Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
you are right, it was early in the morning my brain only works after launch
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.
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.
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.