Githal wrote: » 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. It doesnt matter how well they are run. Why? Pretty simple.. The players joining such massive zerg guilds are always with the same mentality - to dominate server/area/content. They dont join to be the "third wheel" and to help someone else achieve things while they get nothing. And as long as the system allows them to dominate the server together as 1200 players - they will play together. If they have to choose to take things themselves or to give them to their other out of game alliance - you can guess what they will choose. And this will instantly put the alliances in fight between each other, and it doesnt even matter how well they are run.
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.
daveywavey wrote: » I think you're underestimating the teamwork that goes into being a part of one of these large guilds. The organisation for this is already underway, and the game is years from release. Players from the same external-guild that are in different in-game guilds/alliances will still be playing as if they're in the same external-guild, cos as NiKr said, it's all going to be arranged in the full group, rather than the individual sections. And sure, there will probably be a fair bit of friendly light-hearted rivalry between the different sections, but ultimately they're all going to be pushing the same goal. And sometimes, that goal involves someone else getting something good, and you have to wait your turn. You accept that when you join the large guild, as the price of success.
Githal wrote: » daveywavey wrote: » I think you're underestimating the teamwork that goes into being a part of one of these large guilds. The organisation for this is already underway, and the game is years from release. Players from the same external-guild that are in different in-game guilds/alliances will still be playing as if they're in the same external-guild, cos as NiKr said, it's all going to be arranged in the full group, rather than the individual sections. And sure, there will probably be a fair bit of friendly light-hearted rivalry between the different sections, but ultimately they're all going to be pushing the same goal. And sometimes, that goal involves someone else getting something good, and you have to wait your turn. You accept that when you join the large guild, as the price of success. And this all depends on the way AOC make the game, If they make it as you say - today Alliance 1 get this reward, tomorrow Alliance 2 take it and ect. then yes it will be same as you say. When 1 guild occupies a castle infinity amount of time (until sieged), or have guild hall in metropolis. Or have to fight for some guild reward that will be once per 6 months reward for example ( so for alliance 2 to take it will have to wait 6 months, alliance 4 will have to wait 2 years). Or there can be many more examples. In this case you will see fights between those alliances, not rivalry. You will also see backstabbing, bad blood and ect
Githal wrote: » 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. Well you are right.... but as you said i am looking half the picture, and that is exactly the HALF YOU DONT SEE.
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.
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.
Githal wrote: » And about the "MAJORITY OF ANSWERS" - these are just players that have already joined a massive guild.
Noaani wrote: » Githal wrote: » And about the "MAJORITY OF ANSWERS" - these are just players that have already joined a massive guild. My guild has 30 core members, with about that many again as periphery members. .
daveywavey wrote: » Again, this goes back to the "being run well with good organisation" thing. If I'm in Guild 2, and I've just spent the last few weeks helping Guild 1 to siege and take a Castle, then you can be damn sure that I'm going to do my very best to keep Guild 1 in that Castle. Even though I'm in Guild 2, and it's Guild 1 with the Castle, it's still my Castle.
Githal wrote: » And this is the reason why you talk like this. Because you are part of small 30 players core members group. In 1200 players groups things dont stand the same way. 30 players may become close enough to help eachother even if this means you yourself will get less. With 1200 players for how many of the players you will be ready to sacrifice your own well being? 30?50?200?. The point is that 80%+ of the players wont care about you. They will be with the guild because they have interest in being with thw guild. And the moment this interest is gone, they will split
Githal wrote: » It for sure wont be "your castle", because when all the players from guild 1 rip the benefits of being the owner of the castle, while you dont, you will see what i mean.
Githal wrote: » And yes if you play together like guild 1 + guild 2 doing same content together, then yes, you can claim in such situations that "its your castle as well" BUT... How many of the game content will be for 600 players on 1 side? The answer is NONE. This means when guild 1 form a group of 8 players they all will have the benefits of the castle. And when guild 2 form group of 8...then none will have the benefits
Noaani wrote: » Your final statement that people will stay as long as it brings them benefit is the key thing here - there is rarely ever a point where there is more benefit to leaving than staying.
Githal wrote: » The thing is that with out of game alliance of 1200 players that you all talk about, its no longer about if there is reason for you to stay in the guild or not, its about weather your 300 player alliance (3 guilds x 100 players) is worth playing together with the other 3 alliances, even tho its not your alliance that on the castle, not your guild with guild hall in metropolis, and the the actual benefits are not that big when you are in out of game alliance. So the answer is obvious, even little things will break this 1200 players group in 4 x300 alliances(that is the in game system with my peoposal) and each of those will be enemies and fight for the same stuff between eachother
NiKr wrote: » As I've told you before, the only direct benefit to players from a castle is the money. That money can be spent on items and those items are then traded to the rest of the megaguild. Everyone who helps get/secure the castle gets the reward equally (in a well-coordinated and well-led megaguild).
NiKr wrote: » Ashes will have wars and open world pvp. This means that you need to defend your loot. You know what makes it easier to defend the loot? PEOPLE. You use those 600 people to defend each and every source of loot in the game (or at least as much as you can farm/defend) and you redistribute the loot accordingly.
daveywavey wrote: » The best thing I can suggest is that you have a read through of the guilds for your server, find a few that you like the look of, and see what their goals are for the game. See if any match your own goals, and look into joining them. Presumably the mindset/playstyle of a mobile-gamer is different to the mindset/playstyle of a PC-MMO-gamer. You might be pleasantly surprised by what you can find.
Githal wrote: » WTF you talking about? Castles dont mean taxes at all.
Githal wrote: » 1. Guild castles provide benefits and trophies for guilds that capture and control them.[11][25] These benefits increase the longer a guild holds its castle.[11] (yes yes as always you will say we have no info, but this doesnt mean you have to disregard them as non existent because they will be there) 2. Activate events and abilities that benefit node citizens under their rule. 3. Unlock additional types of buildings in nodes.[ 4. Exert control and pressure over one of the five economic regions. 5. Flying mounts.
Githal wrote: » THIS IS EXACTLY WHY GUILDS MAX PLAYERS SHOULD BE RESTRICTED. And this means reducing the value in being in outside of game alliance and increasing the PER GUILD rewards. If the only value in being in this alliance is the open world pvp, but per guild values are a lot more, this will create in fights, and will break the out of game alliance completely
Githal wrote: » TBH i have no idea what you trying to achieve with your comments here... You are just bored and trying to chat with someone? Instead being the "know it all" - provide solution how this can be fixed.
NiKr wrote: » We know jackshit about wars. We don't know how they'll work. We don't know what they'll cost. We don't know how the declaration will work or what it'll cost. None of that (and more) is known. But it'd be logical to assume that a 300-member guild would have huge costs related to guild decs if they wanted to go to war with a 50-member guild. And if this is somehow not a logical thing to Intrepid - I sure as fuck will yell it at them several hundred times, until it is. Splitting up the megaguild into smaller sub-guilds could instead lead to a situation where it's easier for them to declare war on smaller guilds, while the megaguild suffers barely any penalties for being in 12 guilds rather than 4. We also know that picking Growth instead of Power, when it comes to Guild specialization, would mean that your members don't have some passives that give them direct combat benefits (or maybe not direct, but simply more beneficial that just "you got 300 people"). And that means that any megaguild that decides to just have zergs will have way weaker zergs than any small well-coordinated guild with full power passives.
Githal wrote: » Noaani wrote: » Githal wrote: » And about the "MAJORITY OF ANSWERS" - these are just players that have already joined a massive guild. My guild has 30 core members, with about that many again as periphery members. . And this is the reason why you talk like this. Because you are part of small 30 players core members group. In 1200 players groups things dont stand the same way. 30 players may become close enough to help eachother even if this means you yourself will get less. With 1200 players for how many of the players you will be ready to sacrifice your own well being? 30?50?200?. The point is that 80%+ of the players wont care about you. They will be with the guild because they have interest in being with thw guild. And the moment this interest is gone, they will split You keep talking about organisation, but you cant organise people who dont care about the group, no matter how good the leader is. And yes they will care about the group as long as being with the group is bringing them benefits