06-15-2022, 01:44 PM
Prior to the guild cap:
2 castles open per woe
1 castle completely empty, or with 1-2 players emp breaking.
1 castle with 40-50 members (at most)
Please enlighten us why you feel the cap should accomodate your guild of 50, or even lowered to 35, when there isnt even enough competition to fill war in both castles. Closing one castle will further limit the chance of a guild rising up to become big enough to compete, and may even give up if there is only 1 castle open.
Threaten to leave/quit if we dont do as you ask? Then leave. We will not tolerate influential players to call the shots and threaten to leave when they dont get their way. I can almost guantantee that your 50 members will not blindly follow you, leave the server and their hard work behind just to start somewhere else, just because your ego was hurt.
There should be 3-4 guilds of 20 members each in with our current population, guild cap and castles open. We are not seeing that yet, so I dont see why we should increase the guild cap to 35 or 50.
2 castles open per woe
1 castle completely empty, or with 1-2 players emp breaking.
1 castle with 40-50 members (at most)
Please enlighten us why you feel the cap should accomodate your guild of 50, or even lowered to 35, when there isnt even enough competition to fill war in both castles. Closing one castle will further limit the chance of a guild rising up to become big enough to compete, and may even give up if there is only 1 castle open.
Threaten to leave/quit if we dont do as you ask? Then leave. We will not tolerate influential players to call the shots and threaten to leave when they dont get their way. I can almost guantantee that your 50 members will not blindly follow you, leave the server and their hard work behind just to start somewhere else, just because your ego was hurt.
There should be 3-4 guilds of 20 members each in with our current population, guild cap and castles open. We are not seeing that yet, so I dont see why we should increase the guild cap to 35 or 50.