Guild progression

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Guild perks UI. Alpha-1 capture d'écran. Crédit image: Guild:Overlord

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[1]Steven Sharif

Guild progression occurs through participation in different systems.[1]

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.[1][3][4]

  • 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.[1]
  • Augmentation may apply at the upper tiers of guild progression.[1]
    • This applies to guilds that have opted for the non-expansive member route.[1]
    • It benefits guild members with a classification of officer or knight.[1]
  • Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[5]
  • Guild size can be traded off for guild progression.[1][6]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[7]
    • Guild alliances may be a key part in creating a larger "guild".[6]
  • Salles de guilde can be unlocked at a certain stage of guild advancement.[3]
  • Guilds cannot respec their skill points once allocated. This is subject to testing.[8]
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.[1]Jeffrey Bard

Guild benefits

Voici différents avantages de guilde envisagés par les développeurs :[9]

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.[7]

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.[12]Steven Sharif
  • Guild size can be traded off for guild progression.[1][6]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[7]
    • The maximum size for a guild that chooses all available skill options will be between 30 and 50.[13]
  • Guild alliances may be a key part in creating a larger "guild".[6]
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.[14]Sarah Flanagan

There are mechanics that are geared towards larger and smaller guilds.[6]

  • Larger guilds can siege fortresses.[6]
    • Larger guilds won’t have access to power boosting guild ability slots.[6]
  • Small groups can do some things better than larger groups.[6]
    • Sieges will have things that smaller groups have an advantage in.[6]
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.[7]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.[7]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.[15]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.[16][17]

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.[17]Jeffrey Bard

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.[19]

Guild freeholds

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

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.[20]

Undermounts

The guild leader of a castle can grant the use of flying undermounts (such as wyrmlings) to guild officers during a castle siege.[22][23][24][25]

  • These may only be granted if the castle nodes are successfully established prior to the siege.[25]
    • Node A grants 1 undermount, Node B grants 2 undermounts, and Node C grants 2 undermounts.[26]
  • This system is subject to change during testing.[26]

Little wyrmlings that you can grant to officers if you're a castle owner, and they can fly around too.[23]Steven Sharif

Guild reputation

Guildes may be able to allocate points to increase their reputation with the node that houses their guild hall. This will affect:[27]

Another thing we were talking about I remember early on with regards to guilds is not just that but also having a reputation score; and being able to allocate points to increase that reputation perhaps with a specific node that you may have your guild hall in; and that reputation will interact with the way that NPCs interact with you. It might interact with the way that quests are given in that particular node or merchant services that are present.[27]Steven Sharif

Guild ladder

An inter-guild ladder will rank guilds based on their performance within competitive activities:[28][29]

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.[29]Steven Sharif

PvP seasons

Performance in various JcJ systems (such as Caravanes, Arènes, Guerres de guilde) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[30][19]

Voir également

Les références