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Leaning into the Guild Benefits system.

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Comments

  • LudulluLudullu Member, Alpha Two
    edited August 2023
    Liniker wrote: »
    Also, as I was writing this I remember this wouldn't be an issue at all, because you can invite random players to a raid group, so even if we were in separate guilds we just need to be in the same raid and I won't be able to damage you, so FF won't be a thing at all, in MO2 there is no party/raid system
    Unless I missed a change in this feature, raids are 40-man only. So with a multi-hundred-member guild you'd still need to split your forces in such a way that their aoes don't touch other players from your sub-guilds.
  • LinikerLiniker Member, Alpha One, Alpha Two, Early Alpha Two
    NiKr wrote: »
    Unless I missed an change in this feature, raids are 40-man only. So with a multi-hundred-member guild you'd still need to split your forces in such a way that their aoes don't touch other players from your sub-guilds.

    you are right, it was early in the morning my brain only works after launch
    img]
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  • DepravedDepraved Member, Alpha Two
    Liniker wrote: »
    I see, practice can certainly improve the FF problem in certain situations and up till a certain number depending on the game and such number still uncertain for me in Ashes currently, btw how many people you had in MO2?

    it's a different kind of difficulty compared to a regular MMO because in MO2 we had to worry about cleaving and AoE since most builds were melee and its an action combat game similar to chivalry 2, but it serves as an example that people can practice and overcome these issues,

    Also, as I was writing this I remember this wouldn't be an issue at all, because you can invite random players to a raid group, so even if we were in separate guilds we just need to be in the same raid and I won't be able to damage you, so FF won't be a thing at all, in MO2 there is no party/raid system

    ff can be an issue. imagine your melees getting hit by your own mages if they are outside the alliance.
    imagine hitting your allies with rush impact or gladi aoe xDDD

    hell i remember people yelling "NO AOE NO AOE" all the time especially in castle sieges ahahah.

    but yeah with enough coordination (and most people dont have it) you can overcome this issue.
  • VoeltzVoeltz Member
    edited August 2023
    It will be interesting to see their plans for this and how it all ties together. I imagine Patron Guilds, Guild Halls and Guild Reputation will play a large role in GvG dynamics.

    As for Guild perks, I can definitely get behind this concept and a few others that people posted. I think it's very important to limit the zergs power. For specialized trees, I don't think it's necessary until higher levels are reached. We already know they plan to have some sort of combat buffs for smaller Guilds and increased Guild size on the other hand. The only other option that's missing is for crafters/gatherers. So I imagine there being those three fields Combat/Crafting/Guild size, then at the very top, when enough points are spent in one particular category and enough XP of said category is gained, you can then branch up into more specialized bonuses of that particular group.

    While it may not prevent zerg guilds entirely from forming 6 small guilds to get the bonuses from them, the point is to make it as difficult as possible to where they decide maybe it's just not worth the hassle, all the time and effort compared to simply forming one bigger Guild and leveling it up quicker as a result.

    Things that could help with this:

    -Requirements for forming a guild, such as completing a quest, gold, materials and perhaps some form of reputation, effectively multiplying the requirements to form the sub guilds x6 or whatever the number may be.

    -High time investment to unlock all the points for perks or essentially hit max level for the Guild.

    Limiting the amount of Wars a Guild can be in at once. This would force the zerglings to flag as a combatant or go corrupt if they try to participate.The Corruption System and combatant status would make it difficult to coordinate against smaller groups and result in Friendly Fire.

    -Another thing I would like to see is Zerg busting mechanics such as AOE specs and CCs. Also good world design helps for areas of contest like tunnels, bridges or narrow pathways.

    -I also like the idea of debuffing a ship's stats if it exceeds player capacity.
  • Raven016Raven016 Member
    edited August 2023
    Nerror wrote: »
    We know from the wiki that Intrepid intends to balance out small vs big guilds a bit by giving buffs to smaller guilds that large guilds cannot attain.
    The wiki also hints to advantages the larger guild will have.
    Not clear if those advantages are meant to come naturally because number or if the game offers them.

    But if the game gives some incentives to create large guilds, then it could also create more ways to allocate the points which could all be tempting for a large guild.
    Large guilds should get political advantages (ability to influence nodes and get bonuses inside cities)
    Small guilds should get tactical advantages in the open world (buffs while holding or attacking small defense points, freeholds or caravans)

    The game should ensure that it is hard to reconfigure a large guild into several small guilds and back.
    Then small guilds will have their role and will be useful allies to large guilds.
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