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Should guild size be limited?

Exgirlfriend

Journeyman
Stratics Veteran
Stratics Legend
I think to prevent monolopys and to increase competition yes!

It's wrong that the fel part of the game is dominated by a couple guilds on each shard. Whats the sence of trying this part of the game if you do not stand a chance verse these massive guilds. If you ask me this is a major blunder on the dev's part and should have been forseen.

My idea would be to limit guilds based in fel to 25 player's. And only guilds based in fel can have murderers as members and also they would be prevented from being allied. This would not only prevent the monolopy's but also increase competition across the board.

You'd have to bring guild stones back, to position the guild. But i think this would be a good change for the game.

your thought's?

Ex
 
K

Kiminality

Guest
It wouldn't stop people working together, which is the fundamental problem.

Where you might have had "ZergGuild"
You'll then have "ZergOne" "ZergTwo" "ZergThree" and so on.
Sure, some of the mechanics would change, but you're still going to have large groups rolling in. Because it works.
 

Ender

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
Yeah... no. Because too many people would whine. How about instead just making a better system?
 

Ender

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
No, what's driving players from the game is the fact that the dev team sucks and can't seem to make any correct changes.
 

JC the Builder

Crazed Zealot
Stratics Veteran
Stratics Legend
Campaign Benefactor
No, what's driving players from the game is the fact that the dev team sucks and can't seem to make any correct changes.
I have seen several people have a renewed interest with the new champion spawn drops. People were also pretty into Factions, but that got boring quick because of the short sigil timers.
 

Tina Small

Stratics Legend
Stratics Veteran
Stratics Legend
My idea would be to limit guilds based in fel to 25 player's.
Do you mean (a) 25 characters, (b) the characters from 25 different accounts (i.e., up to 25 x 7 = 175 characters) or (c) the characters from the accounts of 25 different people?

I can see how (a) and (b) could be programmed, but not (c) because there is no limit on the number of accounts one individual can own and apparently there is no way for EA to connect them either.
 

Ender

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
I have seen several people have a renewed interest with the new champion spawn drops. People were also pretty into Factions, but that got boring quick because of the short sigil timers.
And then they make stupid changes like the new "balances" to PvP. Why heal potions instead of pets in PvP...?
 

Exgirlfriend

Journeyman
Stratics Veteran
Stratics Legend
Do you mean (a) 25 characters, (b) the characters from 25 different accounts (i.e., up to 25 x 7 = 175 characters) or (c) the characters from the accounts of 25 different people?

I can see how (a) and (b) could be programmed, but not (c) because there is no limit on the number of accounts one individual can own and apparently there is no way for EA to connect them either.

25 characters max! And if the characters red they can not be in any other guilds for that account.
 

Petra Fyde

Peerless Chatterbox
Alumni
Stratics Veteran
Stratics Legend
You would also need to limit the size of alliances. There's not a lot of difference between a 150 character guild and an alliance of 6 x 25 char guilds.
 

Petra Fyde

Peerless Chatterbox
Alumni
Stratics Veteran
Stratics Legend
ah sorry, guess I didn't read it carefully enough. Not sure I understand your reasoning on the restrictions on reds though.
 

Petrify

Lore Master
Stratics Veteran
Stratics Legend
Small groups can be extremely competitive as long as they are managed well. Unfortunately you don't see much of that anymore.
Come to Oceania ;)

But seriously, 5 of us would gladly come play Atlantic vs any amount of players. If we didn't ping 500+.
 

Exgirlfriend

Journeyman
Stratics Veteran
Stratics Legend
ah sorry, guess I didn't read it carefully enough. Not sure I understand your reasoning on the restrictions on reds though.


Reds dont have any restrictions as it is...And to prevent everyone's slots from being used in the same few guilds.
 

Ender

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
Reds dont have any restrictions as it is...And to prevent everyone's slots from being used in the same few guilds.
.....what? Reds can be attacked by anyone in Fel and they can't leave Fel. Sounds like restrictions to me.
 

Vexxed

Certifiable
Stratics Veteran
Stratics Legend
Won't happen and can't make it work.... fielding would be effected but you could still stick all the same people in ventrillo & uo automap which is how most pvp groups function. Actually it was UO automap that killed 1 on 1's.... It's too easy for a group to stay cohesive these days...
 
C

Coyt

Guest
i want a limit that you cant form a guild unless you are 25 players
 

Exgirlfriend

Journeyman
Stratics Veteran
Stratics Legend
Look at it this way...whats better for pvp? 3 guilds of 250 each or 30 guilds of 25 each. The fact is, that a couple guilds on each shard control everything. this is wrong and needs to be addressed, reguardless of being red/blue. As it is now, to be a new player, your not only forced into but also manipulated buy these guilds.
 

Uvtha

Stratics Legend
Stratics Veteran
Stratics Legend
It isnt the tag over your head that makes the guild. Its the people in the guild knowing and trusting each other.
All a group needs is icq, and vent anyway. They don't need a guild its just something the game gives people.

Limiting size would do nothing.
 

Exgirlfriend

Journeyman
Stratics Veteran
Stratics Legend
It isnt the tag over your head that makes the guild. Its the people in the guild knowing and trusting each other.
All a group needs is icq, and vent anyway. They don't need a guild its just something the game gives people.

Limiting size would do nothing.

Your wrong, it would increase competition and remove the monopolys some guilds have.
 
K

Kiminality

Guest
I understand, now...
Everyone who doesn't agree with you, is just wrong, and their points can be defeated by repeating the same thing over and over.
Also, if you say something, and someone corrects you, then they should immediately return to the subject of you being right.

I'm sorry, but life doesn't work that way.
Actually, I'm not sorry. Not even a little bit.
Even if you choose to ignore them, the points people make won't go away, or make them any less valid.
Not only would restricting guild sizes not work the way you believe, but it would do more harm than good.
 

sablestorm

Babbling Loonie
Stratics Veteran
Stratics Legend
I think to prevent monolopys and to increase competition yes!

It's wrong that the fel part of the game is dominated by a couple guilds on each shard. Whats the sence of trying this part of the game if you do not stand a chance verse these massive guilds. If you ask me this is a major blunder on the dev's part and should have been forseen.

My idea would be to limit guilds based in fel to 25 player's. And only guilds based in fel can have murderers as members and also they would be prevented from being allied. This would not only prevent the monolopy's but also increase competition across the board.

You'd have to bring guild stones back, to position the guild. But i think this would be a good change for the game.

your thought's?

Ex

Way too many issues with this idea. First, 25 players or 25 characters? How do you limit the number of players and if you limit characters, well then each guild would have four or five players (with 7th character slots per account)? Then there's the matter of alliance. So you limit these guilds, does that mean they can't be in alliances? Then there's the whole murderer thing. So if a character goes red, they get kicked out of their existing guild and must join a Fel guild? What that will do is discourage pvp because there are a lot of players with mixed play styles who join guilds that aren't Fel only. I'm pretty much opposed to any measure which forces you into committing to one play style and your idea sounds like that's what it would do. Basically, I don't think its a good idea.
 

Viper09

Grand Poobah
Stratics Veteran
Stratics Legend
I think to prevent monolopys and to increase competition yes!

It's wrong that the fel part of the game is dominated by a couple guilds on each shard. Whats the sence of trying this part of the game if you do not stand a chance verse these massive guilds. If you ask me this is a major blunder on the dev's part and should have been forseen.

My idea would be to limit guilds based in fel to 25 player's. And only guilds based in fel can have murderers as members and also they would be prevented from being allied. This would not only prevent the monolopy's but also increase competition across the board.

You'd have to bring guild stones back, to position the guild. But i think this would be a good change for the game.

your thought's?

Ex
Soooo, all guilds will have to choose where to base their guild, in Fel or Tram?
And if they are based in Fel they can't ally?
No. Too many people will have problems with this.
Not to mention it wouldn't make sense that a Tram based guild should be able to ally while a Fel based guild can't ally.
A big bold NO to all of that that.

Also, limit of 25 is just way too damn low.

But if we get rid of the stupid no alliance rule to Fel based guilds, they will work around that. But either way, it's all about who you know and trust, not that little tag above ones head.
 

Tomas_Bryce

Rares Collector Extraordinaire | Rares Fest Host
Stratics Veteran
Stratics Legend
No, it will make hundreds of players quit who have been part of the same guild forever. There are dozens of other reasons why this is a bad idea but this is big enough by itself.
 
G

Gellor

Guest
Uh... NO!

By putting a limit on guild size, you are in effect saying "You can only have 'X' number of friends in UO":hahaha:

Trying to cut down the size of guilds with accomplish nothing but making the Tram guilds VERY sad and want to quit.:lick:

It will NOT create any competition. Look at regular "red" guilds that have faction guilds. Nope... no competition created. They would still use the same UOAM and chat programs:spider: I've seen "small" red guilds co-operate even though they weren't officially allied.

People already have a solution to the large guilds... make their OWN large guild.:spider:

Better bet is for EA to start enforcing their existing rules:yell: You know, the no using unapproved programs or exploiting bugs. Yeah... I know... novel idea but the fact they haven't done so yet means they aren't gonna start now:scholar:
 
J

J0KING

Guest
No...

Although it may be annoying that some large guilds control some portions of the game... limiting the guild size wouldn't fix the problem.

As mentioned prior to me... you will end up with a bunch of mini guilds representing a large guild... you can have alliances... heck... you can just have a large group of people working together.

If anything... by limiting it would only hurt gameplay... I stopped using ICQ once guild chat came about because I could access everyone through the game.
 

Tina Small

Stratics Legend
Stratics Veteran
Stratics Legend
Forcing guilds to have no more than 25 characters each would accomplish little when it comes to actually going out and doing things in the game. If you use tools like Teamspeak, Ventrillo, ICQ, and/or the in-game party system, whether or not you are hunting with each other with characters in the same guild just isn't an issue. I regularly hunt or do factions stuff with my "guildmates" when someone is using a character that is in a different guild or isn't guilded at all. It generally doesn't slow us down one bit, although you do have to be a bit more careful if someone's character is red and not in the same alliance or guild as most eveyone else in the group.

I think if something like this was implemented, it would only take a short while for the people that stick around afterwards to organize themselves into small groups. I doubt that it would do much to shift control out of the hands of the people that have it now.

What it would do is make people give up wearing guild tags they've become proud of wearing. It would also mean losing forever the ability to open up the guild list or go to uo.com and look up your guild and scroll through the list of characters and be able to smile to yourself and say with pride and affection, "This is us; this is my guild." In other words, it would be a definite kick in the shins to one's feelings about playing UO with a group of friends when one of the ways you have to visibly identify yourself with that group is handicapped to such an extent. It would do very little to change how one plays the game; but it would be a huge downer for morale for people to endure the process of being told their characters can't no longer be part of a particular group. The reorganization process would hurt...badly. I'm not sure the game would ever recover from something like that. The reward(s) for going through such a painful process just don't appear to exist.
 

Ender

Crazed Zealot
Stratics Veteran
Stratics Legend
UNLEASHED
The real problem with champ spawns is the fact that somehow the main 1 or 2 guilds magically seem to know if someone's doing a spawn, no matter which spawn or what time you do it. Not the fact that they have a lot of people.
 

Flutter

Always Present
Alumni
Stratics Veteran
Stratics Legend
Awards
1
Your wrong, it would increase competition and remove the monopolys some guilds have.
And how exactly would it do that?
Let's say we use your restrictions and there are 7 guilds at a harrower. Six of those guilds are all friends with each other and are in the same vent server working together against the seventh guild... how is that any different than all six of those guilds being in the same guild?
 
B

BloodstoneGL

Guest
The real problem with champ spawns is the fact that somehow the main 1 or 2 guilds magically seem to know if someone's doing a spawn, no matter which spawn or what time you do it. Not the fact that they have a lot of people.
If they got rid of ghost cams, they would just use patrols and nothing would change. But I am for getting rid of ghost cams for the record.

It's pretty much a shut up and fight scenario. There are so many people in Tram that want powerscrolls that if they allied together they could swarm any fel guild. Yea pickings wouldn't be that good for getting a scroll but your chances would be better than sitting at a bank.
 
G

Gellor

Guest
The real problem with champ spawns is the fact that somehow the main 1 or 2 guilds magically seem to know if someone's doing a spawn, no matter which spawn or what time you do it. Not the fact that they have a lot of people.
That is a "minor" issue that isn't prevalent on all shards... maybe two or three shards:bdh::popcorn:
 
C

Connor_Graham

Guest
Your wrong, it would increase competition and remove the monopolys some guilds have.
No, you're wrong. It wouldn't do anything to increase competition or remove any monopolies because the large guilds would just make a bunch of smaller guilds within the new parameters, then continue to coordinate attacks & defense via Teamspeak or Ventrillo as they've always done. Your suggestion would do nothing more than **** off some of the smaller guilds that have over 25 members.
 

LadyKeroOfAtl

UO Homes & Castles News Reporter
Stratics Veteran
Stratics Legend
I didn't read all the responses, so I'm sorry if I repeat something asked..

But how exactly would you go about determining which guilds are Fel based ?
In order to create a guild, you don't set a guild base.

And even still, Plenty of the "fel based" guilds spend a lot of time in trammel/malas.

Hell.. One of them on my shard is running around Luna trying to recruit any tamer they see.

Not to mention you forget alliances. You're then going to have to be able to not allow alliances.. for guilds that are "fel based" which again.. there's no way to judge a fel based guild.

Then theres ventrillo, teamspeak, mirc, icq, aim, aol, yahoo, etcetcetc

so goodluck with that.
 

Lord Kotan

Slightly Crazed
Stratics Veteran
Stratics Legend
I think to prevent monolopys and to increase competition yes!

It's wrong that the fel part of the game is dominated by a couple guilds on each shard. Whats the sence of trying this part of the game if you do not stand a chance verse these massive guilds. If you ask me this is a major blunder on the dev's part and should have been forseen.

My idea would be to limit guilds based in fel to 25 player's. And only guilds based in fel can have murderers as members and also they would be prevented from being allied. This would not only prevent the monolopy's but also increase competition across the board.

You'd have to bring guild stones back, to position the guild. But i think this would be a good change for the game.

your thought's?

Ex
I know some games limit the # of people in an alliance (basically guild)
 

Exgirlfriend

Journeyman
Stratics Veteran
Stratics Legend
Thanks for all the replys...but i still feel this would be better for the game.
Massive guilds have it way to easy, and i do hope the dev's address this major balance issue.

Ex
 

sablestorm

Babbling Loonie
Stratics Veteran
Stratics Legend
Thanks for all the replys...but i still feel this would be better for the game.
Massive guilds have it way to easy, and i do hope the dev's address this major balance issue.

Ex
I'm curious, what shard do you play and what is the massive guilds you take issue with? Let me also clarify that since there is no tone in text, I'm just curious here. How do they dominate? Is it the fighting aspect? Is it the champ spawn aspect?

As a roleplayer, I find fun in being the underdog. It's like many of the movies and books where the underdog must be crafty to win their battles. In the movie the Patriot, Benjamin Martin typically relies on ambushes and knowing the lay of the land to harry British troops. Robin Hood also relied on ambushes. Now I realize the Sheriff of Nottingham and the British soldiers didn't have team speak, nor alliance chat, but there are other examples like the Firefly series where they've always got to be a step ahead of their enemies. Is there any way you can train your small guild to set up ambushes, to hit and run the larger guilds, to win victories and then vanish.

Of course, there's bound to be trash talking as they try to mock your guild for these tactics, but hey, people mock the larger guilds for relying on numbers so.....
 

Restroom Cowboy

Crazed Zealot
Stratics Veteran
Stratics Legend
The real problem with champ spawns is the fact that somehow the main 1 or 2 guilds magically seem to know if someone's doing a spawn, no matter which spawn or what time you do it. Not the fact that they have a lot of people.
its called scouting...perhaps you should try it sometime.

stealth...hiding...ninja...all you need. :(
 
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