Aszkalon wrote: » I see this as a social Experiment.
AirborneBerserker wrote: » I mean there is this game just doesn't do any of them.
Yoh wrote: » The problem as I see it
George_Black wrote: » How is it a minor annoyance when guild members have to perform tasks
George_Black wrote: » How is it a minor annoyance when guild members have to perform tasks with the individual guilds leader, in order to increase slots and gain access to benefits? If these things dont get undertaken the streamer overlord cant have members (to join sieges and wars). And if these things are undertaken by the small leaders and their members, wouldnt they feel pride in themselves and possibly look after themselves, instead of being the pupets of some streamer? It's not like as long you have a discord channel to bark orders, people will be able to benefit what guild systems offer. Unless they all do the work. And as I said, if somebody has 10 generals, who level up and increase their guilds sizes and perks, let that overlord dominate.
BlankReg wrote: » I like the idea of mega guilds if there are checks and balances.
LaZzIsFree wrote: » this whole beeing scared of mega guild thing is wierd to me
Nemeses wrote: » Reading through here, I get the impression, none of you know what running even a mid sized guild is like.
Yoh wrote: » Mega guilds, definitionally are organized, super organized. They will systemize whatever guild system you put in front of them.
Aszkalon wrote: » GoldenAbsolute wrote: » many people are worried about what’s going to happen when we get guilds that dominate a server. I see this as a social Experiment. No. No, honestly. Not trying to sound arrogant here. I see this as a "Ultimate-kind-of-Test" if People can band together against Someone. Do they have the Willpower ? The Willingness ? The Motivation ? The Strength of Character ? How hard can it be to band together against Someone who might or might not - but "MIGHT" annoy the everliving crap out of You ? Not all Megaguilds are nice. Not all Megaguilds are friendly. They might have quite a few Bullies in their Ranks. And MAYBE - intentionally. .
GoldenAbsolute wrote: » many people are worried about what’s going to happen when we get guilds that dominate a server.
Kreed wrote: » By doing so they will then be able to completely dominate an entire section of the map and completely have a structure that insures they stay on top and protect the main guild node. Having alliances within each other will make it nearly impossible to have a successful raid against them. A complete buffer once setup if its done proper and well coordinated.
Dygz wrote: » Kreed wrote: » By doing so they will then be able to completely dominate an entire section of the map and completely have a structure that insures they stay on top and protect the main guild node. Having alliances within each other will make it nearly impossible to have a successful raid against them. A complete buffer once setup if its done proper and well coordinated. Steven expects that splitting into smaller in-game Guilds will cause the leaders of those smaller to have separate goals that cause the Mega-Guilds to essentially fracture.
Kreed wrote: » Well one is allowed to dream... I have seen this expectaion before. I will admit some might but for the well organised larger guilds this will not occur. I seen very successful larger guilds build out full factions within themselves that withstood any fracturing.
Dygz wrote: » Kreed wrote: » Well one is allowed to dream... I have seen this expectaion before. I will admit some might but for the well organised larger guilds this will not occur. I seen very successful larger guilds build out full factions within themselves that withstood any fracturing. Yep. We shall see.
BlackBrony wrote: » I find the comparison really strange. In real world we have corporations with billions of people and power and no one bats an eye, in here they all go crazy because of mega guilds. In a capitalist society, consolidation of power and resources it's just a given. Ashes is similar to this, only the strong with more power will achieve great things. Therefore big ass guilds is just the way the system works. The difference here is that the consequences are not dire. I can betray my guild, fight against them and I won't live my livelihood or life, so that will create war and large guilds will fall apart.
George_Black wrote: » I dont think mega guilds are good for mmos. I think that Devs should protect the game from zergs, by making sure that guilds are formed from people that have bonded together and that can be done by: Requiring guild members to complete hards quests and sink gold to unlock more slots Require owpvp raiding and questing at the low guild Lv to unlock the option for guild passives. Further tasks to unlock each guild passive. Further quests to allow the guild to participate in castle ownership and alliance decleration. Less ingame tools to manage large number of people with no effort. Wars should be between individual guilds vs other players, or true guild alliances with distinct leaders and flags vs rival alliances. If somebody is dedicated enough to Lv up 10 or so guilds, to provide thousands of members (stranfers to each other as they will be..) with benefits, let them dominate. Your conversation should aim at finding ways to protect servers from mega guilds. Not how to spend money and development to accomodate mega guilds, which may quit playing as soon as their streamer tells them to. Unless you like mega guilds and you are here to lobby for them.
iccer wrote: » George_Black wrote: » I dont think mega guilds are good for mmos. I think that Devs should protect the game from zergs, by making sure that guilds are formed from people that have bonded together and that can be done by: Requiring guild members to complete hards quests and sink gold to unlock more slots Require owpvp raiding and questing at the low guild Lv to unlock the option for guild passives. Further tasks to unlock each guild passive. Further quests to allow the guild to participate in castle ownership and alliance decleration. Less ingame tools to manage large number of people with no effort. Wars should be between individual guilds vs other players, or true guild alliances with distinct leaders and flags vs rival alliances. If somebody is dedicated enough to Lv up 10 or so guilds, to provide thousands of members (stranfers to each other as they will be..) with benefits, let them dominate. Your conversation should aim at finding ways to protect servers from mega guilds. Not how to spend money and development to accomodate mega guilds, which may quit playing as soon as their streamer tells them to. Unless you like mega guilds and you are here to lobby for them. This is one of the rare occasions on these forums where I'll absolutely agree with you. Guild levels and the ability to unlock slots, and other perks should be locked behind actual tasks/achievements. Whether it is killing a certain boss/obtaining a certain loot drop that allows you to unlock certain guild perk, series of quests or a hard quest chain that allows you to level up, actual gold sink in order to level up, etc. Archeage required some gold sink once you got to your max xp for the level, and you can only level up once you collect certain items. Some general passives could be done with quest chains. Some powerful passives/perks should require a certain hard objective. World boss drop, hard quest, tons of materials/gold, etc. This also makes it so there's even more competition around stuff early on, while the guilds are still trying to level up.
KingDDD wrote: » iccer wrote: » George_Black wrote: » I dont think mega guilds are good for mmos. I think that Devs should protect the game from zergs, by making sure that guilds are formed from people that have bonded together and that can be done by: Requiring guild members to complete hards quests and sink gold to unlock more slots Require owpvp raiding and questing at the low guild Lv to unlock the option for guild passives. Further tasks to unlock each guild passive. Further quests to allow the guild to participate in castle ownership and alliance decleration. Less ingame tools to manage large number of people with no effort. Wars should be between individual guilds vs other players, or true guild alliances with distinct leaders and flags vs rival alliances. If somebody is dedicated enough to Lv up 10 or so guilds, to provide thousands of members (stranfers to each other as they will be..) with benefits, let them dominate. Your conversation should aim at finding ways to protect servers from mega guilds. Not how to spend money and development to accomodate mega guilds, which may quit playing as soon as their streamer tells them to. Unless you like mega guilds and you are here to lobby for them. This is one of the rare occasions on these forums where I'll absolutely agree with you. Guild levels and the ability to unlock slots, and other perks should be locked behind actual tasks/achievements. Whether it is killing a certain boss/obtaining a certain loot drop that allows you to unlock certain guild perk, series of quests or a hard quest chain that allows you to level up, actual gold sink in order to level up, etc. Archeage required some gold sink once you got to your max xp for the level, and you can only level up once you collect certain items. Some general passives could be done with quest chains. Some powerful passives/perks should require a certain hard objective. World boss drop, hard quest, tons of materials/gold, etc. This also makes it so there's even more competition around stuff early on, while the guilds are still trying to level up. All locking stuff behind tasks (gold, quests, etc) does is artificially limit the ability for small guilds. You could make it a percentage increase based on guild population, but that's easily gamed by pooling resources to one person letting them accomplish the task and then carrying on as normal.
iccer wrote: » KingDDD wrote: » iccer wrote: » George_Black wrote: » I dont think mega guilds are good for mmos. I think that Devs should protect the game from zergs, by making sure that guilds are formed from people that have bonded together and that can be done by: Requiring guild members to complete hards quests and sink gold to unlock more slots Require owpvp raiding and questing at the low guild Lv to unlock the option for guild passives. Further tasks to unlock each guild passive. Further quests to allow the guild to participate in castle ownership and alliance decleration. Less ingame tools to manage large number of people with no effort. Wars should be between individual guilds vs other players, or true guild alliances with distinct leaders and flags vs rival alliances. If somebody is dedicated enough to Lv up 10 or so guilds, to provide thousands of members (stranfers to each other as they will be..) with benefits, let them dominate. Your conversation should aim at finding ways to protect servers from mega guilds. Not how to spend money and development to accomodate mega guilds, which may quit playing as soon as their streamer tells them to. Unless you like mega guilds and you are here to lobby for them. This is one of the rare occasions on these forums where I'll absolutely agree with you. Guild levels and the ability to unlock slots, and other perks should be locked behind actual tasks/achievements. Whether it is killing a certain boss/obtaining a certain loot drop that allows you to unlock certain guild perk, series of quests or a hard quest chain that allows you to level up, actual gold sink in order to level up, etc. Archeage required some gold sink once you got to your max xp for the level, and you can only level up once you collect certain items. Some general passives could be done with quest chains. Some powerful passives/perks should require a certain hard objective. World boss drop, hard quest, tons of materials/gold, etc. This also makes it so there's even more competition around stuff early on, while the guilds are still trying to level up. All locking stuff behind tasks (gold, quests, etc) does is artificially limit the ability for small guilds. You could make it a percentage increase based on guild population, but that's easily gamed by pooling resources to one person letting them accomplish the task and then carrying on as normal. No it doesn't. Besides, if they're not organized, and can't do stuff together to level up the guild, then do they deserve to level up and get the benefits? The quests don't have to be something only a large group can do. My example of a world boss drop, should only be for stuff that hardcore guilds will want, whether it's extra slots, or something similar. A small 20 people guild can absolutely also level up with combined effort. It shouldn't just be given out for free.