Guildes
Guildes in Ashes of Creation are still pre-alpha design that will need testing and feedback from the community.[1]
Châteaux de guilde
Cinq châteaux de guilde existent dans Ashes of Creation.[2][3] Ces châteaux seront initialement occupés par un adversaire PNJ. Ce sont les principaux antagonistes dans l'histoire.[4]
- 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.
Guild formation
Players may be able to form guilds in starting areas if minimum requirements are met.[5]
Guild membership
A character may only be a member of a single guild.[6]
- Alts on the same account can join different guilds.
- Intrigue, espionage and intelligence gathering is a legitimate aspect of the game.
- A guild may only have a single guild leader.[7]
- Transfer of guild leadership is possible, but mechanics on transferring leadership if a guild leader has abandoned the guild have not been finalized.[8]
Guild progression
Guild progression occurs through participation in different systems.[9]
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.[9][11][12]
- 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.[9]
- Augmentation may apply at the upper tiers of guild progression.[9]
- Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[13]
- Guild size can be traded off for guild progression.[9][14]
- The higher the guild's member cap, the fewer available skill options will be available to that guild.[15]
- Guild alliances may be a key part in creating a larger "guild".[14]
- Salles de guilde can be unlocked at a certain stage of guild advancement.[11]
- Guilds cannot respec their skill points once allocated. This is subject to testing.[16]
- 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.[9] – Jeffrey Bard
Guild size
There are mechanics that are geared towards larger and smaller guilds.[1]
- Larger guilds can siege fortresses.
- Larger guilds won’t have access to power boosting guild ability slots.
- Small groups can do some things better than larger groups.
- Sieges will have things that smaller groups have an advantage in.
Guild size is currently 250-300 members.[17]
Guild alliances
Les leaders de guilde peuvent créer une alliance à un certain niveau en terminant une quête.[18]
- Une fois créée, le leader peut inviter jusqu'à trois autres guildes dans cette alliance.[18]
- Il n'y pas de limite de membres dans une alliance, seulement un maximum de quatre guildes.[18]
- Les leaders de guilde pourront mettre en commun les ressources dans une banque d'alliance de guildes.[19]
- Il y aura des quêtes spécifiques aux alliances.[19][20]
- Les membres d'une alliance partageront un canal de discussion commun.[19][20]
- Les alliances auront des affiliations et pourront obtenir de l'équipement.[19]
- Les guildes pourront conclure des accords commerciaux.[20]
Vous pouvez seulement inviter un certain nombre de guildes dans une alliance avant de devoir former une nouvelle alliance, et ainsi ces alliances peuvent avoir de facto une amitié, mais elles ne seront pas connectées par un composant du jeu. Ce que le système d'alliance permettra, c'est la mise en commun de ressources par les leaders de guildes dans une banque d'alliance de guildes. Ça permettra la participation à différentes quêtes. Ça permettra un espace de discussion commun pour les membres ainsi que les affiliations et l'obtention d'équipement.[19] – Steven Sharif
Nous avons un système spécifique qui consiste à pouvoir inviter une autre guilde dans une alliance, ce qui marque ces personnages pour ce qui concerne la possibilité de les combattre, de partager avec eux un système de discussion, de participer à des types de quêtes spécifiques et/ou des entrepôts d'alliance et des maisons de guilde ; pour une association à des sièges de châteaux et la participation des guerres et des activités de nœuds. Si vous n'êtes pas dans une alliance avec quelqu'un, vous être en quelque sorte neutre. Vous pouvez avoir des accords commerciaux entre différentes guildes et ensuite vous pouvez avoir des guerres de guildes qui indiquent un état de guerre entre vous. Je pense que c'est la base de comment nous allons développer les interactions entre les guildes.[20] – Steven Sharif
Du fait du manque de voyage rapide, les guildes devront prévoir d'avoir des personnes au bon endroit au bon moment. Les alliances avec d'autres guildes aideront à rendre cela possible.[14]
Il y aura des mécaniques en jeu qui pourraient donner des guerres d'alliances pour ainsi dire : une guerre entre guildes et une guerre entre alliances peut-être. Lorsque nous creuserons le sujet des guerres de guildes dans le blog, nous parlerons des alliances.[21] – Steven Sharif
Guerres de guilde
Guerres de guilde are objective-based PvP events between guilds.[22][23]
- Guerres de guilde can be declared at any time, but the objectives will only spawn during server prime-time.[24][25]
- Players can kill each other at any time during the war (not only during server prime-time).[24]
- Guild war objectives are intended to dynamically spawn based on various conditions that exist within each guild.[22][26][27][25]
- 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.[26][28]
- Guild wars operate outside the PvP flagging system.[29][30][31][32][28]
- Death penalties (mostly) do not apply to objective-based events, such as guild wars.[29][30][31][32]
- 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.[22] – Steven Sharif
Zergs
Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[1]
Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[35] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[36]
- Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[36] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[35]
- There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[36]
- There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[37]
We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[37] – Steven Sharif
Mechanics that encourage political intrigue will play a role in destabilizing zergs.[38]
The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[38] – Steven Sharif
Objective-based game play helps to balance the zerg mentality.[39]
I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[39] – Steven Sharif
Instanciation doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[40]
- There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[40]
Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[40] – Steven Sharif
Guild benefits
Ideas that are being considered by the developers:[41]
- Guild activities.
- Passives.
- Questlines.
- Salles de guilde.
- Châteaux de guilde.
- Name of guild displayed next to character name.[42]
- Guild tabards.[42]
- Guild mounts.[42]
- Guild coats.[42]
- Guild barding.[42]
Leadership tools
The developers are considering the following guild tools:[41][43]
- Recruitment tools.
- Management tools.
- Delegation tools.
- Motivational systems.
- Communication tools.
- Guild alerts.
- Board messages.
- In game chat.
- Calendar.
- Roster.
Guild emblems
The user interface will allow the creation of custom guild emblems.[44]
Crowdfunding guild rewards
Guild themed character cloaks were cosmetic rewards for backing at the Leader of Men level or higher in the Kickstarter and Summer crowdfunding campaigns.[45]
- Guild cloaks will work the same way that accessory appearances from the cosmetic packs work, in that they are applied to the item and take over that appearance. They can not be applied over costumes. [46] – Cody Peterson
Kickstarter/Summer crowdfunding guild rewards[47] are assigned to a guild by the owner of the reward.[48]
- Once assigned, the reward becomes an asset of that guild.[48]
- Guild members that leave the guild no longer have access to the unique items of that guild.[48]
Marchés boursier
Avec le développement des noeuds, les gouvernements de joueurs peuvent ouvrir une Bourse (aussi appelée Marché boursier et Marché des actions) où les joueurs peuvent acheter et vendre des actions de noeuds, guildes et organisations sociales.[49][50]
- La valeur des actions est influencée par des événements du monde ainsi que par la performance des noeuds, organisations sociales ou guildes.[51]
- Des indicateurs de référence, tels que les quêtes, les ressources proches, la progression des citoyens, et les achats d'immobilier local, détermineront la valeur des actions pouvant être achetées.[50]
- Les sièges stopperont la négociation des actions dans un noeud. Ceci ouvre un potentiel pour le sabotage économique.[49]
- Il n'y a pas de commission de régulation pour restreindre l'achat et la vente d'actions.[51]
Voir également
Les références
- ↑ 1.0 1.1 1.2 Livestream, 5 May 2017 (23:26). Erreur de référence : Balise
<ref>
non valide ; le nom « livestream-5-May-2017-23:26 » est défini plusieurs fois avec des contenus différents - ↑ 2.0 2.1 2.2 2.3 Blog: 10 facts about castle sieges in the MMORPG.
- ↑
- ↑ Podcast, 2018-04-23 (21:55).
- ↑ Livestream, 17 November 2017 (40:56).
- ↑ Podcast interview, 5 May 2017 (47:20).
- ↑ Livestream, 17 May 2017 (58:18).
- ↑ Livestream, 26 May 2017 (47:35).
- ↑ 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 Direct, 2018-09-27 (55:39).
- ↑ 10.0 10.1 10.2 Direct, 2017-05-19 (22:10).
- ↑ 11.0 11.1 Entrevue, 2020-07-19 (36:07).
- ↑
- ↑ Direct, 2020-06-26 (1:31:53).
- ↑ 14.0 14.1 14.2 Direct, 2017-05-05 (23:26).
- ↑ Entrevue, 2018-08-08 (9:36).
- ↑ Direct, 2020-10-30 (1:11:13).
- ↑ >
- ↑ 18.0 18.1 18.2 Entrevue, 2018-08-08 (16:12).
- ↑ 19.0 19.1 19.2 19.3 19.4 Entrevue, 2018-08-08 (17:13).
- ↑ 20.0 20.1 20.2 20.3 Direct, 2019-01-11 (1:04:32).
- ↑ Direct, 2017-05-26 (36:17).
- ↑ 22.0 22.1 22.2 Entrevue, 2023-09-10 (18:10).
- ↑ Podcast, 2018-08-04 (1:54:15).
- ↑ 24.0 24.1
- ↑ 25.0 25.1 Direct, 2017-05-22 (52:01).
- ↑ 26.0 26.1 Direct, 2020-12-22 (1:08:41).
- ↑ Podcast, 2018-08-18 (1:12:34).
- ↑ 28.0 28.1 28.2 Direct, 2017-05-15 (17:20).
- ↑ 29.0 29.1 Direct, 2023-02-24 (1:29:45).
- ↑ 30.0 30.1 Direct, 2022-06-30 (1:14:52).
- ↑ 31.0 31.1 Direct, 2021-08-27 (1:22:56).
- ↑ 32.0 32.1 Direct, 2020-12-22 (1:13:51).
- ↑ Direct, 2023-03-31 (1:24:21).
- ↑
- ↑ 35.0 35.1 Direct, 2017-05-19 (25:18).
- ↑ 36.0 36.1 36.2 Direct, 2020-11-30 (1:16:09).
- ↑ 37.0 37.1 Direct, 2017-05-22 (57:37).
- ↑ 38.0 38.1 Entrevue, 2018-05-11 (44:20).
- ↑ 39.0 39.1 Entrevue, 2018-08-08 (11:52).
- ↑ 40.0 40.1 40.2 Direct, 2022-01-28 (17:50).
- ↑ 41.0 41.1 Livestream, 5 May 2017 (31:08).
- ↑ 42.0 42.1 42.2 42.3 42.4 Direct, 2017-05-22 (51:00).
- ↑ Livestream, 19 May 2017 (19:23).
- ↑ >
- ↑ Crowdfunding.
- ↑ 46.0 46.1
- ↑
- ↑ 48.0 48.1 48.2
- ↑ 49.0 49.1 Direct, 2017-05-17 (11:27).
- ↑ 50.0 50.1
- ↑ 51.0 51.1 Entrevue, 2018-10-20 (5:51).