Quote Originally Posted by DrthCaedus View Post
I think the problem here is that people shift their blame to the guild rather than the source of the server retention problems:Tynon. One guild building up and dominating a server is a symptom of the way Tynon has set up their game. It is too boring and repetitive to retain new players who show up and just begin. The only real PvP action in the game on a server is GW's and it comes with wonderful buffs, but as soon as a guild begins to gain more than 3 or 4 of them they massively outpace the other players on the server. The other players can no longer compete. This isn't the controlling guilds fault, but rather it is Tynon's for not putting contingencies in place. A way to fix this is to put a cap on the amount of Guild cities any single guild can own (I think 5 would be appropriate, and only 66% of a level for lvl 3 and 4). This would even out game-play and make it GW's more competitive giving people something to work for, and the ability to actually stay on relatively competitive grounds.
^^^^ This!!! This is why I'm not blaming the guilds, but rather attacking the heart of the matter. People tend to blame the guilds, but it is Tynon's game balancing that is the real underlying cause of server's dying. Many top guilds even know this is an issue and strive to maintain a balance of power on servers. You know your game has balance issues when top guilds sometimes go out of their way to ensure that others have some cities to prevent a server from dying.