THRONE AND LIBERTY

THRONE AND LIBERTY

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4 Guilds per Alliance is killing the game
Change it to a maximum of two alliances before the game completely dies.

It would also be awesome if games were balanced around "ONLINE PLAYERS" rather than counting offline players.

Something simple, like a 100 "online" players cap per alliance, would work.

Smaller guilds could group together, even if they are weaker, and still have access to some kind of content, rather than being stomped.

Imagine joining a team-based FPS game with 50 players per server, but 40 of those players end up on the same team— the game would die so fast.
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Showing 1-11 of 11 comments
cauda Jan 4 @ 4:45am 
yessss delete Alliance
Ppl would just find unofficial ways to form alliances like we had 6+guild alliances before by being (creative)
Daish Jan 4 @ 6:47am 
The other major problem with the current system is that casual members are being pushed out of guilds, or they can't be competitive.

Players want to play more than one game these days; people have jobs or want to do other things.

If you don't allow for this in Throne and Liberty, people are going to just quit.

Bring back astral hunting and get rid of logging into the game with 10 skills and all weapons already unlocked. It's insane.

Almost 30% of players who downloaded Throne of Liberty and ran the client did not finish the tutorial, which is twice as bad as every other free-to-play game.

People do not want to be given homework as soon as they start trying out a new game. The game originally started with 3 skills. Why did you listen to the influencers? Why did you ruin this game?

Why is my character fully clothed when wearing no equipment? It's like Amazon gave this game some kind of 'woke' infection as well. NCSoft's last games looked so good—Lineage 2, the Dark Elf model and armors. Why remove things that people want?

if the Development staff were left alone to make a good game things would of turned out differently
Daish Jan 4 @ 6:58am 
Originally posted by thanoskulo:
Ppl would just find unofficial ways to form alliances like we had 6+guild alliances before by being (creative)

functioning brain? hello?

One massive guild spread across multiple guilds to bypass the total member cap is a different problem than four different guilds having the ability to ally with each other in a game with a shrinking population.

If you attached the guild cap to online members instead of total members, it would also push zerg guilds to put their members into one guild instead of spreading them out across four guilds.
Boink Jan 4 @ 8:14am 
The real problem is that there are many guilds, groups, and solo players just going for kills.

To contribute Archboss/World Boss to get kills and loot, it needs to get damage. So if many guilds are fighting with each other not that many are getting contribution.

We tried one guild in our server it, we can get kills but the problem is we just going there killing each other and no world boss contribution.

Open world just invites alliances or temporary ones to get that goal... which is more likely loot. That is why you see most servers just end up with 2 big alliance until that lost streak adds up where everyone transfers.
Daish Jan 9 @ 4:46am 
Originally posted by Boink:
The real problem is that there are many guilds, groups, and solo players just going for kills.

To contribute Archboss/World Boss to get kills and loot, it needs to get damage. So if many guilds are fighting with each other not that many are getting contribution.

We tried one guild in our server it, we can get kills but the problem is we just going there killing each other and no world boss contribution.

Open world just invites alliances or temporary ones to get that goal... which is more likely loot. That is why you see most servers just end up with 2 big alliance until that lost streak adds up where everyone transfers.

they have domination events if you are not in a major Alliance you should have the ability to join a domination team up to a cap of 100 people per team

the mechanics already exist in the game so many ways they could improve gameplay
1 full alliance = 280 players. Fkin absurd.

I'd say make it 80 - 100 and interservers & riftstone battles is limited to 48 players.

Siege can stay the same since the median servers have like 3 guilds worth of active players. They can duke it out in a three way. Hell a 4 way even.

"People will just find way to make soft alliance"

yea let them and watch it blow up in their faces as ding dongs start complaining and whining by being killed by their soft alliance.
Daish Jan 9 @ 5:10pm 
Originally posted by DangerousDD:
1 full alliance = 280 players. Fkin absurd.

I'd say make it 80 - 100 and interservers & riftstone battles is limited to 48 players.

Siege can stay the same since the median servers have like 3 guilds worth of active players. They can duke it out in a three way. Hell a 4 way even.

"People will just find way to make soft alliance"

yea let them and watch it blow up in their faces as ding dongs start complaining and whining by being killed by their soft alliance.


280, but most of those players are offline.

These games balance around offline players instead of staying focused on online play.

An 80-100 player limit would be fine if guilds could become allies and their top combined 100 players were able to participate in PvP events, like boss spawns.

Two allied guilds could have 100 players spread across the two guilds.

Ten guilds could have 100 players spread across the ten guilds.

These caps attached to 'offline' are a broken system that has never been fixed.
Boink Jan 10 @ 2:37pm 
Originally posted by Daish:

they have domination events if you are not in a major Alliance you should have the ability to join a domination team up to a cap of 100 people per team

the mechanics already exist in the game so many ways they could improve gameplay

It probably won't change the direction of the fight. Most of these guilds, including mine, which is rank 1, have good communication. We also save most of our skill sets to prepare for our pushes.
Daish Jan 11 @ 4:03am 
Originally posted by Boink:
Originally posted by Daish:

they have domination events if you are not in a major Alliance you should have the ability to join a domination team up to a cap of 100 people per team

the mechanics already exist in the game so many ways they could improve gameplay

It probably won't change the direction of the fight. Most of these guilds, including mine, which is rank 1, have good communication. We also save most of our skill sets to prepare for our pushes.

It's the difference between being stomped into the ground with no ability to play the game versus fighting a massive uphill battle.

Gameplay Gameplay Gameplay....

The game is designed so that you are forced to kick low-activity players and replace them in order to stay at the top.

You could have two or three casual players who are online the same amount of time as a hardcore player, so at the very least, your numbers are balanced.

100 vs. 100 instead of 100 vs. 30. The game has a major design flaw that comes from a time when people only played one online game, and players had almost no choice in where to spend their time. Back then, you spent all of your time within one game, but that’s not our reality anymore.
Daish Feb 3 @ 1:02am 
still killing the game
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Date Posted: Jan 4 @ 3:43am
Posts: 11