winner909098 wrote: » At max, a guild has 200 people. the might control one metropolis, but not everything
Bricktop wrote: » winner909098 wrote: » At max, a guild has 200 people. the might control one metropolis, but not everything According to The wiki the max guild size will be 300 people, with a total of 4 possible guilds per alliance. Internal strife is bound to pop up in a video game relationship between 1200 people.
maouw wrote: » What @Bricktop describes makes so much sense. Let the oligarchy live while it lasts - eventually it will implode and create space for new rule (hopefully that means a bunch of nodes shift, and then the server rolls into something new!)
Xyphien wrote: » So, the amount of people are in fact 300 per guild. But in theory you can have 5 guilds in an alliance. So, technically a guild can have 5 other guilds they've developed with 300 people in them, and create a 1500 alliance/guild. So the guild only having 300 isn't really a fix for anything on the scheme of things.
Atiqa wrote: » You mean a guild controlling the whole world or something? Not really sure I follow how that would work. It's not going to be just guilds fighting each other, because of the node system. You will be fighting for your node. A mega guild would be fighting against itself if it spread out all over, so I don't see why they would do that (and that would negate your problem anyways). Edit: But, mostly I think you're using an example from ESO that doesn't apply in AoC. Never played ESO, but it sounds like very different. One mega guild controlling the "map", doesn't sound like anything I can relate to AoC. A guild could be "kings" of a node, but they can't control other nodes, and everyone of a node can come together and attack/defend, not just guilds.
Kreed wrote: » Interesting, so a guild that has over 1000 players can make alt guilds and be their own alliance..
KHRONUS wrote: » I will end up getting my guild to whatever population cap it will be. A ton of time will go into weeding people out who don't fit the community mold I am building. For alliances, Council will only ever use an alliance defensively and never for offense. I don't plan on taking 1200 people to a fight but 1200 to defend our 1's and 0's....yeah sure why not lol.
Noaani wrote: » KHRONUS wrote: » I will end up getting my guild to whatever population cap it will be. A ton of time will go into weeding people out who don't fit the community mold I am building. For alliances, Council will only ever use an alliance defensively and never for offense. I don't plan on taking 1200 people to a fight but 1200 to defend our 1's and 0's....yeah sure why not lol. I personally don't see many successful guilds being over 100 players, in all honesty. In order for a guild to be rtuely successful - especially if we are talking long term - the guild needs a good number of actual good players. These players are good beucase they do what they need to do in order to be as individually good at the game as possible - and one of the things that they will need to do to be as individually good at the game as possible is they need to be in a smaller guild. I can see smaller guilds running alliances of them plus 3 larger guilds of players that don't have this same drive to be as good as they can, but players in guilds like that come and go, and so the power of such alliances will come and go. A guild of ~80 players that are all playing the game to be as good as they can be though? that is the guild to be wary of.