Post by Ludullu on 2023-04-29 01:29:34
One of the biggest deterrents against "a bunch of small guilds" tactic that I see is mass pvp. In my experience it is veeery difficult to correctly control a mass of hundreds of people (let alone over a thousand). If the "meta" for big guilds is to just split their members into 40-man guilds and then put those into an alliance (4 guilds, so 160 members), any content/encounter that requires more than that amount of people would lead to potential friendly fire during pvp.
Another, smaller, deterrent is guild politics. Huge guilds will most likely already have some form of hierarchy within their ranks, so people at lower lvls will be getting way less resources/gear/etc. Leveling up guilds and getting skills (or bonuses or whatever) will most likely require quite a lot of work. And those at the top of the hierarchy will most likely be the ones who work the most (which is why they're at the top). So the overall guild leadership will prioritize the sub-guilds with highest lvls of progress, which will create an even bigger disparity between the members.
So in the end you'll have a snowball that turns into an avalanche, where only the ones at the top reap the biggest rewards (or even any). And the remaining hundreds of people are barely getting by. This, in turn, lets any opposing small guild pretty much destroy all those sub-guilds in pvp, because they'd have a much better power distribution and concentration per member. The elite sub-guilds can't be in all places at all times, so the overall huge guild will lose out in more places if they go down the "several small guilds" route.
Imo those are the biggest counters to the potential meta. And they don't even consider any design decisions in terms of guild bonuses and their differences between small and big guilds.
Also, if castles give other bonuses outside of just money and a flying mount - all those hundreds of people would miss out on those bonuses, because only one 40-man guild would be benefiting. Which goes back to the political deterrent.
Now none of this means that no one can succeed with a bunch of small guilds in an alliance, but I do think Intrepid can counter that meta through some good and balanced design, on top of the default reasons I laid out.
Another, smaller, deterrent is guild politics. Huge guilds will most likely already have some form of hierarchy within their ranks, so people at lower lvls will be getting way less resources/gear/etc. Leveling up guilds and getting skills (or bonuses or whatever) will most likely require quite a lot of work. And those at the top of the hierarchy will most likely be the ones who work the most (which is why they're at the top). So the overall guild leadership will prioritize the sub-guilds with highest lvls of progress, which will create an even bigger disparity between the members.
So in the end you'll have a snowball that turns into an avalanche, where only the ones at the top reap the biggest rewards (or even any). And the remaining hundreds of people are barely getting by. This, in turn, lets any opposing small guild pretty much destroy all those sub-guilds in pvp, because they'd have a much better power distribution and concentration per member. The elite sub-guilds can't be in all places at all times, so the overall huge guild will lose out in more places if they go down the "several small guilds" route.
Imo those are the biggest counters to the potential meta. And they don't even consider any design decisions in terms of guild bonuses and their differences between small and big guilds.
Also, if castles give other bonuses outside of just money and a flying mount - all those hundreds of people would miss out on those bonuses, because only one 40-man guild would be benefiting. Which goes back to the political deterrent.
Now none of this means that no one can succeed with a bunch of small guilds in an alliance, but I do think Intrepid can counter that meta through some good and balanced design, on top of the default reasons I laid out.