Corporal
Posting Freak
Posts: 782
Threads: 25
Joined: Jan 2009
|
RE:??Guild Competition in WoE
Antimind Wrote:All of the forts would be way way too much. Maybe five though, that would be a great number for heRO. It would allow for WoE growth. Numbers alone won't do it. When people join looking for a WoE guild they almost always end up in the established WoE guilds. While I do believe that having more castles open provides new guilds more opportunities for success in WoE, I still do not agree with opening more castles. As you said, "When people join looking for a WoE guild they almost always end up in the established WoE guilds". Either way, most people will end up joining the established guilds, leaving the smaller guilds with little to work with. The end result would just be more castles with fewer players in each, which would just make WoE more boring?
For the moment, I don't see this as a good suggestion. However, if we were to have a new guild join the server altogether, then this might be an option.
IGNs:
Heii - 99/70 Sniper
Limits - 99/50 Knight
Asira - 9x/6x High Priest
Ruins - 99/70 Whitesmith
Meteor - 99/70 Champion
Toy. - 99/6x Assassin Cross
|
|
08-27-2010, 12:49 AM |
|
Shikari
Br?
Posts: 1,956
Threads: 50
Joined: Jun 2009
|
RE: Guild Competition in WoE
Best way for woe to get picked up again, imo, Robots split into 2 guilds, someone make another new guild, and FN/ordo break alliances. Then open up 2 more castles.
4 castles to 6 guilds (7 if KoL ever officially joins the scene).
Also disable the ability to make guild alliances -.-
The major problem in this server with woe is the fricking alliances. Any new guild that shows up allies either of the "main" guilds. Eventually new guilds get bored of helping the other and it always being the same thing, feel they cant do it on their own, leave.
Oh yea, and about 70% of the people who woe are the same people who have woe'd since server began, in case anyone hasnt noticed.
Proud Member of Desolation of Eden
|
|
08-27-2010, 01:58 PM |
|
|