Guerre tra Gilde

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There will be default guild war objectives as well as objectives that dynamically spawn in the world based on the assets guilds own, the activities guilds have participated in, and other conditions.[1][2][3][4]

  • If the guild owns a guild hall, 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.[1][4][3]
If you have a guild hall and a certain type of guild war is declared that is maybe a higher stakes 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.[3]Steven Sharif
  • If the guild has recently completed a raid, objectives might include stealing one of the quest items that the guild received from killing that raid boss.[1][3]
  • Guild wars can be declared at any time, but the objectives will only spawn during server prime-time.[5]
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.
  • 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.[4]
  • Guild war objectives are intended to be more fluid than castle siege objectives.[4]

Mecchaniche di guerra tra Gilde

Guerre tra Gilde are objective-based PvP events between guilds.[1][3]

  • 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.[2][7]
  • Guild wars are considered a core system of Alpha-2.[12]
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.[1]Steven Sharif
info-orange.pngAlcune delle seguenti informazioni non sono state confermate di recente dagli sviluppatori e potrebbero non essere nell'attuale roadmap di sviluppo.

Guild alliances

Guild leaders can create an alliance at a later stage in guild progression by completing a quest.[13][14]

  • Once created, the leader can invite up to three other guilds to this alliance, but this is subject to change.[13][15][14]
  • A guild may only be a member of one alliance.[16]
  • There is no member cap in an alliance, only a maximum of four guilds.[14]
Will the largest guilds segment off into different chapters of their guild that are part of small guilds? Absolutely that will happen; and the way that we combat the efficacy of doing that always is through how we design our encounters and our events to incorporate the use-case of where smaller guilds and their passive abilities are necessary to overcome certain challenge ratings. Will it always be most beneficial for larger guilds to do that? No, not always. It depends on what they're encountering, but you absolutely will see some guilds leveraging that for sure.[13]Steven Sharif
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.[17]Steven Sharif
  • Guilds may enter into trade agreements.[18]
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.[18]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.[19]

Ashes of Creation potrebbe avere dei contenuti specifici basati sulle Alliances.[20]

  • Vie di Progressione all'interno delle alleanze.[20]
  • Le Gilde condivideranno servizi in comune coi membri delle alleanze.[20]
  • Le alleanze possono intraprendere relazioni coi nodes.[20]

Specifici contenuti che si basano sulle alleanze ed avanzamento all'interno dello sviluppo di quella alleanza; e l'abilità di condividere alcuni servizi comuni tra le gilde che fanno parte di quella alleanza. Penso che permettere alle alleanze di intraprendere certe relazioni coi nodi come un'interazione sia positivo. Questo provvederà un'interessante dinamica per i giocatori che sono o membri di quel particolare nodo con cui viene stabilita la relazione o membri dell'alleanza. Quindi penso che costruire questi sistemi riguardi ovviamente creare i canali attraverso i quali questi giocatori possano creare legami e più strati ci sono attorno a questi canali tra le diverse gilde ed i giocatori, più sostenibile sarà quella relazione.[20]Steven Sharif

Affiliazioni

An affiliation tree determines which entities can participate in attacks against other entities within its hierarchy.[21][22]

There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[21]Steven Sharif

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.[22]Steven Sharif

Siege participation

Non-registered combatants are not permitted on the siege field in castle or node sieges.[24]

  • Players may choose to respawn at their HQ as long as they are registered.[27][30]
    • Non-registered guilds are not granted the ability to take ownership of the castle if victorious.[27]

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.[32]

See also

Riferimenti

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Colloquio, 2023-09-10 (18:10).
  2. 2.0 2.1 2.2 Trasmissione in diretta, 2020-12-22 (1:08:41).
  3. 3.0 3.1 3.2 3.3 3.4 Podcast, 2018-08-04 (1:54:15).
  4. 4.0 4.1 4.2 4.3 4.4 Podcast, 2018-08-18 (1:12:34).
  5. 5.0 5.1 5.2 steven-wars-prime-time.png
  6. 6.0 6.1 Trasmissione in diretta, 2017-05-22 (52:01).
  7. 7.0 7.1 7.2 Trasmissione in diretta, 2017-05-15 (17:20).
  8. 8.0 8.1 Trasmissione in diretta, 2023-02-24 (1:29:45).
  9. 9.0 9.1 Trasmissione in diretta, 2022-06-30 (1:14:52).
  10. 10.0 10.1 Trasmissione in diretta, 2021-08-27 (1:22:56).
  11. 11.0 11.1 Trasmissione in diretta, 2020-12-22 (1:13:51).
  12. Trasmissione in diretta, 2023-03-31 (1:24:21).
  13. 13.0 13.1 13.2 Trasmissione in diretta, 2023-04-28 (1:28:14).
  14. 14.0 14.1 14.2 Colloquio, 2018-08-08 (16:12).
  15. Trasmissione in diretta, 2021-06-25 (1:25:55).
  16. Trasmissione in diretta, 2021-06-25 (1:29:26).
  17. 17.0 17.1 17.2 17.3 17.4 Colloquio, 2018-08-08 (17:13).
  18. 18.0 18.1 18.2 18.3 Trasmissione in diretta, 2019-01-11 (1:04:32).
  19. Trasmissione in diretta, 2017-05-05 (23:26).
  20. 20.0 20.1 20.2 20.3 20.4 Podcast, 2018-05-11 (21:07).
  21. 21.0 21.1 21.2 21.3 21.4 21.5 21.6 21.7 Trasmissione in diretta, 2019-03-29 (17:10).
  22. 22.0 22.1 22.2 22.3 22.4 22.5 22.6 22.7 22.8 Colloquio, 2018-05-11 (58:07).
  23. Trasmissione in diretta, 2022-07-29 (1:07:20).
  24. siege-combatants.png
  25. steven-siege-zone.png
  26. Trasmissione in diretta, 2021-04-30 (41:18).
  27. 27.0 27.1 27.2 27.3 Podcast, 2021-04-11 (49:40).
  28. Blog: Creative Director's Letter, April 14 2021
  29. siege-barrier.png
  30. siege-respawn.png
  31. siege-stragglers.png
  32. Colloquio, 2020-07-08 (1:12:51).