Diferencia entre las páginas «Social organizations» y «Guilds»

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[[Social organizations]] are ways for players to interact with the world around them in a different manner. Social organizations function a little bit like factions. They are about creating micro communities within the game.<ref name="livestream-17-May-2017-7:27">[https://youtu.be/_fPIP8uu6Pc?t=7m27s Livestream, 17 May 2017 (7:27).]</ref>
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[[Guilds]] in [[Ashes of Creation]] are still [[Pre-alpha|pre-alpha]] design that will need testing and feedback from the community.
  
== Types ==
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== Guild membership ==
  
Different types of [[Social organizations]] have different objectives relating to their specific types of game play.<ref name="livestream-17-May-2017-7:27"/>
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A character may only be a member of a single [[Guilds|guild]].<ref name="membership">[https://youtu.be/eCvcB4S-tZM?t=2820 Podcast interview, 5 May 2017 (47:20).]</ref>
  
* [[Thieve's guild]]
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* [[Alts]] on the same [[Account]] can join different guilds.
* [[Scholar's academy]]
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** Intrigue, espionage and intelligence gathering is a legitimate aspect of the game.
* [[Trader's company]]
 
  
== Joining ==
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== Guild progression ==
  
Players may only pledge loyalty to one social organisation.<ref name="livestream-17-May-2017-7:27"/>
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[[Guilds]] can focus on niche progression or opt to grow in size.<ref name="livestream-5-May-2017-23:26">[https://youtu.be/3UIqmWTGZ2k?t=1406 Livestream, 5 May 2017 (23:26).]</ref>
  
* Social organizations are system generated. They are not owned by players.<ref name="livestream-17-May-2017-11:27">[https://youtu.be/_fPIP8uu6Pc?t=11m27s Livestream, 17 May 2017 (11:27).]</ref>
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* Membership slots can be traded off for [[#Guild sizes|advantages]].
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* [[#Guild alliances|Guild alliances]] may be a key part in creating a larger “guild”.
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* The progression system will include guild [[Quests|quests]].
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* Guilds will participate in the development of the world via accomplishments.<ref>[[File:guild advancement.png|350px]]</ref>
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** [[Crafting]] certain [[Items|items]].
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** [[Events]].
  
== Leaving ==
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== Guild size ==
  
A player can switch organizations, but will lose progress in their previous organization.<ref name="livestream-17-May-2017-7:27"/>
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There are mechanics that are geared towards larger and smaller guilds.<ref name="livestream-5-May-2017-23:26"/>
  
== Benefits ==
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* Larger guilds can siege [[Guild fortresses|fortresses]].
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** Larger guilds won’t have access to power boosting guild ability slots.
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* Small groups can do some things better than larger groups.
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** Sieges will have things that smaller groups have an advantage in.
  
These organizations may relate to which bosses might need to be killed first and may affect building progression of a [[Nodes|node]].<ref name="livestream-17-May-2017-7:27"/>
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== Guild alliances ==
  
== Progression ==
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* Due to the lack of fast-travel, guilds will need have to plan to have people in the right place at the right time. Alliances with other guilds will help enable that.<ref name="livestream-5-May-2017-23:26"/>
  
A player progresses through the organisation by accomplishing [[Quests|tasks or quests]].<ref name="livestream-17-May-2017-7:27"/>
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* There may be a mechanic that allows alliances to war against each other.<ref name="alliances">[[File:guild wars alliances.png|350px]]</ref>
  
* There are hierarchical paths pertaining to specific questlines for the organization's thematic.
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== Guild wars ==
<blockquote>For example, a [[Thieve's guild]] may have objectives and quests toward securing a particular item to level up within the organization.</blockquote>
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{{Guild wars|1====}}
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== Zergs ==
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[[wiktionary:zerg|Zergs]] are empowered by fast-travel. Meaningful travel times will prevent zerg play for being so much of an influence.<ref name="livestream-5-May-2017-23:26"/>
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== Guild benefits ==
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Ideas that are being considered by the developers:<ref name="livestream-5-May-2017-31:08">[https://youtu.be/3UIqmWTGZ2k?t=1868 Livestream, 5 May 2017 (31:08).]</ref>
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* Guild activities
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* Passives
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* [[Quests|Questlines]]
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* [[Guild halls]]
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* [[Guild castles]]
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== Leadership tools ==
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The developers are considering the following tools:<ref name="livestream-5-May-2017-31:08"/>
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* Recruitment tools.
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* Management tools.
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* Communication tools.
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* Delegation tools.
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* Motivational systems.
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* Calendar.<ref name="rally">[[File:guild rally.png|350px]]</ref>
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* Roster.<ref name="rally"/>
  
 
== Sharemarkets ==
 
== Sharemarkets ==
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== See also ==
 
== See also ==
  
* [[Nodes]]
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* [[Social organizations]]
* [[Guilds]]
 
  
 
{{Notes}}
 
{{Notes}}
  
[[Category:Player interaction]]
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[[Category:Player interaction]][[Category:Guilds]]

Revisión del 01:09 22 oct 2017

box warning orange.pngEsta página es actualmente un borrador.

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

Guild membership

A character may only be a member of a single guild.[1]

  • Alts on the same Account can join different guilds.
    • Intrigue, espionage and intelligence gathering is a legitimate aspect of the game.

Progresión de gremios

Gremios can focus on niche progression or opt to grow in size.[2]

Guild size

There are mechanics that are geared towards larger and smaller guilds.[2]

  • 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 alliances

  • Due to the lack of fast-travel, guilds will need have to plan to have people in the right place at the right time. Alliances with other guilds will help enable that.[2]
  • There may be a mechanic that allows alliances to war against each other.[4]

Guerras de gremios (guilds)

Las características de las guerras de gremios aún están en fase de diseño, pero el objetivo general es que estas guerras es que se basen en objetivos con un gran riesgo para cada bando.[5]

  • Los objetivos de las guerras de gremios están diseñados para ser más fluidos que los objetivos de asedios de castillos .[6]
  • GLas guerras de gremios se pueden declarar en cualquier momento, pero los objetivos solo aparecerán durante el horario de máxima audiencia del servidor.[7]
    • Los jugadores pueden matarse entre sí en cualquier momento durante la guerra (no sólo durante el horario de máxima audiencia del servidor).[7]
  • Las guerras de gremios no serán permanentes. Existen condiciones de victoria definitivas que se basan en el nivel de los gremios enfrentados y en los activos que tengan dichos gremios..[8]
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 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.[5]Steven Sharif

Zergs

Zergs are empowered by fast-travel. Meaningful travel times will prevent zerg play for being so much of an influence.[2]

Guild benefits

Ideas that are being considered by the developers:[9]

Leadership tools

The developers are considering the following tools:[9]

  • Recruitment tools.
  • Management tools.
  • Communication tools.
  • Delegation tools.
  • Motivational systems.
  • Calendar.[10]
  • Roster.[10]

Mercados de acciones

A medida que los nodos se van desarrollando, los gobiernos pueden abrir un bolsa de valores (también llamada mercado de valores y mercado de acciones) donde los jugadores pueden comprar y vender acciones en nodos, gremios y organizaciones sociales.[11][12]

  • No existe una comisión reguladora para restringir la compra y venta de acciones.[13]

Ver además

Referencias