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2012-06-27, 01:01 AM | [Ignore Me] #18 | ||
Contributor Major
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In Star Wars Galaxies the cap was 500 players and even in 2011 we were having to remove players who hadn't logged in the last 90 days. Granted, you could have 2 characters per server in SWG, but that's still at least 250 actual people in the guild - in an old game like SWG. There was a guild on the European server that actually broke in two, because they were able to maintain well over 500 fairly active members.
In Everquest II right now, The Crafter's Union on Freeport has 391 unique accounts (Man I LOVE the EQ2 guild management system. It is THE best in the industry, bar none!). Sure, many of us don't log in every day (in my case some times not even every month), but it's nice to know that we can come back into the game and still part of the gang. I think that's the important thing here, fostering the community spirit by encouraging people to identify themselves as being part of a group. For player associations on the social level, 100 people is simply not enough and looking at your own line up of MMOs, SOE, should be evidence enough for you to agree. However, from a tactical perspective smaller groups would, of course, be more effective in practice (unless you've got 500 people who are very good about logging in at the same time, shutting up, and following orders). With these things in mind, I'd like to suggest the following player association structure for PS2 (military jargon omitted for clarity - call these groups whatever you like). Guilds - 1000 Players. - Tied together by social or friendly bonds. - Player determined "ranks"/subgroups, based on how players in the guild wish to organize themselves. Groups - 100 Players - Guild agnostic groups of individuals. - Created exclusively by players as well automatically by the mission system. I think this would allow for the most "organic" player associations, without all that emphasis on "gamey-type" systems like World of Warcrafts "groups of groups" raids. With this simple system players will be able to make a "home" with their guild friends while still retaining the ability to quickly team up with any other 100 people in the game for that particular gaming session. |
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2012-06-27, 01:25 AM | [Ignore Me] #23 | |||
Contributor Major
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2012-06-27, 03:22 AM | [Ignore Me] #26 | ||
First Sergeant
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I'm hoping it's not 100 per outfit. TEST is going to need more outfits if that's the case.
Our PS1 outfit is ~150 players. I'm expecting ~500 in each of our outfits between Open Beta and Release Last edited by Roy Awesome; 2012-06-27 at 03:23 AM. |
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2012-06-27, 03:30 AM | [Ignore Me] #27 | ||
Private
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guildwars 2 has had the same goofy-low limit of 100 for guilds in the beta weekends. like planetside2, they're also having guilds/outfits "level" and i'm assuming the same thing here.
100 player cap doesn't mean you can't raise that cap through. i'd have to assume that number can either be increased substantially or it's complete bs. kinda funny how both games are sequels and will have large groups of people already formed on release day. |
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2012-06-27, 03:33 AM | [Ignore Me] #28 | ||
Private
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Oh God....calm down....it's just a magazine article...
And read the rest of it. It's mostly just a rehash of info you could get from any public source (even this forum) plus some vague or even downright wrong speculation. This is not some ITK guy...whether he mixed up outfit with platoon or just doesn't know... |
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2012-06-27, 03:48 AM | [Ignore Me] #29 | ||
Lieutenant General
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Can I haz some of that popcorn plzkthx?
It's a number people, can be changed by feedback. Devs should realise that if there's a limit to an amount in one outfit, they will just create a second outfit with a digit behind it. And then a third and so on and so on. Look at the CSA in world of tanks. http://worldoftanks.eu/community/cla...&ct_search=CSA Last edited by Figment; 2012-06-27 at 03:51 AM. |
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