Demonstrate thing is bad. Put bad thing in, bad thing is bad. Solution: don't put bad thing in. That's the reasoning. You bring up some points though, that help me, as you say, specify.
Pointing out the worst cases is the proper perspective to have. I can also find circumstances with cheating, griefing and other such things, using the same method. I don't think best-case, and you thinking better-case is our main difference.
No. It isn't.
When your reasoning is: "this is definitely bad, because reason x", but x can be prevented from happening, that is bad reasoning.
It is in no way constructive and i would assume that you will argue differently, when it comes to things that you personally want to see happening.
When talking about ideas to implement into the game, the only useful reasoning is to point out what is positive and then point out how to prevent possible negative effects from occurring.
Your final line is our difference. Everything is achieved by participating in something. When everything is achieved by participating in something, participation is forced. That participation is what creates a rift between solo players, players in guilds, and guilds between guilds. I'll articulate this better later..
The entire game is about participating in events of war.
Literally EVERYTHING is achieved by participating in something.
If you do not want to participate in anything, you should probably look for a game that is about being passive.
All of those participation-things tribalize. Guild benefits force solo players into guilds (when they want those benefits). Anything unique to a guild tribalizes guilds from one another. Achievements create elitism. Guild competition can just suck it, because the now-forced members are now further-forced into competition.
Again, you make claims but do not explain.
How is simply participating at events of war supposed to tribalize in some way?
If you have a problem with guild benefits "forcing" solo players into guilds, when they want the benefits as well, do you also have a problem with forcing every single player into fights, when they want to get resources?
Do you have a problem with people being forced to work, in order to earn money?
Nobody is forced to do anything. It is all a matter of how much you want it. If you want it, you go get it.
You do things and get something in return. If you do not want to do things, you will get nothing in return.
That is how things work in a proper system.
For players, things become a balance between snob-guilds and casual-guilds. Casuals get stuck in low-performing low-benefit guilds, and the l33t become rabidly tribalized into competing guilds for more stuff and achievements. The participation has encouraged two major types of playerbase.
This makes no sense.
Nobody gets "stuck" anywhere. It all depends on the individual player
If you are not very skilled, do not expect to be invited into a very skilled army. Simple as that.
Nobody prevents you from joining a different army and nobody prevents you from playing better.
You should not expect any specific army to invite you, but you can expect some army to invite you.
You might not get invited to an army, because they are nation/language exclusive. You can not simply change your nationality and you mother tongue, or learn a language.
But you can improve your gameplay.
Skill based recruitment is the fairest and should not be a problem for anyone (unless they can not handle the thought that somebody else plays better than they do).
When the game only has a friends list and guild chat channel, nothing else is risked. Players clump together as they wish, but there is nothing driving them other than their social compatibility.
The reason I think in this way is that this minimal feature-set is perfectly adequate and reduces complexity for developers.
Wrong.
You risk every player who likes any kind of competitive gaming.
Now I get that there's the argument for having, say, farmville mechanics in the game to attract that sort. There's an argument for pvp, there's an argument for achievement, for exploration, for pretty pretty hats, etc etc. I lump overdevelopment of guilds in the same domain. It's effort that ought not to be spent, because the basics are good enough. The events bring people together.
Yes. There are arguments for all of that.
However, PvP for example is simply a completely different experience than PvE.
It requires entirely different balancing and is a huge amount of work, if it is supposed to work decently.
No. The events will not bring people together. Not in a social manner.
Maybe a few, but it does not do much.
Instanced content is what usually does this.
Instances not being a thing in planning, is one of the main reasons, why it might be important to make armies relevant by giving them bonus unlocks.
If there is no good reason to group up or to join an army, because stuff is happening everywhere, at any time and anyone can join in, there needs to be an other reason to do so.
People being able to trigger their own events, like thumping, brings people together from within a friends list, a guilds list, and solo players in earshot. The numbers game of resource/loot collection is the individual reward, is the achievement and is the competition. There's no need, for example, for "number of kills of mob x under circumstance y with 5 or more guild members on Tuesdays" achievements.
The people will come and then they will leave.
There is no (skill requiring) achievement and no competition in that. At all.
I am not sure if you understand what competition really means and if you understand, how important achievements and competition are for people, in order to keep playing.
Of course, some don't care. But many do.
Though you made me think on one thing.. there's a strong argument for unique weapons/armor being the "achievement points" viewable openly and not hidden away in some UI panel. I've heard time and time again of people hating on generic gear, and how old awesome hard-to-get stuff eventually became common.
So... you want stuff that is hard to get. So hard that it does not become common.
The numbers game of resource/loot collection is the individual reward, is the achievement and is the competition. There's no need, for example, for "number of kills of mob x under circumstance y with 5 or more guild members on Tuesdays" achievements.
Here you say, that there should NOT be any kind of achievement and that everything should be achieved passively, by gathering resources.
Those are contradictory statements, unless you want stuff to be "hard to get" by making it an endless grind.
And that would be a really bad idea. Also, by making the requirement for a certain item based on time investment (drop luck, massive amount of resources required), you make 100% sure that it will become common, which you seemed to be against at.
I'd want "that guy did a lot of fighting (didn't just get lucky) to make that weapon" as inspiration for anyone, rather than "that guy joined a guild for the stuff that others worked for." (even if they did work for it) as inspiration between guilds.
If by "a lot of fighting" you really mean just that, it is a bad idea.
The second point is only problematic, if what you said earlier would happen, does NOT happen.
For players, things become a balance between snob-guilds and casual-guilds. Casuals get stuck in low-performing low-benefit guilds, and the l33t become rabidly tribalized into competing guilds for more stuff and achievements. The participation has encouraged two major types of playerbase.
If that would happen, people would only get the army benefits that they deserve.
Even if a player has not directly contributed to an army rank, according to what you say,
>> players who are not good (and would not be able to support the army in reaching high ranks), would be stuck in low performing armies with low rank
>> skilled players (who would be able to support the army in reaching high ranks) would all join high performing armies with high rank
So (according to what you said) everyone who gets invited into the armies would get what they deserve.
The social elements are fine, handled solely by a guild chat channel. However, providing too many mechanics to guilds promotes cloistered friends and friends-of-friends-only grouping, insulating them from the playerbase. This pulls players away from the pool of participants. A new player steps into the game, and nobody needs them until they're recruited.
NOT playing in groups causes isolation. Playing in groups does the exact opposite.
If players have a bonus aura (from army ranks), people will want to play with and around them.
If something promotes grouping up and playing together, it does the exact opposite of pulling players away from the pool of participants.
If a new player joins the game and notices that he can get a 10% resource boost by simply playing around others, that -again- PROMOTES playing together and grouping up.
Because higher bonuses would usually be exclusive to skilled players, newbies would be around skilled players from the get go and be able to learn faster, because of that.
Firefall did this decently-well, where solo players could wander around doing whatever they want, and events would gather them for fights. This is a system without needing guild gameplay-mechanics outside of chat.
My primary argument was the need for chat and nothing else. Other features are risky.
I have played Firefall for a few years and i can safely say: the only time, when people actively engaged in actual teamplay, was, when there was instanced content and when teamplay was necessary.
That was also, when armies were active and important.
There was an indirect reward for being in an army and playing coordinated in a team, because it made most things easier and certain things were not possible otherwise.
I wasn't talking about a few guilds, but about a massive number of arbitrarily-created guilds pulling a huge chunk of their participants away. Even if some players go to guild spaces some of the time, they are pulled away fro being viewed. That's the ghost town. It's either minor because there are only a few things in guild halls, or it's major when the outside world is obsoleted by lots of guild vendors/etc.
Note: NEVER give special stuff to everyone.
Also, if every army had a guild hall or something like that, there would be an infinite server load.
Again, you did not think it through and act like there is only one way to do it.
The worst way: giving it to every person and every guild.
When the game is about fighting in a war, i am pretty sure that some guild vendors will not make the world obsolete.
Especially, when you are required to fight in the war, if you want to be able to buy anything from the vendors.
Ember will have a properly-huge number of players supported on-screen, and it would be amazing to do everything possible to get them out in the open and in the same spots as often as possible. Not just with events, but back in town. This is why I argue against a guild hall for any reason.
Do you really think, if 5% of the player base have access to something like a guild hall, you would even notice when these people are not in town, but in their hall for a few minutes?
Most people are supposed to be fighting outside of the town anyway.
Guild-exclusives is an example of tribalism. "Look at me, you peasant, I am better." This is already being done with exclusives for early development contributors. On the one hand there will be individual cosmetics, which is unfortunate and unavoidable, but bringing guilds into that mix now forces players who want those benefits into guilds, and guild exclusives tribalizes them from one another.
Again, you talk about tribalism and you still have not specified at all, what you mean by it.
No, it is different. Anything that was paid for, has nothing to do with being better.
Anyone who thinks that being a founder or buying a cosmetic makes you something better,
is probably one of those "peasants" who still wants to have something to brag about, to the other "peasants".
Exactly.
If you want special exclusive stuff that does nothing but look cool, you have to join a guild and play properly to get it.
Damn. How unfair is that... Oh wait, it isn't.
Because you can get it, if you do what is necessary.
(which is NOT the case with any founder exclusive stuff and THAT is somewhat unfair)
Why are you against almost all stuff that requires you to do something in order to get it?
People AFKing in town to show off to the peasants is not a good impression either, but I suppose that's unavoidable. I've noticed few players care to openly show off like that, or do it with friends, and just like to look good around the people they're doing things with. My most recent experience with that is Path of Exile and World of Warcraft.
Actually, it is a good impression for the most part.
Lets take WoW as an example. What would be cooler to log in to?
>>a bunch of people with crap gear, the cheap faction specific mount and no title
>>a dude sporting "The Insane", another one sporting "The Exalted", people riding exclusive mounts and wearing top gear, AND a bunch of people with crap gear and generic mount
Pretty sure that option 2 is quite a bit cooler.
People want to see players at different skill levels. People want to see players who have cool stuff that makes them want to get it as well.
I agree, and the world event mechanics already planned will take care of that, so long as there is no mechanic that separates players or guilds at all. The lack of instancing you mentioned does take care of it.
What the hell are you talking about now?
These mechanics do the exact opposite of supporting coordinated group play.