Social organizations

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Social organizations are ways for players to interact with the world around them in a different manner. They are about creating micro communities within the game.[2]

  • Social organizations start to patronize Nodes once they advance to Town (fase 4).[3]
The whole idea of these societies is that they are a mechanism for progression that do not have to rely on your level progression. These are different progression paths that players can participate in. If you don't want to leave a node in your gameplay experience and you want to find as much as you can do within that city, these offer those things. Now, some quests might take you outside of the city to hunt and pursue things, but you could also perfectly be a person that is a merchant and purchases them from other travelers instead of having to go do it yourself. We want to offer players a diverse method of progression; and these systems house those benefits.[4]Steven Sharif
Sometimes two organization's goals might not align with each other and there'll be conflict there, but it's not going to be like everybody in the Traders Guild is at war with everybody in the Thieves Guild.[5]Jeffrey Bard
  • Social organizations are run by NPCs, however there will be ranks that certain members can attain that will grant some influence over the organization.[6]
Q: Is the team developing social and religious organizations in a modular way so that player created ones could be made to exist later?
A: We are not developing those in a modular way because there is a very specific intent for those those disparate paths; and they are unique paths of progression that's intended both with a religious system as well as the social organization; and there are certain reward structures that live at the end of those paths- at the top of those paths you might say that we might not want to leave in the hands of players to modularize. Not that it's not something we can do, but rather keeping containers for certain types of reward structures helps to guard against more balance breaking issues.[9]Steven Sharif

Types

Different types of Social organizations have different objectives relating to their specific types of game play.[2]

Joining

Players may only pledge loyalty to one social organization at a time.[2]

  • Social organizations are system generated. They are not owned by players.[10]

Benefits

Progression within a social organization offers different rewards.[11]

If you are part of a town that has been developed and the Scholar's Academy has the most amount of work from the players, that becomes a patron organization of the city so will grant certain benefits and services to players that they can participate in, that relate to their position within the Scholar's academy. Augments are a huge thing that these different societies will offer. They're not going to be a lot of arguments within the society's progression: It will probably be around 3 or 4 that exist per organization. So, you'll have to really investigate and study which organization is most beneficial for the path you've chosen with your archetype or whatever role you wish to have in the world.[4]Steven Sharif
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Social organizations offer special cosmetics.[4]

Social organizations have a role in artisan progression.[4]

Social organizations may relate to which bosses might need to be killed first and may affect building progression of a node.[2]

Social organization augments

Social organizations unlock Up to 3 or 4 augments based on:[12][13][4][14]

  • Whether the organization is the patron of their node: Meaning it contributes the most amount of work to the node from its members.[4]
  • A player's progression within that organization.[4]
You're gonna see augments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[14]Jeffrey Bard

Progression

Social organization progression is achieved through accomplishing tasks or quests within that social organization.[2]

  • Some progression is static, but more competitive achievements will be seasonal, based on a ladder system.[15]
info-orange.pngSommige van de volgende informatie is niet recentelijk bevestigd door de ontwikkelaars en staat mogelijk niet op de huidige ontwikkelingsroutekaart.

There are hierarchical paths pertaining to specific questlines for the organization's thematic.[2] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[16]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[2]
Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[17]Steven Sharif

Leaving

A player can switch organizations, but will lose progress in their previous organization.[2]

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.[19]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.[20]Steven Sharif

Patron guilds

Patron guilds unlock the following benefits for their members.[21]

- Whether an organization is the patron of their node means it contributes the most amount of work to the node from its members.[4]

Any number of guilds can be in a node, but the number of patron guilds within a node is limited by node stage.[22]

Beelden

Zie ook

Referenties