CROW3 wrote: » Hm… i think Freeholds will play a major factor. It’s very hard to get a freehold, so Freehold owners will have the most incentive to stabilize their node. Most effective way is to have everyone in the node organized and focused on defending the node from attacking nodes. The more angst about losing your home the more energy invested in expanding the guild to keep a strong defense. I think this will lead to long periods of mega guilds controlling a node, but I don’t think a single mega guild will control a server - because humans.
Githal wrote: » CROW3 wrote: » Hm… i think Freeholds will play a major factor. It’s very hard to get a freehold, so Freehold owners will have the most incentive to stabilize their node. Most effective way is to have everyone in the node organized and focused on defending the node from attacking nodes. The more angst about losing your home the more energy invested in expanding the guild to keep a strong defense. I think this will lead to long periods of mega guilds controlling a node, but I don’t think a single mega guild will control a server - because humans. Ye no one thinks 1 guild will control the server. The Map is too big for this. The problem at hand is multiple zergs controlling the server.
Nickthefoxable wrote: » This game wont be for everyone. With the game intrinsically being a Node/Faction system, power is king. social skills are needed to claim the highest seats. If you aren't cut out for that position, find someone who is and tag along with them. If you intend to play the game against the way its built and be in the minority, you will have to make you own fun (which is possible) and deal with the repercussions and drawbacks
Slipree wrote: » Just farm the outskirts of them. Poke the beehive, draw them out, separate them due to some classes/players better at mobility, then spring your ambush, kill some, and repeat.
Slipree wrote: » Zerg guilds are usually bad players, and loot piñatas. You should be excited for Zerg groups. Just farm the outskirts of them. Poke the beehive, draw them out, separate them due to some classes/players better at mobility, then spring your ambush, kill some, and repeat. Make a mercenary clan of good pvpers that can be hired to show up and help other clans fight Zerg’s as well.
Fantmx wrote: » Megaguilds and guild alliances are part of the design. This would fall into the risk vs reward category.
Githal wrote: » Fantmx wrote: » Megaguilds and guild alliances are part of the design. This would fall into the risk vs reward category. And what is the risk there?
Azherae wrote: » Githal wrote: » Fantmx wrote: » Megaguilds and guild alliances are part of the design. This would fall into the risk vs reward category. And what is the risk there? For any individual guild member, it is technically the risk of not getting any direct material reward at all, for a longer time. Ashes does not simply hand out additional meaningful loot simply for participation, so it lowers the chance of any specific person getting something they want. As long as the overall chance of outsiders/smaller guilds getting something instead of the big guild isn't zero (basically, no true monopolization of content), then the guild members are risking slower growth in a particular aspect of the game.