"The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality"
maouw wrote: » I don't think there are too many zerg fans, and we know Steven is anti zerg - the wiki has a pretty good documentation of this: "The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality" https://ashesofcreation.wiki/Zergs I think these ideas are ok, but unforch as much as you place caps guild size and alliances, massive guilds will have meta alliances that they'll organize on their own platforms - and there comes a point where your explicit boundaries start overcomplicating processes that impinge on the average player's experience (not in this case, but further down this road). I find explicit boundaries in game design takes away from the experience, so I'd prefer if they're a last resort solution. Steven's idea of removing zerg tactics (by having no fast travel, etc) and providing reasons to stir internal conflict in large guilds sounds like a much more natural and interactive way to bring out equilibrium.