superhero6785 wrote: » Kilion wrote: » I don't really want to tie myself down when playing this, neither do my friends so we are looking at a small guild of basically mercenaries, dungeon delvers and collectors for rare resources. Move around a lot, see what the world has to offer and be where the action is. Let the people fight over freehold parcels, being king/queen or mayor, we will be out there backing up whichever side pays the most during a siege, protecting caravans or robbing them, fill the ranks of raid groups who look for people who know how to slay beasts and sink ships on the open seas. No way this will be possible with a huge guild. I think Mercenary guilds will be a key part of Ashes. Well organized fighters with no home or allegiances to get in the way!
Kilion wrote: » I don't really want to tie myself down when playing this, neither do my friends so we are looking at a small guild of basically mercenaries, dungeon delvers and collectors for rare resources. Move around a lot, see what the world has to offer and be where the action is. Let the people fight over freehold parcels, being king/queen or mayor, we will be out there backing up whichever side pays the most during a siege, protecting caravans or robbing them, fill the ranks of raid groups who look for people who know how to slay beasts and sink ships on the open seas. No way this will be possible with a huge guild.
Ripteye wrote: » It is becoming obvious you want to be in the largest guild possible. The similarities to Eve online are starting to show, small gang guilds while they can survive for a time will ultimately be a target for Bigger fish. Solo play will not be profitable, you can play the game solo sure but will be extremely limited on what you can accomplish, at least this is how it currently appears to me. I could be wrong and if someone can clarify for me why I'd listen.
HumblePuffin wrote: » I enjoy smaller guilds in the 10-25 range but 25-50 isn’t bad either. I never mind a pug for larger group content but enjoy having that core group I sign on and know them. I always feel like larger guilds I’ve been in kind of break down into different cliques anyway. Ripteye wrote: » It is becoming obvious you want to be in the largest guild possible. The similarities to Eve online are starting to show, small gang guilds while they can survive for a time will ultimately be a target for Bigger fish. Solo play will not be profitable, you can play the game solo sure but will be extremely limited on what you can accomplish, at least this is how it currently appears to me. I could be wrong and if someone can clarify for me why I'd listen. I think they can continue to tweak this towards an average guild size goal with guild perks. Looking at the basic ones we had in a1 my personal opinion is that even the larger guilds will opt to have smaller guilds focusing on different perks/augments and then use the alliance system to connect it all.
superhero6785 wrote: » Ripteye wrote: » It is becoming obvious you want to be in the largest guild possible. The similarities to Eve online are starting to show, small gang guilds while they can survive for a time will ultimately be a target for Bigger fish. Solo play will not be profitable, you can play the game solo sure but will be extremely limited on what you can accomplish, at least this is how it currently appears to me. I could be wrong and if someone can clarify for me why I'd listen. They've said that guilds will have to choose between additional member slots, or buffs which strengthen your members. So there are benefits to being part of a tight knit guild. If you can't effectively organize 300 players and only, say 100 players are you "core" members, then you'd be better off just having a 100 person guild and kicking the other 200 and giving the core members better buffs.
BlackBrony wrote: » Guild wars are like 250vs250 or was it 500vs500? That tells you all you need to know about expected size of guilds that will actually matter.
BlackBrony wrote: » Just make 10 guilds with 50 members. Done. You benefit from small guild and large guild. There has to be something else that doesn't allow this, but at the moment you can
NiKr wrote: » BlackBrony wrote: » Guild wars are like 250vs250 or was it 500vs500? That tells you all you need to know about expected size of guilds that will actually matter. You're thinking about castle sieges, not guild wars. Any guild that manages to get a siege declaration scroll can participate in the siege, as long as the limit of members is not reached (the 250 or 500 number). We don't have info on any limitations when it comes to GWs, but we do know that it can be multiple guilds and even alliances (unless this changed since 2017), so GWs could potentially involved over a thousand enemies against your 40-member guild. BlackBrony wrote: » Just make 10 guilds with 50 members. Done. You benefit from small guild and large guild. There has to be something else that doesn't allow this, but at the moment you can Depending on the cost of GW declarations, this could be detrimental to your overall guild. You might have to pay x10 the price if you want to freely attack an enemy, while a guild with two 250-member sub-guilds would just pay twice. This could potentially be one of the deterrents for this "exploit". Flagging is another one, but it could be kinda avoided if the players are super well-coordinated.
BlackBrony wrote: » superhero6785 wrote: » Ripteye wrote: » It is becoming obvious you want to be in the largest guild possible. The similarities to Eve online are starting to show, small gang guilds while they can survive for a time will ultimately be a target for Bigger fish. Solo play will not be profitable, you can play the game solo sure but will be extremely limited on what you can accomplish, at least this is how it currently appears to me. I could be wrong and if someone can clarify for me why I'd listen. They've said that guilds will have to choose between additional member slots, or buffs which strengthen your members. So there are benefits to being part of a tight knit guild. If you can't effectively organize 300 players and only, say 100 players are you "core" members, then you'd be better off just having a 100 person guild and kicking the other 200 and giving the core members better buffs. Just make 10 guilds with 50 members. Done. You benefit from small guild and large guild. There has to be something else that doesn't allow this, but at the moment you can
superhero6785 wrote: » BlackBrony wrote: » superhero6785 wrote: » Ripteye wrote: » It is becoming obvious you want to be in the largest guild possible. The similarities to Eve online are starting to show, small gang guilds while they can survive for a time will ultimately be a target for Bigger fish. Solo play will not be profitable, you can play the game solo sure but will be extremely limited on what you can accomplish, at least this is how it currently appears to me. I could be wrong and if someone can clarify for me why I'd listen. They've said that guilds will have to choose between additional member slots, or buffs which strengthen your members. So there are benefits to being part of a tight knit guild. If you can't effectively organize 300 players and only, say 100 players are you "core" members, then you'd be better off just having a 100 person guild and kicking the other 200 and giving the core members better buffs. Just make 10 guilds with 50 members. Done. You benefit from small guild and large guild. There has to be something else that doesn't allow this, but at the moment you can And when you declare war against another guild, only 50 of your members can compete while the other 450 can't. I think you're missing the point. There are many systems designed to work with only members of your guild, or an alliance of only a few guilds. You won't be able to just make 10 guilds of 50 and still operate within the game systems. I think you should take a stroll through the wiki and you'll get a better idea of how guilds are going to work.