@Roccandil said in What challenges should guild alliances face?:
Ya, I was part of TBI when that happened. Highlights how important GvG teams are versus zergs! A huge zerg won't do you any good unless you have a GvG team to back it up.
Yes, but that's because each has two separate functions. GvG battles, should you actually make it to the war camp without dying at the hands of the defending zerg to issue a declaration in the first place, are decided by a 5v5 battle. Zergs can't serve that purpose.
Hmm. That hasn't been experience since TBI, but my current alliance is in the newer area, and competition seems to be good there. (By good, I mean at least it exists between two alliances!)
Do you mean your current alliance is in the expanded outlands? If so, that's actually a point in my favor: SBI had to expand territory precisely, in part, because the old territory was locked up with immovable alliances.
If Fracture's alliance system is set up such that DynaMight has to double Syndesia's continents from 4 to 8 because it's impossible to challenge or root out current alliances, I'd argue that that system is deeply, deeply flawed.
Both sides, however, benefit from lack of friendly fire. Any shotcaller who thinks a zerg is simply throwing people at the enemy will be defeated quickly. I can see a cadence and order to a well-called zerg battle, and I'm new to it.
Also, enabling friendly fire enables a mass of griefing and exploitation that I think would be more costly than keeping it disabled. I don't like the idea of friendly fire.
Some zerg battles in AO are more organized than others and some shot-callers are more competent than others, that's true. The last TBI zerg battle I was involved with, which was commanded by a guy from FRICKS, was an exceptionally well executed zerg. And for the most part, we steamrolled through the enemy zerg in large part due to greater numbers.
Hideouts haven't been implemented yet, nor has the black zone rework. Also, in some cases, the changes are new enough that I think the effects haven't fully filtered into the meta.
And it's possible that when hideouts are fully implemented, the alliance system will be sufficiently reworked such that many of my concerns are no longer valid. But I suppose my point is that the fact that SBI have implemented or are planning on implementing so many changes is proof that the system they had is extremely flawed.
If I see a problem with the alliance system in AO, it's that it's unlimited without cost. On the other hand, that -does- allow newer guilds to get into alliances and experience the endgame content.
If alliance expansion were costly, the big alliances would be much less likely to accept newer guilds and players, and the power gap might well be even bigger.
One of the things that drew me to Fractured is the fact that it distinguishes conquest from governance. It's one of the few games to actually make a point of that. Building and keeping a town, for example, will require a number of highly involved bureaucratic tasks that require hands-on management from the towns' Governors. That's brilliant because it should hopefully make an ambitious leader think twice before taking on a second town that they will then have to build, upgrade, defend, and manage.
Conquering and maintaining territories in AO for large guilds and alliances is relatively very easy. Should that type of system be implemented in Fractured, I'd argue it would be a betrayal of the entire premise. As is the case in the real world, empires and mega-alliances are uniquely powerful... but they also face unique challenges. It's generally far more difficult to govern a city than it is to govern a town. Problems scale. That should also be the case in Fractured and it really isn't in AO.