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Q: How will you stop big mafia guilds from owning all the good dungeons and world bosses by camping them?
A: The real answer to that is going to be what traditionally happens in a non-faction-based game where politics drive player interaction... Over time you have betrayals in the mafia guild and they splinter off into two groups and join the other side or it's like weird things that can occur in that regard. So I think that's the important way that will solve itself. I don't think the developer necessarily has to step in there and say no, let's railroad this politics or let's hand hold this aspect. I think that any time you have a bully, you're going to have a counter bully and that's something that we try to encourage as part of the politics process.[1]Steven Sharif
One of the things that I think will naturally combat the risk that comes with one mega corp or one mega guild owning the server so-to-speak and killing off competition is that Ashes is constantly changing. So the way that nodes spawn and despawn and can be destroyed; and the castles exist to exert pressure; and these world events pop up. It's a massive world and it's constantly changing. Those two things naturally combat the opportunity for mega guilds to claw control over a particular server.[2]Steven Sharif
Q: Do you think that guilds will put their money together and make it hard for a single player to buy a freehold?
A: I do believe this will be the case for some percentage of the freeholds, but there will be mitigating strategies that we use in the designs of the auction system to ensure viable access to a wider audience of play styles. Regardless, it will be difficult to obtain.[3]Steven Sharif

Guild formation

There are prerequisites for guild formation.[4]

Players may be able to form guilds in starting areas if minimum requirements are met.[5]

Guild names may be up to 30-32 characters in length.[6]

Guild size

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.[7]

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.[8]Steven Sharif
  • Guild size can be traded off for guild progression.[9][10]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[7]
    • The maximum size for a guild that chooses all available skill options will be between 30 and 50.[11]
  • Guild alliances may be a key part in creating a larger "guild".[10]
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.[12]Sarah Flanagan

There are mechanics that are geared towards larger and smaller guilds.[10]

  • Larger guilds can siege fortresses.[10]
    • Larger guilds won’t have access to power boosting guild ability slots.[10]
  • Small groups can do some things better than larger groups.[10]
    • Sieges will have things that smaller groups have an advantage in.[10]
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.[7]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.[7]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.[13]Steven Sharif

Guild membership

A character may only be a member of a single guild.[14]

  • Alts on the same account can join different guilds.[14]
    • Intrigue, espionage and intelligence gathering is a legitimate aspect of the game.[14]
  • A guild may only have a single guild leader.[15]
    • Transfer of guild leadership is possible, but mechanics on transferring leadership if a guild leader has abandoned the guild have not been finalized.[16]
  • Guild masters can issue payouts to guild members.[17]

Guild invites

Characters may be invited to join a guild from anywhere on Verra.[18]

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.[19]

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.[19]Steven Sharif

Guild benefits

Guild benefits that are being considered by the developers:[20]

Undermounts

The guild leader of a castle can grant the use of flying undermounts (such as wyrmlings) to guild officers during a castle siege.[24][25][26][27]

  • These may only be granted if the castle nodes are successfully established prior to the siege.[27]
    • Node A grants 1 undermount, Node B grants 2 undermounts, and Node C grants 2 undermounts.[28]
  • This system is subject to change during testing.[28]

Little wyrmlings that you can grant to officers if you're a castle owner, and they can fly around too.[25]Steven Sharif

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.[9]Steven Sharif

La progresión de los gremios se consigue miediante la participación en diferentes sistemas.[9]

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.[9][30][31]

  • 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.[9]
  • Los aumentos pueden aplicarse en los niveles superiores de la progresión del gremio.[9]
    • Esto se aplica a los gremios que han optado por no expandir la capacidad de miembros del gremio.[9]
    • Beneficia a los miembros del gremio con una clasificación de oficial o caballero.[9]
  • Los miembros del gremio no necesitan ser ciudadanos del mismo nodo para beneficiarse de las habilidades pasivas y de los aumentos.[32]
  • El tamaño del gremio puede ser reemplazado por la progresión del gremio.[9][10]
    • Cuanto mayor sea el límite de miembros del gremio, menos opciones de habilidades estarán disponibles para ese gremio.[7]
    • Las alianzas de gremios pueden ser una parte clave para crear un "gremio" más grande.[10]
  • La sala del gremio se puede desbloquear en una determinada etapa de avance del gremio.[30]
  • Los gremios no pueden reajustar sus puntos de habilidad una vez asignados. Esto está sujeto a pruebas.[33]
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.[9]Jeffrey Bard

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.[34]

Los gremios de mecenas desbloquean los siguientes beneficios para sus miembros.[35]

En un nodo puede haber muchos gremios, pero el número de gremios de mecenas está limitado por la fase del nodo.[36]

Guild reputation

Gremios may be able to allocate points to increase their reputation with the node that houses their guild hall. This will affect:[37]

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.[37]Steven Sharif

Guild alliances

Guild leaders can create an alliance at a later stage in guild progression by completing a quest.[8][38]

  • Once created, the leader can invite up to three other guilds to this alliance, but this is subject to change.[8][39][38]
  • A guild may only be a member of one alliance.[40]
  • There is no member cap in an alliance, only a maximum of four guilds.[38]
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.[8]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.[41]Steven Sharif
  • Guilds may enter into trade agreements.[42]
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.[42]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.[10]

Ashes of Creation podrá tener contenido específico que gire entorno a las alianzas.[43]

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.[43]Steven Sharif

Afiliaciones

Un árbol de afiliación determina qué entidades pueden participar en ataques contra otras entidades de su misma jerarquía.[45][46]

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.[45]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.[46]Steven Sharif

Guild housing

The term "guild housing" refers to guild buildings and not guild owned player housing.[48]

Sala del gremio

Las Salas de Gremio sirven como punto de encuentro para un gremio, ofreciendo una serie de beneficios y opciones de personalización.[50]

  • Una sala de gremio solo alberga a un único gremio.[55]


¡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.[50]

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.

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.[56]

Castillos del gremio

Guild castle Alpha-1 early preview.[57]

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.[58]

Sword 01 - with logos.png

Five guild castles exist in Ashes of Creation.[59][58][60]

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.[59]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.[58]

Beneficios

Guild castle concept art.[58]

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.[57]Steven Sharif

Castillos del gremio provide benefits and trophies for guilds that capture and control them.[57][74]

  • These benefits increase the longer a guild holds its castle.[57]

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.[75]Steven Sharif

Guild castles exert a King or Queen's presence over nodes within their region.[57][75][76]

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.[54]

  • Guild fortresses are objectives in guild wars.[53] These are contested on a regular basis.[51]
  • The developers will decide if guild fortresses will be implemented in the game or shelved.[51]
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.[51]Steven Sharif

Asedios a castillos

Alpha-1 castle siege gameplay.[77]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[78]

Los gremios participan en asedios a castillos en un intento por capturar y ocupar uno de los cinco castillos de gremio en Ashes of Creation.[60]

  • El objetivo mínimo es que haya 250x250 jugadores en un mismo campo de batalla. Se espera que, con el tiempo, pueda aumentarse a 500x500.[82][83][84][85]
  • Habrá sistemas que imiten algunas de las mecánicas de los asedios, pero no habrá asedios de práctica.[86]
  • Es posible que haya zonas instanciadas dentro de los asedios a castillos y nodos de mundo abierto, donde grupos específicos puedan participar en pequeñas batallas de corta duración basadas en objetivos que afectarán al resultado general del asedio.[87]
    • Anteriormente se había afirmado que los asedios a castillos podrían o no ser (completamente) instanciados en el juego final.[64]
    • Los asedios a castillos durante el Alfa-1 se producían en una zona de mundo abierto a la que se podía acceder a través de un PNJ teletransportado.[65][66][64][67]

Un gremio que capture un castillo será dueño de ese castillo durante un mes antes de que vuelva a ser asediado.[88][71]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[88]Steven Sharif
  • En las tres primeras semanas que un gremio ocupe un castillo tendrá que subir de nivel cada uno de sus nodos de castillo hasta la fase de aldea mediante misiones.[88][71]
    • Cada uno de los tres nodos de castillo tiene un asedio al final de cada una de estas tres semana.[71][89]
  • La cuarta semana es la semana de la declaración de asedio, en la que otros gremios tienen la oportunidad de colocar su bandera de declaración o apuntarse como defensor del castillo.[88][71]
  • En función de lo bien que el gremio defienda sus nodos del castillo, mejorarán las defensas del castillo.[71][89]
  • Diferentes armas de asedio otorgarán a los atacantes la capacidad de destruir muros, puertas y secciones del castillo para acceder a la zona del torreón interior.[90]
  • Cuando los castillos cambian de manos (trás un asedio), algunos impuestos se quedan en el castillo y otros en el gremio.[91]
There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[71]Steven Sharif

Alpha-1 castle sieges

Trebuchets in the Alpha-1 preview castle siege attackers headquarter camp.[93]

Alpha-1 castle sieges are based on Ashes of Creation Apocalypse castle sieges.[95][67]

  • Players will be able to join guilds. These guilds can register for the siege events.[93]
  • Castle siege events will be 100v100 battles that occur daily and will last for three hours.[93]
  • Attackers will start on the opposite end of the map (from the defenders).[93]
  • Attackers will be able to use trebuchets to drive to and assault the castle.[93]
    • Trebuchets have a single primary fire that does a small amount of damage to players and heavy damage to buildings.[93]
    • Trebuchets will be fully physical when they are being driven.[93]
  • When the attackers have breached the castle they will be able to channel a cast on the relic in the throne room to try to capture the castle from the defenders.[93]
  • The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.[93]
  • Alpha-1 castle sieges are in a separate zone that is accessible via a NPC teleporter.[65][66][64]
    Currently the siege zone is actually in the open world, but separated by mountains and off in the sea a bit. There is actually no instancing in A1, although the siege zone will only be accessible in A1 through a registration NPC teleporter.[65]Steven Sharif
  • The opposing team is notified when these raid bosses are being attacked.[95]
  • Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.[95]

Last year, I spoke of attempting to incorporate sieges into the Alpha One experience. This has obviously been a goal of mine because it provides considerable data and a consistent event within the world that players can participate in to help stress test the deployment. Well, I am happy to say that it is appearing more and more likely by the day! Initial implementation of the Apocalypse siege code has been migrated into the Alpha One client, and we should begin internal testing next month. I will caveat this expectation with the fact that we are cutting it a bit close from an internal QA standpoint, but I have some confidence that the system will be online and capable of inclusion for the Alpha One test in the month of June. The siege component will obviously not be representative of what the siege system will be at launch, or even in Alpha Two.[67]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.[53]

  • Los objetivos de las guerras de gremios están diseñados para ser más fluidos que los objetivos de asedios de castillos .[52]
  • GLas guerras de gremios se pueden declarar en cualquier momento, pero los objetivos solo aparecerán durante el horario de máxima audiencia del servidor.[97]
    • Los jugadores pueden matarse entre sí en cualquier momento durante la guerra (no sólo durante el horario de máxima audiencia del servidor).[97]
  • 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..[98]
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.[53]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.[99][98][53][52]

  • 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.[99][52][53]
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.[53]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.[99][53]
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.[52]
  • Guild war objectives are intended to be more fluid than castle siege objectives.[52]

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.[98][101]

Leer más...

Leadership tools

The developers are considering a number of leadership tools for guilds:[106][20][107]

The idea behind guild permissions for freeholds, is that within guilds there will be micro-structures of battallions etc. If we end up allowing guild permissions for freeholds it will likely only apply to the other members within the guild's micro-structure.[110]Steven Sharif
For me personally, being a guild leader of a very large guild in the past, these types of administrative functions are life savers for guild leaders... Guild leaders are a very important part of the community for MMORPGs in general and the reason for that is- think of it like a queen on the board- "I bring order to chaos". To a degree, guild leaders are that order to the chaos. They help organize- they do so through lieutenants- they delegate responsibilities. There are good leaders, there are bad leaders, but essentially it's a highly social environment and if you can find a good guild and that guild is augmented with complimentary services from the company, from the game itself, it just makes that life easier and allows them to execute better. So in my opinion that is an important aspect.[108]Steven Sharif

Guild emblems

The user interface will allow emblems, logos and symbols to be designed in-game.[114][115][116]

Q: Do nodes provide their citizens some kind of clothes or ornaments, capes, tabards, or something that they can basically represent their node?
A: I mean technically the node does have a sigil or insignia and there will be certain armors that you can customize insignia and/or symbols on, so yes you could probably achieve that.[117]Steven Sharif

Rangos de gremios

La clasificación de los gremios establece el rango de los mismos en función de su rendimiento en las actividades competitivas:[121][122]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[122]Steven Sharif

Temporadas PvP

El rendimiento de varios sistemas Pvp (como las Caravanas, Arenas, Guerras de gremios) se mide en el transcurso de temporadas PvP que duran 6 meses . Al final de cada temporada, la puntuación acumulada del jugador puede desbloquear varias recompensas:[123][124]

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.[125]

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. [126]Cody Peterson

Kickstarter/El verano de la financiación guild rewards[50] are assigned to a guild by the owner of the reward.[127]

  • Once assigned, the reward becomes an asset of that guild.[127]
  • Guild members that leave the guild no longer have access to the unique items of that guild.[127]

Guild name reservation

Guild name reservation was available in the Braver of worlds and higher backer packages during the Kickstarter and El verano de la financiación campaigns.[128][129]

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.[130][131]

  • No existe una comisión reguladora para restringir la compra y venta de acciones.[132]

Guías de la comunidad

Ver además

Referencias

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  2. Entrevista, 2021-06-13 (40:55).
  3. steven-guilds-and-freeholds.png
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  17. guild payout1.png
  18. 18.0 18.1 18.2 Transmisión en vivo, 2020-12-22 (1:09:38).
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  54. 54.0 54.1 kickstarter fortress.png
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  128. braver of worlds.png
  129. Summer Braver of Worlds.png
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  131. 131.0 131.1 Stock Exchange.jpg
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