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Potential problem and some drawbacks with hard content.
Vanguard would be a good example, with this game everything is assuming a persistently large population. I played Vanguard shortly after SOE took over and introduced the trial island. This was a time where the population was "Just ok ". I'm judging this by doing a player count using the social panel and seeing a large amount of players in central hubs and popular questing areas. Being "just ok" in population many zones had few players as you moved higher.......Problem is many quest were group quest and the population didn't support that.
Very little could be done in zones such as this if the populations were low.
I consider myself good at finding players using the social panel and constantly chatting with others, yet still in many cases I couldn't fill the requirements made to play.
I hate mega servers, this splits communities. Good well organized guilds would help solve this, but often their are too many Guilds and smaller guild players would miss out. GUILDS WOULD HAVE TO BE LARGE.
A big problem with mmos, especially with relying on a social community is Wayyyy to many Guilds. Everyone wants to be Guild Master, the head cheese. Small Guilds such as this cant support players at all levels. Think about it, how can you expect to have five players WILLING to group between levels 20-25 if Guilds are small ?
Make Guilds extremely hard to start. Or better yet, limit the amount of Guilds.