From today's bugfix release
"Fixed a bug that allowed guilds to exceed 100 members."
:-(
Now I suppose they may reconsider in the future but for right now I'd say that's putting a stop to that suggestion right now.
From today's bugfix release
"Fixed a bug that allowed guilds to exceed 100 members."
:-(
Now I suppose they may reconsider in the future but for right now I'd say that's putting a stop to that suggestion right now.
I want to see a screenshot of the guild hall with 100 players in it at once.
What's the cap on players per instanced map?
One hundred members really IS plenty. I don't really like the idea of a guild full of random people in which a given pair of members only rarely if ever interact. Finding someone to party with is not so difficult as to require an enormous guild to ensure success. And while you might argue that it makes for interesting guild chat, I'd much rather see entertaining conversation carrying on out loud rather than hidden away.
Shouldn't a guild be a bunch of people who enjoy playing together for the sake of the people involved, and not simply because of the utility?
If you have a full guild, consider ceasing recruitment and start working on internal affairs. Get to know your members, help them gear up and make something more out of it than just a long list of names.
I'm neither for or against guild expansion, but I do feel perhaps 100 is not enough for everyone. I don't know about other people but I sometimes like randomly dropping in on tier runs already in progress, and in a guild I can see exactly what area they are in (skip to second stratum faster, etc). I'd also imagine guild count is by sizes and playtimes. I play in the mornings/early afternoon because I can only play at school at the moment, so I get to be around only people working in those times (though they may be from another country and its night for them), and if I could play at night, then I'd be around a different set of people. Great for my random drop ins hehe....
but regardless, I don't think anyone should expect all 100 members on at once in a worldwide game like this. I was surprised that I saw 25 people consistently online in mine at 9 AM
And yes I do start runs from the beginning of tiers as well.
I feel the same as NegimaSonic. I think an 100 person limit is reasonable, but I can easily see the case for an expanded limit. I feel if someone wants to have a guild that just mass recruits without regard, then that is there prerogative. Afterall, no one is ever forced to join. I've seen a few of those guilds before in other games, even been a part of one, and they can actually be quite enjoyable.
However, if Three Rings doesn't want to foster that design, then the 100 person limit is well placed.
I imagine that as time goes on and the playerbase grows (keep in mind, the game's officially been up for two days), the guild limit may slowly be increased to accommodate.
As it stands, though, congratulations on being so indiscriminate in your accepting people into the guild that you've filled up in less than a week.
Coming up: recruiting with specifics.
I support the decision to cap guilds at 100. So many players' experiences are ruined by being recruited right off the bat into a guild that lacks any sort of organization. Stop mass-recruiting, and you wouldn't need the cap to be raised. I'd even support them lessening the amount to 75 to further curb mass-recruiting.
Don't tell me your guild is different. No, it's not; it's the same in every mass-recruiter guild.
Everyone has the choice of which guilds that they want to apply for, and they ultimately press the 'accept' button. If a person doesn't like the giant unorganized guilds, they don't have to be a part of them. Even if they get "forced" into them early, leaving is an option that is available 24/7. I don't see how its detrimental to anyone's play if someone chooses to have one of these guilds, and others decide to join said guilds.
I'm all for "organized" guilds, but I don't have a problem with anyone choosing a different guild-structure than the one I'm in.
There's a common misconception among newer players that bigger guild = better guild. You'd be surprised how many players quit because they join a mass-recruit guild off the bat and think, "This is the best the game has to offer?" I guess I really can't prove this. Either way, I support the cap limit, and I hope it stays.
There's a common misconception among newer players that bigger guild = mass-recruiting guild. My guild is based on tight and big community of people from other website which I love.
Our old community (10 years or so) has high standards for every player and we have guilds set up in many different games. Of course there is some bad apples there and now, but those are cleaned fairly fast. At this moment we have not yet reach the cap of guild size, but its going to come in 1-2 days, thus we would love getting cap removed or way to extend it.
Edit. Also arguments that bigger guilds are hard to manage, that is just total bull crap. Seriously need to learn management of an guild in those cases.
Some people like quantity, others like quality.
But if you have 85~ players that can't even fight/kill Jelly King without an energy revive, then you're probably gonna need to change what you like.
lol...did some people think I am a guild leader? I'm not. I'm "in" one but as stated before, I use the size for the reasons stated above (also helping people when need be, but not much help you can do when you just got access to Tier 2 lol).
I brought this up for the purpose of discussion in case someone missed that minor little note there as well as the fact guild related things are in suggestions.
100 is fine until they add benefits that require all guild members to participate in some challenge on a regular basis to quickly unlock.
My guild is different, I don't recruit anybody unless I know them IRL or have run some dungeons with them.
I think 100 players is enough, but there is something that should be enabled:
Show each guild member's last login date
That way, guilds can "clean out" characters that have not logged in for a long time, and free up space for active members. If a "retired" player wants to rejoin, the process is simple.
Andrzej (lol spelling mistakes lol) told me the other day that there was 1400 players online that day.
If you can fit the entire concurrent playerbase into only 14 Guilds, they are too big.