Sala del gremio

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Las Salas de Gremio sirven como punto de encuentro para un gremio, ofreciendo una serie de beneficios y opciones de personalización.[2]

  • Una sala de gremio solo alberga a un único gremio.[8]

¡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.[2]


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.[9]

Guild freeholds

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.

Gremios de mecenas

El hecho de que una organización sea la patrocinadora de su nodo significa que sus miembros son los que aportan la mayor cantidad de trabajo al nodo.[10]

Los gremios de mecenas desbloquean los siguientes beneficios para sus miembros.[5]

En un nodo puede haber muchos gremios, pero el número de gremios de mecenas está limitado por la fase del nodo.[11]

Guild reputation

Gremios may be able to allocate points to increase their reputation with the node that houses their guild hall. This will affect:[12]

Another thing we were talking about I remember early on with regards to guilds is not just that but also having a reputation score; and being able to allocate points to increase that reputation perhaps with a specific node that you may have your guild hall in; and that reputation will interact with the way that NPCs interact with you. It might interact with the way that quests are given in that particular node or merchant services that are present.[12]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.[6]

  • Los objetivos de las guerras de gremios están diseñados para ser más fluidos que los objetivos de asedios de castillos .[4]
  • GLas guerras de gremios se pueden declarar en cualquier momento, pero los objetivos solo aparecerán durante el horario de máxima audiencia del servidor.[13]
    • Los jugadores pueden matarse entre sí en cualquier momento durante la guerra (no sólo durante el horario de máxima audiencia del servidor).[13]
  • 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..[14]
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.[6]Steven Sharif

Guild war objectives

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.[15][14][6][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.[15][4][6]
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.[6]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.[15][6]
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.
  • 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]

Guild war mechanics

  • 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.[14][17]

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Guild housing

The term "guild housing" refers to guild buildings and not guild owned player housing.[22]

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.[7]

  • Guild fortresses are objectives in guild wars.[6] These are contested on a regular basis.[3]
  • The developers will decide if guild fortresses will be implemented in the game or shelved.[3]
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.[3]Steven Sharif

Castillos del gremio

Guild castle Alpha-1 early preview.[23]

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.[24]

Sword 01 - with logos.png

Five guild castles exist in Ashes of Creation.[25][24][26]

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.[25]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.[24]

Guild hall skins

Guild hall skins were rewards in the Kickstarter and El verano de la financiación campaigns.[40][1]

Ver además


  1. 1.0 1.1 Summer Leader of Men.png
  2. 2.0 2.1 kickstarter guild halls.png
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Entrevista, 2019-04-21 (45:45).
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Pódcast, 2018-08-18 (1:12:34).
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 Transmisión en vivo, 2020-02-28 (1:06:51).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 Pódcast, 2018-08-04 (1:54:15).
  7. 7.0 7.1 kickstarter fortress.png
  8. Transmisión en vivo, 2017-05-22 (56:48).
  9. 9.0 9.1 Transmisión en vivo, 2017-05-19 (51:20).
  10. Pódcast, 2018-04-23 (24:47).
  11. 11.0 11.1 11.2 11.3 11.4 Transmisión en vivo, 2019-06-28 (1:27:23).
  12. 12.0 12.1 12.2 12.3 12.4 Transmisión en vivo, 2018-09-27 (58:17).
  13. 13.0 13.1 13.2 13.3 13.4 steven-wars-prime-time.png
  14. 14.0 14.1 14.2 14.3 Transmisión en vivo, 2020-12-22 (1:08:41).
  15. 15.0 15.1 15.2 15.3 15.4 15.5 Entrevista, 2023-09-10 (18:10).
  16. 16.0 16.1 Transmisión en vivo, 2017-05-22 (52:01).
  17. 17.0 17.1 Transmisión en vivo, 2017-05-15 (17:20).
  18. 18.0 18.1 Transmisión en vivo, 2023-02-24 (1:29:45).
  19. 19.0 19.1 Transmisión en vivo, 2022-06-30 (1:14:52).
  20. 20.0 20.1 Transmisión en vivo, 2021-08-27 (1:22:56).
  21. 21.0 21.1 Transmisión en vivo, 2020-12-22 (1:13:51).
  22. Transmisión en vivo, 2017-07-28 (18:07).
  23. Transmisión en vivo, 2020-08-28 (1:39:02).
  24. 24.0 24.1 24.2 Blog: 10 facts about castle sieges in the MMORPG.
  25. 25.0 25.1 25.2 Entrevista, 2023-09-10 (22:29).
  26. castle nodes.png
  27. Transmisión en vivo, 2022-04-29 (27:42).
  28. Transmisión en vivo, 2020-07-25 (1:22:40).
  29. Transmisión en vivo, 2020-06-26 (1:33:10).
  30. 30.0 30.1 Pódcast, 2021-04-11 (49:40).
  31. steven-siege-zone.png
  32. Transmisión en vivo, 2021-04-30 (41:18).
  33. Blog: Creative Director's Letter, April 14 2021
  34. Transmisión en vivo, 2022-10-14 (58:46).
  35. steven-island-castle.png
  36. 36.0 36.1 Entrevista, 2023-09-10 (24:15).
  37. 37.0 37.1 Pódcast, 2018-04-23 (21:55).
  38. Transmisión en vivo, 2018-01-18 (37:05).
  39. Transmisión en vivo, 2020-08-28 (1:31:11).
  40. Leader of Men.png
  41. Transmisión en vivo, 2021-04-30 (1:14:12).