Guerres de guilde

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Guild war features are currently still in the design stage, but the overall goal is for guild wars to be objective-based with great risk for each side.[1]

  • Guild war objectives are designed to be more fluid than castle siege objectives.[2]

I can't really define exactly what those features are yet because that design stage is still up in the air from a discussion standpoint. There's a lot of different ideas that relates to how those two can come into play, but I will say that in every MMO I've ever played guild wars are very binary. They're very like 'Okay you've declared, you have a number of kills to deaths and the guild war's over, thank you...' My objective to kind of change that dynamic is to include greater risk for the sides to initiate the war and also to make it more objective-based than just a binary kill death ratio; and the fortresses and guild halls come into that type of facilitating that change.[1]Steven Sharif

Objectives spawn in the world based on the level of the guild war and the assets available to the guilds, whether it be a guild hall or guild fortress.[1] There will be default objectives and then there'll be objectives that relate to the activities that a Guild has participated in.[2]

  • For example, if a guild has recently become owners of a guild hall on a freehold, 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.[2]
  • There might be objectives to steal one of the quest items that that the guild may have received from completing a raid.[2]
  • 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.[2]

If you have a guild hall and a certain type of guild war is declared that is maybe a higher stakes kind of 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.[1]Steven Sharif

Guild war mechanics

Guild war mechanics include.[3]

  • A war declaration period.[3]
  • Objective based components.[3]
  • Victory and surrender conditions.[4]
  • Guilds may war multiple guilds/alliances at a time.[4]
  • Guild wars operate outside the PvP flagging system.[4]

We're taking guild politics to a whole new direction in regards to playing those conflicts out.[5]Steven Sharif

Guild alliances

Guild leaders can create an alliance at a certain level by completing a quest.[6]

  • Once created, the leader can invite up to three other guilds to this alliance.[6]
  • There is no member cap in an alliance, only a maximum of four guilds.[6]
  • Guild leaders will be able to pool resources into a guild alliance bank.[7]
  • There will be alliance specific quest lines.[7][8]
  • Alliance members will share a common chat channel.[7][8]
  • Alliances will have affiliations and gear that can be attained.[7]
  • Guilds may enter into trade agreements.[8]

You can only invite a number of guilds to the alliance before you must form a new alliance; and then those alliance can have a de facto friendship but they won't have any game component of connection. What the alliance system would allow is pooling of resources into by guild leaders into an alliance guild alliance bank. Will allow certain participation in different quest lines. It will allow common area chat for members and it will allow affiliations and gear that can be attained as well.[7]Steven Sharif

We have a specific system that relates to being able to invite another guild into an alliance that sets a flag on those characters with regards to being able to combat them, being able to share a chat system with them, being able to participate in specific types of quests and/or alliance warehouses and guild homes; with regards to the relationship of castle sieges and participating in node warfare and node activities. If you're not in an alliance with someone, you're in a neutral state so to speak. You can have trade agreements between different guilds and then you can also have Guild Wars which shows a state of war between you guys. I think that's the baseline of how we're going to develop interaction between guilds.[8]Steven Sharif

Due to the lack of fast travel, guilds will need to plan to have people in the right place at the right time. Alliances with other guilds will help enable that.[9]

There's going to be some mechanics at play that could have even Alliance Wars so to speak: A war between guilds and a war between alliances maybe. When we delve into the blog about Guild Wars we're going to talk about alliances.[10]Steven Sharif

Ashes of Creation aura du contenu original centré sur les alliances.[11]

  • Les alliances offriront des chemins de progression en plus.[11]
  • Les guildes pourront partager des services entre membres d'une même alliance.[11]
  • Les alliances peuvent nouer des relations avec les nodes.[11]

Il y aura du contenu centré sur les alliances spécifiquement et la progression du développement des ces alliances; et la possibilité de partager des services entre guildes d'une même alliance. Je pense qu'il est bénéfique de laisser les alliances nouer des relations avec les nodes. Cela va générer une dynamique intéressante pour les joueurs membres du node et ceux membres de l'alliance. Pour moi, il est certain que constuire des systèmes c'est aussi créer des canaux par lesquels les joueurs pourront créer des liens, et plus il y a de couches autour de ces canaux, plus les relations seront durables.[11]Steven Sharif

Affiliations

An affiliation tree is under development that determines which entities can participate in attacks against other entities within its hierarchy.[12]

There is guild affiliation, there's party affiliation, there's a raid affiliation, alliance affiliation, there's a citizenship affiliation, there's society affiliation, there's religious affiliation. All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[12]Steven Sharif

Siege participation

Non-registered combatants are not permitted on the siege field in castle or node sieges.[13]

  • The developers are testing methods for restricting non-registered combatants from entering the battlefield.[14]

Players could potentially intercept stragglers with the guild war or flagging system en route to the siege field.[15]

Players may choose to respawn at their HQ as long as they are registered.[16]

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.[17]

See also

Les références