TKs-Mengelito wrote: zerus wrote:
Maybe part of yours, but not of mine. Sorry to take you as an example, but it's fitting. You guys are 10+ players in Alpha, we are like 4. Instead of trying to recruit 6 more players, I will not login and wait until there's a force I can fight with my numbers
I really want to smack talk here but I wanna say instead why don't you make friends with the Rainbows or the Kittens? Rainbows are atleast 6! The politics, the drama and the propaganda/the flex is one of the best parts of these rare games where you have this kind of freedom! Don't give up now the raid has barely even started yet
You can smack talk all you want. Thats part of the fun, it's just a game in the end!
The reason I'm not teaming up with other clans to boost numbers is because this is just an endless struggle. We team up with rainbows to have 10 people, you counter-recruit to get more numbers again. We then find more people to join forces with etc.
This makes the game, like Sven said, more about propaganda and guild recruitment than anything else. I've lead a 150 man guild before. Never doing that again. Just not worth my time.
We even told new players to go find or form other clans before they think about joining us, but that we'd offer them help if needed.
My experience with Shadowbane and (to a lesser degree) Darkfall show me that it is definitely possible for smaller group to out-play larger ones without just relying on AoEs. I'll have a look at how the current state of the game plays out in the larger alpha test with the larger world map (to be announced soon) and then figure out if our current respawn system is too forgiving for zergs.
I can't talk for Shadowbane. But I can talk about ArcheAge, Albion, Black Desert and all the other "PvP Sandbox MMOs". They're all heavily rewarding the biggest guilds and pushing small guilds out of the game/force them to join up bigger guilds.
The game that does it best is EVE Online, but primarily because they just have areas that are completely uninteresting for big corps to go into, where small corps can duke it out. While big alliances are fighting over territory in nullsec, small gangs are fighting over dominance in lowsec areas.
And if anyone finds a smart idea of how to restrict clan sizes that cannot be circumvented by creating multiple clans / alts / mules then please hit me with your ideas. I'm listening. =D
Well the primary question for me is whether or not you even want that. There are definitely ways to limit player numbers, whether thats by design(strong diminishing returns, many split fights over smaller objectives) or by technical means(instancing, phasing, arena system).
But just because I think skill-based combat and endless numbers contradict each other doesn't mean it should be changed, right?
EDIT: This also makes intel valuable, when does pvp god Mengelito go to bed at night and where is the enemies weak points and when do we strike etc.
Think we just have different philosophies. For me it's more like "When are enough people online to have good fights?"