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	<title>Comments on: CoX Guilds</title>
	<atom:link href="http://www.killtenrats.com/2007/10/17/cox-guilds/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.killtenrats.com/2007/10/17/cox-guilds/</link>
	<description>a group of adventurers on an epic quest</description>
	<pubDate>Thu, 04 Dec 2008 07:37:36 +0000</pubDate>
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		<item>
		<title>By: Jezebeau</title>
		<link>http://www.killtenrats.com/2007/10/17/cox-guilds/#comment-24614</link>
		<dc:creator>Jezebeau</dc:creator>
		<pubDate>Thu, 18 Oct 2007 09:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2007/10/17/cox-guilds/#comment-24614</guid>
		<description>@Eliah:

It can accomodate up to 1000.  Sort alphabetically one way, then the other.  There's everyone.</description>
		<content:encoded><![CDATA[<p>@Eliah:</p>
<p>It can accomodate up to 1000.  Sort alphabetically one way, then the other.  There&#8217;s everyone.</p>
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		<title>By: KioJonny</title>
		<link>http://www.killtenrats.com/2007/10/17/cox-guilds/#comment-24610</link>
		<dc:creator>KioJonny</dc:creator>
		<pubDate>Wed, 17 Oct 2007 20:40:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2007/10/17/cox-guilds/#comment-24610</guid>
		<description>Ragnarok Online had a guild cap, 32 to start, but itcould increase as the guild level was raised (by taxing the individual member's experience.. making the grindiest game in history even more of a grind).. i believe it topped out at 60 (when i quit playing a couple of years ago).. considering the purpose of guilds in RO was full on GvG war over castles twice a week, taking the place of the WoW raid-style endgame, a cap was an absolute necessity. otherwise you wind up with either one guild large enough to dominate the server by attacking/defending more than 2 or 3 of the 25 guild castles (and pretty much every large PvP guild on a server had 3), or a massive unplayable lag-fest with 120+ players in a pvp orgy, which it had a slight tendancy towards anyhow.

the game i'm currently playing, Rapplez, has no guild cap (or even a hard level cap, tho once characters get over about 160 or so the experience totally dries up, as the highest level prey in the game is 150) but has an artificial 1 dungeon per guild ownership rule, and a cap on number of players able to take part in the GvG seige events of 32. there is, again, no raiding, however the right to seige a dungeon is determined by speed of killing the 2 dungeon boss mobs, and there are seperate group limits on those (16,24,32 and 40, depending on the level of dungeon, in teamed parties of 8).

so i can see, depending on the game and style of endgame, guild limits can be either useful limiters of power, or just a nuisance.</description>
		<content:encoded><![CDATA[<p>Ragnarok Online had a guild cap, 32 to start, but itcould increase as the guild level was raised (by taxing the individual member&#8217;s experience.. making the grindiest game in history even more of a grind).. i believe it topped out at 60 (when i quit playing a couple of years ago).. considering the purpose of guilds in RO was full on GvG war over castles twice a week, taking the place of the WoW raid-style endgame, a cap was an absolute necessity. otherwise you wind up with either one guild large enough to dominate the server by attacking/defending more than 2 or 3 of the 25 guild castles (and pretty much every large PvP guild on a server had 3), or a massive unplayable lag-fest with 120+ players in a pvp orgy, which it had a slight tendancy towards anyhow.</p>
<p>the game i&#8217;m currently playing, Rapplez, has no guild cap (or even a hard level cap, tho once characters get over about 160 or so the experience totally dries up, as the highest level prey in the game is 150) but has an artificial 1 dungeon per guild ownership rule, and a cap on number of players able to take part in the GvG seige events of 32. there is, again, no raiding, however the right to seige a dungeon is determined by speed of killing the 2 dungeon boss mobs, and there are seperate group limits on those (16,24,32 and 40, depending on the level of dungeon, in teamed parties of 8).</p>
<p>so i can see, depending on the game and style of endgame, guild limits can be either useful limiters of power, or just a nuisance.</p>
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		<title>By: Sente</title>
		<link>http://www.killtenrats.com/2007/10/17/cox-guilds/#comment-24609</link>
		<dc:creator>Sente</dc:creator>
		<pubDate>Wed, 17 Oct 2007 18:14:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2007/10/17/cox-guilds/#comment-24609</guid>
		<description>For our group of people playing CoH/CoV, the global channel that we use for chat if in practice our "guild", not the various super groups we have. Due to that alts were allowed into the original supergroups, they became filled quite quickly and different super groups emerged for themed characters or just to keep a shared area for someone's alts, i.e. personal super groups.</description>
		<content:encoded><![CDATA[<p>For our group of people playing CoH/CoV, the global channel that we use for chat if in practice our &#8220;guild&#8221;, not the various super groups we have. Due to that alts were allowed into the original supergroups, they became filled quite quickly and different super groups emerged for themed characters or just to keep a shared area for someone&#8217;s alts, i.e. personal super groups.</p>
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		<title>By: Tholal</title>
		<link>http://www.killtenrats.com/2007/10/17/cox-guilds/#comment-24607</link>
		<dc:creator>Tholal</dc:creator>
		<pubDate>Wed, 17 Oct 2007 17:02:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2007/10/17/cox-guilds/#comment-24607</guid>
		<description>I like the idea of having flexible guild caps. IE, you pay more to expand your guild size.</description>
		<content:encoded><![CDATA[<p>I like the idea of having flexible guild caps. IE, you pay more to expand your guild size.</p>
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		<title>By: BitterCupOJoe</title>
		<link>http://www.killtenrats.com/2007/10/17/cox-guilds/#comment-24604</link>
		<dc:creator>BitterCupOJoe</dc:creator>
		<pubDate>Wed, 17 Oct 2007 14:46:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2007/10/17/cox-guilds/#comment-24604</guid>
		<description>They keep talking about maybe changing the way the caps in CoH work to 75 players instead of characters, but it keeps getting backburnered for new content.

That's said, I've usually gotten more teams from global channels than I have from my own SGs.  That's probably because I can say, "Hey, anyone want to team up on Virtue?" and have people from four other servers respond, something which can't happen in the supergroup channel.</description>
		<content:encoded><![CDATA[<p>They keep talking about maybe changing the way the caps in CoH work to 75 players instead of characters, but it keeps getting backburnered for new content.</p>
<p>That&#8217;s said, I&#8217;ve usually gotten more teams from global channels than I have from my own SGs.  That&#8217;s probably because I can say, &#8220;Hey, anyone want to team up on Virtue?&#8221; and have people from four other servers respond, something which can&#8217;t happen in the supergroup channel.</p>
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		<title>By: Eliah Hecht</title>
		<link>http://www.killtenrats.com/2007/10/17/cox-guilds/#comment-24603</link>
		<dc:creator>Eliah Hecht</dc:creator>
		<pubDate>Wed, 17 Oct 2007 14:27:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2007/10/17/cox-guilds/#comment-24603</guid>
		<description>WoW's guild UI is capped at 500, which means you can add more than 500, but you won't be able to see everyone in the guild window, which means no promoting, etc.</description>
		<content:encoded><![CDATA[<p>WoW&#8217;s guild UI is capped at 500, which means you can add more than 500, but you won&#8217;t be able to see everyone in the guild window, which means no promoting, etc.</p>
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		<title>By: Tom H.</title>
		<link>http://www.killtenrats.com/2007/10/17/cox-guilds/#comment-24601</link>
		<dc:creator>Tom H.</dc:creator>
		<pubDate>Wed, 17 Oct 2007 13:33:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.killtenrats.com/2007/10/17/cox-guilds/#comment-24601</guid>
		<description>EVE corps used to cap out around 1250 players, but it looks like there's a new skill to increase that by 5000. If I recall correctly this first cap had affected some of the largest corps involved in the big southern wars.</description>
		<content:encoded><![CDATA[<p>EVE corps used to cap out around 1250 players, but it looks like there&#8217;s a new skill to increase that by 5000. If I recall correctly this first cap had affected some of the largest corps involved in the big southern wars.</p>
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