Guild leadership tools
The developers are considering a number of leadership tools for guilds:[1][2][3]
- Recruitment tools.[2][3]
- Management tools.[2][3]
- Delegation tools.[2][3]
- Motivational systems.[2][3]
- Communication tools.[2][3]
- Roster.[2][3]
- Standard guild ranks (such as Guild leader and officers).[5]
- Custom rank names.[5]
- A list of available permissions per rank/role.[5]
- Departments/micro-structures (such as battallions) within the guild structure with an associated leader.[6][5]
- Freehold permissions may be associated with these micro-structures.[6]
- The idea behind guild permissions for freeholds, is that within guilds there will be micro-structures of battallions etc. If we end up allowing guild permissions for freeholds it will likely only apply to the other members within the guild's micro-structure.[6] – Steven Sharif
- Audit logs may be available to guild leaders and officers.[7]
- Guild stats.[8]
- Information about guild membership, such as archetype and class makeup will be made available.[8]
- Access to guild stats is subject a permissions structure.[8]
- For me personally, being a guild leader of a very large guild in the past, these types of administrative functions are life savers for guild leaders... Guild leaders are a very important part of the community for MMORPGs in general and the reason for that is- think of it like a queen on the board- "I bring order to chaos". To a degree, guild leaders are that order to the chaos. They help organize- they do so through lieutenants- they delegate responsibilities. There are good leaders, there are bad leaders, but essentially it's a highly social environment and if you can find a good guild and that guild is augmented with complimentary services from the company, from the game itself, it just makes that life easier and allows them to execute better. So in my opinion that is an important aspect.[4] – Steven Sharif
- Guild management tools are expected to be available at the start of Alpha-2.[1]
Guild formation
Il y a des prérequis pour la création d'une guilde :[9]
- Un nombre minimum de membres, environ cinq joueurs.[9]
- Un coût en matériaux et en monnaie.[9]
- La réalisation d'une série de quête.[9]
- Une exigence de niveau minimum.[9]
- Les joueurs pourront peut-être former des guildes dans les zones de départ si les conditions minimales sont remplies.[10]
Les noms de guildes peuvent comporter jusqu'à 30-32 caractères.[11]
Guild membership
A character may only be a member of a single guild.[12]
- Alts on the same account can join different guilds.[12]
- Intrigue, espionage and intelligence gathering is a legitimate aspect of the game.[12]
- A guild may only have a single guild leader.[13]
- Transfer of guild leadership is possible, but mechanics on transferring leadership if a guild leader has abandoned the guild have not been finalized.[14]
- Guild masters can issue payouts to guild members.[15]
Guild invites
Characters may be invited to join a guild from anywhere on Verra.[16]
- Invites can be done through the guild UI.[16]
- There will also be a guild invite chat command.[16]
Server reservations
Server reservations allow guild members as well as unaffiliated players to reserve character slots on a server starting in the Beta testing stages of the game.[17]
This would likely be utilized more so by guilds than that would be solo or unaffiliated players; and I believe that the solo player they may have friends that they want to play with. That's fine, they can also still with those friends do the reservation system, but the player who is just joining the game fresh and doesn't have a community that they're part of, I don't think they really mind in that regard and will not utilize that system.[17] – Steven Sharif
Guild benefits
Voici différents avantages de guilde envisagés par les développeurs :[2]
- Améliorations d'équipement.[18]
- Compétences passives.[2]
- Lignes de quêtes.[2]
- Halls de guilde.[2]
- Châteaux de guilde.[2]
- Activités de guilde.[2]
- Nom de la guilde affiché à côté du nom du personnage.[19]
- Tabards de guilde.[19]
- Montures de guilde.[19]
- Manteaux de guilde.[19]
- Bardage pour montures de guilde.[19]
Guild progression
Guild progression occurs through participation in different systems.[20]
Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[20][22][23]
- Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.[20]
- Augmentation may apply at the upper tiers of guild progression.[20]
- Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[24]
- Guild size can be traded off for guild progression.[20][25]
- The higher the guild's member cap, the fewer available skill options will be available to that guild.[26]
- Guild alliances may be a key part in creating a larger "guild".[25]
- Salles de guilde can be unlocked at a certain stage of guild advancement.[22]
- Guilds cannot respec their skill points once allocated. This is subject to testing.[27]
- It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can put together and give your guild its own identity.[20] – Jeffrey Bard
Guild size
Guild size of 300 is currently the maximum cap that can be attained by leveling the guild and selecting the path of size as opposed to the path of guild skills.[26]
- What we're trying to create is an environment where there's a duality between guilds that try to go towards population and then guilds that choose to forego population in exchange for a deeper access to passive skills that the players have access to. Will the meta be for many smaller guilds to co-locate with each other? Yes, I'm sure that will be utilized by some number of smaller guilds in order to try to combat the numbers that other guilds might have access to. I don't think that that's a bad thing. I don't necessarily know if that's a meta either, because it's going to be beneficial for larger guilds to be allied with smaller guilds that might have access to those passive abilities that they don't have access to. So, what I think the meta will actually be is probably a mixture of large guild and small guilds that exist within the alliances so that they can overcome the types of challenges that occur in objective-based gameplay for events, where you need the smaller guild with the passives to overcome the challenge rating, but you also need the numbers from the larger guilds in order to engage with the opponent at the choke points.[28] – Steven Sharif
- Guild size can be traded off for guild progression.[20][25]
- Guild alliances may be a key part in creating a larger "guild".[25]
- Q: What’s the minimum guild size to really have a meaningful impact on the realm?
- A: This is a tough question to answer. Single individuals can have a large impact on the realm without guild support, in the form of mayorships, Artisanship, economic opportunities, etc. We’re also balancing guilds through guild levels, where guilds must choose between size and effectiveness - smaller guilds will have an opportunity to get a leg up through abilities that larger guilds can’t afford to take. At the end of the day, having clear goals and organizational structure will likely matter more than raw numbers.[30] – Sarah Flanagan
There are mechanics that are geared towards larger and smaller guilds.[25]
- Larger guilds can siege fortresses.[25]
- Larger guilds won’t have access to power boosting guild ability slots.[25]
- Small groups can do some things better than larger groups.[25]
- Sieges will have things that smaller groups have an advantage in.[25]
- It's important to note that the 300 is the maximum cap that is attained by leveling the guild and selecting the path of size as opposed to the path of guild skills. So the larger you choose to allow for members to join your guild, increasing that member cap, the less focused and honed the available skill options will be from a guild level up perspective for guild members. So the way that works is it plays as a balance/counterbalance to larger guilds versus smaller more honed and focused guilds. It gives them an equitable edge of participation.[26] – Steven Sharif
- If you have more objective-based combat that revolves around high mobility and agility strong focus, organization I would expect the smaller guild to outperform the larger guild with regards to that. If you're speaking purely a numbers game and they're meeting on the field then I would expect the larger guild to perform in that. The balance comes in our play scenarios. Do we offer solely a field based combat system where you show up with the numbers you have in which case you lean heavily towards zergs or do you implement designs that feature both components of objective based combat that involves organizational rule as opposed to just having that field presence; and we intend to offer both.[26] – Steven Sharif
- There are absolutely guilds out there that have a large following and good organizational leadership and can structure their raids well; and I think those will be the most performing in the game obviously; and that's where then guild sizes come to play creating the opportunity for division in the game to allow for this subterfuge to play a role and politics and stuff like that. But our focus is making a place for smaller guilds to be competitive with larger guilds as well.[31] – Steven Sharif
Augmentations d'équipement
Des améliorations d'équipement (pierres de puissance / runes) peuvent être appliquées aux armes pour ajouter des types de dégâts élémentaires ou énergétiques.[32][33]
- Les améliorations d'équipement n'augmentent pas le niveau requis d'un objet.[34]
Nous allons très probablement avoir un système de runes et ensuite nous aurons la possibilité d'enchanter des armes en dehors de cela aussi... Ce ne sera pas toujours comme une progression verticale... Une partie demandera d’abandonner quelque chose pour obtenir autre chose ; alors peut-être que je fais moins de dégâts physiques mais plus de dégâts magiques, ce genre de chose.[33] – Jeffrey Bard
- La Progression dans divers systèmes JcJ débloquera des pierres d'enchantement qui accordent des avantages temporaires axés sur le PvP à l'équipement (via un système de sertissage).[35] Les performances sont mesurées sur des saisons PvP de six mois.[18] – Steven Sharif
Ce n'est pas comme si vous alliez nécessairement les acquérir une fois et ensuite vous êtes prêt pour vos enchantements PvP, mais au lieu de cela, vous devrez continuellement performer mois après mois afin de continuer à avoir ces enchantements.[35]
Guild housing
The term "guild housing" refers to guild buildings and not guild owned player housing.[36]
Salles de guilde
Salles de guilde serve as a focal point for a guild, offering a host of benefits and customization options.[38]
- When a guild reaches a certain level, its guild master is granted a certificate to enable placement of a guild hall.[39]
- Guild halls may be placed within Baronies within the ZI of a node.[40]
- A barony can only have a single guild hall.[40]
- The number of baronies that can have an active guild hall is determined by the node's stage.[41][42]
- Only a limited subset of the guild halls available around the node are available concurrently... So you might only have two that might be available at fifth level and then three at sixth level of a node; and the guilds have an opportunity to select from the six available which three are going to be active.[41] – Steven Sharif
- Guildes mécènes may also place their guild hall within (the footprint of) their patron node. These guild halls have different perks and benefits to halls placed within Baronies.[43][39][44][43]
- Patron guild halls placed within Baronies may have the ability to confer benefits to surrounding estates within that node by speccing into passives in their guild skill tree and carrying out a lengthy quest line.[45]
- The design of guild-halls is currently subject to active iteration by the developers.[46]
- Guild halls can only be destroyed by a successful node siege. This contrasts with guild fortresses, which can be sieged in a guild war.[39][47][48]
- Guild halls are objectives in guild wars.[47]
- A guild hall only houses a single guild.[49]
Guild freeholds
Lorsqu'une guilde atteint un certain niveau, son maître de guilde reçoit un certificat de freehold de guilde permettant de placer un hall de guilde.[39]
Châteaux de guilde
Cinq châteaux de guilde existent dans Ashes of Creation.[50][51] Ces châteaux seront initialement occupés par un adversaire PNJ. Ce sont les principaux antagonistes dans l'histoire.[52]
- Les guildes ont une période de temps pour monter de niveau afin d'assiéger ces châteaux.
- Ces châteaux seront très difficiles à prendre aux PNJs.
- Les nœuds de château seront absents autour de châteaux de PNJs.
Forteresses de guilde
Les forteresses de guilde sont des halls de guilde assiégeables sur Ashes of Creation. Elles sont différentes des nœuds et des châteaux de guilde.[48]
Les forteresses de guilde sont des objectifs dans les guerres de guildes.[47] Elles sont contestées régulièrement.[39] Les développeurs décideront si les forteresses de guilde seront implémentées dans le jeu ou mises de côté.[39]
- La conception des forteresses est également quelque chose qui pourrait être mis de côté. Nous n'avons pas encore décidé. Nous allons l'examiner, mais l'idée derrière la forteresse est qu'il s'agit d'un hall de guilde compétitif, où vous devez le contester régulièrement ; ou qu'il peut vous être pris. Alors que le hall de guilde est une structure similaire à celle d'un freehold qui ne peut être pris que par des sièges réussis contre un nœud, ces derniers ne sont pas pris mais détruits.[39] – Steven Sharif
Voir également
Les références
- ↑ 1.0 1.1 Entrevue, 2023-07-09 (1:52:20).
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 Direct, 2017-05-05 (31:08).
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 Direct, 2017-05-19 (19:23).
- ↑ 4.0 4.1 Podcast, 2020-11-15 (52:50).
- ↑ 5.0 5.1 5.2 5.3 Direct, 2021-09-24 (1:24:16).
- ↑ 6.0 6.1 6.2
- ↑ 7.0 7.1 7.2 7.3 7.4 Direct, 2020-09-30 (1:06:14).
- ↑ 8.0 8.1 8.2 Direct, 2021-11-19 (52:35).
- ↑ 9.0 9.1 9.2 9.3 9.4 Entrevue, 2018-08-08 (15:07).
- ↑ Direct, 2017-11-17 (40:56).
- ↑ Direct, 2021-02-26 (1:09:28).
- ↑ 12.0 12.1 12.2 Podcast, 2017-05-05 (47:20).
- ↑ Direct, 2017-05-17 (58:18).
- ↑ Direct, 2017-05-26 (47:35).
- ↑
- ↑ 16.0 16.1 16.2 Direct, 2020-12-22 (1:09:38).
- ↑ 17.0 17.1 Direct, 2020-07-25 (1:06:43).
- ↑ 18.0 18.1 Entrevue, 2020-07-18 (14:22).
- ↑ 19.0 19.1 19.2 19.3 19.4 Direct, 2017-05-22 (51:00).
- ↑ 20.00 20.01 20.02 20.03 20.04 20.05 20.06 20.07 20.08 20.09 20.10 20.11 20.12 Direct, 2018-09-27 (55:39).
- ↑ 21.0 21.1 21.2 Direct, 2017-05-19 (22:10).
- ↑ 22.0 22.1 Entrevue, 2020-07-19 (36:07).
- ↑
- ↑ Direct, 2020-06-26 (1:31:53).
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 25.6 25.7 25.8 Direct, 2017-05-05 (23:26).
- ↑ 26.0 26.1 26.2 26.3 26.4 Entrevue, 2018-08-08 (9:36).
- ↑ Direct, 2020-10-30 (1:11:13).
- ↑ Direct, 2023-04-28 (1:28:14).
- ↑ Direct, 2019-06-28 (1:25:24).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ Entrevue, 2018-08-08 (11:52).
- ↑ Direct, 2018-06-04 (1:11:19).
- ↑ 33.0 33.1 Direct, 2018-06-04 (21:37).
- ↑ Direct, 2021-03-26 (1:15:57).
- ↑ 35.0 35.1 35.2 35.3 35.4 Entrevue, 2020-07-18 (16:34).
- ↑ Direct, 2017-07-28 (18:07).
- ↑
- ↑ 38.0 38.1
- ↑ 39.0 39.1 39.2 39.3 39.4 39.5 39.6 Entrevue, 2019-04-21 (45:45).
- ↑ 40.0 40.1 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 41.0 41.1 Podcast, 2023-07-15 (6:25).
- ↑
- ↑ 43.0 43.1 Direct, 2020-02-28 (1:06:51).
- ↑ Podcast, 2018-08-18 (1:12:34).
- ↑
- ↑ Direct, 2023-06-30 (1:48:17).
- ↑ 47.0 47.1 47.2 Podcast, 2018-08-04 (1:54:15).
- ↑ 48.0 48.1
- ↑ Direct, 2017-05-22 (56:48).
- ↑ 50.0 50.1 50.2 Blog: 10 facts about castle sieges in the MMORPG.
- ↑
- ↑ Podcast, 2018-04-23 (21:55).