Guild várak

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.[2]

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.[2]
Five guild castles exist in Ashes of Creation.[2][3] Castles will initially be occupied by an NPC adversary. These are the primary antagonists in the storyline.[4]
- Céhek have a period of time to level up in order to siege these castles.[4]
- The attacking guilds need to fight the NPCs and kill a raid boss at the center of the castle.[5][4]
- There will not be a relic to capture, instead whichever guild had highest contributing DPS against the raid boss will capture the castle.[5]
- Castle nodes around NPC run castles will not be present.[4]
Tartalomjegyzék
Castle regions

Castles have direct power over the Nodes that belong to it, but also have soft power across the entire region it belongs to. All Nodes belonging to that region pay fealty to the Castle in the form of taxes paid directly to the Castle. The Monarch sets the rate, and can use those proceeds to upgrade defenses, maintain the Castle’s direct Nodes, or provide buffs and benefits to the citizens of that region, as the magnanimous ruler that you are.[2]
Guild castles influence a castle region around them.[6]
- A castle's region is 1/5th the game world.[7]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[8][9]
- A castle could have a metropolis beside it.[10]
- Castle region boundaries are static.[8]
Guild castles impose a tax on all revenue for the nodes within its region.[11]
- Castle taxes are carried via NPC generated caravans from the nodes that fall under the castle's purview to one of the castle nodes at the end of each week leading up to a castle siege.[1]
- In addition to taxes, Castles also influence crop yields, resources and events within its region.[12]
- Part of the tax and resources gathered are applied to the castle for improvements.[13][14]
- The remainder of tax income can be used by the guild for whatever they want.[15]
- When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[16]
Economic regions

We want our players to have a reason to explore the wilderness, to travel with purpose, and much of that will be driven by our resource system. Transporting these goods might just be more difficult than gathering them. Our regional market system allows players to participate in creating pocket economies that will reinforce the stability of goods in particular regions. Players will be able to move resources and set up shop in other areas to take advantage of the varied markets. With resources spawning dynamically, certain regions will naturally become important trading hubs for the transportation of goods throughout the world.[17]
Economic regions are static areas defined by geographic points of interest.[18][19]
- Castle regions are larger and encompass multiple economic regions.[18]
- Node-ok are the glue that hold castle and economic regions together in potential synergy or chaos.[20]
- Castle regions, Economic regions, and Node ZOI (Zones of Influence) can overlap.[9]
The whole map would be under the influence of 1 of 5 castle regions. However, castle regions aren't the only TYPE of region - there are also economic regions, among other things.[19] – Sarah Flanagan
Benefits of guild castles

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.[1] – Steven Sharif
Guild castles provide benefits and trophies for guilds that capture and control them.[1][21]
- These benefits increase the longer a guild holds its castle.[1]
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.[22] – Steven Sharif
Guild castles exert a King or Queen's presence over nodes within their region.[1][22][23]
- Levy taxes for the purposes of defense (additional to taxes already imposed by node governments).[1][23]
- Activate events and abilities that benefit node citizens under their rule.[1][23]
- Establish special relationships with Mayors to help build up the three dedicated castle nodes.[1]
- Unlock additional types of buildings in nodes.[23]
- Exert control and pressure over one of the five economic regions.[1]
Castle nodes

Should you be deft enough to take a Castle, you’ll now be responsible for managing it. Castles will have their own Nodes associated with them, and developing and defending those Nodes will determine the state of your Castle during the next siege. If you’ve done a good job managing your kingdom, then you’ll have more and better options available for deployment during the next siege. If you let your populace fall to ruin, you may have to rely solely on your own devices.[2]
Guild castles have three adjacent nodes in close proximity.[3][24]
- Castle nodes exist outside of the node system. They are independent of anything that's happening outside in the world with other nodes shutting off certain nodes from progressing.[24]
- Castle nodes do not have Citizenship, Zones of Influence, Freeholds, Node governments, or Társadalmi szervezetek.[25]
- Castle nodes cannot exceed stage 3 (Village).[24]
- Castle nodes are always military node types.[3]
- Each of the dedicated castle nodes is barren at the start of the castle ownership period.[4]
- The guild must develop those nodes to enhance the defenses of the castle.[3]
- It will be possible, but very difficult for a single guild to fully develop these nodes. They will likely need assistance from the broader community.[26]
Once the castle is owned by a guild that's when the supporting castle nodes start to come online and spawn each week prior to the fourth week castle siege. They'll have to form alliances, they'll have to get support, they'll have to get resources, they'll be able to allocate funds that have been collected through taxation in order to strengthen the defenses as well as hiring additional NPC mercenaries.[27] – Steven Sharif
Castle nodes are leveled through questing by the owning guild or alliance guilds.[24]
- Levelling castle nodes is a hastened process compared to regular nodes.[4]
- At the end of each week leading up to a castle siege there is a period of time in the weekend where NPC generated caravans start moving toward one of the castle nodes carrying castle taxes from the nodes that fall under the castle's purview.[1][28]
- During this time it is incumbent upon the owning guild, its allies, and citizens of the nodes to escort these caravans to the castle node.[1]
- The enemies of the guild have incentive to attack these caravans to reap the rewards from the caravan and to sabotage the tax collection, which will reduce the defensive capability of the castle nodes and hence the castle itself.[1][24]
- Citizens of nodes that fall under the purview of the castle are automatically registered as defenders of these caravans and may not participate in attacks against them.[1]
- Completing these quests unlocks services and functions that are useful to the occupying guild and its allies as well as boosting the defenses the castle.[24]
If they fail to to level up those nodes or complete those quests within the three prior weeks before the declaration week, then the castle will be at a disadvantage.[24] – Steven Sharif
Being a member of the occupying guild automatically makes you a garrison of the castle nodes and castle itself.[3]
- Only members of the occupying guild are citizens of these nodes.[29]
- This citizenship is different to normal node citizenship. Castle nodes don't operate like normal nodes.
Undermounts
The guild leader of a castle can grant the use of flying undermounts (such as wyrmlings) to guild officers during a castle siege.[31][32][33][34]
- These may only be granted if the castle nodes are successfully established prior to the siege.[34]
- Node A grants 1 undermount, Node B grants 2 undermounts, and Node C grants 2 undermounts.[35]
- This system is subject to change during testing.[35]
Little wyrmlings that you can grant to officers if you're a castle owner, and they can fly around too.[32] – Steven Sharif
Node layout and style

What has kind of been unlocked is the ability to do things more dynamically and more procedurally so that when a node spawns there is the opportunity to have different layouts and have different buildings and have different architectures; and each node starts to feel like its own place, so it's not the same node over and over again. Now we've got a node that kind of evolves and changes depending on where it's at and what the environment is and what race has procced it.[37] – Jeffrey Bard

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py’rai would have a Py’rai village with Py’rai architecture. Most NPCs would be Py’rai elves, and offer questlines within the Py’rai narrative.[39] – Margaret Krohn
Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py’Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py’Rai Node.[40] – Margaret Krohn
Node layout and style is determined by several factors:[37][41]
- Environment and location of the node.[37][41]
- Node type.[41]
- Race that contributed most to the node's advancement.[37][41][42]
- Racial appearance of a node's buildings and NPCs.[43][42]
- This applies to all nodes, including castle nodes.[22]
- The rest is determined by the node's mayor.[41]
Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[41] – Jeffrey Bard
All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[22] – Steven Sharif
Cultural influences bring more than just the aesthetic and storyline changes - benefits are granted to the dominant culture within that node's A befolyási övezet.[40]
- There is an attrition mechanic that affects experience and influence to curb a single race from dominating the entire world.[44]
There is an attrition and that attrition on experience and influence is heightened based on the performance of the race in the world. So if all these nodes are Orc nodes then their attrition rate is very high to compete with the cultural establishment of new nodes because they have more influence in the world and a popular opinion is against them in their outlying regions that they do not have influence in.[44] – Steven Sharif
Ostromok vár

Castle Sieges are intended to be massive events with hundreds of people involved in a single Siege. One of the reasons that Ashes of Creation Apocalypse exists is so we can address the challenges in ramping up the number of bodies that we can handle simultaneously. With our latest test hitting over 200 simultaneous players, we’re ready to push that number even further. Our goal is to have the largest organized PVP battles of any MMORPG.[2]
Céhek participate in Ostromok vár in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[3]
- Sieges occur once a month within a server prime-time window.[3][46][47]
- The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[48]
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.[49] – Steven Sharif
A guild that captures a castle will own that castle for a month before it is sieged again.[49][4]
- In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[49][4]
- The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[49][4]
- Depending on how well the guild defends their castle nodes results in better defenses for the castle.[4][29]
- Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[24]
- When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[16]
There will be benefits to attracting people... even if they're not in your guild or alliance – kind of 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.[4] – Steven Sharif
Kings and Queens
Leaders of guilds that occupy guild castles are referred to as Kings and Queens.[51]
- A King or Queen may also be elected mayor of one node.[52]
Ashes of Creation Apocalypse castles
Ashes of Creation Apocalypse castle sieges take place on a 1km2 (one square kilometer) map.[54]
Five castles are intended for the Ashes of Creation MMORPG. It's likely that eventually there will also be five castle maps on Ashes of Creation Apocalypse castle sieges.[55]
- Initially two castle maps are planned for Ashes of Creation Apocalypse castle sieges.[56][54]
On January 11, 2019, we showcased our sneak peek of two siege map designs coming to Ashes of Creation Apocalypse soon - Castle Korgan previously owned by the Aelan humans and Castle Milnar constructed by the great Dünzenkell dwarves. These great castles of Verra were the cornerstone of defense for the Empires that owned them. Once home to legendary battles that turned the tides of power and influence on Verra. Now abandoned by the great powers that have fled Verra through the Divine Gateways, these great pillars of civilization are battlefields in the Apocalypse.[54] – Margaret Krohn
Ashes of Creation Apocalypse castle sieges
Ashes of Creation Apocalypse castle sieges are an Ashes of Creation Apocalypse testing mode that aims to test castle siege mechanics.[60]
- Takes place in and around large destructible castles.[61]
- Matches are expected to last thirty to thirty-five minutes. This duration can be modified by control points captured during the match.[54]
- There will be 200 players in a match (100 v 100).[62][60]
- Invite up to 20 guildmates to a match.[61]
- Class kits come into play during the testing of Ashes of Creation Apocalypse castle sieges.[63]
- The ability to host a session and challenge an opponent or guild may be present post-launch of castle siege mode.[64]
The Castle Siege mode is another example of a playable slice of the MMORPG that Apocalypse is providing early testing for. While it’s a somewhat smaller scale experience than the one you’ll have in the MMO, the overall flow of taking and defending a castle will remain similar. There’s some additional systems you’ll see in the final product, like the influence of Nodes over the available defensive emplacements, the crafting and deploying of custom siege weapons, and the summoning of siege monsters. These are all things that we’ll be adding on top of this mode upon our release of Ashes of Creation.[54] – Margaret Krohn
Ashes of Creation Apocalypse castle siege mechanics


The Attacking Team’s victory condition is to take the Defending Team’s Relic which is the final Control Point in the castle.They will also have several Control Points located in their camp to encourage Defenders to skirmish outside the castle walls. These will also act as spawn locations for the Attacking Team.[54] – Margaret Krohn
Ashes of Creation Apocalypse castle sieges will be objective-based.[60]
A player elects to be either an attacker or defender.[55][54]
- The matchmaker will attempt to assign a player their selected side (referred to as role in the article) but it may allocate another side so as to shorten queue times.[54]
- Once in the match, a player's side will not change.[54]
Players select one of the six classes prior to battle.[55]
- Players can see the numbers of players in their raid who have selected each class.[67]
- Players will have a limited amount of time to lock in their class choice. If they miss the window, the least selected class choice will be automatically chosen for them.[54]
- There is no limit to the number of a specific class that may be on a team, however the developers note that composition will be important from a strategic perspective.[54]
- Classes cannot be swapped during a match, but this may change based on testing.[54]
There will be a timeframe for preparation where attackers and defenders take positions and prepare weaponry.[55]
- Siege weaponry will include ballistas, trebuchets, battering rams and potentially traps and "powder keg" type weapons.[55]
When you join into the castle siege in Apocalypse you're going to be able to select one of six classes. Right and upon selecting those classes then you're going to be placed on your starting side, whether it be the attacker or defenders; and then you're going to be able to start preparations. It's gonna be a little bit of a loading time where you have selected those classes. You're going to take positions perhaps and whatnot; and there are siege weaponry that's going to be present there as you see here some ballistas, some trebuchets, a battering ram and maybe some traps and some powder keg kind of stuff available to destroy some things.[55] – Steven Sharif
Attacking team
In the first phase of battle the attackers attempt to penetrate the walls and gates to gain access to the inside of the castle.[55][68]
- Siege weapons available to the attacking side include Trebuchets and Battering Rams.[54]
There will be a variety of siege weapons available to the Attacking side including Trebuchets and Battering Rams. Trebuchets’ range will be long enough to reach the enemy ballistas from their initial placement points. These placement points will be out of player character’s weapon range from the castle walls, but within ballista range, and scattered on the battlefield.[54] – Margaret Krohn
Once inside the castle, the attackers need to hold objectives.[55]
- There are objectives within the castle, such as killing guard captains.[60]
- Attackers must destroy key strategic objectives to swing the battle in their favor.[61]
- Defenders must protect key strategic objectives to maintain advantage.[61]
- Holding capture points increase or decrease the duration of the map, change the opposing side's respawn times and give buffs to the side that holds them.[55][60]
- Players can also respawn on capture points that they hold.[55]
The ultimate objective of the attackers is to reach the center keep of the castle to channel on the final relic that's present in order to achieve victory.[68]
Defending team
The defenders are attempting to hold out as long as possible, but they can also rush the field to the enemy encampment or headquarters to attempt to damage their ability to siege.[68]
- Attempt to take out attacker's siege weapons.[68]
- Attempt to capture attacker's control points to increase their spawn time and decrease the total match time.[68]
If a Defender captures an Attacker’s Control Point, the total match time decreases, the Attacker Teams’ respawn time increases, and it also provides a temporary morale buff to the entire Defender’s side. Defenders will also be able to teleport to any Control Points that have been taken.[54] – Margaret Krohn
Siege weapons available to the defending side include Ballistas and Traps.[54]
Ballistas will have fixed positions on castle towers. Traps will be placeable items that the Defending Team can use to damage and crowd control their enemies. Note that these items are destructible by the Attacking Team.[54] – Margaret Krohn
Respawning
Players have infinite lives in castle siege mode.[54]
- Upon death, players join a respawn queue shared with their teammates.[54]
Royal stables
Royal stables are a type of building in Ashes of Creation.[69]
- Castles come with a royal stables.[69]
- Mayors can choose to build royal stables within their node. Once chosen, the community will need to build the stables through quests.[69]
- Royal mounts must be mounted in a royal stables in order to fly.[69]
The royal mounts will be the only class of mounts that can fully fly in the world; and they are will be needed to be mounted while in a royal stables. Royal stables are a building that can be built in a node if elected to be built by the mayor and supported by the community building it up through the quests to do so; and castles come with a royal stable as well. So once you have a royal stable and you become that Mayor or King or Queen, you may then mount the creature there and then take it wherever you wish.[69] – Steven Sharif
Guild housing
The term "guild housing" refers to guild buildings and not guild owned player housing.[70]
Guild termek
Guild termek serve as a focal point for a guild, offering a host of benefits and customization options.[72]
- Guild halls may be placed on guild freeholds or within nodes.[73][74][75]
- In-node guild halls may only be claimed by patron guilds of that node. These have different perks and benefits to halls placed on freehold plots.[75]
- When a guild reaches a certain level, its guild master is granted a guild freehold certificate to enable placement of a guild hall.[73]
- Guild halls are objectives in guild wars.[76]
- Guild halls can only be destroyed by a successful node siege. This contrasts with guild fortresses, which can be sieged in a guild war.[73][76][77]
- A guild hall only houses a single guild.[78]
Guildhalls are the ultimate expression of a guild's power! In Ashes these structures will serve as focal points for a guild, offering any guilds who construct them a whole host of benefits as well as customization options.[72]
Benefits
Guild termek unlock actions a guild can perform within a node.[79]
- Allow guilds to participate in the shareholder system.
Guild várak
Guild várak are siegable guild halls within Ashes of Creation. These are different from nodes and castles.[77]
- Guild fortresses are objectives in guild wars.[76] These are contested on a regular basis.[73]
- The developers will decide if guild fortresses designs will be shelved.[73]
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 the idea behind the fortress is that this is a competitive kind of 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.[73] – Steven Sharif
Artwork
2018-06-04
Community guides
Továbbiak
Hivatkozások
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 Livestream, 2020-08-28 (1:39:02).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 Podcast, 2018-04-23 (21:55).
- ↑ 5.0 5.1 Livestream, 2020-08-28 (1:31:11).
- ↑
- ↑
- ↑ 8.0 8.1
- ↑ 9.0 9.1
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑
- ↑ 16.0 16.1
- ↑ About Ashes of Creation.
- ↑ 18.0 18.1 18.2
- ↑ 19.0 19.1
- ↑
- ↑ Livestream, 2017-11-17 (49:30).
- ↑ 22.0 22.1 22.2 22.3 Interview, 2018-05-11 (47:27).
- ↑ 23.0 23.1 23.2 23.3 Podcast, 2017-05-05 (52:32).
- ↑ 24.0 24.1 24.2 24.3 24.4 24.5 24.6 24.7 Podcast, 2018-04-23 (15:14).
- ↑
- ↑ Livestream, 2019-07-26 (1:29:00).
- ↑ Livestream, 2020-08-28 (1:41:24).
- ↑
- ↑ 29.0 29.1 29.2 Livestream, 2017-08-23 (23:00).
- ↑ Ashes of Creation Store: Ochre Legion Wyrmling.
- ↑ Interview, 2020-07-19 (1:05:41).
- ↑ 32.0 32.1 Livestream, 2019-07-26 (56:06).
- ↑
- ↑ 34.0 34.1
- ↑ 35.0 35.1
- ↑ Livestream, 2020-06-26 (45:32).
- ↑ 37.0 37.1 37.2 37.3 Livestream, 2020-10-30 (39:17).
- ↑ Livestream, 2018-02-09 (33:50).
- ↑ Blog - Know Your Nodes - The Basics.
- ↑ 40.0 40.1 Blog - Know Your Nodes - Advance and Destroy.
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 Livestream, 2018-09-27 (53:06).
- ↑ 42.0 42.1 Interview, 2018-05-11 (54:34).
- ↑ Livestream, 2017-05-26 (21:23).
- ↑ 44.0 44.1 Interview, 2018-05-11 (1:00:19).
- ↑ Livestream, 2020-10-30 (20:40).
- ↑ Interview, 2020-07-29 (31:05).
- ↑ Interview, 2020-07-18 (13:13).
- ↑
- ↑ 49.0 49.1 49.2 49.3 Livestream, 2020-08-28 (1:43:03).
- ↑ Ashes of Creation - The visuals.
- ↑ Livestream, 2017-05-26 (37:17).
- ↑
- ↑ Video, 2019-01-11 (0:00).
- ↑ 54.00 54.01 54.02 54.03 54.04 54.05 54.06 54.07 54.08 54.09 54.10 54.11 54.12 54.13 54.14 54.15 54.16 54.17 54.18 54.19 54.20 Castle Siege Overview.
- ↑ 55.00 55.01 55.02 55.03 55.04 55.05 55.06 55.07 55.08 55.09 55.10 Livestream, 2019-01-11 (35:44).
- ↑ 56.0 56.1 Livestream, 2019-01-11 (34:26).
- ↑ Video, 2019-03-08 (0:00).
- ↑ Livestream, 2019-10-31 (11:05).
- ↑
- ↑ 60.0 60.1 60.2 60.3 60.4 Livestream, 2018-08-17 (30:29).
- ↑ 61.0 61.1 61.2 61.3 Livestream, 2018-09-01 (54:06).
- ↑ Interview, 2018-08-24 (13:17).
- ↑ Interview, 2018-08-17 (8:16).
- ↑ Interview, 2018-12-06 (38:10).
- ↑ 65.0 65.1
- ↑
- ↑ Livestream, 2019-01-11 (56:11).
- ↑ 68.0 68.1 68.2 68.3 68.4 Livestream, 2019-01-11 (37:45).
- ↑ 69.0 69.1 69.2 69.3 69.4 Livestream, 8 April 2018 (PM) (51:49).
- ↑ Livestream, 2017-07-28 (18:07).
- ↑
- ↑ 72.0 72.1
- ↑ 73.0 73.1 73.2 73.3 73.4 73.5 Interview, 2019-04-21 (45:45).
- ↑ Podcast, 2018-08-18 (1:12:34).
- ↑ 75.0 75.1 Livestream, 2020-02-28 (1:06:51).
- ↑ 76.0 76.1 76.2 Podcast, 2018-08-04 (1:54:15).
- ↑ 77.0 77.1
- ↑ Livestream, 2017-05-22 (56:48).
- ↑ Livestream, 2017-05-19 (51:20).