Guildes

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Q: Comment allez-vous empêcher les grosses guildes "mafieuses" de posséder tous les bons donjons et les boss du monde en les campant ?
R: La vraie réponse à cette question sera ce qui se passe traditionnellement dans les jeux non basés sur les factions, où la politique est le moteur de l'interaction entre les joueurs... Au fil du temps, il y a des trahisons dans la "guilde de la mafia" et ils se séparent en deux groupes et rejoignent l'autre camp ou il y a des choses bizarres qui peuvent se produire à cet égard. Donc je pense que ce problème se résoudra de lui-même. Je ne pense pas que les développeurs doivent nécessairement intervenir et dire non, forçons cette politique ou prenons cet aspect en main. Je pense que chaque fois que vous avez une brute, vous aurez une "contre-brute" et c'est quelque chose que nous essayons d'encourager dans le cadre du processus politique.[1]Steven Sharif
L'une des choses qui, selon moi, contrera naturellement le risque qu'une méga-guilde possède le serveur et tue la concurrence, c'est que Ashes est en constante évolution. Ainsi, la façon dont les nœuds apparaissent, disparaissent, peuvent être détruits en plus des châteaux existant pour exercer une pression, et ces événements mondiaux apparaissent. C'est un monde immense qui change constamment. Ces deux éléments combattent naturellement la possibilité pour les méga guildes de prendre le contrôle d'un serveur particulier.[2]Steven Sharif

Guild formation

There are prerequisites for guild formation.[3]

Players may be able to form guilds in starting areas if minimum requirements are met.[4]

Guild names may be up to 30-32 characters in length.[5]

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.[6]

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.[7]Steven Sharif
  • Guild size can be traded off for guild progression.[8][9]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[6]
    • The maximum size for a guild that chooses all available skill options will be between 30 and 50.[10]
  • Guild alliances may be a key part in creating a larger "guild".[9]
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.[11]Sarah Flanagan

There are mechanics that are geared towards larger and smaller guilds.[9]

  • Larger guilds can siege fortresses.[9]
    • Larger guilds won’t have access to power boosting guild ability slots.[9]
  • Small groups can do some things better than larger groups.[9]
    • Sieges will have things that smaller groups have an advantage in.[9]
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 kind of works is it plays as a balance/counterbalance to larger guilds versus smaller more honed and focused guilds. It kind of gives them an equitable edge of participation.[6]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.[6]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 you know creating the opportunity for division in the game to allow for you know 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.[12]Steven Sharif

Guild membership

A character may only be a member of a single guild.[13]

  • Alts on the same account can join different guilds.[13]
    • Intrigue, espionage and intelligence gathering is a legitimate aspect of the game.[13]
  • A guild may only have a single guild leader.[14]
    • Transfer of guild leadership is possible, but mechanics on transferring leadership if a guild leader has abandoned the guild have not been finalized.[15]
  • Guild masters can issue payouts to guild members.[16]

Guild invites

Characters may be invited to join a guild from anywhere on Verra.[17]

Server reservations

Server reservations allow guild members as well as unaffiliated players to reserve character slots on a server starting in the Beta testing stages of the game.[18]

This would likely be utilized more so by guilds than that would be solo or unaffiliated players; and I believe that the solo player they may have friends that they want to play with. That's fine, they can also still with those friends do the reservation system, but the player who is just joining the game fresh and doesn't have a community that they're part of, I don't think they really mind in that regard and will not utilize that system.[18]Steven Sharif

Guild benefits

Guild benefits that are being considered by the developers:[19]

Undermounts

The guild leader of a castle can grant the use of flying undermounts (such as wyrmlings) to guild officers during a castle siege.[23][24][25][26]

  • These may only be granted if the castle nodes are successfully established prior to the siege.[26]
    • Node A grants 1 undermount, Node B grants 2 undermounts, and Node C grants 2 undermounts.[27]
  • This system is subject to change during testing.[27]

Little wyrmlings that you can grant to officers if you're a castle owner, and they can fly around too.[24]Steven Sharif

Guild progression

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.[8]Steven Sharif

Guild progression occurs through participation in different systems.[8]

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.[8][29][30]

  • 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.[8]
  • Augmentation may apply at the upper tiers of guild progression.[8]
    • This applies to guilds that have opted for the non-expansive member route.[8]
    • It benefits guild members with a classification of officer or knight.[8]
  • Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[31]
  • Guild size can be traded off for guild progression.[8][9]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[6]
    • Guild alliances may be a key part in creating a larger "guild".[9]
  • Salles de guilde can be unlocked at a certain stage of guild advancement.[29]
  • Guilds cannot respec their skill points once allocated. This is subject to testing.[32]
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 kind of put together and kind of give your guild its own identity.[8]Jeffrey Bard

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.[33][34]

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.[34]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.[36]

Guildes mécènes

Quand une organisation devient la mécène de son Nœud cela veut dire que ses membres ont contribué le plus dans ce nœud.[37]

Les Guildes mécènes débloquent les bénéfices suivants pour leurs membres.[38]

Il n'y a pas de limite au nombre de Guildes qui peuvent se trouver dans un Nœud, mais le nombre de Guildes mécènes à l'intérieur d'un nœud est limité par l'Avancement de Nœud.[39]

Guild reputation

Guildes may be able to allocate points to increase their reputation with the node that houses their guild hall. This will affect:[40]

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.[40]Steven Sharif

Guild alliances

Les leaders de guilde peuvent créer une alliance à un certain niveau en terminant une quête.[41]

  • Une fois créée, le leader peut inviter jusqu'à trois autres guildes dans cette alliance.[41]
  • Il n'y pas de limite de membres dans une alliance, seulement un maximum de quatre guildes.[41]
  • Les leaders de guilde pourront mettre en commun les ressources dans une banque d'alliance de guildes.[42]
  • Il y aura des quêtes spécifiques aux alliances.[42][43]
  • Les membres d'une alliance partageront un canal de discussion commun.[42][43]
  • Les alliances auront des affiliations et pourront obtenir de l'équipement.[42]
  • Les guildes pourront conclure des accords commerciaux.[43]

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.[42]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.[43]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.[9]

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.[44]Steven Sharif

Ashes of Creation aura du contenu original centré sur les alliances.[45]

  • Les alliances offriront des chemins de progression en plus.[45]
  • Les guildes pourront partager des services entre membres d'une même alliance.[45]
  • Les alliances peuvent nouer des relations avec les nodes.[45]

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.[45]Steven Sharif

Affiliations

Un arbre d'affiliation, en cours de développement, détermine quelles entités peuvent participer aux attaques contre d'autres entités, au sein de cette hiérarchie.[46]

Il y a affiliation de guilde, une affiliation de partie, une affiliation de raid, une affiliation d'alliance, une affiliation de citoyenneté, une affiliation de société et il y a une affiliation de religion. Tous ces éléments ont une hiérarchie, et dans cette hiérarchie, il y a la possibilité de participer à certains systèmes. Donc par exemple, si vous avez un nœud qui est tombé entre les mains de votre état vassal et vous être citoyen du nœud parent, alors vous pourrez participer au siège contre le nœud vassal, mais si vous êtes citoyen du nœud vassal, vous ne pourrez pas participer en tant qu'attaquant contre le nœud parent; ainsi il y a une hiérarchie, sauf si vous renoncez à votre citoyenneté.[46]Steven Sharif

Guild housing

The term "guild housing" refers to guild buildings and not guild owned player housing.[47]

Salles de guilde

Salles de guilde serve as a focal point for a guild, offering a host of benefits and customization options.[49]

  • Guild halls may be placed on guild freeholds or within nodes.[50][51][38]
    • In-node guild halls may only be claimed by patron guilds of that node. These have different perks and benefits to halls placed on freehold plots.[38]
    • When a guild reaches a certain level, its guild master is granted a guild freehold certificate to enable placement of a guild hall.[50]
  • A guild hall only houses a single guild.[54]

Guildhalls are the ultimate expression of a guild's power! In Ashes these structures will serve as focal points for a guild, offering any guilds who construct them a whole host of benefits as well as customization options.[49]

Guild freeholds

When a guild reaches a certain level, its guild master is granted a guild freehold certificate to enable placement of a guild hall.[50]

Avantages

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.

Salles de guilde unlock actions a guild can perform within a node.[56]

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.'[57]

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.[57]

Cinq châteaux de guilde existent dans Ashes of Creation.[57][58] Ces châteaux seront initialement occupés par un adversaire PNJ. Ce sont les principaux antagonistes dans l'histoire.[59]

  • 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

Guild castle concept art.[57]

It's a reciprocal relationship between the castle and its nodes essentially. There are benefits granted to citizens of the castle; and the longer that the castle remains in the hands of its incumbent guild, the stronger the benefits become overall. But at the same time that represents a greater incentive to attack the castle because the rewards will get greater over time also.[60]Steven Sharif

Châteaux de guilde provide benefits and trophies for guilds that capture and control them.[60][61]

  • These benefits increase the longer a guild holds its castle.[60]

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.[62]Steven Sharif

Guild castles exert a King or Queen's presence over nodes within their region.[60][62][63]

Forteresses de guilde

Forteresses de guilde are siegable guild halls within Ashes of Creation. These are different from nodes and castles.[53]

  • Guild fortresses are objectives in guild wars.[52] These are contested on a regular basis.[50]
  • The developers will decide if guild fortresses will be implemented in the game or shelved.[50]

The fortress design is also something that might be on the shelf. We haven't decided yet. We're going to look into it, but the idea behind the fortress is that this is a competitive kind of guild hall so to speak where you have to contend for it on a regular basis so to speak; or can be taken from you necessarily. Whereas the guild hall is a structure similar to freehold structure can only be taken through successful sieges against a node per-se are not taken but destroyed.[50]Steven Sharif

Siège de Château

Alpha-1 castle siege gameplay.[64]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[65]

Guildes participate in Siège de Château in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[58]

  • 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.[69][70][71][72]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[73]
  • There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[74]

A guild that captures a castle will own that castle for a month before it is sieged again.[79][59]

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.[79]Steven Sharif
  • 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.[79][59]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[59][80]
  • 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.[79][59]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[59][80]
  • 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.[81]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[82]
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.[59]Steven Sharif

Alpha-1 castle sieges

Trebuchets in the Alpha-1 preview castle siege attackers headquarter camp.[84]

Alpha-1 castle sieges are based on Ashes of Creation Apocalypse castle sieges.[86][78]

  • Players will be able to join guilds. These guilds can register for the siege events.[84]
  • Castle siege events will be 100v100 battles that occur daily and will last for three hours.[84]
  • Attackers will start on the opposite end of the map (from the defenders).[84]
  • Attackers will be able to use trebuchets to drive to and assault the castle.[84]
    • Trebuchets have a single primary fire that does a small amount of damage to players and heavy damage to buildings.[84]
    • Trebuchets will be fully physical when they are being driven.[84]
  • When the attackers have breached the castle they will be able to channel a cast on the relic in the throne room to try to capture the castle from the defenders.[84]
  • The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.[84]
  • Alpha-1 castle sieges are in a separate zone that is accessible via a NPC teleporter.[76][77][75]
    Currently the siege zone is actually in the open world, but separated by mountains and off in the sea a bit. There is actually no instancing in A1, although the siege zone will only be accessible in A1 through a registration NPC teleporter.[76]Steven Sharif
  • The opposing team is notified when these raid bosses are being attacked.[86]
  • Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.[86]

Last year, I spoke of attempting to incorporate sieges into the Alpha One experience. This has obviously been a goal of mine because it provides considerable data and a consistent event within the world that players can participate in to help stress test the deployment. Well, I am happy to say that it is appearing more and more likely by the day! Initial implementation of the Apocalypse siege code has been migrated into the Alpha One client, and we should begin internal testing next month. I will caveat this expectation with the fact that we are cutting it a bit close from an internal QA standpoint, but I have some confidence that the system will be online and capable of inclusion for the Alpha One test in the month of June. The siege component will obviously not be representative of what the siege system will be at launch, or even in Alpha Two.[78]Steven Sharif

Guerres de guilde

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.[52]

  • Guild war objectives are designed to be more fluid than castle siege objectives.[51]
  • Guild wars can be declared at any time, but the objectives will only spawn during server prime-time.[88]
    • Players can kill each other at any time during the war (not only during server prime-time).[88]
  • Guild wars will not be permanent. Definitive victory conditions exist that are based on the level of the warring guilds and the assets that those guilds have.[89]
  • Guild wars are considered a core system of Alpha-2.[90]
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.[52]Steven Sharif

Guild war objectives

Guild war 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.[52] There will be default objectives and then there'll be objectives that relate to the activities that a Guild has participated in.[51]

  • 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.[51]
  • There might be objectives to steal one of the quest items that the guild may have received from completing a raid.[51]
  • 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.[51]
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.[52]Steven Sharif

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[91]

Guild war mechanics

Guild war mechanics include.[92]

  • A war declaration period.[92]
  • Objective based components.[92]
  • Victory and surrender conditions.[93]
  • Guilds may war multiple guilds/alliances at a time.[93]
  • Guild wars operate outside the PvP flagging system.[93]
We're taking guild politics to a whole new direction in regards to playing those conflicts out.[94]Steven Sharif

Read more...

Leadership tools

The developers are considering a number of leadership tools for guilds:[19][95]

For me personally, being a guild leader of a very large guild in the past, these types of administrative functions are life savers for guild leaders... Guild leaders are a very important part of the community for MMORPGs in general and the reason for that is- think of it like a queen on the board- "I bring order to chaos". To a degree, guild leaders are that order to the chaos. They help organize- they do so through lieutenants- they delegate responsibilities. There are good leaders, there are bad leaders, but essentially it's a highly social environment and if you can find a good guild and that guild is augmented with complimentary services from the company, from the game itself, it just makes that life easier and allows them to execute better. So in my opinion that is an important aspect.[96]Steven Sharif

Guild emblems

The user interface will allow emblems, logos and symbols to be designed in-game.[101][102][103]

Emblem editor functionality is tentatively planned for Alpha-2.[103]

Import of user-created image content (UCC) is being considered.[107] This was previously not under consideration.[101]

  • An active GM staff will be monitoring user-created content. Users who upload inappropriate content will place their accounts in jeopardy.[108]
I know previously we had spoken about not allowing custom user images in the game, however I think we're leaning more now in the direction of allowing for custom user images. Absolutely well what it will be is the fact that we're a subscription game and if you want to jeopardize your account by doing the wrong thing with regards to custom users [images] then by all means you may do so and we'll have stringent practices in place to prevent that from actually being an issue.[107]Steven Sharif
With regards to this UCC question, I think when you have an active an active GM team that you know you are you have directed to care take the product you're going to mitigate a lot of that functionality you don't want to see out of this custom image system. People who look to let's say meme the system are going to be met with the type of enforcement that they don't want to have on their account; and being a subscription-based product and being a risk versus reward and maybe a more old-school approach to character development and progression I think they're gonna take a significant risk in doing things that we don't want them to do, which will result in the jeopardy of their account. So I think that is not going to deter a hundred percent of things- I don't think you ever can deter a hundred percent of things unless we go away from custom images- but I think that we can achieve some parity of essentially enforcement versus infraction ratio that's going to be liveable for everybody.[108]Steven Sharif

Guild ladder

An inter-guild ladder will rank guilds based on their performance within competitive activities:[109][110]

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.[110]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.[111][36]

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.[112]

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. [113]Cody Peterson

Kickstarter/Summer crowdfunding guild rewards[49] are assigned to a guild by the owner of the reward.[114]

  • Once assigned, the reward becomes an asset of that guild.[114]
  • Guild members that leave the guild no longer have access to the unique items of that guild.[114]

Guild name reservation

Guild name reservation was available in the Braver of worlds and higher backer packages during the Kickstarter and Summer crowdfunding campaigns.[115][116]

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.[117][118]

  • Il n'y a pas de commission de régulation pour restreindre l'achat et la vente d'actions.[119]

Guides de la communauté

Voir également

Les références

  1. Entrevue, 2021-06-13 (36:38).
  2. Entrevue, 2021-06-13 (40:55).
  3. 3.0 3.1 3.2 3.3 3.4 Entrevue, 2018-08-08 (15:07).
  4. Direct, 2017-11-17 (40:56).
  5. Direct, 2021-02-26 (1:09:28).
  6. 6.0 6.1 6.2 6.3 6.4 Entrevue, 2018-08-08 (9:36).
  7. Direct, 2023-04-28 (1:28:14).
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 Direct, 2018-09-27 (55:39).
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 9.9 Direct, 2017-05-05 (23:26).
  10. Direct, 2019-06-28 (1:25:24).
  11. February 8, 2019 - Questions and Answers.
  12. Entrevue, 2018-08-08 (11:52).
  13. 13.0 13.1 13.2 Podcast, 2017-05-05 (47:20).
  14. Direct, 2017-05-17 (58:18).
  15. Direct, 2017-05-26 (47:35).
  16. guild payout1.png
  17. 17.0 17.1 17.2 Direct, 2020-12-22 (1:09:38).
  18. 18.0 18.1 Direct, 2020-07-25 (1:06:43).
  19. 19.00 19.01 19.02 19.03 19.04 19.05 19.06 19.07 19.08 19.09 19.10 19.11 19.12 19.13 19.14 19.15 19.16 Direct, 2017-05-05 (31:08).
  20. 20.0 20.1 Entrevue, 2020-07-18 (14:22).
  21. 21.0 21.1 21.2 21.3 21.4 Direct, 2017-05-22 (51:00).
  22. Direct, 2019-09-27 (39:09).
  23. Entrevue, 2020-07-19 (1:05:41).
  24. 24.0 24.1 Direct, 2019-07-26 (56:06).
  25. wyrmlings1.png
  26. 26.0 26.1 wyrmlings2.png
  27. 27.0 27.1 wyrmlings3.png
  28. 28.0 28.1 28.2 Direct, 2017-05-19 (22:10).
  29. 29.0 29.1 Entrevue, 2020-07-19 (36:07).
  30. guild size.jpg
  31. Direct, 2020-06-26 (1:31:53).
  32. Direct, 2020-10-30 (1:11:13).
  33. Direct, 2018-06-04 (1:11:19).
  34. 34.0 34.1 Direct, 2018-06-04 (21:37).
  35. Direct, 2021-03-26 (1:15:57).
  36. 36.0 36.1 36.2 36.3 36.4 36.5 36.6 36.7 36.8 Entrevue, 2020-07-18 (16:34).
  37. Podcast, 2018-04-23 (24:47).
  38. 38.0 38.1 38.2 38.3 38.4 38.5 38.6 38.7 Direct, 2020-02-28 (1:06:51).
  39. 39.0 39.1 39.2 39.3 39.4 Direct, 2019-06-28 (1:27:23).
  40. 40.0 40.1 40.2 40.3 40.4 Direct, 2018-09-27 (58:17).
  41. 41.0 41.1 41.2 Entrevue, 2018-08-08 (16:12).
  42. 42.0 42.1 42.2 42.3 42.4 Entrevue, 2018-08-08 (17:13).
  43. 43.0 43.1 43.2 43.3 Direct, 2019-01-11 (1:04:32).
  44. Direct, 2017-05-26 (36:17).
  45. 45.0 45.1 45.2 45.3 45.4 Podcast, 2018-05-11 (21:07).
  46. 46.0 46.1 46.2 46.3 46.4 46.5 46.6 46.7 46.8 Entrevue, 2018-05-11 (58:07).
  47. Direct, 2017-07-28 (18:07).
  48. Summer Leader of Men.png
  49. 49.0 49.1 49.2 kickstarter guild halls.png
  50. 50.0 50.1 50.2 50.3 50.4 50.5 50.6 Entrevue, 2019-04-21 (45:45).
  51. 51.0 51.1 51.2 51.3 51.4 51.5 Podcast, 2018-08-18 (1:12:34).
  52. 52.0 52.1 52.2 52.3 52.4 52.5 52.6 Podcast, 2018-08-04 (1:54:15).
  53. 53.0 53.1 kickstarter fortress.png
  54. Direct, 2017-05-22 (56:48).
  55. Direct, 2021-04-30 (1:14:12).
  56. 56.0 56.1 Direct, 2017-05-19 (51:20).
  57. 57.0 57.1 57.2 57.3 Blog: 10 facts about castle sieges in the MMORPG.
  58. 58.0 58.1 58.2 castle nodes.png
  59. 59.0 59.1 59.2 59.3 59.4 59.5 59.6 Podcast, 2018-04-23 (21:55).
  60. 60.0 60.1 60.2 60.3 60.4 60.5 60.6 60.7 Direct, 2020-08-28 (1:39:02).
  61. Direct, 2017-11-17 (49:30).
  62. 62.0 62.1 Entrevue, 2018-05-11 (47:27).
  63. 63.0 63.1 63.2 63.3 Podcast, 2017-05-05 (52:32).
  64. Vidéo, 2021-05-28 (25:44).
  65. About Ashes of Creation.
  66. Direct, 2022-07-29 (1:12:14).
  67. Entrevue, 2020-07-29 (31:05).
  68. Entrevue, 2020-07-18 (13:13).
  69. Direct, 2021-09-24 (52:48).
  70. Entrevue, 2021-07-08 (57:19).
  71. Entrevue, 2020-07-19 (44:28).
  72. castle-siege-scale.png
  73. Twitch Bustin - Practice Sieges?
  74. Direct, 2022-01-28 (17:50).
  75. 75.0 75.1 75.2 Podcast, 2021-04-11 (49:40).
  76. 76.0 76.1 76.2 steven-siege-zone.png
  77. 77.0 77.1 77.2 Direct, 2021-04-30 (41:18).
  78. 78.0 78.1 78.2 Blog: Creative Director's Letter, April 14 2021
  79. 79.0 79.1 79.2 79.3 Direct, 2020-08-28 (1:43:03).
  80. 80.0 80.1 Direct, 2017-08-23 (23:00).
  81. Podcast, 2018-04-23 (15:14).
  82. castle-taxes5.png
  83. Vidéo, 2021-05-28 (24:44).
  84. 84.0 84.1 84.2 84.3 84.4 84.5 84.6 84.7 84.8 Vidéo, 2021-04-30 (19:25).
  85. Vidéo, 2021-05-28 (19:04).
  86. 86.0 86.1 86.2 86.3 Vidéo, 2021-04-30 (13:02).
  87. 87.0 87.1 Direct, 2021-05-28 (1:04:29).
  88. 88.0 88.1 steven-wars-prime-time.png
  89. Direct, 2020-12-22 (1:08:41).
  90. Direct, 2023-03-31 (1:24:21).
  91. Direct, 2020-12-22 (1:13:51).
  92. 92.0 92.1 92.2 Direct, 2017-05-22 (52:01).
  93. 93.0 93.1 93.2 Direct, 2017-05-15 (17:20).
  94. Direct, 2017-06-01 (35:42).
  95. 95.00 95.01 95.02 95.03 95.04 95.05 95.06 95.07 95.08 95.09 95.10 Direct, 2017-05-19 (19:23).
  96. 96.0 96.1 Podcast, 2020-11-15 (52:50).
  97. 97.0 97.1 97.2 97.3 Direct, 2021-09-24 (1:24:16).
  98. 98.0 98.1 98.2 98.3 98.4 Direct, 2020-09-30 (1:06:14).
  99. 99.0 99.1 99.2 Direct, 2021-11-19 (52:35).
  100. Direct, 2021-07-30 (53:15).
  101. 101.0 101.1 101.2 101.3 101.4 101.5 Direct, 2017-05-17 (55:40).
  102. 102.0 102.1 guild emblem.jpg
  103. 103.0 103.1 Direct, 2018-10-31 (47:44).
  104. 104.0 104.1 104.2 Entrevue, 2018-10-20 (3:35:54).
  105. Direct, 2022-07-29 (1:06:39).
  106. Direct, 2022-07-29 (1:06:15).
  107. 107.0 107.1 Direct, 2019-07-26 (1:05:28).
  108. 108.0 108.1 Entrevue, 2020-07-08 (48:30).
  109. 109.0 109.1 109.2 109.3 Direct, 2021-06-25 (1:12:37).
  110. 110.0 110.1 110.2 110.3 Entrevue, 2020-07-29 (14:28).
  111. Direct, 2021-09-24 (1:22:46).
  112. Crowdfunding.
  113. 113.0 113.1 cody-skins.png
  114. 114.0 114.1 114.2 guild kickstarter.png
  115. braver of worlds.png
  116. Summer Braver of Worlds.png
  117. 117.0 117.1 Direct, 2017-05-17 (11:27).
  118. 118.0 118.1 Stock Exchange.jpg
  119. 119.0 119.1 Entrevue, 2018-10-20 (5:51).