of guild leaders and officers turned into a larger council than to sit with 1 leader a few officers and 290 members below them. Yeah, until one of your sub-guilds has reason to feel aggrieved, at which point they may just leave the larger guild and go out on their own - potentially by joining an opposing alliance at an opportune time. This is the aspect that makes it harder. If you are running the over all guild and you need 4 guild leaders for the sub guilds, that means you need to find 4 people that are good enough as leaders, respected by the members of their guild, yet are more than willing to fall in line at all times behind the larger guild. That isn't easy. Finding just one such person would be a near impossible task.
Hartassen wrote: » BaSkA_9x2 wrote: » Regarding the open world dungeon camping issue asked by @Hartassen, it seems to me that Steven clearly understands the issue, but they haven't found a solution to the problem (yet?) and he can't simply say "sorry mate, it is what it is". Therefore he tried to avoid the question but implicitly he said "nothing specific will be done to prevent dungeon camping" without saying it and also said "when there's someone camping a dungeon and you can't kill them, go find something else to do" without saying it. I can think of a few ideas to prevent dungeon camping, but it seems to me that camping/controlling specific areas, dungeons, monuments, etc. is intended, so that's why they aren't currently trying to find solutions. Ashes is reminding me a lot of Rust, which makes me excited, but zergs ruined that game for a lot of people. I did not ask this question. But as for how to "fix" dungeon camping. The simple answer is; we don't need to. If you don't like a guild camping a dungeon entrance and stopping anyone else from coming in by going red on them you can try to kill their reds to get rewards. Or more realistically, you and all the other guilds who are refused access to this dungeon group together into the "anti-zerg" and so player friction has driven the server into good and evil, the powerful versus the weak, and created a player driven storyline, a drama to play out for all to participate in or spectate. Noaani wrote: » Hartassen wrote: » Noaani wrote: » Hartassen wrote: » what's to stop you from having say, 40-50 players in each guild with maxed out skills ending up as an elite force of 160-200 players? Steven actually addressed this many years ago. His thoughts - at least at the time - were that managing multiple smaller guilds was significantly harder than managing one larger guild. If your guilds leaderahipnhas the ability to manage 4 smaller guilds instead of one larger guild, then the guild deserves the added benefit. It's quite easy nowadays to do google docs with full spreadsheets and tabs for each guild in an alliance. It takes some time to manage it of course but it's not difficult at all. I would even argue that it's easier to maintain and manage multiple smaller guilds with it's own leadership of guild leaders and officers turned into a larger council than to sit with 1 leader a few officers and 290 members below them. Yeah, until one of your sub-guilds has reason to feel aggrieved, at which point they may just leave the larger guild and go out on their own - potentially by joining an opposing alliance at an opportune time. This is the aspect that makes it harder. If you are running the over all guild and you need 4 guild leaders for the sub guilds, that means you need to find 4 people that are good enough as leaders, respected by the members of their guild, yet are more than willing to fall in line at all times behind the larger guild. That isn't easy. Finding just one such person would be a near impossible task. It's actually quite easy to find 3 other players to lead the subguilds, you simply take them from your officers you would normall have in the main guild. If you can't, then there was no reason for you to be a guild of 300 players anyway if you're going to be leading it solo.
Noaani wrote: » Hartassen wrote: » BaSkA_9x2 wrote: » Regarding the open world dungeon camping issue asked by @Hartassen, it seems to me that Steven clearly understands the issue, but they haven't found a solution to the problem (yet?) and he can't simply say "sorry mate, it is what it is". Therefore he tried to avoid the question but implicitly he said "nothing specific will be done to prevent dungeon camping" without saying it and also said "when there's someone camping a dungeon and you can't kill them, go find something else to do" without saying it. I can think of a few ideas to prevent dungeon camping, but it seems to me that camping/controlling specific areas, dungeons, monuments, etc. is intended, so that's why they aren't currently trying to find solutions. Ashes is reminding me a lot of Rust, which makes me excited, but zergs ruined that game for a lot of people. I did not ask this question. But as for how to "fix" dungeon camping. The simple answer is; we don't need to. If you don't like a guild camping a dungeon entrance and stopping anyone else from coming in by going red on them you can try to kill their reds to get rewards. Or more realistically, you and all the other guilds who are refused access to this dungeon group together into the "anti-zerg" and so player friction has driven the server into good and evil, the powerful versus the weak, and created a player driven storyline, a drama to play out for all to participate in or spectate. Noaani wrote: » Hartassen wrote: » Noaani wrote: » Hartassen wrote: » what's to stop you from having say, 40-50 players in each guild with maxed out skills ending up as an elite force of 160-200 players? Steven actually addressed this many years ago. His thoughts - at least at the time - were that managing multiple smaller guilds was significantly harder than managing one larger guild. If your guilds leaderahipnhas the ability to manage 4 smaller guilds instead of one larger guild, then the guild deserves the added benefit. It's quite easy nowadays to do google docs with full spreadsheets and tabs for each guild in an alliance. It takes some time to manage it of course but it's not difficult at all. I would even argue that it's easier to maintain and manage multiple smaller guilds with it's own leadership of guild leaders and officers turned into a larger council than to sit with 1 leader a few officers and 290 members below them. Yeah, until one of your sub-guilds has reason to feel aggrieved, at which point they may just leave the larger guild and go out on their own - potentially by joining an opposing alliance at an opportune time. This is the aspect that makes it harder. If you are running the over all guild and you need 4 guild leaders for the sub guilds, that means you need to find 4 people that are good enough as leaders, respected by the members of their guild, yet are more than willing to fall in line at all times behind the larger guild. That isn't easy. Finding just one such person would be a near impossible task. It's actually quite easy to find 3 other players to lead the subguilds, you simply take them from your officers you would normall have in the main guild. If you can't, then there was no reason for you to be a guild of 300 players anyway if you're going to be leading it solo. Cool, if you do this, you will fairly quickly (well, a few months later) realize why it is quite hard to run multiple smaller guilds in comparison to one larger guild. The skills an officer needs and the skills a guild leader needs are actually quite different. I mean, exactly this kind of thing was the main source of early drama in Archeage.
Hartassen wrote: » Noaani wrote: » Hartassen wrote: » BaSkA_9x2 wrote: » Regarding the open world dungeon camping issue asked by @Hartassen, it seems to me that Steven clearly understands the issue, but they haven't found a solution to the problem (yet?) and he can't simply say "sorry mate, it is what it is". Therefore he tried to avoid the question but implicitly he said "nothing specific will be done to prevent dungeon camping" without saying it and also said "when there's someone camping a dungeon and you can't kill them, go find something else to do" without saying it. I can think of a few ideas to prevent dungeon camping, but it seems to me that camping/controlling specific areas, dungeons, monuments, etc. is intended, so that's why they aren't currently trying to find solutions. Ashes is reminding me a lot of Rust, which makes me excited, but zergs ruined that game for a lot of people. I did not ask this question. But as for how to "fix" dungeon camping. The simple answer is; we don't need to. If you don't like a guild camping a dungeon entrance and stopping anyone else from coming in by going red on them you can try to kill their reds to get rewards. Or more realistically, you and all the other guilds who are refused access to this dungeon group together into the "anti-zerg" and so player friction has driven the server into good and evil, the powerful versus the weak, and created a player driven storyline, a drama to play out for all to participate in or spectate. Noaani wrote: » Hartassen wrote: » Noaani wrote: » Hartassen wrote: » what's to stop you from having say, 40-50 players in each guild with maxed out skills ending up as an elite force of 160-200 players? Steven actually addressed this many years ago. His thoughts - at least at the time - were that managing multiple smaller guilds was significantly harder than managing one larger guild. If your guilds leaderahipnhas the ability to manage 4 smaller guilds instead of one larger guild, then the guild deserves the added benefit. It's quite easy nowadays to do google docs with full spreadsheets and tabs for each guild in an alliance. It takes some time to manage it of course but it's not difficult at all. I would even argue that it's easier to maintain and manage multiple smaller guilds with it's own leadership of guild leaders and officers turned into a larger council than to sit with 1 leader a few officers and 290 members below them. Yeah, until one of your sub-guilds has reason to feel aggrieved, at which point they may just leave the larger guild and go out on their own - potentially by joining an opposing alliance at an opportune time. This is the aspect that makes it harder. If you are running the over all guild and you need 4 guild leaders for the sub guilds, that means you need to find 4 people that are good enough as leaders, respected by the members of their guild, yet are more than willing to fall in line at all times behind the larger guild. That isn't easy. Finding just one such person would be a near impossible task. It's actually quite easy to find 3 other players to lead the subguilds, you simply take them from your officers you would normall have in the main guild. If you can't, then there was no reason for you to be a guild of 300 players anyway if you're going to be leading it solo. Cool, if you do this, you will fairly quickly (well, a few months later) realize why it is quite hard to run multiple smaller guilds in comparison to one larger guild. The skills an officer needs and the skills a guild leader needs are actually quite different. I mean, exactly this kind of thing was the main source of early drama in Archeage. Having played in multiple large alliances of several hundred people in Lineage 2 consisting of large guilds split into several and some other smaller guilds I do know what it's like. Yes it can create drama and cause fractures and splits, but that's part of the player driven content.