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Old 11-13-2018, 10:26 AM
HippoNipple HippoNipple is offline
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Join Date: Jun 2010
Posts: 4,090
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Quote:
Originally Posted by heartbrand [You must be logged in to view images. Log in or Register.]
The only way I could see to make a multi-guild competitive server viable without custom code changes and 100 custom rules would be to have some sort of GM enforced guild v guild battle that's capped at a certain # of players for the right to a mob or raid zone for X amount of hours.

The sad fact is that mass PvP is fun for about five to ten minutes. The hours of prep that go into that before hand are brutal and unsustainable for 99% of normal human beings with life obligations, and the hours of corpse camping / and mob interference that come after are equally awful. It discourages competition, breaking the will of all but those with the most free time, and funnels the losing side into the winning guild's app forum, since meaningful item progression is obtainable solely via raiding for the most part. Most normal human beings don't derive a ton of satisfaction from spending hours prepping to get curb stomped on a nightly basis by a larger and better geared force, and equally don't enjoy sitting at a pull spot for hours as an opposing force fucks with pullers or dispels tanks.

I was talking about this with a member from Dentists the other night and he was arguing how guilds like Catalyst ruined servers because they recruit more than is needed to down mobs. He was wanting something like 5 guilds with 10 members each and that will never happen. The 4 guilds that are losing won't stand by and let the 1 winning guild with 10 people that play 16 hours a day take all the content. You also leave out everyone on the server that wants to play but can only log in for 4 hours a day. If you only have 10 spots someone that plays 20 hours a week can't join. The casuals normally end up in the best guilds because they like to be able to log in and do stuff when they play games.