It get's complicated. First, no, no solid guild cap. But there will be limitations in raid group size, and we plan to have raid group size dynamic depending on the encounter. We want to avoid zerging as being the ultimate way to defeat an encounter. We are also concerned, as people have mentioned, about huge guilds and chat and how that might affect the feeling of a large world with great distances. But then we have to weight that against the community building aspects of things. There are also of course the usual concerns about uber guilds monopolizing content, and we have some ideas there, but too early to share them. I will say that I think we can come up with systems to accomodate large guilds and keep them happy while also curbing some of the downsides seen in other games. Certainly, while this is a group-centric game, we want to attract all sorts of people, including the larger guilds,
More on this later as we move from making sure grouping and casual/solo play is in good shape and onto our more complex guild/raid content and mechanics.
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