Innen: Ashes of Creation Wiki
Ugrás a navigációhoz Ugrás a kereséshez

Az Ashes of Creation tartalmazhat a szövetségek köré épülő tartalmat.[1]

  • Fejlődési útvonalak a szövetségeken belül.[1]
  • Céhek szolgáltatásokon osztoznak a többi szövetséges céhvel.[1]
  • Szövetségek ki- bekapcsolhatják a viszonyukat Node-okkal.[1]

Tartalom ami a szövetségek köré épül és haladás a szövetség fejlődésében; és az azon belüli céhek lehetősége hogy egymás közt közös szolgáltatásokon osztozzanak. Szerintem ezen felül a szövetségeknek megengedni ki- és bekapcsoljanak bizonyos kapcsolatokat konkrét Node-okkal előnyös. Ez egy érdekes interakciót fog eredményezni olyan játékosoknak akik egy Node - Szövetség viszonyból valamelyiknek a tagjai. Szóval szerintem egyértelműen rendszerek építése arról szól hogy még több lehetőséget adjunk a játékosoknak viszonyrendszerek kiépítésére, és minél több ilyen réteg van amin keresztül a játékosok csoportosulhatnak, annál stabilabbak ezek a viszonyrendszerek.[1]Steven Sharif

Guild alliances

Guild leaders can create an alliance at a later stage in guild progression by completing a quest.[2][3]

  • Once created, the leader can invite up to three other guilds to this alliance, but this is subject to change.[2][4][3]
  • A guild may only be a member of one alliance.[5]
  • There is no member cap in an alliance, only a maximum of four guilds.[3]
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.[2]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.[6]Steven Sharif
  • Alliance members will share a common chat channel.[6][7]
  • Guilds may enter into trade agreements.[7]
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.[7]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. Alliances with other guilds will help enable that.[8]

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[9]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[10]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[11]
    • Titles.
    • Items.
    • Materials.
    • Money.
    • Social bonds.

Many incentives exist that can benefit your node and yourself personally by participating in the attack or defense of cities. These range from titles, to items, to materials, to money. Additionally, aiding others may help you strengthen bonds when your assets are threatened.[11]Steven Sharif


An affiliation tree determines how entities are flagged against other entities within its hierarchy.[12][13][14]

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.[13]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.[14]Steven Sharif