Guild size cap?

Mu online season 21 - grand opening

DarkSacred

LOMCN Veteran
Veteran
May 13, 2014
698
25
95
Any plans to introduce a guild cap from the beginning?


I can't remember which server I played that had a 10* player limit and gold (earned through guild tax) and guild EXP levels that were required in order to increase the player cap and gain other bonuses. This worked out really well as prevented 50-60 people all going into one guild and dominating the server.
*Not saying to start the cap as low as 10 players
 

Xx69xX

Golden Oldie
Golden Oldie
Dec 2, 2005
2,152
159
250
Any plans to introduce a guild cap from the beginning?


I can't remember which server I played that had a 10* player limit and gold (earned through guild tax) and guild EXP levels that were required in order to increase the player cap and gain other bonuses. This worked out really well as prevented 50-60 people all going into one guild and dominating the server.
*Not saying to start the cap as low as 10 players

We have a similar thing in place, however it wont be as low as 10, but it will increase in size as the guild levels if your guild are willing to pay the price :)

-Apocalypse Team
 

DarkSacred

LOMCN Veteran
Veteran
May 13, 2014
698
25
95
We have a similar thing in place, however it wont be as low as 10, but it will increase in size as the guild levels if your guild are willing to pay the price :)

-Apocalypse Team

Nice to know :D

10 was a bit of a strange number I must admit, 30-40 always felt about right deffo need a hard cap though otherwise the strong get stronger and leave the rest of the server behind/locked out usually reducing population in the long run.
 

KingCobra92

LOMCN Member
Untrusted Member
Veteran
Feb 9, 2015
1,077
314
145
30 cap is fine ,there is no need to have 20 guilds ingame , there’s nothing wrong with having 2/3 big major guilds that everyone wants to be in , every decent Mir server has the massive guilds that dominate it’s the way it is.

Probably the same people that cry when someone who plays 16 hours a day , batters them when they play 2h a day , and cry’s the servers broken.

You get out what you put in
 
  • Like
Reactions: deathking

LightBringer

Mir Evolved GM
Veteran
Evolved
Game Master
Feb 13, 2014
3,911
1
1,829
260
You wouldn't stop the hardcore guilds with a cap, as they would just make 2 guilds and still hunt together if needed / make alliances.

I prefer when there are 2-3 top end guilds always scrapping it out, then there is a bunch of smaller casual guilds for everyone else ^.^
 

DarkSacred

LOMCN Veteran
Veteran
May 13, 2014
698
25
95
You wouldn't stop the hardcore guilds with a cap, as they would just make 2 guilds and still hunt together if needed / make alliances.

I prefer when there are 2-3 top end guilds always scrapping it out, then there is a bunch of smaller casual guilds for everyone else ^.^

The worry is with the community being quite small that we end up with only one major guild with no other guilds that can challenge them. The game quickly becomes stale when one guild dominates everything because they have 100 members and everyone else is sitting around the 30 mark.

On a positive note body drops are enabled by the looks of things, I can sense the drama before the game even launches :D
 

Lelouch

Loyal Member
Loyal Member
Jun 20, 2018
47
8
34
If should defo be 20 players per guild. This should give chance for four competing guilds and another 6 casual guilds assuming user count is 200 which we all know will probably hit 300-400
 

Koriban

Addict
Legendary
Loyal Member
Aug 18, 2006
5,842
215
260
Brighton
... am I the only one who thinks a Guild Cap is a bad idea?

I'm sorry but it just doesn't do anything to those who want to get around it. Hardcore guilds ended up creating two guilds and just ran with each other and to make matters worse, you punish the casual players who just want to be a big guild with their friends.

Lets make something clear. There will always be Guild A and Guild B who dominate. They have been rivals since the dawn of time of Mir and will always be rivals. If Guild A wants to mass recruit to try and beat Guild B, so be it? They run the risk of killing off the guild through disimination - loot now needs to be split even more where as Guild B who remains as they are, still have cohesion and have no issues distributing kit. Casuals guilds will never be a threat to the hardcores, so hell, let them have all their friends in one big happy guild family.

Take Chronicles early days for example. Apex had what, 120 members in their guild? Curse10 had 15? Didn't matter, curse10 won almost every important fight and ended up out kitting the server.

I dunno, maybe I'm wrong, but frankly hardcore guilds usually crumble under their own weight when they go down that route, and lo behold they've become small and tight knit again.
 

Malski

Loyal Member
Loyal Member
Aug 10, 2014
39
0
32
... Am i the only one who thinks a guild cap is a bad idea?

I'm sorry but it just doesn't do anything to those who want to get around it. Hardcore guilds ended up creating two guilds and just ran with each other and to make matters worse, you punish the casual players who just want to be a big guild with their friends.

Lets make something clear. There will always be guild a and guild b who dominate. They have been rivals since the dawn of time of mir and will always be rivals. If guild a wants to mass recruit to try and beat guild b, so be it? They run the risk of killing off the guild through disimination - loot now needs to be split even more where as guild b who remains as they are, still have cohesion and have no issues distributing kit. Casuals guilds will never be a threat to the hardcores, so hell, let them have all their friends in one big happy guild family.

Take chronicles early days for example. Apex had what, 120 members in their guild? Curse10 had 15? Didn't matter, curse10 won almost every important fight and ended up out kitting the server.

I dunno, maybe i'm wrong, but frankly hardcore guilds usually crumble under their own weight when they go down that route, and lo behold they've become small and tight knit again.

this.
 

DarkSacred

LOMCN Veteran
Veteran
May 13, 2014
698
25
95
... am I the only one who thinks a Guild Cap is a bad idea?

I'm sorry but it just doesn't do anything to those who want to get around it. Hardcore guilds ended up creating two guilds and just ran with each other and to make matters worse, you punish the casual players who just want to be a big guild with their friends.

Lets make something clear. There will always be Guild A and Guild B who dominate. They have been rivals since the dawn of time of Mir and will always be rivals. If Guild A wants to mass recruit to try and beat Guild B, so be it? They run the risk of killing off the guild through disimination - loot now needs to be split even more where as Guild B who remains as they are, still have cohesion and have no issues distributing kit. Casuals guilds will never be a threat to the hardcores, so hell, let them have all their friends in one big happy guild family.

Take Chronicles early days for example. Apex had what, 120 members in their guild? Curse10 had 15? Didn't matter, curse10 won almost every important fight and ended up out kitting the server.

I dunno, maybe I'm wrong, but frankly hardcore guilds usually crumble under their own weight when they go down that route, and lo behold they've become small and tight knit again.

I think this is fine in the first few months. But taking Chrons for example, people stop showing up for things. Discord soon becomes a bit “so and so will just come and wipe us so why’s the point” and before you know your guild size is starting to shrink from under you because one guild is bullying everyone else out of the levelling / boss areas.

Not sure on the solution, as you’ve said guild caps can be worked around. Zircon encountered similar probablems one guild more than three times the size of others who dominated the server, banter was fun for a while but soon being forced off every levelling area (which you were punished for due to diminishing exp gains) and all bosses being pretty much perma camped by them it was no longer fun for anyone outside of that guild.
 

ipwnu

LOMCN Veteran
Veteran
Apr 3, 2015
376
23
44
... am I the only one who thinks a Guild Cap is a bad idea?

I'm sorry but it just doesn't do anything to those who want to get around it. Hardcore guilds ended up creating two guilds and just ran with each other and to make matters worse, you punish the casual players who just want to be a big guild with their friends.

Lets make something clear. There will always be Guild A and Guild B who dominate. They have been rivals since the dawn of time of Mir and will always be rivals. If Guild A wants to mass recruit to try and beat Guild B, so be it? They run the risk of killing off the guild through disimination - loot now needs to be split even more where as Guild B who remains as they are, still have cohesion and have no issues distributing kit. Casuals guilds will never be a threat to the hardcores, so hell, let them have all their friends in one big happy guild family.

Take Chronicles early days for example. Apex had what, 120 members in their guild? Curse10 had 15? Didn't matter, curse10 won almost every important fight and ended up out kitting the server.

I dunno, maybe I'm wrong, but frankly hardcore guilds usually crumble under their own weight when they go down that route, and lo behold they've become small and tight knit again.

This isn't Euro though, problem is enemy guilds from old servers have now ended up sticking together due to discord meaning people pull the bridge up.

Guilds aren't formed on the server there formed before it's even started.

You start a new server and chances are with no guild cap you can have 60-70 people on a discord ready to go. Generally the people who are going to nerd it as well. So guilds are ready to go on launch day full of people who are going to nerd it who completely destroy any casual guild.


I agree though people don't actually follow the spirit of a guild cap and just make two guilds to hunt together.

---------- Post Merged at 09:01 AM ---------- Previous Post was at 09:00 AM ----------

The big guild always dominates so much people join them just to enjoy a server again
 

Lionsm!ght

LOMCN Veteran
Veteran
Aug 28, 2015
540
138
105
This isn't Euro though, problem is enemy guilds from old servers have now ended up sticking together due to discord meaning people pull the bridge up.

Guilds aren't formed on the server there formed before it's even started.

You start a new server and chances are with no guild cap you can have 60-70 people on a discord ready to go. Generally the people who are going to nerd it as well. So guilds are ready to go on launch day full of people who are going to nerd it who completely destroy any casual guild.


I agree though people don't actually follow the spirit of a guild cap and just make two guilds to hunt together.

---------- Post Merged at 09:01 AM ---------- Previous Post was at 09:00 AM ----------

The big guild always dominates so much people join them just to enjoy a server again

Given the community is now smaller people tend to stay with the same group of friends, and on bigger servers some older friends come out of the woodwork so a core of 15-20 players can easily double/treble at the start of a big server launch. These friends will never fight each other so will always end up making 2 allied guilds if there is a limit.

Guild caps limit numbers are always different among players, namely around the amount of players they have in their circle. IE a social guild would say 50+/no limit, yet a pk focussed guild will say 15-20 as it gives them a better chance in their smaller group of friends. You can't please everyone.

I believe if the server is well balanced with enough bosses/areas etc then there is always enough content for the bigger guilds and smaller guilds to exists. Smaller guilds will never be competing for top bosses, so can kill the lower ones until those bosses are no longer the top content. Restricting friends from playing together can just as quickly kill a usercount than 1 guild dominating.
 

ipwnu

LOMCN Veteran
Veteran
Apr 3, 2015
376
23
44
best thing 3/4 heroes did was put big pk bosses but do baby versions of them level restricted so the smaller guilds could also have fun, I personally am quite casual now I simply haven't got the hours to sink into a game I used to have, honestly don't care what the big guilds get up to as long as little guilds can still hunt in peace and at a decent speed.

marble for instance was a great server but redcave dropped best items and gave biggest exp meaning it was only cave worth hunting, so your choice where hunt **** caves for **** exp, or hunt redcave knowing you would get wiped out by a big guild every 20-30 minutes

if it was closer to euro where for instance pt and psc where both reasonable hunting grounds it would be a lot easier to retain casual users
 
Last edited: