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Version du 12 mai 2018 à 21:09

Guildes in Ashes of Creation are still pre-alpha design that will need testing and feedback from the community.[1]

Guild formation

Players may be able to form guilds in starting areas if minimum requirements are met.[2]

Guild membership

A character may only be a member of a single guild.[3]

  • 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.[4]
    • Transfer of guild leadership is possible, but mechanics on transferring leadership if a guild leader has abandoned the guild have not been finalized.[5]

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.[6]Steven Sharif

Guild progression occurs through participation in different systems.[6]

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.[6][8][9]

  • 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.[6]
  • Augmentation may apply at the upper tiers of guild progression.[6]
    • This applies to guilds that have opted for the non-expansive member route.[6]
    • It benefits guild members with a classification of officer or knight.[6]
  • Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[10]
  • Guild size can be traded off for guild progression.[6][11]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[12]
    • Guild alliances may be a key part in creating a larger "guild".[11]
  • Salles de guilde can be unlocked at a certain stage of guild advancement.[8]
  • Guilds cannot respec their skill points once allocated. This is subject to testing.[13]
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.[6]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.[14]

Guild alliances

Les leaders de guilde peuvent créer une alliance à un certain niveau en terminant une quête.[15]

  • Une fois créée, le leader peut inviter jusqu'à trois autres guildes dans cette alliance.[15]
  • Il n'y pas de limite de membres dans une alliance, seulement un maximum de quatre guildes.[15]
  • Les leaders de guilde pourront mettre en commun les ressources dans une banque d'alliance de guildes.[16]
  • Il y aura des quêtes spécifiques aux alliances.[16][17]
  • Les membres d'une alliance partageront un canal de discussion commun.[16][17]
  • Les alliances auront des affiliations et pourront obtenir de l'équipement.[16]
  • Les guildes pourront conclure des accords commerciaux.[17]

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.[16]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.[17]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.[11]

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.[18]Steven Sharif

Guerres de guilde

Guerres de guilde are objective-based PvP events between guilds.[19][20]

  • 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.[23][25]
  • Guild wars are considered a core system of Alpha-2.[30]
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.[19]Steven Sharif
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.

Guild benefits

Ideas that are being considered by the developers:[31]

Leadership tools

The developers are considering the following guild tools:[31][33]

  • Recruitment tools.
  • Management tools.
  • Delegation tools.
  • Motivational systems.
  • Communication tools.
  • Roster.

Guild emblems

The user interface will allow the creation of custom guild emblems.[34]

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.[35]

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. [36]Cody Peterson

Kickstarter/Summer crowdfunding guild rewards[37] are assigned to a guild by the owner of the reward.[38]

  • Once assigned, the reward becomes an asset of that guild.[38]
  • Guild members that leave the guild no longer have access to the unique items of that guild.[38]

Guild housing

The term "guild housing" refers to guild buildings and not guild owned player housing.[39]

Salles de guilde

Summer guildhall appearance cosmetic concept art.[40]

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.[37]

Salles de guilde serve as a focal point for a guild, offering a host of benefits and customization options.[37]

  • When a guild reaches a certain level, its guild master is granted a certificate to enable placement of a guild hall.[41]
  • Guild halls may be placed within Baronies within the ZI of a node.[42]
    • A barony can only have a single guild hall.[42]
    • The number of baronies that can have an active guild hall is determined by the node's stage.[43][44]
Only a limited subset of the guild halls available around the node are available concurrently... So you might only have two that might be available at fifth level and then three at sixth level of a node; and the guilds have an opportunity to select from the six available which three are going to be active.[43]Steven Sharif
  • Guildes mécènes may also place their guild hall within (the footprint of) their patron node. These guild halls have different perks and benefits to halls placed within Baronies.[45][41][24][45]
    • Patron guild halls placed within Baronies may have the ability to confer benefits to surrounding estates within that node by speccing into passives in their guild skill tree and carrying out a lengthy quest line.[46]
  • The design of guild-halls is currently subject to active iteration by the developers.[47]
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.

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.[50]

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.'[51]

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.[51]

Cinq châteaux de guilde existent dans Ashes of Creation.[51][52] Ces châteaux seront initialement occupés par un adversaire PNJ. Ce sont les principaux antagonistes dans l'histoire.[53]

  • 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.[51]

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.[54]Steven Sharif

Châteaux de guilde provide benefits and trophies for guilds that capture and control them.[54][55]

  • These benefits increase the longer a guild holds its castle.[54]

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.[56]Steven Sharif

Guild castles exert a King or Queen's presence over nodes within their region.[54][56][57]

Forteresses de guilde

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.

Les forteresses de guilde sont des halls de guilde assiégeables sur Ashes of Creation. Elles sont différentes des nœuds et des châteaux de guilde.[48]

Les forteresses de guilde sont des objectifs dans les guerres de guildes.[20] Elles sont contestées régulièrement.[41] Les développeurs décideront si les forteresses de guilde seront implémentées dans le jeu ou mises de côté.[41]

La conception des forteresses est également quelque chose qui pourrait être mis de côté. Nous n'avons pas encore décidé. Nous allons l'examiner, mais l'idée derrière la forteresse est qu'il s'agit d'un hall de guilde compétitif, où vous devez le contester régulièrement ; ou qu'il peut vous être pris. Alors que le hall de guilde est une structure similaire à celle d'un freehold qui ne peut être pris que par des sièges réussis contre un nœud, ces derniers ne sont pas pris mais détruits.[41]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[58], 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.[51]

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.[59] 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".[60]

  • Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[60] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[59]
  • There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[60]
  • 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.[61]

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.[61]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[62]

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.[62]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[63]

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.[63]Steven Sharif

Instanciation doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[64]

  • There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[64]

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.[64]Steven Sharif

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.[65][66]

  • Il n'y a pas de commission de régulation pour restreindre l'achat et la vente d'actions.[67]

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.[68]

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.[68]Steven Sharif

Voir également

Les références

  1. 1.0 1.1 1.2 Direct, 2017-05-05 (23:26).
  2. Direct, 2017-11-17 (40:56).
  3. Podcast interview, 5 May 2017 (47:20).
  4. Direct, 2017-05-17 (58:18).
  5. Direct, 2017-05-26 (47:35).
  6. 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 Direct, 2018-09-27 (55:39).
  7. 7.0 7.1 7.2 Direct, 2017-05-19 (22:10).
  8. 8.0 8.1 Entrevue, 2020-07-19 (36:07).
  9. guild size.jpg
  10. Direct, 2020-06-26 (1:31:53).
  11. 11.0 11.1 11.2 Direct, 2017-05-05 (23:26).
  12. Entrevue, 2018-08-08 (9:36).
  13. Direct, 2020-10-30 (1:11:13).
  14. guild size.jpg>
  15. 15.0 15.1 15.2 Entrevue, 2018-08-08 (16:12).
  16. 16.0 16.1 16.2 16.3 16.4 Entrevue, 2018-08-08 (17:13).
  17. 17.0 17.1 17.2 17.3 Direct, 2019-01-11 (1:04:32).
  18. Direct, 2017-05-26 (36:17).
  19. 19.0 19.1 19.2 Entrevue, 2023-09-10 (18:10).
  20. 20.0 20.1 20.2 20.3 Podcast, 2018-08-04 (1:54:15).
  21. 21.0 21.1 steven-wars-prime-time.png
  22. 22.0 22.1 Direct, 2017-05-22 (52:01).
  23. 23.0 23.1 Direct, 2020-12-22 (1:08:41).
  24. 24.0 24.1 Podcast, 2018-08-18 (1:12:34).
  25. 25.0 25.1 25.2 Direct, 2017-05-15 (17:20).
  26. 26.0 26.1 Direct, 2023-02-24 (1:29:45).
  27. 27.0 27.1 Direct, 2022-06-30 (1:14:52).
  28. 28.0 28.1 Direct, 2021-08-27 (1:22:56).
  29. 29.0 29.1 Direct, 2020-12-22 (1:13:51).
  30. Direct, 2023-03-31 (1:24:21).
  31. 31.0 31.1 Direct, 2017-05-05 (31:08).
  32. 32.0 32.1 32.2 32.3 32.4 Direct, 2017-05-22 (51:00).
  33. Direct, 2017-05-19 (19:23).
  34. guild emblem.jpg>
  35. Crowdfunding.
  36. 36.0 36.1 cody-skins.png
  37. 37.0 37.1 37.2 kickstarter guild halls.png
  38. 38.0 38.1 38.2 guild kickstarter.png
  39. Direct, 2017-07-28 (18:07).
  40. Summer Leader of Men.png
  41. 41.0 41.1 41.2 41.3 41.4 41.5 Entrevue, 2019-04-21 (45:45).
  42. 42.0 42.1 Blog: Exploring the Boundless Opportunities of Freeholds.
  43. 43.0 43.1 Podcast, 2023-07-15 (6:25).
  44. steven-guild-hall-purchases.png
  45. 45.0 45.1 Direct, 2020-02-28 (1:06:51).
  46. steven-guild-hall-barony.png
  47. Direct, 2023-06-30 (1:48:17).
  48. 48.0 48.1 kickstarter fortress.png
  49. Direct, 2017-05-22 (56:48).
  50. 50.0 50.1 Direct, 2017-05-19 (51:20).
  51. 51.0 51.1 51.2 51.3 51.4 Blog: 10 facts about castle sieges in the MMORPG.
  52. castle nodes.png
  53. Podcast, 2018-04-23 (21:55).
  54. 54.0 54.1 54.2 54.3 54.4 54.5 54.6 54.7 Direct, 2020-08-28 (1:39:02).
  55. Direct, 2017-11-17 (49:30).
  56. 56.0 56.1 Entrevue, 2018-05-11 (47:27).
  57. 57.0 57.1 57.2 57.3 Podcast, 2017-05-05 (52:32).
  58. pillars-confusion.png
  59. 59.0 59.1 Direct, 2017-05-19 (25:18).
  60. 60.0 60.1 60.2 Direct, 2020-11-30 (1:16:09).
  61. 61.0 61.1 Direct, 2017-05-22 (57:37).
  62. 62.0 62.1 Entrevue, 2018-05-11 (44:20).
  63. 63.0 63.1 Entrevue, 2018-08-08 (11:52).
  64. 64.0 64.1 64.2 Direct, 2022-01-28 (17:50).
  65. 65.0 65.1 Direct, 2017-05-17 (11:27).
  66. 66.0 66.1 Stock Exchange.jpg
  67. 67.0 67.1 Entrevue, 2018-10-20 (5:51).
  68. 68.0 68.1 68.2 68.3 68.4 68.5 68.6 68.7 68.8 Entrevue, 2018-05-11 (58:07).