Guild wars

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Versie door Lex (overleg | bijdragen) op 31 aug 2020 om 20:25 (Reorder sections)

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There will be default guild war objectives as well as objectives that dynamically spawn in the world based on the assets guilds own, the activities guilds have participated in, and other conditions.[1][2][3][4]

  • If the guild owns a guild hall, objectives might be related to capturing a quest item in or around the guild hall that is only visible to the warring guild. Capturing this objective may require channeling time.[1][4][3]
If you have a guild hall and a certain type of guild war is declared that is maybe a higher stakes war, some of those objectives will be centralized either at your guild hall, at the opponent's guild hall; could be a progression step towards the guild hall. It might be a specific a period of time that accumulates into into a central battle at the guild hall for an objective.[3]Steven Sharif
  • If the guild has recently completed a raid, objectives might include stealing one of the quest items that the guild received from killing that raid boss.[1][3]
  • Guild wars can be declared at any time, but the objectives will only spawn during server prime-time.[5]
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  • There may be bounty objectives to kill a particular guild member. The target may have increased damage mitigation and/or health against the warring guild and can call for help.[4]
  • Guild war objectives are intended to be more fluid than castle siege objectives.[4]

Server prime-time

Objective-based PvP events such as node sieges, castle sieges, guild wars, and node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[6][7][8]

  • Guild wars and node wars can be declared at any time, but the objectives will only spawn during the prime-time window.[5]

Guild war mechanics

Guild wars are objective-based PvP events between guilds.[1][3]

  • Guild wars are not permanent. Definitive victory/surrender conditions exist that are based on the level of the warring guilds and the assets that those guilds have.[2][10]
  • Guild wars are considered a core system of Alpha-2.[15]
Q: How do you plan on keeping wars fresh long term? Typically in other games wars become one dimensional in terms of strategy. Will intrepid be looking at map changes every few years, or will you give guilds / node mayors the ability to customize the layout or objectives of the battlefield?
A: Our guild wars have objective-based gameplay that spawn in the world based on several different factors and predicates that might exist. Some of those predicates might be where is your guild a patron guild of? Does your guild have a guild hall? What node is your guild leader and/or officers a citizen of? What was your last completed raid boss? All of those can serve as predicates to then spawn a certain objective within the world that players have to either engage with in a number of different manners. Either they can be kill objectives, they can be control objectives, they can be capture and move objectives. They could be a caravan caravan summons that need to take supplies from those objectives. The idea is to incorporate all of these other ancillary systems that exist within the game in some way shape or form- tie it into the guild war, because we've created those systems for a reason. We want players to engage with those systems, so why not hook those systems into the guild war format? And I think that that creates a very dynamic setting where it is not just about killing and logging out, but rather strategy in both your resource placement, how you respond, and when you respond, the composition of your raid/group teams. Those types of things play a role now in the outcome of those guild wars and I think they keep it fresh because it'll be different per war.[1]Steven Sharif
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Guild fortresses

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Guild fortresses are siegable guild halls within Ashes of Creation. These are different from nodes and castles.[16]

  • Guild fortresses are objectives in guild wars.[3] These are contested on a regular basis.[17]
  • The developers will decide if guild fortresses will be implemented in the game or shelved.[17]
The fortress design is also something that might be on the shelf. We haven't decided yet. We're going to look into it, but the idea behind the fortress is that this is a competitive guild hall so to speak where you have to contend for it on a regular basis so to speak; or can be taken from you necessarily. Whereas the guild hall is a structure similar to freehold structure can only be taken through successful sieges against a node per-se are not taken but destroyed.[17]Steven Sharif

Guild ladder

An inter-guild ladder will rank guilds based on their performance within competitive activities:[18][19]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[19]Steven Sharif

PvP seasons

Performance in various PvP systems (such as Caravans, Arenas, Guild wars) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[20][21]

Gear enhancement rewards

Gear enhancements are possible both during and after an item is crafted.[23][24]

There is a combination of systems that take an item to its max potential. Players will need to contribute in a certain number of these systems to reach max. Some of the systems are an either/or situation.[23]Kory Rice
The contribution of materials to crafting an item results in advancing the rarity of that item. Now, that doesn't exclude players who don't have the legendary or the higher quality contributed resources from progressing their common item up the rarity tree through enchantments such as scroll enchanting or through tempering the gear. Both of those can affect the quality and the rarity of the gear that you produce, but by contributing the resources during the crafting process you are getting a head start with the higher quality item and now are less dependent on those other avenues to achieve that, which might be again a different vertical space of progression that you don't have as good of access to.[24]Steven Sharif
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Guild alliances

Guild leaders can create an alliance at a later stage in guild progression by completing a quest.[33][34]

  • Once created, the leader can invite up to three other guilds to this alliance, but this is subject to change.[33][35][34]
  • A guild may only be a member of one alliance.[36]
  • There is no member cap in an alliance, only a maximum of four guilds.[34]
Will the largest guilds segment off into different chapters of their guild that are part of small guilds? Absolutely that will happen; and the way that we combat the efficacy of doing that always is through how we design our encounters and our events to incorporate the use-case of where smaller guilds and their passive abilities are necessary to overcome certain challenge ratings. Will it always be most beneficial for larger guilds to do that? No, not always. It depends on what they're encountering, but you absolutely will see some guilds leveraging that for sure.[33]Steven Sharif
You can only invite a number of guilds to the alliance before you must form a new alliance; and then those alliance can have a de facto friendship but they won't have any game component of connection. What the alliance system would allow is pooling of resources into by guild leaders into an alliance guild alliance bank. Will allow certain participation in different quest lines. It will allow common area chat for members and it will allow affiliations and gear that can be attained as well.[37]Steven Sharif
  • Guilds may enter into trade agreements.[38]
We have a specific system that relates to being able to invite another guild into an alliance that sets a flag on those characters with regards to being able to combat them, being able to share a chat system with them, being able to participate in specific types of quests and/or alliance warehouses and guild homes; with regards to the relationship of castle sieges and participating in node warfare and node activities. If you're not in an alliance with someone, you're in a neutral state so to speak. You can have trade agreements between different guilds and then you can also have Guild Wars which shows a state of war between you guys. I think that's the baseline of how we're going to develop interaction between guilds.[38]Steven Sharif
  • Due to the lack of fast travel, guilds will need to plan to have people in the right place at the right time. Allianties with other guilds will help enable that.[39]

Ashes of Creation kan specifieke inhoud hebben die rondom allianties draaien.[40]

De inhoud die specifiek rondom allianties, en hun progressie binnen de ontwikkelingen van allianties draaien; en de mogelijkheid tot het delen van gemeenschappelijke diensten tussen guilds die deel uitmaken van de alliantie. Daarnaast denk ik dat het toelaten om allianties bepaalde relaties met de Nodes aan en uit te schakelen als een interactie, toegevoegde waarde kan hebben. Dat gaat zeker een interessante dynamiek geven voor de spelers die deel uitmaken van die specifieke Node waarvan de relatie is aangezet, of van leden van de alliantie. Dus ik denk dat het bouwen van systemen uiteindelijk gaan draaien over het opbouwen van relaties en de kanalen zodat deze spelers een band kunnen creëren, en hoe meer lagen je hebt tussen alle verschillende guilds en spelers, hoe duurzamer de relatie.[40]Steven Sharif

Affiliations

Een verwantschapsboom bepaalt welke entieiten kunnen deelnemen aan aanvallen tegen anderen entiteiten binnen zijn hiërarchie.

Er is nodeburgerschap. Er zijn guilds. Er zijn allianties. Er zijn parties. Er zijn raids. Er zijn families. Al deze verwantschapstypen hebben een hiërarchie. De hoogste hiërarchie is je nodeverwantschap: Je burgerschap is dus je grootste, superieure relatie. In theorie zou dit betekenen dat je tegen je eigen guildmates zou moeten vechten wanneer je guild meerdere nodes in bezit heeft die met elkaar in gevecht zijn. Je guildmates die burger zijn van de ene node zouden zich moeten verdedigen tegen guildmates van de andere node.[42]Steven Sharif

Al deze dingen hebben enige vorm van hiërarchie; binnen deze hiërarchie heb je de mogelijkheid om deel te nemen binnen verschillende systemen. Bijvoorbeeld, als je een node onder je vazalstaat hebt die gevallen is, en je bent een burger van de moedernode, dan kun je meedoen met een belegering van de vazalnode. Als je burger bent van de vazalnode kun je niet meedoen als aanvaller tegen de moedernode. Er is dus een hiërarchie, tenzij je natuurlijk je afstand doet van je burgerschap.[43]Steven Sharif

Siege participation

Non-registered combatants are not permitted on the siege field in castle or node sieges.[44]

  • Players may choose to respawn at their HQ as long as they are registered.[47][50]
    • Non-registered guilds are not granted the ability to take ownership of the castle if victorious.[47]

Lower level characters will have usefulness in mass combat that does not depend on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[52]

Zie ook

Referenties

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Interview, 2023-09-10 (18:10).
  2. 2.0 2.1 2.2 Livestream, 2020-12-22 (1:08:41).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Podcast, 2018-08-04 (1:54:15).
  4. 4.0 4.1 4.2 4.3 4.4 Podcast, 2018-08-18 (1:12:34).
  5. 5.0 5.1 5.2 5.3 steven-wars-prime-time.png
  6. Interview, 2020-07-29 (31:05).
  7. Interview, 2020-07-18 (13:13).
  8. Interview, 2020-07-08 (22:37).
  9. 9.0 9.1 Livestream, 2017-05-22 (52:01).
  10. 10.0 10.1 10.2 Livestream, 2017-05-15 (17:20).
  11. 11.0 11.1 Livestream, 2023-02-24 (1:29:45).
  12. 12.0 12.1 Livestream, 2022-06-30 (1:14:52).
  13. 13.0 13.1 Livestream, 2021-08-27 (1:22:56).
  14. 14.0 14.1 Livestream, 2020-12-22 (1:13:51).
  15. Livestream, 2023-03-31 (1:24:21).
  16. kickstarter fortress.png
  17. 17.0 17.1 17.2 Interview, 2019-04-21 (45:45).
  18. 18.0 18.1 18.2 18.3 Livestream, 2021-06-25 (1:12:37).
  19. 19.0 19.1 19.2 19.3 Interview, 2020-07-29 (14:28).
  20. Livestream, 2021-09-24 (1:22:46).
  21. 21.0 21.1 21.2 21.3 21.4 Interview, 2020-07-18 (16:34).
  22. Livestream, 2024-01-31 (59:45).
  23. 23.0 23.1 Podcast, 2023-12-03 (17:10).
  24. 24.0 24.1 24.2 24.3 Livestream, 2023-11-30 (1:38:47).
  25. Video, 2023-11-30 (1:01:04).
  26. Video, 2023-11-30 (59:21).
  27. Livestream, 2017-05-26 (5:25).
  28. enchanting.png
  29. Livestream, 2023-11-30 (1:54:37).
  30. Livestream, 2018-06-04 (1:11:19).
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  32. Interview, 2020-07-18 (14:22).
  33. 33.0 33.1 33.2 Livestream, 2023-04-28 (1:28:14).
  34. 34.0 34.1 34.2 Interview, 2018-08-08 (16:12).
  35. Livestream, 2021-06-25 (1:25:55).
  36. Livestream, 2021-06-25 (1:29:26).
  37. 37.0 37.1 37.2 37.3 37.4 Interview, 2018-08-08 (17:13).
  38. 38.0 38.1 38.2 38.3 Livestream, 2019-01-11 (1:04:32).
  39. Livestream, 2017-05-05 (23:26).
  40. 40.0 40.1 40.2 40.3 40.4 Podcast, 11 mei 2018 (21:07).
  41. Livestream, 2024-07-29 (1:07:20).
  42. 42.0 42.1 42.2 42.3 42.4 42.5 42.6 Livestream, 29 maart 2019 (17:10).
  43. 43.0 43.1 43.2 43.3 43.4 43.5 43.6 43.7 Interview, 11 mei 2018 (58:07).
  44. siege-combatants.png
  45. steven-siege-zone.png
  46. Livestream, 2021-04-30 (41:18).
  47. 47.0 47.1 47.2 47.3 Podcast, 2021-04-11 (49:40).
  48. Blog: Creative Director's Letter, April 14 2021
  49. siege-barrier.png
  50. siege-respawn.png
  51. siege-stragglers.png
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