bloodprophet wrote: » Should Intrepid limit player agency? How? Why? Because players are grouping up and playing the game? I get where your coming from with mega guilds. In one of the recent streams this was touched on in the Q&A portion. Steven said pretty much that. Player agency is paramount. Nodes take a lot of people a mega guild could make a bunch of smaller guilds and dominate a server. So?
bloodprophet wrote: » So should they tell paying customers that are not breaking the TOS they can't play and form up as they wish?
bloodprophet wrote: » So players should not be free to associate as they choose? How could they stop this?
tautau wrote: » However, often the motivation of the big guilds, those who want to control a metropolis, is PVP. Check out the recruiting posts if you don't believe me, though we all know that from the games we have played. So they don't want to just 'control the server' - they want to fight. That is their motivation, fighting. So the big guild alliances will tend to fight each other, for the fun of it. This empowers the smaller guilds because the big ones want more allies in their wars, so the balance of power on a server will always be shifting. That is also the likely reason for five metropolis. Not six, which would split 3-3. Not three, because 2 vs 1 can often dominate. But 2 vs 3 can be a decent fight, particularly if the 2 get smaller groups to help. I think it will probably keep things stirred up, and not lend itself to long term static dominance.
Elo wrote: » Since the quest content would not develop until other nodes level up, I think an alliance would eventually break down. All the available quests would get used up, then people would want to destroy one of those nodes so they can access more content in other nodes. The 5 metropolis alliance would have to agree on who gets destroyed, whose months long-invested houses will all be destroyed.
Eathan wrote: » bloodprophet wrote: » So players should not be free to associate as they choose? How could they stop this? Literally nobody has said that...
bloodprophet wrote: » Eathan wrote: » bloodprophet wrote: » So players should not be free to associate as they choose? How could they stop this? Literally nobody has said that... Is that not the point of the thread? Big guilds are just a collection of individual players. What if a mega guild moves into a server from another game. A Goon Squad or some such and they bring 8000 players and take up a large portion of the servers population. Then what? Even if they remove guilds all together and they are all just single players co-operating for a common cause the result would be the same would it not? What if it is a collection of smaller guilds that have a loose banding together no real alliances. Would this not also have the same effect?
Eathan wrote: » So, maybe this has already been addressed, and I am sure it has, but I have not been able to find it. So, my one and only worry with the game coming out is how Intrepid will keep the highest level guilds from teaming up. For example, it is already known that only 5 nodes within a world can be the highest level at a time, and in order for a new one to be formed an old one must be destroyed, at least to some degree. Now what if the highest 5 guilds within a server were to claim there nodes and then decide to team up to lock their 5 nodes into place for a long extended period of time? Is this something that others would find discouraging or is it a tactical play you guys would like to keep in place? If there are any Developers who wish to chime in please do so! Let me know, I am curious what the community thinks.
ferretstalker wrote: » Sounds like that server would have a much more static and stable world than others. Could be a good server for PvE-focused players to play on.
Frank Castle wrote: » They cant defend all nodes at once. The server could ally with each other, declare a siege on each mega node with a very small guild and then team up against 1 trying to confuse them which city will be attacked. As much as the big guilds will find ways to dominate, the small guilds will find a way to overcome them. That's the beauty of player-driven, dynamic worlds.
Recluse74 wrote: » I thought there was a mechanic involved where a node has a deteriorating XP bar, and if the citizens of that node do not keep the XP flowing in, than the Node can and will lose levels. I looked on the wiki and did not see it anywhere, but I know I heard or read it somewhere.