Guerras de gremios (guilds)

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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.[1][2][3][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.[1][4][3]
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.[3]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.[1][3]
  • Guild wars can be declared at any time, but the objectives will only spawn during server prime-time.[5]
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

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.[3]

  • 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.[5]
    • Los jugadores pueden matarse entre sí en cualquier momento durante la guerra (no sólo durante el horario de máxima audiencia del servidor).[5]
  • 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..[2]
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.[3]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:[6][7]

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.[7]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:[8][9]

Recompensas de mejora de equipo

Las mejoras de equipo (piedras o runas de poder) se pueden aplicar a armas para añadir elementos o tipos de daño.[10][11]

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.[11]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.[13]Steven Sharif

Guild alliances

Guild leaders can create an alliance at a later stage in guild progression by completing a quest.[14][15]

  • Once created, the leader can invite up to three other guilds to this alliance, but this is subject to change.[14][16][15]
  • A guild may only be a member of one alliance.[17]
  • There is no member cap in an alliance, only a maximum of four guilds.[15]
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.[14]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.[18]Steven Sharif
  • Guilds may enter into trade agreements.[19]
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.[19]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.[20]

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

Afiliaciones

Un árbol de afiliación determina qué entidades pueden participar en ataques contra otras entidades de su misma jerarquía.[23][24]

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.[23]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.[24]Steven Sharif

Siege participation

Non-registered combatants are not permitted on the siege field in castle or node sieges.[26]

  • Players may choose to respawn at their HQ as long as they are registered.[29][32]
    • Non-registered guilds are not granted the ability to take ownership of the castle if victorious.[29]

Lower level characters will have usefulness in mass combat that does not depend on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[34]

Ver además

Referencias

  1. 1.0 1.1 1.2 1.3 1.4 Entrevista, 2023-09-10 (18:10).
  2. 2.0 2.1 Transmisión en vivo, 2020-12-22 (1:08:41).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 Pódcast, 2018-08-04 (1:54:15).
  4. 4.0 4.1 4.2 4.3 4.4 Pódcast, 2018-08-18 (1:12:34).
  5. 5.0 5.1 5.2 steven-wars-prime-time.png
  6. 6.0 6.1 6.2 6.3 Transmisión en vivo, 2021-06-25 (1:12:37).
  7. 7.0 7.1 7.2 7.3 Entrevista, 2020-07-29 (14:28).
  8. Transmisión en vivo, 2021-09-24 (1:22:46).
  9. 9.0 9.1 9.2 9.3 9.4 Entrevista, 2020-07-18 (16:34).
  10. Transmisión en vivo, 2018-06-04 (1:11:19).
  11. 11.0 11.1 Transmisión en vivo, 2018-06-04 (21:37).
  12. Transmisión en vivo, 2021-03-26 (1:15:57).
  13. 13.0 13.1 13.2 13.3 13.4 Entrevista, 2020-07-18 (14:22).
  14. 14.0 14.1 14.2 Transmisión en vivo, 2023-04-28 (1:28:14).
  15. 15.0 15.1 15.2 Entrevista, 2018-08-08 (16:12).
  16. Transmisión en vivo, 2021-06-25 (1:25:55).
  17. Transmisión en vivo, 2021-06-25 (1:29:26).
  18. 18.0 18.1 18.2 18.3 18.4 Entrevista, 2018-08-08 (17:13).
  19. 19.0 19.1 19.2 19.3 Transmisión en vivo, 2019-01-11 (1:04:32).
  20. Transmisión en vivo, 2017-05-05 (23:26).
  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 23.5 23.6 23.7 Transmisión en vivo, 2019-03-29 (17:10).
  24. 24.0 24.1 24.2 24.3 24.4 24.5 24.6 24.7 24.8 Entrevista, 2018-05-11 (58:07).
  25. Transmisión en vivo, 2022-07-29 (1:07:20).
  26. siege-combatants.png
  27. steven-siege-zone.png
  28. Transmisión en vivo, 2021-04-30 (41:18).
  29. 29.0 29.1 29.2 29.3 Pódcast, 2021-04-11 (49:40).
  30. Blog: Creative Director's Letter, April 14 2021
  31. siege-barrier.png
  32. siege-respawn.png
  33. siege-stragglers.png
  34. Entrevista, 2020-07-08 (1:12:51).