Guild Wars

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Guild Wars are objective-based PvP events between guilds.[1][2]

  • 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.[5][7]
  • Guild wars are considered a core system of Alpha-2.[12]
Q: How do you plan on keeping wars fresh long term? Typically in other games wars become one dimensional in terms of strategy. Will intrepid be looking at map changes every few years, or will you give guilds / node mayors the ability to customize the layout or objectives of the battlefield?
A: Our guild wars have objective-based gameplay that spawn in the world based on several different factors and predicates that might exist. Some of those predicates might be where is your guild a patron guild of? Does your guild have a guild hall? What node is your guild leader and/or officers a citizen of? What was your last completed raid boss? All of those can serve as predicates to then spawn a certain objective within the world that players have to either engage with in a number of different manners. Either they can be kill objectives, they can be control objectives, they can be capture and move objectives. They could be a caravan caravan summons that need to take supplies from those objectives. The idea is to incorporate all of these other ancillary systems that exist within the game in some way shape or form- tie it into the guild war, because we've created those systems for a reason. We want players to engage with those systems, so why not hook those systems into the guild war format? And I think that that creates a very dynamic setting where it is not just about killing and logging out, but rather strategy in both your resource placement, how you respond, and when you respond, the composition of your raid/group teams. Those types of things play a role now in the outcome of those guild wars and I think they keep it fresh because it'll be different per war.[1]Steven Sharif
info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.

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.[1][5][2][6]

  • 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][6][2]
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.[2]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][2]
  • Guild wars can be declared at any time, but the objectives will only spawn during server prime-time.[3]
info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.
  • 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.[6]
  • Guild war objectives are intended to be more fluid than castle siege objectives.[6]

Server prime-time

Objective-based PvP events such as node sieges, castle sieges, guild wars, and node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[13][14][15]

  • Guild wars and node wars can be declared at any time, but the objectives will only spawn during the prime-time window.[3]

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.[5][7]

Guild várak

info-orange.pngAz alábbi információk némelyikét a közelmúltban nem erősítették meg a fejlesztők, és előfordulhat, hogy nem szerepelnek a jelenlegi fejlesztési ütemtervben.

Guild várak are siegable guild halls within Ashes of Creation. These are different from nodes and castles.[16]

  • Guild fortresses are objectives in guild wars.[2] These are contested on a regular basis.[17]
  • The developers will decide if guild fortresses will be implemented in the game or shelved.[17]
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.[17]Steven Sharif

Guild ladder

An inter-guild ladder will rank guilds based on their performance within competitive activities:[18][19]

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.[19]Steven Sharif

PvP seasons

Performance in various Pvp systems (such as Lakókocsik, Arénák, Guild Wars) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[20][21]

Gear enhancement rewards

Gear enhancements (power stones/runes) can be applied to weapons to add elemental or energy types of damage.[22][23]

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.[23]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.[25]Steven Sharif

Guild alliances

Guild leaders can create an alliance at a later stage in guild progression by completing a quest.[26][27]

  • Once created, the leader can invite up to three other guilds to this alliance, but this is subject to change.[26][28][27]
  • A guild may only be a member of one alliance.[29]
  • There is no member cap in an alliance, only a maximum of four guilds.[27]
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.[26]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.[30]Steven Sharif
  • Guilds may enter into trade agreements.[31]
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.[31]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.[32]

Az Ashes of Creation tartalmazhat a szövetségek köré épülő tartalmat.[33]

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.[33]Steven Sharif


An affiliation tree determines which entities can participate in attacks against other entities within its hierarchy.[34][35]

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.[34]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.[35]Steven Sharif



  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Interjú, 2023-09-10 (18:10).
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Podcast, 2018-08-04 (1:54:15).
  3. 3.0 3.1 3.2 3.3 3.4 3.5 steven-wars-prime-time.png
  4. 4.0 4.1 4.2 4.3 Élő adás, 2017-05-22 (52:01).
  5. 5.0 5.1 5.2 5.3 5.4 Élő adás, 2020-12-22 (1:08:41).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 Podcast, 2018-08-18 (1:12:34).
  7. 7.0 7.1 7.2 7.3 7.4 Élő adás, 2017-05-15 (17:20).
  8. 8.0 8.1 8.2 8.3 Élő adás, 2023-02-24 (1:29:45).
  9. 9.0 9.1 9.2 9.3 Élő adás, 2022-06-30 (1:14:52).
  10. 10.0 10.1 10.2 10.3 Élő adás, 2021-08-27 (1:22:56).
  11. 11.0 11.1 11.2 11.3 Élő adás, 2020-12-22 (1:13:51).
  12. Élő adás, 2023-03-31 (1:24:21).
  13. Interjú, 2020-07-29 (31:05).
  14. Interjú, 2020-07-18 (13:13).
  15. Interjú, 2020-07-08 (22:37).
  16. kickstarter fortress.png
  17. 17.0 17.1 17.2 Interjú, 2019-04-21 (45:45).
  18. 18.0 18.1 18.2 18.3 Élő adás, 2021-06-25 (1:12:37).
  19. 19.0 19.1 19.2 19.3 Interjú, 2020-07-29 (14:28).
  20. Élő adás, 2021-09-24 (1:22:46).
  21. 21.0 21.1 21.2 21.3 21.4 Interjú, 2020-07-18 (16:34).
  22. Élő adás, 2018-06-04 (1:11:19).
  23. 23.0 23.1 Élő adás, 2018-06-04 (21:37).
  24. Élő adás, 2021-03-26 (1:15:57).
  25. 25.0 25.1 25.2 25.3 25.4 Interjú, 2020-07-18 (14:22).
  26. 26.0 26.1 26.2 Élő adás, 2023-04-28 (1:28:14).
  27. 27.0 27.1 27.2 Interjú, 2018-08-08 (16:12).
  28. Élő adás, 2021-06-25 (1:25:55).
  29. Élő adás, 2021-06-25 (1:29:26).
  30. 30.0 30.1 30.2 30.3 30.4 Interjú, 2018-08-08 (17:13).
  31. 31.0 31.1 31.2 31.3 Élő adás, 2019-01-11 (1:04:32).
  32. Élő adás, 2017-05-05 (23:26).
  33. 33.0 33.1 33.2 33.3 33.4 Podcast, 2018-05-11 (21:07).
  34. 34.0 34.1 34.2 34.3 34.4 34.5 34.6 34.7 Élő adás, 2019-03-29 (17:10).
  35. 35.0 35.1 35.2 35.3 35.4 35.5 35.6 35.7 35.8 Interjú, 2018-05-11 (58:07).
  36. Élő adás, 2022-07-29 (1:07:20).