Season 2 of The Legend of Vox Machina came out today. Wow I like this show. it sparked this conversation.
generally, MMO Guilds have large rosters and this always seem to lead to Guild Politics, because so many people, with limited group slot for game content. lot of times the large guilds have a top down social favoritism management system for how leadership runs the thing.
But what if we replace that with limit for the number of people in a guild and limit it to a small cap like this group in the show.
I theorize that guilds would become a more social experience in which everybody gets to know each other and develop a name for themselves rather than just being another person with a guild tag, like we see in large guilds.
there would also be less guild invite spam as well since slots are limited.
Also with this new approach I could see a new guild management system grow out of this, in which everybody share in the guild ownership, so there isnt a single sole owner.
Philosophy of MMO Game Design
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Seems like its too hardcore to me.
Smaller guilds usually dont have a very active guild chat. Its not newbie friendly at all.
People that dont have alot of friends in the game can join large guilds then speak in guild chat occassionally. Overtime they can become more familiar and play a larger role. If all you have is 14 super close people in a guild, how does the 1 newb fit in?
Yeah I am not seeing this as a good thing. Alot of dead guilds if you ask me.
1) Only hard-core players or those who play with real-life friends would ever see more than a couple other players in their guild online at once.
2) If you want to use guilds at all, it would be customary to resign from your guild when you log off and find a new guild when you log in.
I think this number will fluctuate depending on how hardcore the guild is.
I was a leader of a hardcore guild in WoW that needed less than 1.5 players per slot. Otherwise people would quit because there were not enough raid spots.
On the other side, I was in a very casual guild in ESO that only couldnt even fill a 12 man raid with a full max guild (I think max was like 500 people).
I think casual guilds would suffer the most from a cap on players, especially a really low cap.
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Try a MUD today at http://www.mudconnect.com/After all, nothing prevents players from setting the cap much lower if they chose to.
I recall back in DAOC's early days running into a number of guilds who ran 8 mans in RVR with low membership limits, even 10 to 15.
Members were required to play pretty much nightly at the same time, otherwise they were punted and replaced.
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If the game mechanics force this, EVERYONE WILL COMPLAIN.
I had a static group of 5-8 that went into each MMO together and were the core of the guild and dependable and all we really needed to complete most end game content ..We did however recruit also to most times 16-24 range/ number of members ..But for many years it was that core group .. That ran together , was great fun .. We are all still together in a Disc channel but game interests have spread us out .. Waiting for an MMO that will pull us altogether again.
According to some people on this site they will lead you to believe all the best MMO's are current ones and everyone is happy LOL.
Unfortunately it seems that in MMO's at aleast I will be waiting around awhile to find something worthy of bringing the friends together. I dont see anything on the horizon at all.
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People are going to be people and things are going to happen. Members of a guild should be adult enough to comport themselves in a decent manner and if they can't it's up to the guild leaders to do something. If it's the leaders who are the issue, players can leave.
I do like how Lineage 2 and Black Desert have things that guild members can do to strengthen or level a guild. Just a point of note.
Guilds should have benefits and should require the entire guild to actually participate in, and benefit from, being in a guild.
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Which is why I don't think the OP's suggestion is necessary. Guild size can already be controlled. No reason to cap it low artificially.
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