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Hey everyone!
The latest pirate software video has been a long discussed issue in the Ashes of Creation space…how impactful large scale guilds will be and what Ashes is trying to do to make sure the game isn’t just a “zerg game”.
No disrespect to Pirate Software whose content I really enjoy, he just brought the discussion to the forefront again and it’s a conversation worth having.
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This looks like footage from Guild Wars 2.
I hope Intrepid actively discourages large scale guilds. It may be fun for the guild leaders but it would kill the game for everyone else. A guild of the size PirateSoftware is suggesting would put too much control of a servers player base in one players hands. A game like this needs chaos to be interesting long term.
So Stay away from any server this guy is on…got it
personally i dont think this is an issue with firstly, i stand by the current 300 per guild and 5 guilds in one alliance (including your own guild) total and think the large guild problem wont be an issue.
firstly, i wanna elaborate on why it is that the guild sizes actually went down from past statements of 500 per guild which is because ashes is all about having to work with other players in an unofficial capacity only backed by each others word meaning betrayal is MORE than likely to be a risk which is why no one person can master more than 3 artisan professions and why there is contention around allowing people to master ANY 3 professions rather than ONLY being able to be master gathering, processing, or crafting which is to FORCE a level in of interconnectedness especially when you consider the best gear will be crafted and crafting wont be easy let alone getting to grandmaster in any profession meaning pvp and pve players will have to interact with one another and need the other and given artisan work will need max capacity guilds to have enough manpower to make it profitable and to facilitate their crafters to the best of their ability in regards to getting their processors and maybe crafters as well freeholds in order to ensure they can actually make mastercraft work but also because large guilds and especially max capcaity 300 member guilds loose either almost all or maybe even ALL extra benefits from being in a guild, there is a good likelyhood the harder content will be built with the assumption of having a certain number of players in your guild that may be even lower than the max number of players projected for raids and world bosses of 32 to 64 actually meaning small guilds will not only be the way to go for pve and to some degree, for pvp as well as an equal number of players from small guilds of like 30 to 50 against even a max 1200 man mega guild made up of 5 guilds in an alliance will be able to cream them with the fact that they have supierior power and even 1200 people is only a little bit over 1 tenth of a servers total pop so they can only do so much beyond their zone of influence.
now beyond this, i already started getting into it but the main reason that large guilds honestly will be pushovers war wise is because while they will be coordinated, their max capactiy size will mean all members are basically equally to people no in a guild when it comes to the buffs they get meaning small guilds who do have those benefits will be far more valuble for anyone looking to pve or pvp thought i would imagine that its mostly pve where the devs will ensure the small guild buffs will be necessary meaning still that large guilds at most would only be able to get by by trying to zerg shit which mind you, gets punished by the ai actively switching to using aoe attacks that get progressively more powerful, the more people over the reccomended player limit you bring in open world content and in instanced stuff, this still will likely happen but there already is a baseline limit to how many can join and all content will by and large be on a global reset timer as opposed to an instance reset meaning large guilds like savagepirates can try to dominate a server but ignoring their members will be creamed by small guilds who have that bonus guild power and will be widely enough known that if they piss off too many small guilds, their numbers WILL NOT mean anything as their node gets steamrolled and they get forced to server transfer or try to start again with the server already at a baseline disdain for them and the possibility the server doesnt let them get back up again. honestly big guilds i would imagine will only be used by non combat merchant guilds and artisan guilds whose whole objective is to purely use the collective manpower in non combat senarios to mass produce money and gear for the server while also contracting out to smaller pvevp guilds for bodyguard work, assassination, sabotage, warfare, and probably most importantly for artisan guilds, sending their artisans with them occasionally to help them in dungeons repair their gear but also to get the artisans recepies they likely can only get by participating in raids that pure artisan or merchant guilds just wouldnt be able to complete on their own.
Awesome video!
Who thinks 300 ppl in a guild is small who cares about vampire streamers sucking money dry from ppl with mental health issues most these ppl in there chats have no common sense or ppl skillz who wants to play with someone like that just read there comments(how can I be happy thor) goof balls
As someone that enjoys Pirate's community, I am looking forward to such a big community. They are all really nice and it will be cool, if AoC is legit, to be part of something so nice.
I am pretty sure big guilds can't easily dominate anyway. We will be fighting others constantly and we might struggle a great deal. But fostering a community might be healthy in the long run.
Let's keep our eyes on AoC and if it releases properly and good, let's all have fun together!
Thor stated on stream today that he understands that it’s not a single server per region. That the guild would likely have at maximum 1-2k members online not the total 12-15k
Its Quantity over Quality, if you played TnL it proves it right.. gvg, ally vs ally will still be numbers game and I can say this, this is why it killed TnL 2-3months on the kr release the game started doing server merges.. its not even mmo anymore -_-
bro, the dude never played the game, probably hallucinated that there would be a 1 million players online in one server. I doubt that the node system would allowed to one big guild or alliance could dominated the whole server, but its really simple with one small step: avoid like the plage streamers servers.
All I want from Ashes is a good pirate mmo. I don’t count sea of thieves as its not really a traditional open world mmo, its a lobby with a set amount of players.
I cannot wait to plunder on the seas with a system like archage in a fully supported mmo.
300 player guilds I think is just about right. My guild and I will be doing our best to avoid the servers the 12k player guilds join. I say let them enjoy their pve server.
Intrepid needs to make their videos/feature showcases as if they're talking to 5 year olds. This should hopefully make those streamers a little less confused.
One way to reward guilds for having good players would be to provide buffs or some other reward for pve world firsts, winning small scale PVP events, or having top ranked arena teams. I think having guild vs guild instanced PVP events would be awesome.
Hm so its going to be another ranged zerg stand off with hundreds of players in a blob on each side throwing ranged spells at each other and instantly killing and stupid melee chars taking a step too far?
I find it funny that he said he was the bad guy in eve, and became the bad guy of the ashes community before alpha release.
I also wonder because I've heard everyone say the same "Noooo guild too big". What do you think the limit is on intrepid increasing guild sizes?
I hope they do not budge that much on guild sizes. It is set at 300 for guilds and then 4 guilds can have an alliance.
That dude need a private server of his own lol. I dont see the point in mobguilds and also is not funny at all.
A 300 person guild is too big!
8:21 their cleric bot on macro lol . How that slip past in their showcase ^^ When I saw that I got worried about this game (they say they have enough testers but need to put a cleric on a bot spamming).
Everything pirate software is talking about is boring crap
To be fair we dont know the sizes of the servers( only old info), we do not know the guild sizes and also the guild sizes are not really a problem imo because the main battles will be betwren nodes and will affect regular gameplay wery little(at least with my understamdimg) the only real problem i see with big guilds is that the demo democrtic nodes will not be able to chabge leader if the guild is big enoug, but again players just need to leave that node and the node will fall down again.
We will see, also they have anti zerg systems in plqce
The world will only hold 10k to possibly 25k active players per world.
I would say server but world.
12,000 is not a guild. It's literally a city in ancient times. You can't organize that. You can't lead that. It will fall apart soon after with some of the worst guild drama ever seen. Humans can't organize like that in a hobby. It will exist to circumvent systems and maximize gains for the leaders first and make the game nearly unplayable for others. I've seen this happen across several mmorpg launches, and it repeats due to human nature. Unless these developers are using AI and countless simulations using predictive modeling of actual predicted human choices, their plans will not work. It didn't work in Darkfall, or Archeage, or in the Asheron's Call monarchy system, etc. etc. If I'm wrong, then these developers have solved a problem nearly nobody has solved before and should have all sociological studies in all universities approach them to learn their modeling. This won't happen likely.