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Guild's Capacity


Started by Liger
Post #34510
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Being a guild leader, this question seems to constantly pass my mind. Would it be fun to have almost 1,000 soldiers at your command practically. Having thousands of people band together as a family to compete in Cyrodil. Or should we have smaller guilds in the hundreds?? What do you guys think the guild maximum should be?
This post was last modified: February 5th 2013, 03:40 PM by Liger


Leader of the Radiance Guild

Khajiits, Altmer, Bosmer

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Post #34514
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Also being a guild leader myself I think there should be big and small guilds. Personally I'm only leading a small guild say 100 - 150 members as I don't want to be forever recruiting people who i will never meet again or remember :/ But I think big guilds have a place in TESO as well for those wanting a sense of huge community and bolstering numbers in Cyrodiil. I think 1,000 is too much considering you begin to loose control at that point haha


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Post #34531
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There are two separate questions in you post. One is how much will the guild limit be in-game, a technical question. And the other being how big should guilds strive to be.

1 - I personally think that given the way guilds are being set up in this game, with developpers hinting that it will be possible to have cross faction guilds and all that, 1000 would be a good number. This way you can have a guild of roughly 100-150 members, and every one of them can have 4-5 alts in the guild without any trouble with reaching the maximum roster. It also seems we will be able to be part of multiple guilds (a feature I don't like myself) so that is another reason to have a high population cap in guilds.

2 - I like to think that 100 is a good number, even though I'd rather have 40 strong, dedicated and skilled players than 100 I couldn't count on. It really depends on what the goes of your community are and what kind of gamer you want to appeal to, I've seen 20 men guilds accomplishing great things, but I've seem them fail too. Same for bigger guilds. I think managing much more than 200 people is highly complicated though, you need a huge number of officers (again, depending on the rules you wanan enforce) and after 150 the risk of losing the "family" feel of a guild is high. Of course, if you don't aim to have a family feel in the first place, then by all means recruit 500 people! It is very relative.


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Post #34555
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Studies have shown that the average person gets to know 20 people in their daily life really well. Beyond that, they may be past friends, or acquaintances, people they work with but don't know much beyond name and face. In a guild, regardless of size these are important to remember as they will determine the average size of clique. Some may be smaller, some bigger. In regards to groups and group activities, WoW has certainly taught us that through a "looking for group tool" random people can be put together and be successful without ever getting to know them in depth. There are always exceptions, but it's like the elevator and most times people just ride together without much chatter. As far as multi-guilds go - having a larger pool to draw less random people leads to a lot better cohesion and progress when those random groups do happen. I've seen it called many things, but most often what's known as an alliance is formed between multiple groups which may or may not have similar interests, and are willing to answer a call when needed. Ultimately when in game, what separates a guild from an alliance? Communication and opinions, and quite possibly perks.
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Post #35448
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IMHO, I believe that a guild should be able to grow to as great of membership as it desires. HOWEVER, there must be a way to keep that in check. Without order and without a sense of community, a guild will fail. In addition, there must be a way to keep in touch with the player's interests. The players will gladly have the interest of the guild in mind provided that when they have their own wishes and interests, those are met. Say I need help on a quest, say I'm trapped in an area and need assistance to get out of there, if those desires are met or at least considered, the guild should prosper, for the player's loyalty to the guild is furthered. The moment the guild looses touch with the interest of the players though, they have lost their guild.

The size doesn't really matter, you can have community based off a common denominator, completely aside from intimacy. It's the structure and the guild's ability to listen that keeps it alive.

With all that said though I think I like a medium sized guild, 100-150 unique players.

So sorry I keep mentioning you @Liger :P but I'm excited to be a dedicated part of a new guild, in a new game. That is something I have not experienced before, so I'm a bit scared I might be disappointed, but I read a lot of guild "constitutions" and I like yours, I think you're a level headed person who reaches out to their people to recognize them, and I feel that you're going to excellently run an excellent guild. All I ask is you don't forget about me.


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Post #35843
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Personally, I don't think there should be a limit to how many players can be in a single guild. If structured properly, even a guild 1,000 strong can be tight knit. A proper chain of command, guild standards, and a common goal all are necissary recipes for a large, successful guild. However, it's a bit overwhelming for newcomers when invited to a guild with that many people, but assuming you carry a respectful atmosphere it won't take long for said newcomer to find their place among the ranks.

I'm a fan of smaller guilds (50-100). No more than what we need to get the job done. I've found success in both large and small guilds, and I feel each have their place in most MMO's. But no matter the size of the guild, a strong foundation of key leadership is needed. It's just broader in larger guilds.
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Post #37241
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I also think that guilds shouldn't be limited. They should be allowed to grow to be as big as they can get. I know everyone won't know eachother but when someone needs help or just wants to have someone along, there should be someone able and willing to go with them. That's what I love about guilds. That's how I made all my online friends. Funny story but thats how I first met my girlfriends brother. We were apart of the same guild and didn't even know it until I was talking about their uncle and the name of his toon... needless to say there was a lot of yelling and laughing and phone calls after that. But big guilds are good. Hard to run but worth it. And with the new multi-guild system that they're implementing it might not be so hard anymore. Imagine a big 1000 player guild that everyone is apart of but then the guild makes smaller guilds like battalions or speciality guilds where they sort healers and mages and melee or they sort by everyones play style whether it be RP PVP PVE. Everyones apart of one big guild but can also be sorted and managed easier. Say the small guilds have officers as their leaders and they just pass things down and take things up. Anyway I can go on on about stuff I think the new guild system offers but yeah with it the idea of having a 1000 person guild and managing it isn't so hard. And when it comes to pvp it'll be so much easier to organize people if you know who's what and the officers can assign people to squads etc etc. well that was a long rant. sorry. ;lakjdfaslkdfjasl;fj :P
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Post #37428
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I guess it's really gonna come down to organization and how the system is. Like everyone said, we need the organization if any guild were to grow a large army. It's gonna be interesting to see who the top guilds become. The small guilds, or the large ones? Will it even make a diffrence?


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Post #37457
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I hope its not too high a number, pvp is limited to 2k players per campaign, anything over 666 will cause imbalance and tbh I don't want a campaign where one guild can be an entire faction, 200 accounts (not characters) should be plenty imho
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Post #37789
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@Dafroog

Good point! I didn't really think about that. But not all guild member's would be in the exact same campaign. Although I think the idea of having only 2k people per campaign, changes my mind from a massive guild, to only a few hundred. A good capacity in my opinion now would be about 200-250. So your able to hang onto that family feeling, without completely dominating the competition.


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Post #37793
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I honestly don't want a guild member cap. If you can find enough active people to join your guild, and you can handle them all, why not?


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Post #38604
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I don't really care what the guild cap is. Do what you want, and manage them as you see fit. If you can, great! If not, don't recruit.

For practical purposes, having 50 dedicated players > 100 zombies in my book, so that'll be the approach my guild takes.

Besides, I will transfer out of a campaign if a single guild throws 500 people into Cyrodiil. I want no part in a zerg.


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Post #38919
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I would love to be in voice coms that has 1000 people in it and are going into battle !!!. Just to watch the chaos.
I would not like to be paying for the voice server though.

How many in a guild ???
to me the answer is "How good is the leadership of the guild".
IMHO, the management of the guild is the most important factor, not "we have x amount of players"
because if you, as a leader cannot manage your membership..no matter if you have 5 members or indeed even 1000.. pretty soon you have no membership.

As far as massive PVP battles, I have my own plans that I am keeping to myself atm, it does not include me having a target amount of guild members, I will work with the resources at hand and use them as best I can. I will not be-able to throw 500 warriors into battle...
but maybe, if im REAL lucky 100 is within my reach...none will be my "zombies".


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Post #39239
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I think that it should be 100 by default, but you should be able to upgrade it by something such as guild perks or guild experience.


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Post #39320
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The way I see it, 1000 people would be amazing. Imagine it, 1000 people all marching together singing 'You're the Voice'


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