derp wrote: » Otr wrote: » I think being in a guild should offer advantages. And well organized guilds should have advantages over the weakly bound ones. However if solo players forfeit those benefits, they should be able to survive. But solo players should not demand to be able to fully experience all aspects of the game. Is like telling developers to not add content specific for guilds. I'm not against guild content but they're talking about straight up stat buffs via enchantments and stuff. The moment this happens it makes it impossible for a solo/small team to be viable in PvP/pve, therefore making it MANDATORY to be in a guild.
Otr wrote: » I think being in a guild should offer advantages. And well organized guilds should have advantages over the weakly bound ones. However if solo players forfeit those benefits, they should be able to survive. But solo players should not demand to be able to fully experience all aspects of the game. Is like telling developers to not add content specific for guilds.
derp wrote: » I like your approach but why should it be necessary for a solo player to create a guild to play solo? Also a solo player would definitely not progress the guild quick enough. I read that they are planning to have a sliding scale of buffs Vs number of players, if this is the case i would love for the scale to slide all the way down to 1 so a solo player gets the most buffs at the expense of not having other guildies to enjoy guild content with
PenguinPaladin wrote: » derp wrote: » I like your approach but why should it be necessary for a solo player to create a guild to play solo? Also a solo player would definitely not progress the guild quick enough. I read that they are planning to have a sliding scale of buffs Vs number of players, if this is the case i would love for the scale to slide all the way down to 1 so a solo player gets the most buffs at the expense of not having other guildies to enjoy guild content with You're sticking on the word guild too much. Their guild system is your "mercenaries" system in a way. Smaller combat focused guilds are going to be possible, and get buffed from their guild system for being smaller in number. Larger guilds hiring smaller guilds will be something that happens.
PenguinPaladin wrote: » I think you can do all of this without a system coded in place. Make your own solo "guild". Become reputable on your own. Take contracts from larger guilds... Demand your own pay based on what you know you are worth.... i mean, can you make a system better than just talking to and being familiar with those around you?
tautau wrote: » If I'm not social, I log into a crafter or my toon which hunts down corrupted players...who have the best drops in the game!
derp wrote: » I'm not against guild content but they're talking about straight up stat buffs... making it MANDATORY to be in a guild.
Karthos wrote: » Maybe you just don't want to play MMORPGs.... This is like going to a Mexican Restaurant and saying "I don't like Mexican food, please make me a hamburger".
Craiken wrote: » Karthos wrote: » Maybe you just don't want to play MMORPGs.... This is like going to a Mexican Restaurant and saying "I don't like Mexican food, please make me a hamburger". IMO, solo play has a place in any fantasy roleplaying world. Make room for the hermit wizard, the knight errant, the wandering bard, and all the other classic fantasy loners. You may want to join the king's feast in a crowded hall, but someone else might prefer sitting with their hood up in the shadowy corner of a less than reputable tavern.
Dygz wrote: » The OP asks about having a method of recognizing unaffiliated, itinerant, mercenary player characters who have a stellar combat record for Sieges and Caravans so that they can be picked up by various groups far across the world. You are just being triggered by the term solo. In this case, solo does not mean what you think it means. But, yes, Ashes also supports solo play. So, there is a place for solo play in Ashes - and that still is not the same thing as "single-player" or non-social.
Make room for the hermit wizard, the knight errant, the wandering bard, and all the other classic fantasy loners
derp wrote: » Honestly my main concern is balancing. I would like guilds to offer horizontal progression, as soon as it becomes vertical progression it becomes a problem in my opinion
Otr wrote: » tautau wrote: » I think about five players are needed to form a guild, no solo guilds will exist. It is possible that larger numbers of players will be needed to level up a guild each time. What if 4 of the 5 people leave?
tautau wrote: » I think about five players are needed to form a guild, no solo guilds will exist. It is possible that larger numbers of players will be needed to level up a guild each time.