guild size max, currently 300

Post » Mon Aug 26, 2013 4:29 am

They expect us to create merchant guilds.... but a max of 300 members (where i guess it will be account bound) might be a little low for merchant guilds...

I personally think they should have 2 systems....

Guilds/fammilies where every character can be member of only one, max number of members could be 300...

And then Merchant guilds which can be like 1000 or 2000 accounts big, where every account can be part of like 5 of these Guilds... which would allow people to trade between different merchant guilds and make money that way as a true merchant...

If they want the Merchant guild structure to hold.... they should not be based on regular guilds, but be something really different

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Shannon Marie Jones
 
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Post » Mon Aug 26, 2013 7:33 am

Agreed.

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Alan Cutler
 
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Post » Mon Aug 26, 2013 2:02 am

They should do away with the GAH all together and have Zone AHs. So, this way you don't have to be part of that guild to buy sell, yet the AH are split up enough to stop the massive AHs.

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Jessie Rae Brouillette
 
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Post » Mon Aug 26, 2013 12:19 am

What I don't get is that they say that a Auction House wouldn't work with their Mega Server.

I'm quite sure that if they don't but a Auction House in the game we will see something simular to GW where you travelled to one of the hotspots and then tried to buy/sell stuff like on a turkish bazaar.

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Robert Devlin
 
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Post » Sun Aug 25, 2013 11:15 pm

That would only really work when you are able to travel between the different zones at will.

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Minako
 
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Post » Mon Aug 26, 2013 5:09 am

The reason this wouldn't work with a WoW or FFXI style auction house - those items only stay on auction for a certain period of time, after which they come back. With the ability to put more on auction for a longer period of time, 300 members should be more than enough for an auction house to work successfully. Sure, you won't be able to get everything, but there's always the option of asking "Where do you guys think I could find a mythril blade of doom?" The one thing you might be cautious about, is making sure you get a couple crafters in your guild.

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Catharine Krupinski
 
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Post » Sun Aug 25, 2013 7:16 pm

I actually welcome their idea of Guild based trading, as for the set size, I believe 300 is good enough, somewhat more flexible would be better. Letting guild leaders to eventually upgrade based on ingame achievements would also be nice. So they could add +5/10 members with each new achievement, finally capping at 500-600.

As for me, managing any guild above (40-50) population would be a straight nightmare :D.

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Danielle Brown
 
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Post » Mon Aug 26, 2013 7:58 am

You can.

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Heather beauchamp
 
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Post » Sun Aug 25, 2013 11:55 pm

Do you have a source for that? As far as I know the game places you where it thinks is best and you don't have much choice in that besides a questionnaire you answer once.

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Marie
 
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Post » Mon Aug 26, 2013 6:02 am

Well, first did you mean shards of the megaserver or zones in the game world?

I'll answer both.

You can freely switch shards at will.

There are wayshrines you can port to in every zone.

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Yvonne
 
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Post » Mon Aug 26, 2013 1:20 am

My bad, no idea why I called them zones. I meant http://elderscrollsonline.info/mega-server.

But I'm going to guess the shards you speak of are the same thing.

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Fam Mughal
 
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Post » Mon Aug 26, 2013 5:16 am

Yes. :)

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Marcia Renton
 
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Post » Sun Aug 25, 2013 8:40 pm

300 is low for any guild period. There are F2P games allow nearly double that.

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Laura Mclean
 
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Post » Sun Aug 25, 2013 10:54 pm

Come to think of it... nightmares that is... if you check Enjiin or Guildlaunch, there are already guilds who have recruited an [censored]-load more folk than three-hundred for TESO. (There are some North of a thousand already.) Can't imagine what the process of "pruning-the-herd" would be like... seems "voluntary redundancy" or natural "wandering off" wouldn't begin to cover it.

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Pants
 
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