Cavadus
Tue, 01 Dec 2009, 09:16
Greetings!
Today we're taking a couple questions (http://forums.play-earthrise.com/index.php?topic=4322.msg79982#msg79982) from a new forum member, Joehunk.
Joehunk wants to know: Do you have any intentions in terms of group sizes in PvP (and I am including the PvP-vulnerable resource-exploitation game under the heading of "PvP")? How big a guild do you need to have to be effective? Is there, for instance, a niche for a smaller (10-20 member) guild to get into the game?
And here's what our devs had to say this week!
Thanks for the questions, Joehunk! When designing guild roles in Earthrise we approach both ends of the spectrum - the small guilds emerging from a two-digit member count and the massive organized enterprises that spawn thousands of active players. While in every sandbox game numbers obviously dominate and the largest of guilds will have major involvement in the politics and the economy of the game, we have thought of multiple methods to encourage small guilds to find their own niche. For example, the protection of mutant-infested mines that provide the constant flow of basic resources to the global market are tunes to provide small guilds capable of sending one or several parties to take care of exterminating monstrous attackers on a single or repeatable basis. While solo players are always invited to join the fray, the nature of those open events allows to give small guilds who feel pushed out of the big-fish game of territory conquest a steady income of resources and money that is needed for their future expansion. Territory conquest is intentionally kept a high-stakes endeavor that small guilds might find a hard nut to crack. Even so, playing as mercenaries, aiding strategical partners or providing guilds busy with preparation for the next siege a security convoy for their resource-loaded mecha transport for a cut from the load is definitely among the scenarios that can come to mind. Siege combat however is considered to be a test of both tactics and manpower, and when we say manpower we expect guilds that own more than one territory to need hundreds of players available at time in order to protect them from attack - or scheme an attack at their neighbors.
We hope that answers your question Joehunk, and we are looking forward to hearing our guilds especially keen on global domination to chime in below.
And now time for our weekly ER FunFact: The Industrial zone was the first zone to be made for Earthrise. It has been reworked from scratch 3 times during the course of development.
See you next week!
~m.
Original Link (http://forums.play-earthrise.com/index.php?topic=5365.0)
Today we're taking a couple questions (http://forums.play-earthrise.com/index.php?topic=4322.msg79982#msg79982) from a new forum member, Joehunk.
Joehunk wants to know: Do you have any intentions in terms of group sizes in PvP (and I am including the PvP-vulnerable resource-exploitation game under the heading of "PvP")? How big a guild do you need to have to be effective? Is there, for instance, a niche for a smaller (10-20 member) guild to get into the game?
And here's what our devs had to say this week!
Thanks for the questions, Joehunk! When designing guild roles in Earthrise we approach both ends of the spectrum - the small guilds emerging from a two-digit member count and the massive organized enterprises that spawn thousands of active players. While in every sandbox game numbers obviously dominate and the largest of guilds will have major involvement in the politics and the economy of the game, we have thought of multiple methods to encourage small guilds to find their own niche. For example, the protection of mutant-infested mines that provide the constant flow of basic resources to the global market are tunes to provide small guilds capable of sending one or several parties to take care of exterminating monstrous attackers on a single or repeatable basis. While solo players are always invited to join the fray, the nature of those open events allows to give small guilds who feel pushed out of the big-fish game of territory conquest a steady income of resources and money that is needed for their future expansion. Territory conquest is intentionally kept a high-stakes endeavor that small guilds might find a hard nut to crack. Even so, playing as mercenaries, aiding strategical partners or providing guilds busy with preparation for the next siege a security convoy for their resource-loaded mecha transport for a cut from the load is definitely among the scenarios that can come to mind. Siege combat however is considered to be a test of both tactics and manpower, and when we say manpower we expect guilds that own more than one territory to need hundreds of players available at time in order to protect them from attack - or scheme an attack at their neighbors.
We hope that answers your question Joehunk, and we are looking forward to hearing our guilds especially keen on global domination to chime in below.
And now time for our weekly ER FunFact: The Industrial zone was the first zone to be made for Earthrise. It has been reworked from scratch 3 times during the course of development.
See you next week!
~m.
Original Link (http://forums.play-earthrise.com/index.php?topic=5365.0)