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Ashes of Creation is an open world MMORPG set in a fantasy environment where you can choose different classes and races to adventure through with your friends. Intrepid Studios is the developer behind the game. They’re technically an indie studio, but their creative director Steven Sharif has a clear vision for his video game: Massively Multiplayer Role Playing Game. He wants to put the massive back in MMO. Exploring dungeons, griding for gear, crafting armor/weapons, learning new spells, and competing in large scale PvP battles. High end PvE such as raids will mainly occur in the open world. Bosses will spawn and roam through the land. Are YOU ready to enter the world of Verra?
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They make most Gold and dominate the Market and other Guilds trying to keep up, cant compete anymore.
Next point everybody wants to be part of that huge leader so all good player, good organizer will change to that guild. I've never seen a rebellion worked because people wont have that stress at a video game they want to chill and enjoy good parts of their gaming time. 300 Players and then also allys is to easy to hold for big guilds.
Depends on what you mean by dominate. Will they have the big Metrolopis nodes and set taxes? yes. Will they dominate the raids? probably. Will they change a Siege to their favor? absolutely. But will they be on every part of the map and dictate how you play the game? probably not. I think there will be 2 Dimensions. One where the big guilds play and one where a solo player can play the game and not be drastically influenced by these big guilds.
Great vid, we will be a medium casual guild but still keen as regardless!
I always wonder without fast travel how can a big guild operate smoothly?
I think the most organized guilds are going to dominate.
GREAT vid! Tough subject for sure. I can see poeple wanting this to happen, but with the world size and no fast travel, I can see them maybe owning a few zones but not the whole server. But who knows….as with most anything else…we just need to get our hands on it and play.
The map is going to be huge and there is no fast travel outside of a science ran node. A big guild may take an area, but they certainty won't run a server. I also wouldn't be surprised if people make mercenary guilds (something I actually want to do). A smaller guild can hire mercenaries for protection. For the right price, of course!
Big guilds will absolutely dominate in Ashes. I would be very impressed if they find mechanisms to prevent this that are actually effective. Very unlikely.
What I find funny is even asking the question. What's the purpose? It's like asking if gravity will bring you down if you trip. LOL
IMO having the different type of nodes will change how guilds have control, for sure the scientific nodes will have the bigger guilds where they can vote their mayor, but the other nodes where you don't vote for mayor they are where the fun would be at.
Steven has designed this game from day one for large guilds. Large guilds and their satellite guilds will control all level 3 and above nodes. Freeholds produce the best processed goods, thus allowing the best crafted gear. Large guilds MUST control all the Freehold production in their zone of influence to get the best crafted gear and prevent their enemy from getting the best crafted gear. The best processed goods from the Freeholds will not be sold on the open market, it MUST be reserved for guild use only.
They will try, it’s going to be too big for one guild to own everything. There will be a guild everywhere but it won’t be crazy.
And trying to manage these giant guilds and alliances is crazy hard and even if you can manage 2k people there are another 8k people on the server.
It’s going to interesting for sure 😂
The better question is will Alliances control AoC and the answer is predominantly yes.
The question isn't "Will big guilds run the server?" It's, what is there for smaller guilds to achieve? Are small guilds even viable in AoC?
This comes down mostly, to how many big guilds there are on any particular server, however let's assume enough to: Own every Castle, Tier 5 & 6 Node, and virtually every FreeHold. They can also lock down every World / Raid Boss, and control all GM crafting.
You can fight back! Good luck when outnumbered 50 to 1 though. (Same with buying a FreeHold, or completing a Raid.) You have to pay the same Monthly Subscription Fee, but for a fraction of the content.
I don't expect equality. I expect everyone to get value for their time and money. Not a sentiment I often see in Threads, Comments, or Forums surrounding AoC.
its not the question "will big guilds dominate" but "big guilds MUST dominate"
the game made with favor to big guild and something like coalition will control the area
also if this game works like albion, capping alliance does nothing because people can do non aggression pact and in albion its a problem that dont have a solution yet
this just emphasizes the importance of steven making the medium and small guilds having stronger and more effective guild passives/buffs
I think guilds won't be as important as people think in terms of controlling specific nodes. the idea of "guilds" will give way to the idea of "nations". the geography within the game and the group of people that make a place "home" will define how the game is ruled. I don't think those are necessarily going to be defined by guilds. will there be places which are dominated by guilds? yes. but I don't think that will be as common as you'd think at first. having everyone in a guild be in one place will put them off balance for achieving most goals, mainly because different resources will be in different areas. I suspect the power guilds will have is in tying nodes together in alliance, for the purpose of larger goals. guilds will be the logistical glue, but a guild that focuses on trying to control one place will be a severely weakened guild in terms of political power, wealth, and personal advancement.
The truly large, powerful, influential, guilds will be those that realize guild power and influence is not defined by "owning" nodes. Like REAL guilds in the real world, they will be real source of power and influence behind the curtains of groups of nodes forming nations. a guild that focuses on being an army rather than being a logistics entity, will find it is a very weak guild.
Honestly any big guild worth its salt will be seeking out servers with other big guilds so there is competition for them. If this is not the case why are they bothering just to curb stomp less organized smaller guilds to make them selves feel better and then stop playing when they realize its not actually that much fun without competition. Tend to find that most of the big guilds are just full of toxic bung rabbits anyway.
The fact that many of the guilds that formed years back for ashes don't even exist now is quite telling and shows just how transient many players are.
Great video, as always, thanks Doc!
I'll throw my money in with Chibi's opinion; while some big guilds might try to own everything, they're most likely going to run into the smaller guilds with better specced skill trees.
I just feel bad for whichever American server ends up having Thor's group on it(Pirate Software)….
……If you know you know.
There is so much wisdom in all answers here 🙂
Love your hat! Where do I buy a “make mmorpg great again” hat/tshirt?
On that. I think about running two guilds at the same time. One befinner friendly and one more normal basis.
People will just min/max the optimal guild size. So, for example, if the "Meta" is 50 people then everyone will just make 50 member guilds.
I gotta come in and say that Sunny dude really sounds like he doesn't understand WWII history.
12:33 I’m laughing so hard right now 😂😂😂
Large Guilds best players will be busy with Castle Sieges, and guarding Tax Caravans.
Node Sieges will be left to the Patron Guild Alliances.
Sad such a beautiful game will be so niche for a small audience. A huge chunk of the game locking out casuals will mean no casuals allowed and a heavily declining population just like new world. I'm shocked people think this will work.
The bigger guilds have the hinderance that smaller guilds do not, with a larger guild population you have a greater chance of internal strife, formation of cliques of people who do not like how things are run, who in turn decide to cause division/strife/turncoat and the possibility of spies/traitors who are working on behalf of the other nodes. Running massive guilds are a time sink of vetting, administering, politics in and out of the guild and losing the skill benefits. This is what is going to make the game epic, reminds me of the amazing 5 years I spent playing Asheron's Call on the PvP server Darktide, I can't wait.
I think a lot of people don’t understand the small guild buffs and what big guilds will be doing with it. The competitive guilds will have a large guild with their regular players and have smaller guilds for their elite players.
Keep it up :~)
I think big guilds will have a lot of traitors and deal with a lot of espionage. Also one of my goals will be having a small group who are good enough and well stated enough, to fight a much larger group and win.
you bet your ass they will own everything
With AoC and Guild Points, I think smart guilds will out smart themselves. IF for example, the Meta Guild Size for benefits and population is 150-200 than these guilds will parse themselves out into guilds of that size. A Big Guild will end up with 5 to 7 "Ideal" guilds (or more), all in a complex network of loosely framed "Alliances" (Real in game Alliances being reserved for Guilds outside the umbrella of the Mother Guild) held together by Discord, guild loyalty and friendship. Over time these guilds will form secret (or Real) Alliances with other guilds. The Crafting Guild is secretly selling goods to the enemy. The Processing Guild is secretly processing the goods of whom ever pays the price (gaining funds and influence outside of the Umbrella of the Mother Guild). The PvP Guild is bored and is killing gatherers that are part of the same vassal chain which is causing drama and an exodus of migrants. Once the Large Guilds sparse down into half a dozen guilds or more, they've already lost. ToOo many times have I seen a Guild be Ninja Looted from inside, Officer Politics destroy and fracture a guild to destruction, Bad Actors and spies infiltrate and plant the seeds of dissent. Will Big Guilds run everything? NO. They will try, in some cases they will succeed in running the area they control, but in most cases, it will be short lived. There are not enough Big Guilds to run EVERYTHING on EVERY SERVER. 5 Castles, 5 Metro's, 10 Cities, 10 Towns, 20 Villages, All the Guild Freeholds, and Thousands of normal Freeholds… (Not to mention all the POI's, Dungeons and Raids) This is just TOO MUCH for any Big Guild or even GROUP of Big Guilds or even EVERY Big Guild to run. It's just NOT POSSIBLE. Will Big Guilds "Dominate" servers? They'll try, but this same thing still applies, they will defeat themselves more times than not. With the size of the map, the lack of fast travel, the sheer number of nodes and freeholds, and the sub-guild layers that will exist… there will be Room for not just Medium Guilds but Small Guilds as well. Will "A" Guild run everything? Yes. Where-ever you go, A Guild will be in control of the node and its' progression. Will they be in control of ALL resources and POI's? not likely no.
I like the game of thrones analogy. having a large guild mainly influencing a node and having smaller guilds (houses) of that node fighting under one bamner for the good of their territory. Or smaller guilds being like divisions or legions within a huge army like the romans. You have to play a political game and make sure everyone in the territory is happy. Otherwise, you may get rebellions or set up for betrayal
I must say, as a F1 viewer your background music triggered me so hard because they always use that one at the end of every race hahaa
Big well organized guilds filled with trusted members will run the game. Big guilds filled with players recruited in chat will get decimated.
Guilds with each profession covered with members willing to help each other level their professions will have a huge advantage. Guilds with members who can be trusted not to expose when they're running caravans will have a huge advantage. Guilds with members willing to fight node wars to benefit the guilds interested will have a huge advantage. Guilds with untrustworthy members recruited in chat will constantly be taken advantage of.