Atama wrote: » Guilds aren't going to be big enough to even take over a node by themselves, let alone an entire server. Out of curiosity, what games have you played that had this as a problem?
Gankez wrote: » the only time you need to worry about one side controlling a server is when its a realm v realm system..
Gankez wrote: » as far as guilds having a size limit.. if thats true.. thats the dumb af.. you cant impose a size limit on guilds..its too easy to get around shit like that and all it does is make the guild system clunky.. ie.. a guild with 300 members but a limit of 50 per guild, will just make 6 guilds and put them into an alliance..wtf is the point in trying to prevent it?.. zergs arent prevented by limiting guild size
Atama wrote: » It’s true. The developers have talked about guild sizes and it’s on the wiki if you want to read it.https://ashesofcreation.wiki/Guilds Most online games have a guild size limit though, even if it’s just a database limitation. Again, I suggest reading the wiki.
Gankez wrote: » you cant impose a size limit on guilds..its too easy to get around shit like that
Gankez wrote: » a guild with 300 members but a limit of 50 per guild, will just make 6 guilds and put them into an alliance..wtf is the point in trying to prevent it?
Flowy1 wrote: » dear ashes of creation community, i love the open world dungeons and raids. because i wanna steal all your loot and after that make fun of how me and the boys did u guys dirty in all chat in other games ive played ive noticed that usually after a while 1 Guild becomes the strongest and the other guilds are unable to defeat that guild. and yes people can make alliance and stuff but at some point the server becomes 1 sided. wich means the winning guilds/(alliance) will be able to farm these dungeons. and the losing guilds will be left poor. wich usually results in everybody joining the winning side just because its more easy and because u get better rewards. is there going to be any counter to this ? or is there any fix or solution to this ? friendly greetings. Flowy
Wandering Mist wrote: » A single guild, or even group of guilds cannot control an entire server, the world is simply too big. Goonswarm may have been large but I wouldn't call them a guild. A guild (to me) is a group of people with the same goals and/or ideals. A group that large cannot exist without it splintering into factions. The 21,000 members of Goonswarm may have had the same guild tag, but I doubt they all had the same goals in mind.
JustVine wrote: » Not saying how it will go down, but there will be 118ish nodes. If we evenly distribute this per node its 127 people per node (assuming 15k.) 424ish if you assume 50k. Given that 15 of these will be castles that practically demand more than a standard node, this lowers a node to feasibly be well within a single guilds domain. Most of the nodes with smaller populations will almost always benefit from aligning with a guild (won't always happen, but will happen frequently.) I say all of that to assert that while no guild will onesidedly dominate the entire map, I almost assuredly exist the average experience by any given player to be in a large guild dominated zone with very little in the way of choice. Guilds are powerful forces under the current numbers. 1200 people (maxed out guild x 4 for a completely full alliance) can throw around a lot of weight on a map in a smothering way, even with a 50k server size.
JustVine wrote: » And again, this could be different in practice. I am only rejecting the notion that as it stands, with the current information on paper, the experience of a single player being in an area overwhelmingly dominated by a single group of interest won't be possible or uncommon in a game like Ashes with its current parameters.