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A discussion around concerns of large guild in MMO Ashes Of Creation that some players have had. Be sure to give a full listen and provide your opinion. Do you feel 1-2 guilds will run the server or do you feel there is systems in place to force change in Verra?
Footage from The Voices Of Verra Podcast with @isth3reno1else
Footage in full and 4k at Official Ashes Of Creation Youtube: @AshesofCreation
0:00 Ashes Of Creation Large Guilds
2:26 Discussion Of Forum Post
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I know little and can speak nothing to industrialization of small guilds vs larger guilds. My worry is if the larger guilds decide to attack and either subjugate or outright obliterate the smaller guilds.
I mean, think about it, a large guild could surround a base location for a small guild and just hunt the gatherers from the small guild, regularly stealing the mats they only just harvested and what can they do about it? But again, this is just a thought off the top of my head with limited insight to how guilds can/will interact.
It'll definitely lead to an interesting landscape pvp wise. I believe it'll probably lead to a situation where a couple guilds control the market and work together to do so but I imagine people will eventually switch sides when they feel things aren't that fun and you'll see big changes in the market, I imagine people might even hire out like a mercenary guild to help take over nodes or defend nodes for big payouts as well
They should add a fiefdom system or alliance system so smaller guilds can benefit from the larger guild resource pools. There can be enough granularity in the feifdom for small guilds to choose what access they pay for. For example, a small guild pays X amount of resources or gold to access a node a bigger guild controls.
Also, do not forget about the caravans and traderoutes. Sure there will be large guilds but they can't be every where at once. Their trade routes will be prime targets for smaller pvp guilds.
I feel like Stephen and the team have been pretty clear in the direction they want to go.
They want a heavily community driven game thats also highly competitive.
If you're a solo player or someone who isnt very social or a team player, you're probably going to have a horrible time in this game. Ashes probably isn't for you, and that's okay.
I just don't understand the push back… it's okay not to play this game if it isn't for you.
I'd like to be in a guild large enough to participate in all the content on a competitive level but small enough so that I know everyone and everyone knows me. I want my contribution, big or small, to be appreciated. I've been in a number of large guilds in the past where I felt like a nameless grunt feeding resources to the inner circle. My needs and goals didn't really matter to anyone in the leadership. There were no efforts on the part of the leadership to promote the social aspects of group play or encourage concerted effort in support of group goals rather than the goals of the leaders. I especially dislike large guilds in which the leadership maintains a monopoly on group support for crafting. In general, my experience with that sort of system has been that guild crafters who are also members of the leadership initially will be online frequently in order to be fed resources from all points in the guild, but when they max their skills and finish producing items for the leadership, their availability becomes extremely limited outside of the leadership's normal play time. In Ashes, I'm going to do my best to avoid guilds who follow this formula. If that means I have to join a mid-size or small guild, then that's the route I'm going to take.
What I see happening is that larger guilds will break up into one max number guilds, and many smaller, more specialized guilds. These guilds will come together for protection, raids, and sharing resources. While it is nice that the max size is 300, I don't invision too many restraints on them.
π Fat Cat activity 2:54
I have been playing MMO's since 1997 (Ultima Online and muds before that)….this is my first and foremost major concern. I have seen games fail and close shop because of one dominate guild (think shadowbane)….Now ash's has done some things to try to combat this, make the map large, no fast travel. this really is the only way to stop a guild (or a dozen smaller guilds all under one alliance banner) from totally dominating. Everquest one did not have instanced dungeons and we all know how that went, one guild would clear the content on each reset before anyone else could even muster enough people to do anything. I hope Ash's does more to combat this, or the game will fail, nobody wants to be locked out of content due to bullies.
Zerg is always right, Zerg always win, Zerg is always Toxic, Zerg monopolize whole server alone by gathering most p2w gold buyers with no life players.
Small guilds will always lose.
Proof: Archeage, Lineage 2, New World, and Aion.
It would be nice if I could explore the world, meet people, and then decide to join a guild. Organically, as my character develops.
But I feel a lot of pressure to join a Guild even before Launch, or else miss out big time.
My solution so far is to identify some good, solid players, who don't seem into in a super guild, and joining in with them. Probably a decent medium guild.
I do also fear that the entire world could be divided between a few very strong guild alliances, and it's be assimilated or eat shorts.
On the other hand, Intrepid has created many different dimensions of conflict, and the situation may be very fluid, and a disciplined medium size guild could prosper. Maybe even small guilds.
Alpha 2 will only begin to show us how Guilds work. Launch will be the real test.
None of will know for sure until the game comes out but I think this world will be too large and too divided by nodes for a single guild to rule it all. I also donβt think it will be static, guilds will rise and fall.
Gankers-R-Us
6:01 agree with this point
6:50 this is precisely how this will be managed!
The whole scenario presented by xmix was a bit iffy…if your guild is small I'd assume you wanted it that way, but for some reason still want same benefits/outcome as a large gulid??? No one is stopping you from joining a bigger guild or expanding your own. With this type of mentality might as well ask for same results while playing 20h a week that someone who plays 40h a week because it's unfair to you they will get more…
I prefer to be in a smaller guild and fight bigger guilds so ill be interested in seeing what the benefits of both will be.
If your village doesn't have a blacksmith then you trade with a village that does. All that solo player mentality and close knit friends group stuff is a handicaps in a communal games. It always bugs me that people play victim in a game where you can fight back. In Warhammer there was a guild that ran everything and kept us from having access to a boss so all the smaller guilds united and we effed them up, People don't understand that in these War games might makes right. Even if your 10 man guild got a city you wont be able to keep it with just 10 people defending it. If you wanna be a farming guild then you'd better ally with a pvp guild or learn to pvp otherwise you're what's for dinner.
AoC will attract large guilds because with the node system large guilds can carve their own little city out in the AoC world.
New world while refreshing change from ESO, i am too finding it frustrating as a lvl50+ trying to get resources and expeditions but being blocked smd killed off by maxed out lvl60's who aren't good enough to fight the other lvl60's. Its mad me go back to eso and fight actual good players or bad ball groups of players. π’ money spent building a pc just to go back to console and waiy for Stanfield to drop on pc in a few weeks
Alright NYCE where do i apply. Ill do the bidding of the guild. π