Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
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.
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.
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
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.
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
Founder and Guild Leader of -Providence-
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.
Currently on the wiki:
Guild alliances
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.
100 person guild is not small, I am thinking more like 15 to 30 active members.
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.
And thanks for this Topic and Question as always.
- 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.
✓ Occasional Roleplayer
✓ Currently no guild !! (o_o)
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.