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I received several good comments on my last video where I outlined POTENTIAL concerns about Freeholds for Ashes of Creation. So I thought a trip through the comments section was in order!
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Dude you’re an awesome creator. Hardly anyone takes feedback from their comments section and responds to it with real life examples.
Large guilds dominating is not fun imo and arguably not the vision for this game. Steven wants to create a changing & dynamic world. A few guilds running the world over months if not years should be discouraged by the developers in this case. I am also worried about the server approach. It might amplify the problem as we have seen on the past games eg new world
One thing that can cause issues with zerg guilds that recruit everyone in PvP warfare MMo is that your get spies alot of spies, in darkfall a single spy in a guild can cause so much dmg revealing position and strat and everything. In archage aswell for example we were a 20 man guild and we activly fought agaist 100+ man guild and effectivly dismantled that guild via hitting there trade pack running and disapearing as the zerg came to portal in and then we had a spy who activly stole about 700 tradepacks off there guild house that they stored tradepacks on over the cause of a month which made leadership so paranoid they just started booting everyone from the guild, funny thing is they still didnt find the spy. Spy games are real in games with territory control.
Commenting for the Algorithm, well we'll see. PvP adds a dimension to Guild Dominance that I have no experience with.
I don't think Alpha 2 will resove these issues. The real behavior will only emerge after Launch.
What a waste of copium. Talking about guild dynamics and politics now is like talking about powerdynamics, when Xi is in prison, Putin established a kingdom in Crimea and Trump has build a golfcourse on the moon and had the aliens pay for it. The beginning after the launch will be chaotic anyway. So you're talking about something, that will be relevant about 6-12months after launch, about mechanics that haven't been implemented/shown yet, without knowing the adjustments and iterations intrepid will do to counter them….get your umbrellas, it's raining prophets.
if u wanna see the big boys burn, join the Blackbirds 😉
I don’t think you need to be in a large guild. It’s not like Rust or something where your base gets wiped or you just get PKd over and over. The corruption system handles that.
Think about the different aspects of the game: leveling, collecting, crafting, trading, travelling, boss killing, world pvp, node seiges, caravans, etc.
You aren’t typically Zerg leveling an area.
I doubt mining/farming is better in zergs.
Really the only benefit to large guilds is boss runs, node seiges and large scale pvp.
So out of the things it takes to get the freehold; lvl 50, being a citizen, doing a freehold quest line and getting money, only the money part is the main benefit of a big guild because they can pool resources.
And even then being in a big guild isn’t necessarily a benefit because you may have to line up to get your freehold rather than just go get it yourself.
Here's the #1 reason large/mega guilds break up: they keep losing. This happens because at the start or during the life-cycle of the MMO, there will be 2-3 large/mega guilds. Lets say 3. The smallest of the 3 usually ends up losing often, this causes drama and then it breaks up (mega guilds form for 1 reason, 'to win'). The more successful of the remaining 2 absorbs many of the 'displaced losers' and then it thumps away on the other remaining large/mega guild, until it loses too often and then drama and then it breaks up. Then the remain mega guild absorbs even more! And then that is that. Occasionally a new large/mega guild or alliance will form to try and challenge, but by then the gear gap/resources is too big to overcome, they are simply far to dug in. They also tend to send drama causing 'agents' (usually duplicate accounts of their officers) to cause problems in any 'contender/upstart'. Ultimately, given end-game designs that favor zerging…. 'there can be only one'. EVE is the only MMO I know of that has multiple mega-guilds going where it worked (I don't consider AO a successful end-game). There are far more examples of mega guilds taking over a sandbox MMO than there are of the MMO being long-term successful. Add in that often these mega-guilds are fueled (at least initially by cheaters/bots), well, a real recipe for a failure is possibly being cooked up. A big reason why we get 'theme park' MMO designs is because they are a far simpler, known game design that players can't 'break'. Sandbox MMOs can and have been repeatedly, 'broken' over the past 20 years. I've really enjoyed many of them but they rarely last. To me AoC has a overall design that could avoid this but it is not guaranteed, why it is being discussed and why the devs need to consider this.
Why did you delete my comment on your video the other day
regarding mega guilds, it is super hard to run those, albion has many of them and those that survive for long enought have periods of Hype where they get alot of grothw and start to dominate untill it dies down and that even can end up killing the guild. also the mass invite is bunk, regarding albion, they have clear requirements that you are a good player, and that you are commited to follow the calls of the caller and have no fear of losing gear. as said befor sometimes they have high numbers sometimes they dont. in Season idk 14 16? i was in a guild with like 50 -60 active players and during zvz we massed around 45 of them, + an ally with same numbers, we went up against mega guilds like Tidal, who alone came with 80, then had allies with another combied 80 players, at the start we got wiped day after day, on the 3rd they do, just like jesus we rised and almost completely wiped them in a fight on a one way choke point (meaning there is only one way out, your on an island and the only way on it is a bridge choke) after that tho the season ended and we disbanded, since we where kinda a hype guild just around to reach the 5th place on the leaderboard. in Albion the best example of a "mega guild" isnt one guild but an alliance of guilds, that would be today ARCH with a few thousand players, and they mass like idk 150 players, but since they invite blind left and right they dont get many good players, so even with our 60 man mass we could fight them and win with a 45% chance, you just need to be on your toes and moving! an even better example of random inviting players would be the SLOTH alliance, they just invited any crusted dired up crap on the roadside they found, and because of that they where so bad that in one day where day felt cocky and thought they could expand, they lost everything and then later became slaves of a Veteran guild, and then disbanded cause they sucked so much ass. Arch today is kinda solid, there not good but not terrible, but just 1,5 years ago they where considert gutter rats and nothing more.
Back in Eves golden age before jump fatigue (early 2010s) you could cross a large chunk of the map very rapidly with a well set up jump tower or titan chain the scientific metropolis might come close but that still only lets you police 1/5th of the maps surface. Ashes map will offer more carrying capacity and more opportunity for small gangs hopefully with the open ocean and under realm. I've got no doubt we will see caravan
route bottle necks that will be camped in a similar style to many infamously camped gate systems in eve. so many parallels I could go on for hours but eve at its core is a mechanically primitive ageing game Aoc is poised imo to really bring back that wild west sandbox feel
I have no desire at all to be in a large guild. I want to be with outcasts, rebels and savages. And then maybe hunt players from large bully guilds. 😂