So I'm on Tahyang with Oran'thul and they basically control everything. I've read about other servers having their own zerg guild issues.
Freedich is on lockdown most of the time and if it isn't, they can easily zerg in through their house to overwhelm anyone trying to make a large turn in.
The west has never won a Halcyona. Hasla is theirs whenever they feel like driving everyone out. It's looking bleak for the update as OT is probably going to zerg their way to a couple castles at least.
PVP is basically pointless as I'm always in a 5to1 disadvantage. Basically my game-play is relegated to logging in, milking my cows, and logging off.
Allowing guilds with so many people is bad enough, but the game has been out for years so they had all the information they needed to lock down everything. It really seems like a zerg guild in this version of the game is basically able to ruin a server.
I suggest limiting the cap on guilds to say 300 or even 500. The current way it is just allows for too much global dominance and is going to drive people away. I'm already trying to find a new game since almost anything is better than milking cows. I have over a thousand gold but there's no point in spending it on gear if I'll always be against impossible odds.
What's the point of playing a sandbox PVP game if you can never win?
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It's not gonna work, big guilds will just split themselves in smaller once, call it guild1, guild2, guild3 etc and make an alliance.
result is the same, they communicate through teamspeak, splitting up makes no difference for them.
A few things that tend to happen in these situations.
1) The zerg guild becomes bored with lack of true competition, a portion breaks off and moves factions/servers reducing the numbers in the original zerg guild.
2) The general public on the server gets sick of the zerg guild, band together and form their own zerg alliance. Degrees of success can vary greatly.
3) People get sick of it, quit the game or move to a server without the issue. Which eventually leads to number 1 happening.
Even if guild sizes were reduced there's really nothing from zerg guilds from forming multiple guilds and zerging anyway. It's not really an issue that any developer can or even necessarily should deal with. It's a game where PvP interactions are common and expected and that comes with all sorts of unexpected events.
As it was said numerous times before: AA is not a sandbox, it is a poorly designed themepark.
Seems like some people still do not get this
Guild caps are no issue there, it is just a name tag. 1000 people in 1 guild or split in 5 makes no difference.
Also, the game can be won, Oran'thu clearly won ArcheAge
Has happened before in Lineage II. Zergs on castle sieges were the way to get control of castles. It was always one or two alliances (along with their alt calns) to hold most of the castles and thus tax income...
Large guilds do have their advantage but I do wonder if MMOs would fare better with smaller groups like the pen and paper games have.
That surely doesn't go for all MMOs, certain games works best with larger sieges and battles, as PvE wise any game with raids needs to have at least medium sized guilds but I do have the feeling many other games would work best with really small guilds and AA is included there.
You can never totally stop people from zerging but allowing huge guilds in games that really focus on smaller groups might be a mistake.
Yes.... AA is NOT a Sandbox MMO. I wish more people would understand this. I wish Trion and XL Games would stop promoting it as the "Ultimate Sandbox" because it has little to no elements that makes it a true Sandbox experience and what elements they put into the game is limited as to how the player wishes to progress in a Sandbox element.
As far as the guild issue..... you either buck up and bear it, join them, or move on. XL Games has not changed this design since their launch in KR and RU so I highly doubt you will see it change for the NA/EU servers.
Yeah, cause a "real" sandbox doesn't have zerg guilds..... pffft
You are connecting things that have nothing do with each other
How do you prevent people teaming up?
You need to read a little better Dilweed. I did not connect the point of zerg guilds with it not or being a Sandbox game. Completely separate thoughts.
I think it is pretty sandboxy. I have a lot of choices on how I want to progress and the difficulty is often player determined, which is why this is such a problem.
If it wasn't sandboxy then a guild couldn't basically control and dominate the game like this guild is. In a themepark, it doesn't matter to me what the strongest/biggest guild is doing- it doesn't affect me in the slightest.
In this game, they're basically ruining my entire gameplay experience.
But re: them winning the game- that sucks because the game is a long-term thing. If they've already won, then what's the point of playing on this server if you're not in that guild?
Neither of that makes the game a sandbox.
Simply put, it is the progression that determines the themepark, not number of ways you progress.
And as far as control goes, that is purely meta game issue. People team up to beat other people and
if the team is strong enough, it will beat anyone on the server.
Pretty ugly issue but I do not think there is anything game developers can do about it.
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Progression is tied to gilda stars, gold, and hasla tokens- all of which can be heavily controlled by players.
When I think of a themepark, I think of running dungeons or battlegrounds. Not taking a ship with a tradepack that can be stolen by players to an island, or fighting players over hasla tokens.
Anyway, people like to debate sandbox vs. themepark on this game but that's not the point of this thread.
Those are aseets, not a progression.
Dungeons and battle grounds are no more themepark than it is a sandbox. It is just a feature that can be implemented within both designs.
Stealing and fighting over mobs is not a sandbox either, it is also just another feature that can be implemented in both designs - PVP.
Numbers tend to win in pvp in most mmo's I've ever been a part of. I can't see how you can change that and it doesn't have to be a guild thing as people tend to flock to the winning sides.
This is old news.
In Korea and Russia guilds control MULTIPLE servers because they can. This is a known issue and is a major reason why the game fails in Korea and Russia. These Mega guilds have huge whales and a lot of followers and just roam around servers like locust. If they get bored with one thy just take over another one.
PS: The game is not Sandbox. The "Ultimate Sandbox" Marketing campaign is false advertising at it's best.
Get organised.
I play Harani and our answer to big red zerg guilds was to build trusted alliances.
So, yeah, less complaining about it being unfair and more getting organised and taking it back.
Get in to TS with other guilds, support them on TRs and make sure you get with them for Hasla or whatever.
This.
Is all about the faction really. in my long MMORPG experience many times the underdogs turn the tables.
Since they smaller in numbers they have a chance to organize themselces more efficient while in same time the bigger numbers become sluggish, start to fight each other over what was won and start to split in sub groups with different goals.
This just needs time to happen, the underdog has to be patient.
The keyword for the underdogs is unity in the common goal. If they fail in it the described situation occurs and the bigger numbers dominate.
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There aren't many big guilds on the West, but we are in an alliance. Even with the alliance of guilds with hundreds of members, it's no match for Oran'thul numbers since they have like 1k members.
Large guilds, zergs are not an issue, the fact that the combat is flawed is. We already know the fredom in real life and in true sandbox MMO's in the past like SWG, UO from my experience I could stand my ground and overcome a zerg of 10-20 players, counting also all geared to max and skilled (as a Jedi, especially Jedi Knight) or as a master rifhleman/commando back before jedi with very high quality gear (thx to high quality of resources, combined with the right build, that no one could copy, especially thx to the vast ways one can build a chr). In Ultima Online thx to the fast paced mount system, I could separate a zerg pack and leave them open in a forest then get maeby 1v2 and nuke dump em with again specialized build and high quality AR.
Again, this has nothing to do with guilds, but flawed combat, that cates to casuals so they don't QQ 'that guy is op!" or "I can never be like him, not with the time I spend playing and my skill/knowledge related to the game"