Githal wrote: » Guild exist in game, not outside. There are a lot guild specific content like castles, some guild owned nodes. When you fight a world boss when only 1 of the guilds get the loot, this will break the whole purpose of outside of game guilds that you speak of.
Githal wrote: » And for example the PVP zone the caravans provide are not that huge as for you to flank the enemy with non guild group, You may still flank them but may turn out that you are not in the pvp zone and be flagged by the corruption. Or the other thing is you dont know when and where your caravan will be ambushed, this means that in most of the cases the other group that has to flank the enemy may be in the wrong direction, and will require a lot of time in order to flank the enemy, and in this time the enemy can just merge in the caravan defenders flanks.
NiKr wrote: » Alliances don't own castles or nodes or anything else.
Githal wrote: » Guilds own castles, and can have guild hall in nodes. So having 100 max players per guild as i said instead 300 will greatly affect this.
Githal wrote: » benefits of alliance (from the official AOC wiki): 1. Guild leaders will be able to pool resources into a guild alliance bank.
Githal wrote: » 2. There will be alliance specific quest lines
Githal wrote: » 3. Alliance members will share a common chat channel.
Githal wrote: » 4. Alliances will have affiliations and gear that can be attained.
Githal wrote: » 5. Guilds may enter into trade agreements.
Githal wrote: » 6. Due to the lack of fast travel, guilds will need to plan to have people in the right place at the right time. Alliances with other guilds will help enable that.
Githal wrote: » 7. Ashes of Creation may have specific content that revolves around Alliances.
Githal wrote: » Also there are guild wars that flag players for combat. This again will have affect from the 300 to 100 max players per guild. (since it bypasses corruption and some outside of game guild players wont be able to participate, and the wars are object oriented so any other outside of guild help wont count to the goal)
Nerror wrote: » So unless Intrepid changes course and make guilds account-based (which I very much hope for), 300 really isn't that many.
Tyranthraxus wrote: » The limits won't last, as-is - they can't last. You'd reach a point where your guild leader/officers are having to boot people EVERY WEEK, to make room for new members. Every MMO with member-limits I've seen so far with large guilds runs out of space, eventually. It results in regular reviews for kicking. 300 is *so* incredibly small for a guild. Active guilds will eventually be booting people for not having logged for 2 weeks. It CAN'T last.
Depraved wrote: » anyways, why are the smaller guilds more important? is there any good reason for that? you could even argue that small guilds of 100 will make the game less fun for other people. those people could be guilds of 20- 30 players. big guilds cant even fight for control vs other big guilds because then smaller guilds will get bored and quit since they didn't get a slice of the cake. creating and managing those big guilds take time an effort. years of effort. and somehow smaller guilds of people who didn't make that effort suddenly have to be more important?
Noaani wrote: » It seems to me the OP is still missing the issue. NiKr correctly said that guilds exist outside of games. I know this to be true due to being in a guild, yet not currently playing any MMORPG's at all. I also know of a number of multi-game guilds that count numbers in 5 figures. Reducing the number of players in a guild, and number of guilds in an alliance may well prevent organic guild and alliance formation in game getting to a massive scale, but there is nothing stopping two alliances agreeing to work together, and nothing stopping a large pre-existing guild from just running 4 alliances on a server as their in game presence. Basically, it seems to me that the OP is only looking at half of the picture.
Githal wrote: » As long as there is at least 1 in game content, with rewards that are worth fighting for, that will put the 2 alliances to confront each other - then this alliance wont exist. I mean they may start as 4 alliances x 300 players each (100 x 3 guilds per each), but then only 100 of those people will occupy Castle, Guild leaders will be able to pool resources into a guild alliance bank. This means that out of the 1200 players only 300 at once will benefit from this, so there will be fight within the 4 alliances that are playing together for resources (in which alliance bank the resources should go? since the resources will deplete on the map if over farmed).
daveywavey wrote: » I think I see the issue here. The rest of us are expecting these large guilds to be run well and have good organisation. I hope that helps explain the majority of answers you've had here.