Glorious Alpha Two Testers!

Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.

Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.

Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.

(POLL) What size guild would you like to join?

2»

Comments

  • HumblePuffinHumblePuffin Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    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.
  • BlackBronyBlackBrony Member, Alpha Two
    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.

    I don't think small guilds will have any chance. 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.
  • HumblePuffinHumblePuffin Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    Fair opinion. I’m sure there will certainly be mega guilds. GvG can also be GvAlliance, and I don’t think it’s too far off to assume that a particular guild waging war will be able to employ the assistance of alliance members in that war.

    4 guilds in an alliance, depending on size of GvG/A I could see 50, 100, or 150 guild members being the 3 most common thresholds depending on how the perk to member ratio works out.

    I just don’t think we will see a lot of those giant guilds with tons of nameless faces just to round out the number because it won’t be as beneficial from a perk to member standpoint.

    If I was a large guild leader (I’m not), I think this system would really make me have to look at the cost benefit of an extra 50 members who are somewhat active vs an extra X% gathering efficiency for my smaller guild of people that are very active in that area.

    If your goal is to just take castles and contest world bosses a Zerg guild/alliance may be better, but if you’re goal is to be more rounded or to be an economic force a more efficient, smaller guild roster may be better. I could also see a situation where you have one maxed out guild for the numbers, with 3 smaller guilds allied to try to min max needed perks and numbers.

    I will say that my assumption is currently reliant on how well they do the guild perk system but I do hope they balance it well enough where it is actually a meaningful choice on how large your guild should be.
  • superhero6785superhero6785 Member, Alpha Two
    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.
  • BlackBronyBlackBrony Member, Alpha Two
    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
  • LudulluLudullu Member, Alpha Two
    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.
  • BlackBronyBlackBrony Member, Alpha Two
    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.

    Oh I see, that's a different system, got it. Then you're right, they might use that. In that case you need large guild or tons of money
  • LordPaxLordPax Member, Alpha Two
    I think I will have two characters: One solo(invite friends if doing group content), and one large guild(50+)
    jlyhubmxm6w1.png

    Founder and Guild Leader of -Providence-
  • superhero6785superhero6785 Member, Alpha Two
    BlackBrony 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.
  • BlackBronyBlackBrony Member, Alpha Two
    BlackBrony 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.

    You don't need to declare a war, others can do it. You can piss people off till they eventually declare war on you.
  • SweatycupSweatycup Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    I'm thinking 150 to 300 range. I may opt for even up to 500 depending on the amount of activity of the guilds player-base. 150-300 is a good enough number assuming 25% are online all the time. I would assume alot will be sporadic or not online often or be numbers to be flushed from total inactivity. Not so big a deal if your in a alliance with common goals and a good working order between each other at all times. Could lessen it again to about 75-150 i would guesstimate. Even when ont in pvp sieges which are limited in amount of people to participate, no where in the open world is there any true limiter, so 300 of a guild can show up in retaliation against 50 players from another. There is strength in numbers and availability. Also synergy and knowing each other enough to play together efficiently will play a huge role. Being able to set off chain reactions as a group on the right timing against another pvp group will play a large role in being able to overtake a larger less experienced group. Generally larger is better within reason. I hope there is a maximum amount otherwise it breaks the game. I think 500 is a safe bet. 1000 might be too much and break the game leaving much of the world void.
  • PhlightPhlight Member, Alpha One, Alpha Two, Early Alpha Two
    akabear wrote: »
    Q1 What size guild (total members) would you like to join?
    Enough to fill a raid consistently to do content.

    Q2 What is your attraction to a guild of that size?
    For me it's about the connections, friendships, and bullshitting done on VOIP. My mmo adventure started with Everquest online adventures for PS2 HDD and a Dragonball Z texted based MUD in the late 90s. I still talk to the closer friends I made during those days. To be clear though I like to be around like minded people with similar goals and are willing to burn the midnight oil with me.

  • PhlightPhlight Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2023
    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.

    Currently on the wiki:
    Guild alliances
    • Guild leaders can create an alliance at a later stage in guild progression by completing a quest.
    • Once created, the leader can invite up to three other guilds to this alliance, but this is subject to change.
    • A guild may only be a member of one alliance.
    • There is no member cap in an alliance, only a maximum of four guilds.

    The smaller guilds can form with other guilds to make a guild alliance. Thus increasing your power or prowess over a region.

    "Oh shit that Guild is aligned with Guild X, we don't want that smoke."

    I equate it to Achilles and the Myrmidons. They were a part of the Greek army but they fought for themselves and glory.


  • GraeGodGraeGod Member, Alpha Two
    Honestly, I don't care how large the guild is, more so about the quality of people who have same/similar values and can co-exist with each other if they do not align.
    6cldosevz906.png
  • RipteyeRipteye Member, Alpha Two
    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.

    100 person guild is not small, I am thinking more like 15 to 30 active members.
  • RipteyeRipteye Member, Alpha Two
    Phlight 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.

    Currently on the wiki:
    Guild alliances
    • Guild leaders can create an alliance at a later stage in guild progression by completing a quest.
    • Once created, the leader can invite up to three other guilds to this alliance, but this is subject to change.
    • A guild may only be a member of one alliance.
    • There is no member cap in an alliance, only a maximum of four guilds.

    The smaller guilds can form with other guilds to make a guild alliance. Thus increasing your power or prowess over a region.

    "Oh shit that Guild is aligned with Guild X, we don't want that smoke."

    I equate it to Achilles and the Myrmidons. They were a part of the Greek army but they fought for themselves and glory.


    This happens in Eve, and ultimately the smaller corps do not get the same treatment as the larger corps. That is the nature of humans.
  • ExiledByrdExiledByrd Member, Alpha Two, Early Alpha Two
    Unless the perks are ridiculous, I'm thinking a larger guild. Small guilds wont be able to hold nodes and will be lucky to even hold vassal status. They can ally with 3 other guilds but so can the mega guilds, and it'll be 200 vs 1000. If the small perks are strong enough then maybe it'll be worth it but every person added is a big buff in itself.
  • SunboySunboy Member
    I will be in the guild that pays me the most 😎😎😎😛😛😛
  • tinukedatinukeda Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I'm less concerned with size (though large enough to accomplish things is nice) and more concerned with dedication. Been through so many merges, changes, declines and abandoned guilds.
  • ChimeChime Member, Alpha One, Alpha Two, Early Alpha Two
    Usually I prefer smaller guilds, but it'll be more about the people for me. I just want to enjoy the game with friends- whether that's a small or large guild.
    ☼ Alpha 2 let's gooooo ☼
  • DeitaPat0DeitaPat0 Member
    akabear wrote: »
    Q1 What size guild (total members) would you like to join?

    Q2 What is your attraction to a guild of that size?

    https://strawpoll.com/NPgxEVVjeZ2
    300 - 500 seria interessante
  • SengardenSengarden Member, Alpha Two
    I would say somewhere around 100-150. Enough to have a core group of 50-100 who're always on, know each other's names and player character stats / interests, and frequently coordinate goals and events together, as well as some others who're around fairly often to fill in for no-shows during events or to lend a helping hand with smaller things. Not so small that it makes me anxious feeling like I'm totally indispensable, but not so big that my role is meaningless.
  • tautautautau Member, Alpha One, Alpha Two, Early Alpha Two
    A few dozen is fine for me. I like friendships.
  • SolmyrSolmyr Member
    Dunbar's number, around 150. Big enough to dip our toes into some large-scale content, small enough to know everyone.
  • VoxtriumVoxtrium Member, Alpha Two
    100 is the perfect fit for me, large enough to be a force to be reckoned with, achievable, can still complete the majority of content and even if we aren't the ones holding down a castle we can absolutely be the ones to influence what is going on in our server. Of course it also means I will have plenty of opportunity to play from behind, all in all, best of all worlds for me.
  • TexasTexas Member, Alpha Two
    A guild with a solid core of ~30 friends that play together and ~30+ other people that are there also but no one can tell you a thing about them.
  • AszkalonAszkalon Member, Alpha Two
    (POLL) What size guild would you like to join ?

    And thanks for this Topic and Question as always. :sunglasses:


    - The very Size that the Guild needs for whatever Purpose and Goal i would join it for.


    Gatherer Guild ? With like plus-Fifty Members ? Sure. If everyone works together sufficiently, this Guild should fulfill it's Purpose well enough.

    Caravan-Escort Guild ? Betwee Fifty and a hundred Members if needed ? Sure, let me do my part. What ? The Guild has not enough Members because equally as much or more People are always preying on the Caravans ? Well they better manage to stock up enough Members for the Escort or that Guild is simply not able to function as a Caravan Defender Guild.

    Node War/Siege Guild ? Between Hundred or Two Hundred Members or above ? I am willing to adjust my daily Time Schedules for any kind of Guild. Just give the green Light and let's go. ;)

    Same counts for Guilds who may or may not specify in Monster Coin Raids and/or Sieges, without specifically naming themselves so that the Monster-Coin Intention is clear right away.



    I just know that for certain Purposes, Guilds will need to be greater or smaller in Numbers. I can not decide or say exactly which "Size" any kind of Guilds should have -> but i know which Numbers/Size of Members is enough to tackle on any Challenge and which are more or less just not enough.

    For Example,

    don't expect a "full Guild" with just Ten or Twenty Members do be able to handle a Node War all on their own, even if every single Member is online and present. ;)



    And since dear Intrepid aims to be able to have epic Mass Battles of Five-Hundred versus Five-Hundred People in for Example Node-Sieges, probably Castle Sieges as well - and probably Nodes versus Monster Coin Raids as well,

    don't expect tiny Guilds to be able to do much, if they do not strictly team up and co-ordinate themselves with some other Guilds. It is clear that sometimes a single Guild will not enough have enough Members and Manpower to overcome some Challenges alone. :smile:
    a50whcz343yn.png
    ✓ Occasional Roleplayer
    ✓ Guild is " Balderag's Garde " for now. (German)
  • TexasTexas Member, Alpha Two
    edited July 7
    The limits on citizenship will make it really hard for large guilds to focus on that sort of pvp to begin. Also, the system is set up so that guilds aren't meant to be the conduit for doing large-scale pvp. Nodes are higher in the PvP hierarchy than guilds are. (You will flag against guildies in a node war, but not flag against fellow citizens in a guild war.) So you'll be expected to PvP against guildies as necessary.

    I expect most large guilds will be more focused on crafting, gathering, and pve content. Stuff like, "I need a crafter / caravan guard that I can trust."

    It'll be easier for smaller guilds to organize their citizenship together and manage the node pvp for other citizens.
    There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.
Sign In or Register to comment.