Gremios

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

Guild membership

  • Players can only be a member of a single guild.[1]
  • Alts on the same Account can join different guilds.[1]
    • 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]

  • Guild activities
  • Passives

Leadership tools

The developers are considering the following tools:[9]

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

Referencias