Guild size

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Guild size of 300 is currently the maximum cap that can be attained by leveling the guild and selecting the path of size as opposed to the path of guild skills.[1]

What we're trying to create is an environment where there's a duality between guilds that try to go towards population and then guilds that choose to forego population in exchange for a deeper access to passive skills that the players have access to. Will the meta be for many smaller guilds to co-locate with each other? Yes, I'm sure that will be utilized by some number of smaller guilds in order to try to combat the numbers that other guilds might have access to. I don't think that that's a bad thing. I don't necessarily know if that's a meta either, because it's going to be beneficial for larger guilds to be allied with smaller guilds that might have access to those passive abilities that they don't have access to. So, what I think the meta will actually be is probably a mixture of large guild and small guilds that exist within the alliances so that they can overcome the types of challenges that occur in objective-based gameplay for events, where you need the smaller guild with the passives to overcome the challenge rating, but you also need the numbers from the larger guilds in order to engage with the opponent at the choke points.[2]Steven Sharif
  • Guild size can be traded off for guild progression.[3][4]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[1]
    • The maximum size for a guild that chooses all available skill options will be between 30 and 50.[5]
  • Guild alliances may be a key part in creating a larger "guild".[4]
Q: What’s the minimum guild size to really have a meaningful impact on the realm?
A: This is a tough question to answer. Single individuals can have a large impact on the realm without guild support, in the form of mayorships, Artisanship, economic opportunities, etc. We’re also balancing guilds through guild levels, where guilds must choose between size and effectiveness - smaller guilds will have an opportunity to get a leg up through abilities that larger guilds can’t afford to take. At the end of the day, having clear goals and organizational structure will likely matter more than raw numbers.[6]Sarah Flanagan

There are mechanics that are geared towards larger and smaller guilds.[4]

  • Larger guilds can siege fortresses.[4]
    • Larger guilds won’t have access to power boosting guild ability slots.[4]
  • Small groups can do some things better than larger groups.[4]
    • Sieges will have things that smaller groups have an advantage in.[4]
It's important to note that the 300 is the maximum cap that is attained by leveling the guild and selecting the path of size as opposed to the path of guild skills. So the larger you choose to allow for members to join your guild, increasing that member cap, the less focused and honed the available skill options will be from a guild level up perspective for guild members. So the way that works is it plays as a balance/counterbalance to larger guilds versus smaller more honed and focused guilds. It gives them an equitable edge of participation.[1]Steven Sharif
If you have more objective-based combat that revolves around high mobility and agility strong focus, organization I would expect the smaller guild to outperform the larger guild with regards to that. If you're speaking purely a numbers game and they're meeting on the field then I would expect the larger guild to perform in that. The balance comes in our play scenarios. Do we offer solely a field based combat system where you show up with the numbers you have in which case you lean heavily towards zergs or do you implement designs that feature both components of objective based combat that involves organizational rule as opposed to just having that field presence; and we intend to offer both.[1]Steven Sharif
There are absolutely guilds out there that have a large following and good organizational leadership and can structure their raids well; and I think those will be the most performing in the game obviously; and that's where then guild sizes come to play creating the opportunity for division in the game to allow for this subterfuge to play a role and politics and stuff like that. But our focus is making a place for smaller guilds to be competitive with larger guilds as well.[7]Steven Sharif

Guild formation

There are prerequisites for guild formation.[8]

Players may be able to form guilds in starting areas if minimum requirements are met.[9]

Guild names may be up to 30-32 characters in length.[10]

Guild membership

A character may only be a member of a single guild.[11]

  • Alts on the same account can join different guilds.[11]
    • Intrigue, espionage and intelligence gathering is a legitimate aspect of the game.[11]
  • A guild may only have a single guild leader.[12]
    • Transfer of guild leadership is possible, but mechanics on transferring leadership if a guild leader has abandoned the guild have not been finalized.[13]
  • Guild masters can issue payouts to guild members.[14]

Guild invites

Characters may be invited to join a guild from anywhere on Verra.[15]

Server reservations

Server reservations allow guild members as well as unaffiliated players to reserve character slots on a server starting in the Beta testing stages of the game.[16]

This would likely be utilized more so by guilds than that would be solo or unaffiliated players; and I believe that the solo player they may have friends that they want to play with. That's fine, they can also still with those friends do the reservation system, but the player who is just joining the game fresh and doesn't have a community that they're part of, I don't think they really mind in that regard and will not utilize that system.[16]Steven Sharif

Guild benefits

Guild benefits that are being considered by the developers:[17]

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.[3]Steven Sharif

La progresión de los gremios se consigue miediante la participación en diferentes sistemas.[3]

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.[3][21][22]

  • 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.[3]
  • Los aumentos pueden aplicarse en los niveles superiores de la progresión del gremio.[3]
    • Esto se aplica a los gremios que han optado por no expandir la capacidad de miembros del gremio.[3]
    • Beneficia a los miembros del gremio con una clasificación de oficial o caballero.[3]
  • Los miembros del gremio no necesitan ser ciudadanos del mismo nodo para beneficiarse de las habilidades pasivas y de los aumentos.[23]
  • El tamaño del gremio puede ser reemplazado por la progresión del gremio.[3][4]
    • Cuanto mayor sea el límite de miembros del gremio, menos opciones de habilidades estarán disponibles para ese gremio.[1]
    • Las alianzas de gremios pueden ser una parte clave para crear un "gremio" más grande.[4]
  • La sala del gremio se puede desbloquear en una determinada etapa de avance del gremio.[21]
  • Los gremios no pueden reajustar sus puntos de habilidad una vez asignados. Esto está sujeto a pruebas.[24]
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.[3]Jeffrey Bard

Gear enhancements

Las mejoras de equipo (piedras o runas de poder) se pueden aplicar a armas para añadir elementos o tipos de daño.[25][26]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that thing.[26]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[18]Steven Sharif

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