Quote:
Originally Posted by derpcake
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best way to fix it? more then 1 attractive guild
i'm sure your bullshit ideas restricting players freedom will work great as an alternative however
wtf should a guild with 60 members do? cut 6 random ones loose? If you have 53 but your best cleric quit, you kick a ranger so you can pick up the only 2 available druids?
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Just think about how things work in sports. There are a set number of people on the field/court for both teams. That's how you measure "skill", by putting an equal number of people up against each other. It's very difficult in the current environment for there to be "more than 1 attractive guild" because it's too easy to overwhelm with numbers.
I'm not sure why, 16+ years into Everquest, people don't want to challenge themselves. Are people that scared of losing PvP? And as for PvE, 54 people is already more than enough for many raids in the game. I wish many raid mobs themselves would actually have a lower cap than 54 and banish the extras.
If a guild has 60 members logged on, then 6 of them should go do some other camp together while the raid is taking place and be ready to go join the raid if people log out for the night. That's just how it goes, some people have to be on the bench, and there are plenty of other things to go do in Velious-era EQ anyway.
Quote:
Originally Posted by HippoNipple
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There are a lot of problems with that little band aid. First off, if you need 60 people you are going to need a guild that can field 90+ because attendance isn't going to be perfect. The attendance might fluctuate +/-30 people and you don't want to force a guild to cap and then be stuck with 30 online.
2nd, what Alarti says, guild 1/2/3 could be in an alliance and act as 1 guild.
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Guilds wouldn't necessary "need" 54 and in fact I'm sure some guilds would love to prove that they can win with like 45 players against another guild having 54. The problem right now is 45 doesn't have a chance against a huge zerg force.
There would be no such thing as an alliance except to raid Avatar of War, since higher numbers are necessary in that one instance (and there's something appropriately epic and Everquest-y about needing to team up in order to take down the hardest target in the game). Every guild for themself otherwise.
As for 90 people being logged on, then the guild should split itself into 2 raids of 54 + 36 people (or 48 / 42).
I realize that perhaps it's too difficult right now for full GM support (although I don't image the 54 guildies per zone limit or anti-guild-hopping measures would be hard to code), but come up with a better suggestion then! Personally I like being in a large guild because I like having a lot of people always logged on to help out and go on random adventures with, and I want to be able to raid any zone in the game, but unnecessarily sitting around in one spot with 90 people is extremely boring and objectively is only bad for the game.