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streamer/zerg guilds are not the problem

ruxaruxa Member
edited November 11 in General Discussion
the fear of streamer guilds and mega guilds producing a one-sided pvp environment is warranted, but i believe the community is focusing too much on these types of guilds directly and not enough on why these guilds truly exist in pvp geopolitical games

first, i think most can agree dynamic geopolitics with regularly shifting territories is better than stagnant geopolitics like in eve where it's always the same mega corps controlling the same territories for long stretches of time

second, in real life, the larger an organization grows the more difficult it is to maintain the organization and operate.

the real problem: in mmos, the larger a guild grows, the difficulty of maintaining and operating is not severe enough such that mega guilds are not a norm. specifically, there have usually been very few or weak boundaries in past games' systems where it becomes truly difficult to maintain megaguilds. mega guilds have been a norm for such a long time, that we do not even consider the possibility of them being fleeting. the problem is there are often not enough proper limits that make it so difficult for mega guilds to maintain themselves, that they are uncommon and merely a product of extreme geopolitical cases

so, we should forego entirely the old idea that we can never stop mega guilds from dominating. we should fight the core mechanic of population size = power by coming up with systemic changes that balance that equation rather than focusing on useless, direct policies against streamer guilds

i think the node system could be a solution to the problem of mega guilds by fracturing big guilds into smaller nodes and incentivizing fractured nodes to become more independent, but we really cannot tell since this is in the realm of sociology in a system we've never really seen yet

we really need to shift the focus here for the sake of dynamic geopolitics

Comments

  • ShydenShyden Member, Alpha Two
    edited November 11
    Lol New World had this problem, the whole guild owning a town sounds great on paper, but the game devolves into the most toxic environment you will ever experience. It becomes a giant zerg fest in the world, and the ego's come out full blast when said guild owns biggest town for months in a row etc.

    Major difference here is the flagging abilities of PvP and just able to literally attack anyone at any given time. I can sit around unflagged safely while another unflagged person is pulling stuff and then magically flag myself instantly and start tapping on an unflagged person. Thats where this system kind of goes into the trash.
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