Results 1 to 11 of 11
  1. #1
    Community Member Loriega's Avatar
    Join Date
    Jun 2021
    Posts
    115

    Default Guild member limit

    There's a guild member limit in place, about 1000 members, as we all know.

    I'd imagine increasing the number of members would lead to increase in traffic used, but is it that significant?

    I hate telling people that the guild is full and I can't invite them.
    (I hate people sending me tells while I'm questing more though, especially when they demand a token to be sent and are generally inconsiderate, join the **** guild channel, that's what it's for).

    What would be the downside to increasing the number of players a guild can have on HC, other than lost profits from buying the kraken?
    And why is nothing being done in that regard despite HC being the best money maker?

  2. #2
    Community Member
    Join Date
    Dec 2010
    Posts
    394

    Default

    I don't think it is an unreasonable guess that SSG can't simply change the limit value for guild capacity without taking into consideration more factors than only revenue loss.

    Besides being a source of revenue to have more guilds, I expect there might be some processing bandwidth limits. DDO originally started coding more than 15 years ago (they just had their 15th Anniversary this year). The game's physics engine was ahead of its time as evidenced by the ability to block doorways or surround and be surrounded by mobs. We are all also aware of the lag issues, and the need for DDO to generate new instances when a zone gets packed to capacity, whatever that quantity is. Increasing the guild capacity limit might require a significantly deep dive into the code, testing, more testing, debugging, and retesting, then disappointment of players experiencing more lag. In other words, to achieve a (significantly) higher guild capacity limit, it might take an entirely new game engine - idk.

  3. #3
    Community Member Loriega's Avatar
    Join Date
    Jun 2021
    Posts
    115

    Default

    hehe a new game engine
    like the Germans say, "Let's keep the church in the village", aka "Let's not exaggerate"

    It's like amputating an arm because you have a splinter in your finger

    Bandwidth limits maybe, increased load definitively but would it be significant.
    I doubt big changes are required, it probaly has something to do with the default open file limit on linux being 1024 files and I'm guessing they're not using Windows to host the game. Altough that would be a ridiculous reason why to pick 1024 as the guild limit, if that's even the correct number.

    Would be nice to have some insight why nothing is being done in that regard. It has been an issue since I started playing at least, which was HC3.

  4. #4
    Community Member
    Join Date
    Dec 2010
    Posts
    394

    Default

    Sure. That's "just a splinter," but there are other issues a complete overhaul would take care of. It's a bad analogy because we're talking humans and machines, but it would be also like giving an 80-year-old a new 20-year-old body while getting rid of the splinter. We all know that it's not going to happen, so it should go without saying...

    But that's all besides the point. It's an old system and if I were to bet money on at least one reason why they don't expand the limit, DDO being run on an old engine is a pretty wide umbrella that covers a fairly safe bet.

  5. #5
    Community Member balvix's Avatar
    Join Date
    Mar 2010
    Posts
    171

    Default

    Quote Originally Posted by Loriega View Post
    hehe a new game engine
    like the Germans say, "Let's keep the church in the village", aka "Let's not exaggerate"

    It's like amputating an arm because you have a splinter in your finger

    Bandwidth limits maybe, increased load definitively but would it be significant.
    I doubt big changes are required, it probaly has something to do with the default open file limit on linux being 1024 files and I'm guessing they're not using Windows to host the game. Altough that would be a ridiculous reason why to pick 1024 as the guild limit, if that's even the correct number.

    Would be nice to have some insight why nothing is being done in that regard. It has been an issue since I started playing at least, which was HC3.
    Maybe they just dont want to. Ever consider that?

  6. #6
    Senior Member
    Join Date
    Sep 2011
    Posts
    0

    Default

    I consider the request unreasonable.

    The advantages of having many members is already huge. Upping that advantage even further by having even more people is not reasonable.

    Maybe if they added that saga reknown does not bypass the daily limit ... but I expect you would not want that
    Member of Spellswords on Ghallanda

  7. #7
    Community Member Loriega's Avatar
    Join Date
    Jun 2021
    Posts
    115

    Default

    Quote Originally Posted by mikarddo View Post
    I consider the request unreasonable.

    The advantages of having many members is already huge. Upping that advantage even further by having even more people is not reasonable.

    Maybe if they added that saga reknown does not bypass the daily limit ... but I expect you would not want that
    Now there's a valid point and the reason for this thread, getting valid points why it would be detrimental.

  8. #8
    Community Member Loriega's Avatar
    Join Date
    Jun 2021
    Posts
    115

    Default

    Quote Originally Posted by balvix View Post
    Maybe they just dont want to. Ever consider that?
    You can keep your passive aggressive behavior where it belongs to, to yourself.

  9. #9
    Community Member balvix's Avatar
    Join Date
    Mar 2010
    Posts
    171

    Default

    Quote Originally Posted by Loriega View Post
    You can keep your passive aggressive behavior where it belongs to, to yourself.
    It wasn't meant to be passive aggressive, it was meant to comment on them being lazy, aka this current HCL.

  10. #10
    Founder
    Guild Leader - Death Smile
    Dark_Lord_Mary's Avatar
    Join Date
    Feb 2006
    Posts
    1,372

    Default

    after every hardcore event I post a list of changes I'd like to see come to DDO regarding guilds

    for those who do not know, DDO in no way was designed to host normal MMO guild sizes - guilds in DDO are optimized for 6 people, the traditional RPG party. Having 1000 actual people in the same guild breaks the game in many ways.

    I as GM of Death Smile personally lament the pronounced lack of tools I have to run a 1000 person guild, doing all of it with sheer nerve and luck

    There is no audit system, no means of restricting members, of enabling policy for guild banks, ranks, or access to the guild amenities. there is no help for GMs to protect the guild from trolls, spam, or bullying. there is no way to remove a guild from the server so all of the time and money are protected from deletion. There is no way to ally with another guild to protect them from toxic players. There is no ability to restrict guild chat; there is no help from SSG for big ticket items like harassment or using the LFM system to post disparaging remarks

    I would like to see the system reworked - the cargo hold needs to be deleted and all of the hooks moved to the top deck.
    We need multiple custom ranks in the guild (10 unique custom ranks with varied customizable powers up to the guild master)
    we need a bank audit system with permissions to allow for ranks to use the banks in different ways
    we need a better system for donations of plat and shards to the guild, and more npcs to donate too - It would be nice if players could activate a tithe to the guild that would send % of plat to the guild for amenities rather than requiring in game trade or mail.
    There should be an ally system in place for guild masters to communicate.
    There should be a means to block and remove an entire player account, not just a character, from the guild, to prevent trolls and spammers from just remaking new toons and rejoining - a way to perm block an account would be ideal.
    There should be a way for officers to add notes to members to keep track of details; there should be join dates displayed, along with the ability to mark if that player is the account's main.

    Many other MMOs do guilds much much better - even LOTRO has a much more thought out MMO guild system. I'm not sure why Turbine put so little work into it. It would be great if SSG invested time to expand what miniscule tools we presently have.

  11. #11
    Community Member balvix's Avatar
    Join Date
    Mar 2010
    Posts
    171

    Default

    Quote Originally Posted by Dark_Lord_Mary View Post
    after every hardcore event I post a list of changes I'd like to see come to DDO regarding guilds

    for those who do not know, DDO in no way was designed to host normal MMO guild sizes - guilds in DDO are optimized for 6 people, the traditional RPG party. Having 1000 actual people in the same guild breaks the game in many ways.

    I as GM of Death Smile personally lament the pronounced lack of tools I have to run a 1000 person guild, doing all of it with sheer nerve and luck

    There is no audit system, no means of restricting members, of enabling policy for guild banks, ranks, or access to the guild amenities. there is no help for GMs to protect the guild from trolls, spam, or bullying. there is no way to remove a guild from the server so all of the time and money are protected from deletion. There is no way to ally with another guild to protect them from toxic players. There is no ability to restrict guild chat; there is no help from SSG for big ticket items like harassment or using the LFM system to post disparaging remarks

    I would like to see the system reworked - the cargo hold needs to be deleted and all of the hooks moved to the top deck.
    We need multiple custom ranks in the guild (10 unique custom ranks with varied customizable powers up to the guild master)
    we need a bank audit system with permissions to allow for ranks to use the banks in different ways
    we need a better system for donations of plat and shards to the guild, and more npcs to donate too - It would be nice if players could activate a tithe to the guild that would send % of plat to the guild for amenities rather than requiring in game trade or mail.
    There should be an ally system in place for guild masters to communicate.
    There should be a means to block and remove an entire player account, not just a character, from the guild, to prevent trolls and spammers from just remaking new toons and rejoining - a way to perm block an account would be ideal.
    There should be a way for officers to add notes to members to keep track of details; there should be join dates displayed, along with the ability to mark if that player is the account's main.

    Many other MMOs do guilds much much better - even LOTRO has a much more thought out MMO guild system. I'm not sure why Turbine put so little work into it. It would be great if SSG invested time to expand what miniscule tools we presently have.
    I have always said that as far as guilds go, you should have someone's account name always attached to any toon they make. That way you can easily manage alts and boot the proper toons if you end up having to boot a troll. Same goes for a person on your friends list, if they log in on any of their alts you should get the notification that they logged in. The way for those who don't want the notification to go out to be happy is to have a box to check on login that puts you in incognito mode or whatever. I feel your pain Mary, I hate having to keep a notebook filled with names and their alts on paper when the system itself should be doing something of that nature for us guild owners.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload