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Hey everyone!
In this video I wanted to outline my point of view on big guilds and pk guilds as it pertains to ashes of creation. Since I started covering Ashes of Creation on our Voices of Verra podcast with @Nyce-Gaming , i have seen quite a few different posts and concerns brought up about these big guilds and player killer accounts/guilds making the experience on Ashes of Creation unenjoyable and a “kill box”. I wanted to highlight a few of the things I see as it pertains to the map size, the population and how players will drive and make decisions on what is best for them. Let me know what you think!
Timestamps:
0:00 Introduction
2:45 Big Guilds
4:30 Node and Player Progression
8:08 PK Players/Groups
12:10 Attempting to bypass the Corruption System
13:57 PK Guilds
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As we near closer and closer to Alpha 2, these discussions and theories on how the game will work will no longer be theories, they will be reality. When Alpha 2 comes out and we can actually test these systems I will be able to go back and look at where I have been right or wrong as it pertains to this game and I will do so. If you want to follow along on the Alpha 2 journey I will be covering it extensively on this channel.
1) The lack of fast travel does not preclude zerging. With prior organization, a guild can muster all of its players to one zone/node at the same time. Furthermore, with mounts and roads/bridges, masses of experienced players can flood a zone from all directions in a matter of minutes, once the call goes out. It is a given that large scale, open world battles will spontaneously occur around certain nodes/POIs between large, rival guilds.. I would also contend that members of guilds will tend naturally to congregate in their home or nearby zones and the fact that large guilds will have a larger number of players active at any given time will make zerg summoning near instantaneous. Zerging will require more organization and coordination than is common today in other games, but it will definitely occur in AoC because there is no explicit game mechanic that prevents large numbers of players from acting in concert. 2) Zerg travel time will not be the maximum from one end of the map to another in nearly all circumstances, because areas/points that focus zerging will populate the central areas of the map. Average travel time will be perhaps 5 minutes and no more than 10 minutes. 3) Server Population capacity in A2 will not be 8-10k. No information on progress towards that goal has been released since SS made that statement. My prediction is 2.5K. 4) Distant resources will be zerged by large guilds (as in NW original Alpha) 5) 1000 players will not be able to occupy the same area at the same time. The tech does not exist 6) If scarce, high level resources are located in specific zones (also as in NW original Alpha), then players have no option but to harvest those resources in those zones (or steal them from players) and thus will be required to contend with the Zerg. 7) New World's current max pop is 3,000 not 2,000. They raised this by restricting spawns to a tighter radius around a player's location and despawning rapidly, so that there are less mobs extant at any point in time on the server. 8) After the bump from the expansion, the NW pop has declined back to the average 750 or so except during peak prime times. Except around high level resource nodes and chest routes, major POIs, you can ride and never see anyone. The vast majority of the map in NW is deserted most of the time. 9) The areas in AoC that will have reduced chance of PKing will be so because no one wants to go there because there is nothing to harvest/loot there, meaning solo players trying to avoid being ganked will also have no reason to go there. At this point, I ran out of enthusiasm for this TLDR exercise and forgot what the original topic was so I stopped typing. I also didn't watch the rest of the video. I promise to try to do much better next time.
Merry Christmas!
I've been in a mega guild. DVS in Last Oasis. Server capped pvp. If ppl think a mega 200/300 guild is gonna dominate they are wrong. Internal politics seep into everything and then egos get involved. Add in the guild system Intrepid is cooking up and maybe the meta won't be mega guilds. Idk, there's a lot of info we're missing (both sides) will know more in A2
I have seen a two hour zerg that was preplanned and organized. So distance won't necessarily matter. Also, your statement of "if you don't like competition for good resources ho somewhere else" just emphasizes how large guilds will control the resources. It would be helpful if they had higher level resources spread out in multiple locations.
I envision small guilds being better than larger guilds at smaller raids and access points due to their specializations. I just hope guilds can slot bonus abilities instead of them being permanent upon selection.
And lastly, you may be naive in thinking a pk guild will not have any high level crafters or resources to keep repairing the equipment. Some larger guilds gave multiple chapters that can do more than pk. Some have raiding chapters, pk chapters, exploring chapters and yes crafting chapters all under the same banner.
What about high level gankers that group up? A regular player, or even regular group, will not win. And the gankers will pick up each other's gear. SWEATY
The "report a player" option ruins the fun of open world PvP. PvErs will cry hard enough. Look at how New World turned into a safezone 😛 (I miss NW alpha)