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.[1]
Les forteresses de guilde sont des objectifs dans les guerres de guildes.[2] Elles sont contestées régulièrement.[3] Les développeurs décideront si les forteresses de guilde seront implémentées dans le jeu ou mises de côté.[3]
- 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.[3] – Steven Sharif
Guerres de guilde
Guerres de guilde are objective-based PvP events between guilds.[4][2]
- Guerres de guilde can be declared at any time, but the objectives will only spawn during server prime-time.[5][6]
- Players can kill each other at any time during the war (not only during server prime-time).[5]
- Guild war objectives are intended to dynamically spawn based on various conditions that exist within each guild.[4][7][8][6]
- 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.[7][9]
- Guild wars operate outside the PvP flagging system.[10][11][12][13][9]
- Death penalties (mostly) do not apply to objective-based events, such as guild wars.[10][11][12][13]
- 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.[4] – Steven Sharif
Guild war objectives
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.[4][7][2][8]
- 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.[4][8][2]
- 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.[2] – 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.[4][2]
- Objectives may be based on whether a guild is a patron guild of a node.[4]
- Objectives may spawn based on the home node of the guild leader and/or officers.[4]
- Guild wars can be declared at any time, but the objectives will only spawn during server prime-time.[5]
- 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.[8]
- Guild war objectives are intended to be more fluid than castle siege objectives.[8]
Guild war mechanics
- Guerres de guilde can be declared at any time, but the objectives will only spawn during server prime-time.[5][6]
- Players can kill each other at any time during the war (not only during server prime-time).[5]
- Guild war objectives are intended to dynamically spawn based on various conditions that exist within each guild.[4][7][8][6]
- 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.[7][9]
- Guild wars operate outside the PvP flagging system.[10][11][12][13][9]
- Death penalties (mostly) do not apply to objective-based events, such as guild wars.[10][11][12][13]
Guild housing
The term "guild housing" refers to guild buildings and not guild owned player housing.[15]
Salles de guilde
Salles de guilde serve as a focal point for a guild, offering a host of benefits and customization options.[17]
- When a guild reaches a certain level, its guild master is granted a certificate to enable placement of a guild hall.[3]
- Guild halls may be placed within Baronies within the ZI of a node.[18]
- A barony can only have a single guild hall.[18]
- The number of baronies that can have an active guild hall is determined by the node's stage.[19][20]
- 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.[19] – 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.[21][3][8][21]
- 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.[22]
- The design of guild-halls is currently subject to active iteration by the developers.[23]
- Guild halls can only be destroyed by a successful node siege. This contrasts with guild fortresses, which can be sieged in a guild war.[3][2][1]
- Guild halls are objectives in guild wars.[2]
- A guild hall only houses a single guild.[24]
Avantages
Salles de guilde unlock actions a guild can perform within a node.[25]
- Allow guilds to participate in the shareholder system.[25]
Châteaux de guilde
Cinq châteaux de guilde existent dans Ashes of Creation.[26][27] Ces châteaux seront initialement occupés par un adversaire PNJ. Ce sont les principaux antagonistes dans l'histoire.[28]
- 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.
Avantages
Châteaux de guilde provide benefits and trophies for guilds that capture and control them.[29][30]
- These benefits increase the longer a guild holds its castle.[29]
There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them.[31] – Steven Sharif
Guild castles exert a King or Queen's presence over nodes within their region.[29][31][32]
- Levy taxes for the purposes of defense (additional to taxes already imposed by node governments).[29][32]
- Activate events and abilities that benefit node citizens under their rule.[29][32]
- Establish special relationships with Maires to help build up the three dedicated castle nodes.[29]
- Unlock additional types of buildings in nodes.[32]
- Exert control and pressure over one of the five economic regions.[29]
Voir également
Les références
- ↑ 1.0 1.1
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Podcast, 2018-08-04 (1:54:15).
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Entrevue, 2019-04-21 (45:45).
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 Entrevue, 2023-09-10 (18:10).
- ↑ 5.0 5.1 5.2 5.3 5.4
- ↑ 6.0 6.1 6.2 6.3 Direct, 2017-05-22 (52:01).
- ↑ 7.0 7.1 7.2 7.3 7.4 Direct, 2020-12-22 (1:08:41).
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 8.6 Podcast, 2018-08-18 (1:12:34).
- ↑ 9.0 9.1 9.2 9.3 9.4 Direct, 2017-05-15 (17:20).
- ↑ 10.0 10.1 10.2 10.3 Direct, 2023-02-24 (1:29:45).
- ↑ 11.0 11.1 11.2 11.3 Direct, 2022-06-30 (1:14:52).
- ↑ 12.0 12.1 12.2 12.3 Direct, 2021-08-27 (1:22:56).
- ↑ 13.0 13.1 13.2 13.3 Direct, 2020-12-22 (1:13:51).
- ↑ Direct, 2023-03-31 (1:24:21).
- ↑ Direct, 2017-07-28 (18:07).
- ↑
- ↑ 17.0 17.1
- ↑ 18.0 18.1 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 19.0 19.1 Podcast, 2023-07-15 (6:25).
- ↑
- ↑ 21.0 21.1 Direct, 2020-02-28 (1:06:51).
- ↑
- ↑ Direct, 2023-06-30 (1:48:17).
- ↑ Direct, 2017-05-22 (56:48).
- ↑ 25.0 25.1 Direct, 2017-05-19 (51:20).
- ↑ 26.0 26.1 26.2 26.3 Blog: 10 facts about castle sieges in the MMORPG.
- ↑
- ↑ Podcast, 2018-04-23 (21:55).
- ↑ 29.0 29.1 29.2 29.3 29.4 29.5 29.6 29.7 Direct, 2020-08-28 (1:39:02).
- ↑ Direct, 2017-11-17 (49:30).
- ↑ 31.0 31.1 Entrevue, 2018-05-11 (47:27).
- ↑ 32.0 32.1 32.2 32.3 Podcast, 2017-05-05 (52:32).