Siège de Château

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Castle Sieges are intended to be massive events with hundreds of people involved in a single Siege. One of the reasons that Ashes of Creation Apocalypse exists is so we can address the challenges in ramping up the number of bodies that we can handle simultaneously. With our latest test hitting over 200 simultaneous players, we’re ready to push that number even further. Our goal is to have the largest organized PVP battles of any MMORPG.[1]

Guildes participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[3]

  • Sieges occur once a month within a server prime-time window.[3][4][5]
  • The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[6]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[7]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[7][8]

  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[7][8]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[8][9]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[7][8]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[8][9]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[10]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[11]

There will be benefits to attracting people... even if they're not in your guild or alliance – kind of a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[8]Steven Sharif

Châteaux de guilde

Avec cinq châteaux dans le monde, et chacun ayant été possédé par différentes civilisations dans le lointain passé de Verra, vous pouvez vous attendre à ce que chaque Château ait sa propre identité. Des terrains et des configurations différents feront que chaque Château aura ses propres avantages et désavantages. Le simple fait d'avoir réussi à capturer un Château ne signifiera pas que vos stratégies fonctionneront pour le suivant. Les commandants devront connaître le terrain, prendre en compte le moment du jour, les conditions météorologiques et même les saisons lorsqu'ils établieront leurs plans de bataille.'[1]

Ces Châteaux sont occupés lorsque les joueurs arrivent sur Verra, et leurs habitants actuels devront être délogés avant que n'importe quel joueur puisse le revendiquer. Les châteaux seront des zones de raid dangereuses et de haut niveau jusqu'à ce qu'elles soient dégagées, et le premier group de joueurs à le faire remportera le Château comme récompense.[1]

Cinq châteaux de guilde existent dans Ashes of Creation.[1][3] Ces châteaux seront initialement occupés par un adversaire PNJ. Ce sont les principaux antagonistes dans l'histoire.[8]

  • 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.

Castle nodes

Should you be deft enough to take a Castle, you’ll now be responsible for managing it. Castles will have their own Nodes associated with them, and developing and defending those Nodes will determine the state of your Castle during the next siege. If you’ve done a good job managing your kingdom, then you’ll have more and better options available for deployment during the next siege. If you let your populace fall to ruin, you may have to rely solely on your own devices.[1]

Châteaux de guilde have three adjacent nodes in close proximity.[3][10]

Once the castle is owned by a guild that's when the supporting castle nodes start to come online and spawn each week prior to the fourth week castle siege. They'll have to form alliances, they'll have to get support, they'll have to get resources, they'll be able to allocate funds that have been collected through taxation in order to strengthen the defenses as well as hiring additional NPC mercenaries.[14]Steven Sharif

Castle nodes are leveled through questing by the owning guild or alliance guilds.[10]

  • Levelling castle nodes is a hastened process compared to regular nodes.[8]
  • At the end of each week leading up to a castle siege there is a period of time in the weekend where NPC generated caravans start moving toward one of the castle nodes carrying castle taxes from the nodes that fall under the castle's purview.[15][16]
    • During this time it is incumbent upon the owning guild, its allies, and citizens of the nodes to escort these caravans to the castle node.[15]
    • The enemies of the guild have incentive to attack these caravans to reap the rewards from the caravan and to sabotage the tax collection, which will reduce the defensive capability of the castle nodes and hence the castle itself.[15][10]
    • Citizens of nodes that fall under the purview of the castle are automatically registered as defenders of these caravans and may not participate in attacks against them.[15]
  • Completing these quests unlocks services and functions that are useful to the occupying guild and its allies as well as boosting the defenses the castle.[10]

If they fail to to level up those nodes or complete those quests within the three prior weeks before the declaration week, then the castle will be at a disadvantage.[10]Steven Sharif

Being a member of the occupying guild automatically makes you a garrison of the castle nodes and castle itself.[3]

  • Only members of the occupying guild are citizens of these nodes.[9]
  • This citizenship is different to normal node citizenship. Castle nodes don't operate like normal nodes.

Siege defenses

Castle owners and Maires will be able to purchase and allocate defense mechanisms to bolster siege defenses.[17][18]

  • Treasury funds can be invested into improving defensive structures, such as stronger walls and gates, traps, and defensive siege equipment.[17][19]
  • Reliques will offer area-of-effect buffs to damage, attack range or player health of the defenders.[17][18]
  • Race will not affect the defensive capability of a node.[17]

Declaring a castle siege

Siege preparation.[20]

Guildes are able to sign up to either siege or defend a castle over a week long declaration period.[14][10]

  • Once a guild registers for the siege a scroll creation quest is initiated that guild members may participate in, and it becomes possible to lay the declaration scroll down as soon as the quest is completed.[21]
    • Multiple guilds may register to attack and the first to complete the scroll and lay down the declaration may begin to have their members register to attack (there will be a cap).[21]
    • The siege scroll deployment is a 5 min rooted cast that alerts the region at the cast initiation and names the caster that must be the guild leader.[21][22]
    • If the guild leader is killed, the casting is interrupted.[23] The scroll will remain until it is recast. It will disappear if it is not cast within the declaration period.[24]
    • The scroll may only be placed in a ring around the castle.[25] The quality of the scroll determines the proximity to the castle.[26]
  • Players don't need to be in the guild that owns a castle in order to sign up for the defense of the castle.[10]
  • The guild leader that owns the castle is able to approve guilds that have applied to defend at the castle.[10]
  • Following declaration, the defender has a week grace period to approve defenders, hire mercenary PNJs and set up defensible positions.[14][10]

Siege alliances

Quand un siège débute, des alliances temporaires sont formées parmi les attaquants et les défenseurs.[27]

  • Pour les sièges de nœud, les citoyens du nœud ou des nœuds provinciaux attaqués sont automatiquement inscrits en tant que défenseurs.[28]
  • Il y a de nombreuses raisons de participer en tant qu'allié à l'attaque ou la défense d'autres noeuds.[29]
    • Titres.
    • Objets.
    • Matériaux.
    • Argent.
    • Liens sociaux.

Plusieurs motivations existent qui peuvent être utiles à votre nœud et à vous-même personnellement en participant à l'attaque ou la défense de villes. Celles-ci vont des titres aux objets, matériaux et argent. De plus, aider les autres peut vous aider à renforcer les liens lorsque vos biens sont menacés.[29]Steven Sharif

Siege participation

Non-registered combatants are not permitted on the siege field in castle or node sieges.[30]

  • The developers are testing methods for restricting non-registered combatants from entering the battlefield.[31]

Players could potentially intercept stragglers with the guild war or flagging system en route to the siege field.[32]

Players may choose to respawn at their HQ as long as they are registered.[33]

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.[34]

Server prime-time

Objective-based events such as Sièges de Nœuds, Castle sieges, Guerres de guilde, and Guerres de Nœud will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[4][5][35]

Announcements/Notifications

There will be global (server-wide) announcements/notifications of important events.[36]

New citizens of a node may be announced in a dedicated node citizen chat channel.[38]

  • Election notices will be mailed to the accounts of citizens.[38]

Local node events, such as Caravanes will not be announced. These will rely on player word-of-mouth.[36]

Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[37]Steven Sharif

Castle siege objectives

As a Siege rages on, there is a sense of territory and progression through the battle. These are represented through Control Points, and each side starts with a few already owned. Others are present, but neutral. As Control Points are captured by one side, that side gains a temporary buff and an increase to their spawn rate. The other side will find that their spawn rate has decreased and their ultimate victory condition has been pushed just a little bit further from their reach. The spawn areas also have a portal which will allow the side that owns it to teleport to any Control Point that side owns - perfect for backdoor shenanigans.[1]

  • Attackers capture waypoints in the castle's architecture to diminish their respawn timer and increase the respawn timer of the defenders.[10]
  • Defenders can counter-play by attacking the siege headquarters of the attackers to diminish their declaration flags and increase their respawn timers.[10]
  • Legendary PNJs will be present as commanders that act like mini raid bosses within the defending and attacking armies. Killing these provides added benefits, such as certain types of drops that grant battlefield benefits to either side.[10]
  • The ultimate objective for the defenders is to survive during the timed period of the siege, which is approximately 90 minutes in its first iteration.[10]
  • If the attackers reach the inner keep of the castle, a guild leader (or one other delegated officer) must cast a 3 to 5 minute cast to seal ownership of the castle.[10]
    • Casting time is diminished based on the number of waypoints captured during the siege.[10]
    • There's an opportunity for any guild leader in the attacking alliance to capture the castle for themselves, despite what may have been agreed upon prior to the siege.[39]

There's an opportunity there for perhaps backstabbing in the throne room where one guild is like yeah you know we agreed to get to this area but we had a change of heart in the middle of the battle.[39]Steven Sharif

Siege mechanics

A siege occurs over several phases.[40]

  • Certain siege mechanics may be gated for specific size groups during sieges.[41]
  • There will not be a deserter debuff for leaving a siege before it is complete.[42]
  • More will be revealed in an upcoming blog entry.[40]

Engins de siège

It wouldn’t be a castle siege without siege weapons. These are massive machines of war that enable attackers to bring down the walls, and defenders to keep their keep safe. Crafters can bring their own powerful schematics to the battlefield, or you can order baseline siege weapons from your friendly neighborhood siege master NPC. The Castle’s defenders will be able to deploy their own defensive weapons and turrets based on how well they maintained and defended their own Nodes. The sky will be illuminated with fire and fury.[1]

Arme de siège : Trébuchet.[43]

Les armes de sièges pourront être fabriquées ou achetées à des PNJs.[19]

L'équipement de siège nécessitera des matériaux, des recettes et de l'artisanat.[44]

Une partie de cette entreprise de siéger un lieu tenu par des joueurs (ou des non-joueurs) réside dans le temps de préparation ; et ça inclut le rassemblement et la fabrication de ces méga-armes ou la collecte de ressources : que ce soit de l'or ou des objets de quête spécifiques à acheter à des PNJs.[19]Steven Sharif

Tout ce que vous souhaitez créer dans le monde sera construit par les joueurs : que ce soit les navires, engins de siège, armes, armures, etc.[45]Jeffrey Bard

Siege PvP

Sieges don't use the PvP flagging system.[46]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[47]

Siege NPCs

Siege NPCs serve as defense points. Killing them allows the attackers to gain advantages during a siege.[48] PNJs are only killable during a siege and will respawn if the siege is unsuccessful.[49]

NPC guards are intended to be a significant presence but not the main line of defense in a siege.[50]

Mercenaires PNJs

Mercenaires PNJs can be hired to participate in objective-based situations.[14][51][52]

There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a kind of pet system even you know adopted majority of the pet system with the added bonus of kind of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be kind of few and far between. They'll be assigned specifically like let's say for example you know as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege you know guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[52]Steven Sharif

Dragons

Dragons are epic flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[53][54]

The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[54]Steven Sharif

Undermounts

The guild leader of a castle can grant the use of flying undermounts (such as wyrmlings) to guild officers during a castle siege.[56][57][58][59]

  • These may only be granted if the castle nodes are successfully established prior to the siege.[59]
    • Node A grants 1 undermount, Node B grants 2 undermounts, and Node C grants 2 undermounts.[60]
  • This system is subject to change during testing.[60]

Little wyrmlings that you can grant to officers if you're a castle owner, and they can fly around too.[57]Steven Sharif

Siege abilities

Huit joueurs avec le même archétype primaire pourront se regrouper pour créer des effets combinés pendant un siege.[62]

Ce sont les genres de systèmes qu'on veut mettre en place où un groupe du même archétype primaire peuvent se regrouper et invoquer ce genre d'effets qui correspondront à l'identité de l'archétype.[62]Steven Sharif

Summoner

Summoners can collaborate to summon larger summons, such as Golems.[63]

  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[64]
  • The number of summoners participating in the summon will determine its overall size.[64]
  • All summoners must be in the same party and the party leader must be a summoner.[65]
    • The party leader initiates the summon and then takes control of it.
    • Once summoned, the party leader cannot be changed.
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.
    • The party may also contain non-Summoners.

It doesn't have to be just summoners, but it has to be a party led by a summoner with other summoners in it.[65]Steven Sharif

Tank

If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[62]Steven Sharif

Zergs

For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[67], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[1]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[68]

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.[69] 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".[70]

  • Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[70] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[69]
  • There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[70]
  • 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.[71]

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.[71]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[39]

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 kind of want that political intrigue to be present in the game.[39]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[72]

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 you know 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.[72]Steven Sharif

Completing a castle siege

Castle siege gate (portcullis).[73]

A castle siege will last for two hours.[14]

During the two-hour long siege that's when everything changes. The portcullises go down, the gates go down. You'll need siege weaponry. There's going to be specific objectives within the castles that you'll have to conquer and then there'll be- if it's an un-owned castle- it'll need to have a raid boss at the center that gets fought for. Attackers can fight each other during that experience.[14]Steven Sharif

Guild ladder

An inter-guild ladder will rank guilds based on their performance within Guerres de guilde and Castle sieges.[74]

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.[74]Steven Sharif

Séquelles d'un siège

Nous travaillons sur un moteur de destruction qui devrait nous aider à rendre un siège de château cinématique et viscéral. Avoir des éclats de murs tomber sur le sol après qu'un trébuchet touche un mur sera satisfaisant d'une façon qu'aucun autre siège de château n'ait été capable de satisfaire dans un MMORPG comme celui-ci. Vous n'avez peut-être pas besoin de détruire tout le mur, peut-être que si vous faites un trou suffisamment gros, ça sera suffisant pour renverser la vapeur.[1]

Des débris devraient rester visible pendant une certaine période de temps après un siège réussi. Ils devraient persister en toute logique jusqu'au moment où la guilde titulaire développe le premier nœud défensif.[75]

Environnements destructibles

Les Environnements destructibles seront des éléments cœur sur la façon dont les joueurs interagissent avec le monde, à la fois dans Ashes of Creation Apocalypse et dans Ashes of Creation le MMORPG.[78]

Nous voulons que la destruction fasse partie des éléments cœurs sur la façon dont les joueurs évoluent à travers le monde.[78]Steven Sharif

  • Les attaquants ne seront peut-être pas capables de détruire un Nœud pendant un siège de nœud. À la place ils peuvent tenter des attaques précises pour désactiver des Bâtiments de Nœuds et leurs services à l'intérieur d'un nœud. Ces bâtiments peuvent être ciblés avec des Engins de siège et des bombes.[79]
  • Les Bâtiments de Nœuds (incluant les Habitations de joueurs) ont des points de Santé et peuvent être endommagés pendant des sièges. Si les bâtiments reçoivent plus de 25% de dégâts approximativement, tous les PNJs ou les services offert par ce bâtiment ne seront plus disponibles jusqu'à ce que le bâtiment soit réparé.[80]
  • Si le nœud existe encore après la fin du siège, les citoyens devront obtenir les Ressources nécessaires à la réparation et devront reconstruire toute infrastructure endommagée.[80][81]
    • Les bâtiments plus larges, plus avancés, requièrent plus de ressources pour les réparer. Les habitations de nœud auront sans doute besoin du moins de ressources pour les réparer.[82]
  • Une Habitation de joueur qui est détruite pendant un siège de nœud ne peut plus être vendue.[83]

Vous pourriez être plus précis dans vos décisions lors de l'attaque d'une ville. Admettons qu'il s'agisse d'un nœud rival qui tente d'atteindre, imaginons, un nœud de niveau 5, ou quelque chose dans le genre, et vous voulez désactiver leurs accès aux systèmes de religions pour les empêcher de progresser donc vous visez leur temple pendant l'attaque, ou vous voulez empêcher leur académie d'érudits de monter en niveau pour que votre nœud puisse le faire ; ou alors vous voulez désactiver de multiples bâtiments qui permettent aux citoyens de récupérer de l'expérience ou de faire des quêtes, ce qui les empêcherait de suivre votre cadence en terme d'expérience gagnée par votre nœud. Ces attaques peuvent être plus précises et n'ont pas forcément besoin de mener à la prise du nœud lui-même.[79]Steven Sharif

Ashes of Creation Apocalypse castle sieges

Ashes of Creation Apocalypse castle sieges are an Ashes of Creation Apocalypse testing mode that aims to test castle siege mechanics.[89]

The Castle Siege mode is another example of a playable slice of the MMORPG that Apocalypse is providing early testing for. While it’s a somewhat smaller scale experience than the one you’ll have in the MMO, the overall flow of taking and defending a castle will remain similar. There’s some additional systems you’ll see in the final product, like the influence of Nodes over the available defensive emplacements, the crafting and deploying of custom siege weapons, and the summoning of siege monsters. These are all things that we’ll be adding on top of this mode upon our release of Ashes of Creation.[91]Margaret Krohn

Ashes of Creation Apocalypse castle siege maps

Ashes of Creation Apocalypse castle sieges take place on a 1km2 (one square kilometer) map.[91]

Five castles are intended for the Ashes of Creation MMORPG. It's likely that eventually there will also be five castle maps on Ashes of Creation Apocalypse castle sieges.[96]

On January 11, 2019, we showcased our sneak peek of two siege map designs coming to Ashes of Creation Apocalypse soon - Castle Korgan previously owned by the Aelan humans and Castle Milnar constructed by the great Dünzenkell dwarves. These great castles of Verra were the cornerstone of defense for the Empires that owned them. Once home to legendary battles that turned the tides of power and influence on Verra. Now abandoned by the great powers that have fled Verra through the Divine Gateways, these great pillars of civilization are battlefields in the Apocalypse.[91]Margaret Krohn

Ashes of Creation Apocalypse castle siege mechanics

Dünzenkell Dwarven and Aelan Human objective torches.[98]
Ashes of Creation Apocalypse castle siege objective torch. The bowl fills with flames colored to match the team that captures the objective.[98]
Reliquaire concept art.[99]

The Attacking Team’s victory condition is to take the Defending Team’s Relic which is the final Control Point in the castle.They will also have several Control Points located in their camp to encourage Defenders to skirmish outside the castle walls. These will also act as spawn locations for the Attacking Team.[91]Margaret Krohn

Ashes of Creation Apocalypse castle sieges will be objective-based.[89]

A player elects to be either an attacker or defender.[96][91]

  • The matchmaker will attempt to assign a player their selected side (referred to as role in the article) but it may allocate another side so as to shorten queue times.[91]
  • Once in the match, a player's side will not change.[91]

Players select one of the six classes prior to battle.[96]

  • Players can see the numbers of players in their raid who have selected each class.[100]
  • Players will have a limited amount of time to lock in their class choice. If they miss the window, the least selected class choice will be automatically chosen for them.[91]
  • There is no limit to the number of a specific class that may be on a team, however the developers note that composition will be important from a strategic perspective.[91]
  • Classes cannot be swapped during a match, but this may change based on testing.[91]

There will be a timeframe for preparation where attackers and defenders take positions and prepare weaponry.[96]

  • Siege weaponry will include ballistas, trebuchets, battering rams and potentially traps and "powder keg" type weapons.[96]

When you join into the castle siege in Apocalypse you're going to be able to select one of six classes. Right and upon selecting those classes then you're going to be placed on your starting side, whether it be the attacker or defenders; and then you're going to be able to start preparations. It's gonna be a little bit of a loading time where you have selected those classes. You're going to take positions perhaps and whatnot; and there are siege weaponry that's going to be present there as you see here some ballistas, some trebuchets, a battering ram and maybe some traps and some powder keg kind of stuff available to destroy some things.[96]Steven Sharif

Attacking team

In the first phase of battle the attackers attempt to penetrate the walls and gates to gain access to the inside of the castle.[96][101]

  • Siege weapons available to the attacking side include Trebuchets and Battering Rams.[91]

There will be a variety of siege weapons available to the Attacking side including Trebuchets and Battering Rams. Trebuchets’ range will be long enough to reach the enemy ballistas from their initial placement points. These placement points will be out of player character’s weapon range from the castle walls, but within ballista range, and scattered on the battlefield.[91]Margaret Krohn

Once inside the castle, the attackers need to hold objectives.[96]

  • There are objectives within the castle, such as killing guard captains.[89]
  • Attackers must destroy key strategic objectives to swing the battle in their favor.[90]
  • Defenders must protect key strategic objectives to maintain advantage.[90]
  • Holding capture points increase or decrease the duration of the map, change the opposing side's respawn times and give buffs to the side that holds them.[96][89]
    • Players can also respawn on capture points that they hold.[96]

The ultimate objective of the attackers is to reach the center keep of the castle to channel on the final relic that's present in order to achieve victory.[101]

Defending team

The defenders are attempting to hold out as long as possible, but they can also rush the field to the enemy encampment or headquarters to attempt to damage their ability to siege.[101]

  • Attempt to take out attacker's siege weapons.[101]
  • Attempt to capture attacker's control points to increase their spawn time and decrease the total match time.[101]

If a Defender captures an Attacker’s Control Point, the total match time decreases, the Attacker Teams’ respawn time increases, and it also provides a temporary morale buff to the entire Defender’s side. Defenders will also be able to teleport to any Control Points that have been taken.[91]Margaret Krohn

Siege weapons available to the defending side include Ballistas and Traps.[91]

Ballistas will have fixed positions on castle towers. Traps will be placeable items that the Defending Team can use to damage and crowd control their enemies. Note that these items are destructible by the Attacking Team.[91]Margaret Krohn

Respawning

Players have infinite lives in castle siege mode.[91]

  • Upon death, players join a respawn queue shared with their teammates.[91]

Ashes of Creation Apocalypse siege equipment

Ashes of Creation Apocalypse siege equipment.[102]

As a thank you, we wanted to share a little sneak peek of one of the siege weapons awaiting the players in our upcoming Castle Sieges Mode![102]

Ashes of Creation Apocalypse siege equipment includes ballistas, trebuchets, battering rams and potentially traps and "powder keg" type weapons.[96]

  • Siege weapons available to the attacking side include Trebuchets and Battering Rams.[91]
  • Siege weapons available to the defending side include Ballistas and Traps.[91]
  • Siege weapons are deployable and piloted by players.[90]

With regards to alpha one phase one however in the castle siege system... what will happen is static siege equipment that's placed in the map for the attackers to utilize that will present at focal points of PvP in the match where defenders will know where to target a specific area on the field in order to attack. [44]Steven Sharif

Artwork

Voir également

Les références

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