Gremios

De Ashes of Creation Wiki
Ir a la navegación Ir a la búsqueda

Gremios 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]

Progresión de gremios

Guild perks UI. Alpha-1 captura de pantalla. Credito de imagen: 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

La progresión de los gremios se consigue miediante la participación en diferentes sistemas.[6]

Cuando el gremio progresa, se otorgan puntos de habilidad que el gremio puede asignar para desbloquear aspectos de su árbol de habilidades, como habilidades pasivas, aumentos y número de miembros.[6][8][9]

  • Las habilidades pasivas aumentan determinadas estadísticas relacionadas con la capacidad de un miembro del gremio en el combate u otros aspectos del mismo, como puede ser la economía.[6]
  • Los aumentos pueden aplicarse en los niveles superiores de la progresión del gremio.[6]
    • Esto se aplica a los gremios que han optado por no expandir la capacidad de miembros del gremio.[6]
    • Beneficia a los miembros del gremio con una clasificación de oficial o caballero.[6]
  • Los miembros del gremio no necesitan ser ciudadanos del mismo nodo para beneficiarse de las habilidades pasivas y de los aumentos.[10]
  • El tamaño del gremio puede ser reemplazado por la progresión del gremio.[6][11]
    • Cuanto mayor sea el límite de miembros del gremio, menos opciones de habilidades estarán disponibles para ese gremio.[12]
    • Las alianzas de gremios pueden ser una parte clave para crear un "gremio" más grande.[11]
  • La sala del gremio se puede desbloquear en una determinada etapa de avance del gremio.[8]
  • Los gremios no pueden reajustar sus puntos de habilidad una vez asignados. Esto está sujeto a pruebas.[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

Guild leaders can create an alliance at a later stage in guild progression by completing a quest.[15][16]

  • Once created, the leader can invite up to three other guilds to this alliance, but this is subject to change.[15][17][16]
  • A guild may only be a member of one alliance.[18]
  • There is no member cap in an alliance, only a maximum of four guilds.[16]
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.[15]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.[19]Steven Sharif
  • Guilds may enter into trade agreements.[20]
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.[20]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. Alianzas with other guilds will help enable that.[11]

Ashes of Creation podrá tener contenido específico que gire entorno a las alianzas.[21]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship.[21]Steven Sharif

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.[23]

  • Los objetivos de las guerras de gremios están diseñados para ser más fluidos que los objetivos de asedios de castillos .[24]
  • GLas guerras de gremios se pueden declarar en cualquier momento, pero los objetivos solo aparecerán durante el horario de máxima audiencia del servidor.[25]
    • Los jugadores pueden matarse entre sí en cualquier momento durante la guerra (no sólo durante el horario de máxima audiencia del servidor).[25]
  • 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..[26]
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.[23]Steven Sharif

Guild benefits

Ideas that are being considered by the developers:[27]

Leadership tools

The developers are considering the following guild tools:[27][29]

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

Guild emblems

The user interface will allow the creation of custom guild emblems.[30]

Crowdfunding guild rewards

Guild themed character cloaks were cosmetic rewards for backing at the Leader of Men level or higher in the Kickstarter and El verano de la financiación campaigns.[31]

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. [32]Cody Peterson

Kickstarter/El verano de la financiación guild rewards[33] are assigned to a guild by the owner of the reward.[34]

  • Once assigned, the reward becomes an asset of that guild.[34]
  • Guild members that leave the guild no longer have access to the unique items of that guild.[34]

Guild housing

The term "guild housing" refers to guild buildings and not guild owned player housing.[35]

Sala del gremio

Las Salas de Gremio sirven como punto de encuentro para un gremio, ofreciendo una serie de beneficios y opciones de personalización.[33]

  • Una sala de gremio solo alberga a un único gremio.[40]


¡Las salas de gremio son la máxima expresión del poder de un gremio! En Ashes, estas estructuras servirán como puntos focales para un gremio, ofreciendo a cualquier gremio que las construya una gran cantidad de beneficios, así como opciones de personalización.[33]

Beneficios

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Sala del gremio unlock actions a guild can perform within a node.[41]

Castillos del gremio

Guild castle Alpha-1 early preview.[42]

With five Castles in the world, and each having been owned by different civilizations from the far-flung past of Verra, you can expect that each Castle has its own character. Different terrains and different layouts will result in each Castle having its own advantages and disadvantages. Just because you have managed to take one Castle will not mean that your strategies will pan out in the next. Commanders will have to take into consideration the lay of the land, time of day, weather, and even seasons into account when forming their battle plans.[43]

Sword 01 - with logos.png

Five guild castles exist in Ashes of Creation.[44][43][45]

While the hard structural environment is static and not able to be- you're not building a castle if you own a castle, you're inheriting a historic ruined castle that is representative of the past because it has some tie-in to specific types of powers that we haven't gotten into from a lore perspective yet but we haven't expressed to the community. That's something that we're going to leave for the community to find out when they play. But when you place mercenaries and you place those blockades and you place those traps, that affects the level design of the castle according to the strategy you might use to defend it.[44]Steven Sharif
These Castles are occupied when players arrive on Verra, and their current inhabitants will have to be removed before any player can claim them. Castles will be dangerous and high-level raid zones until they can be cleared, and the first group of players to do so will gain the Castle as their reward.[43]

Beneficios

Guild castle concept art.[43]

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.[42]Steven Sharif

Castillos del gremio provide benefits and trophies for guilds that capture and control them.[42][59]

  • These benefits increase the longer a guild holds its castle.[42]

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.[60]Steven Sharif

Guild castles exert a King or Queen's presence over nodes within their region.[42][60][61]

Fortalezas del gremio

info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.

Fortalezas del gremio are siegable guild halls within Ashes of Creation. These are different from nodes and castles.[39]

  • Guild fortresses are objectives in guild wars.[23] These are contested on a regular basis.[37]
  • The developers will decide if guild fortresses will be implemented in the game or shelved.[37]
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 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.[37]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[62], 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.[43]

Los Zergs están fortalecidas por el viaje rápido. Los tiempos de viajes tan signficativos evita que el juego de zerg sea una gran influencia.[1]

Los encuentros se diseñan para tener significado en términos de jefes, habilidades y la aptitud relacionada con las composiciones, tácticas y estrategias del grupo. El Zerging no experimenta este contenido.[63] Hay diferentes maneras de hacer que una pelea sea más difícil para que grupos más grandes, sin depender únicamente de los potenciadores de estadísticas o hacer que el jefe sea una "esponja de daño".[64]

  • Los jefes de raids y mazmorras tienen mecánicas y habilidades específicas que los jugadores deben aprender y reaccionar.[64] Los Zergs que no sean conscientes de estas mecánicas o que no reaccionen a ellas como es debido, serán eliminados.[63]
  • Puede haber peligros ambientales y efectos de AoE que causen más daño según la cantidad de jugadores presentes.[64]
  • Hay un toma y daca para los gremios que quieren ver una mayor cantidad de miembros en lugar de un grupo más reducido y enfocado que puede ser parte de una alianza.[65]

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.[65]Steven Sharif

Las mecánicas que fomentan la intriga política desempeñarán un papel en la desestabilización de los zergs.[66]

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.[66]Steven Sharif

El juego basado en objetivos ayuda a equilibrar la mentalidad de zerg.[67]

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.[67]Steven Sharif

Las zonas instanciadas no juegan un papel importante en la limitación de zergs, debido a que el 80% del contenido en Ashes of Creation es mundo abierto.[68]

  • Puede haber zonas instanciadas dentro de asedios a castillos y nodos donde grupos en particular pueden participar en ciertos puntos de referencia basados en objetivos.[68]

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.[68]Steven Sharif

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.[69][70]

  • No existe una comisión reguladora para restringir la compra y venta de acciones.[71]

Afiliaciones

Un árbol de afiliación determina qué entidades pueden participar en ataques contra otras entidades de su misma jerarquía.[72][73]

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.[72]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.[73]Steven Sharif

Ver además

Referencias

  1. 1.0 1.1 1.2 Transmisión en vivo, 2017-05-05 (23:26).
  2. Transmisión en vivo, 2017-11-17 (40:56).
  3. Pódcast, 2017-05-05 (47:20).
  4. Transmisión en vivo, 2017-05-17 (58:18).
  5. Transmisión en vivo, 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 Transmisión en vivo, 2018-09-27 (55:39).
  7. 7.0 7.1 7.2 Transmisión en vivo, 2017-05-19 (22:10).
  8. 8.0 8.1 Entrevista, 2020-07-19 (36:07).
  9. guild size.jpg
  10. Transmisión en vivo, 2020-06-26 (1:31:53).
  11. 11.0 11.1 11.2 Transmisión en vivo, 2017-05-05 (23:26).
  12. Entrevista, 2018-08-08 (9:36).
  13. Transmisión en vivo, 2020-10-30 (1:11:13).
  14. guild size.jpg
  15. 15.0 15.1 15.2 Transmisión en vivo, 2023-04-28 (1:28:14).
  16. 16.0 16.1 16.2 Entrevista, 2018-08-08 (16:12).
  17. Transmisión en vivo, 2021-06-25 (1:25:55).
  18. Transmisión en vivo, 2021-06-25 (1:29:26).
  19. 19.0 19.1 19.2 19.3 19.4 Entrevista, 2018-08-08 (17:13).
  20. 20.0 20.1 20.2 20.3 Transmisión en vivo, 2019-01-11 (1:04:32).
  21. 21.0 21.1 21.2 21.3 21.4 Pódcast, 2018-05-11 (21:07).
  22. Transmisión en vivo, 2023-08-31 (2:10:23).
  23. 23.0 23.1 23.2 23.3 23.4 Pódcast, 2018-08-04 (1:54:15).
  24. 24.0 24.1 Pódcast, 2018-08-18 (1:12:34).
  25. 25.0 25.1 steven-wars-prime-time.png
  26. Transmisión en vivo, 2020-12-22 (1:08:41).
  27. 27.0 27.1 Transmisión en vivo, 2017-05-05 (31:08).
  28. 28.0 28.1 28.2 28.3 28.4 Transmisión en vivo, 2017-05-22 (51:00).
  29. Transmisión en vivo, 2017-05-19 (19:23).
  30. guild emblem.jpg
  31. Crowdfunding.
  32. 32.0 32.1 cody-skins.png
  33. 33.0 33.1 33.2 kickstarter guild halls.png
  34. 34.0 34.1 34.2 guild kickstarter.png
  35. Transmisión en vivo, 2017-07-28 (18:07).
  36. Summer Leader of Men.png
  37. 37.0 37.1 37.2 37.3 37.4 37.5 Entrevista, 2019-04-21 (45:45).
  38. 38.0 38.1 Transmisión en vivo, 2020-02-28 (1:06:51).
  39. 39.0 39.1 kickstarter fortress.png
  40. Transmisión en vivo, 2017-05-22 (56:48).
  41. 41.0 41.1 Transmisión en vivo, 2017-05-19 (51:20).
  42. 42.0 42.1 42.2 42.3 42.4 42.5 42.6 42.7 42.8 Transmisión en vivo, 2020-08-28 (1:39:02).
  43. 43.0 43.1 43.2 43.3 43.4 Blog: 10 facts about castle sieges in the MMORPG.
  44. 44.0 44.1 44.2 Entrevista, 2023-09-10 (22:29).
  45. castle nodes.png
  46. Transmisión en vivo, 2022-04-29 (27:42).
  47. Transmisión en vivo, 2020-07-25 (1:22:40).
  48. Transmisión en vivo, 2020-06-26 (1:33:10).
  49. 49.0 49.1 Pódcast, 2021-04-11 (49:40).
  50. steven-siege-zone.png
  51. Transmisión en vivo, 2021-04-30 (41:18).
  52. Blog: Creative Director's Letter, April 14 2021
  53. Transmisión en vivo, 2022-10-14 (58:46).
  54. steven-island-castle.png
  55. 55.0 55.1 Entrevista, 2023-09-10 (24:15).
  56. 56.0 56.1 Pódcast, 2018-04-23 (21:55).
  57. Transmisión en vivo, 2018-01-18 (37:05).
  58. Transmisión en vivo, 2020-08-28 (1:31:11).
  59. Transmisión en vivo, 2017-11-17 (49:30).
  60. 60.0 60.1 Entrevista, 2018-05-11 (47:27).
  61. 61.0 61.1 61.2 61.3 Pódcast, 2017-05-05 (52:32).
  62. pillars-confusion.png
  63. 63.0 63.1 Transmisión en vivo, 2017-05-19 (25:18).
  64. 64.0 64.1 64.2 Transmisión en vivo, 2020-11-30 (1:16:09).
  65. 65.0 65.1 Transmisión en vivo, 2017-05-22 (57:37).
  66. 66.0 66.1 Entrevista, 2018-05-11 (44:20).
  67. 67.0 67.1 Entrevista, 2018-08-08 (11:52).
  68. 68.0 68.1 68.2 Transmisión en vivo, 2022-01-28 (17:50).
  69. 69.0 69.1 Transmisión en vivo, 2017-05-17 (11:27).
  70. 70.0 70.1 Stock Exchange.jpg
  71. 71.0 71.1 Entrevista, 2018-10-20 (5:51).
  72. 72.0 72.1 72.2 72.3 72.4 72.5 72.6 72.7 Transmisión en vivo, 2019-03-29 (17:10).
  73. 73.0 73.1 73.2 73.3 73.4 73.5 73.6 73.7 73.8 Entrevista, 2018-05-11 (58:07).
  74. Transmisión en vivo, 2022-07-29 (1:07:20).