@Razvan said in How big should guilds allowed to be?:
I completely agree with @Shivashanti.
In Albion the limit for guilds is 300people are there are no limits on alliances. The result is a few huge (~3k people) alliances that control vast areas. Basically there was almost no risk in gathering and farming in a zone controlled by my alliance.
Not any more, due to a new mechanic called alliance point sharing. There are still a few big alliances (ARCH, PoE, EGO), but not as many as there used to be.
One predictable effect is new players getting squeezed out.
Note that one "feature" of Albion that Fractured will not have (As far as I know) is realmgate-centric PvP. In Albion, realmgates provide a indestructible base, backed by an infinite market and personal islands. This allows alliances to stack an infinite zerg on a gate to enter the Outlands, all with the same time-to-target. (Albion is trying to correct that with the Queen update and the new hideout system, but we'll see.)
In Fractured, stacking an infinite allied zerg in the same place should (at least theoretically) be more logistically difficult, since the map is so big, and players will be based all over the place with no teleport options.