apmax wrote: » Its hard enough to organize one big guild, I don't imagine inter-guild politics on the scale of over a thousand people are going to lead to very long lasting alliances, especially given the growing economic potential of betrayal as a node or castle matures.
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.
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.
Bricktop wrote: » That's the nature of an open world game. If a mega guild is controlling the server there should still be 1000s of players who aren't in the guild. Alliances will begin to form and war declarations will be sent when the players of the server get tired of 1 alliance being in control and the server will police itself in that regard. Mega alliances always get bored of dominating if they don't start being challenged and fall apart after some time. Usually breaking apart into several smaller guilds composed of the various cliques that tend to form in a zerg guild and going to war with one another.
Ventharien wrote: » Kreed wrote: » Interesting, so a guild that has over 1000 players can make alt guilds and be their own alliance.. Well if they all had one alt, they would have to make a separate alliance at that point. So their alts wouldn't be on the same 'team' technically.
Kreed wrote: » Interesting, so a guild that has over 1000 players can make alt guilds and be their own alliance..
Ventharien wrote: » Oh i got the statement, you just said alt. So if the guild had 1000 people, and sprung for 4 guilds, 3 at max capacity and 1 for the remainder, if they wanted alts to be included, they would have to be in seperate alliances, or unrelated.
RaidGoblin wrote: » So instead of speculation forever have they actually come out and said if they would do anything to fix mega guilds from dominating or do they want them to completely dictate how a server is played? I know Steve really enjoys that kind of stuff so i'd expect him not mind it. But i can see a lot of exploits coming from this, which will leave both sides really bored and not wanting to play the game. (Adversaries being too huge and strong or too small and weak.) I however think its very problematic when you have organized streamers or huge discord groups who are ready to jump in and dominate a server with their sheer popularity and population. I feel bad for the people who are naively saying the guild size limited will help or distance will help but casual or even smaller guilds will be easily ran over or assimilated. My group of friends run a huge multi-mmo guild server on discord and can easily dictate who gets what and set up multiple guilds. The game even has features to deal with people who don't follow the rules (Group of PKer's or excluding them from node/guild rewards and economy, tagging and even banning from the Guild for promoting in-fighting). I'm assuming the most dedicated no-lifers will be either leaders or high-ranking members of such mega guilds and thus be players who are the most better of. I feel like people are overestimating how prepared some people can be to really unify to try to take over a server. All of this is a little too much for a casual player with a small guild and not a huge amount of playtime (FFXIV, GW2 players) and people who don't like feeling like they are just a cog in a 2000-3000 player collective being bossed around by the no-lifers. Also the excuse that the rest of the server should just join up and fight the guild is very naive as well, people who arent already joining mega guilds won't bother with that kind of content at all and are more likely to just stop playing (Which i assume will be the majority from recent mmos or people who don't have the time to no-life) If they encounter barriers set by others players. TL:DR: If this game is to survive it will need to cater to both players at a balanced level, i legit have no idea how to fix this problem except for ways to incentivise in-fighting and in-guilds betrayal and plot destruction which is rewarded but tbh outside of the game this stuff can be easily circumvented. But i have a feeling Steven wouldn't like that, he seems adamant to want to stick with some very outdated and unbalanced concepts, like using alts for storage or thinking people are going to be constantly nice and not exploit the plot system.