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Guild Wars

Innen: Ashes of Creation Wiki
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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
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Guild alliances

Guild leaders can create an alliance at a later stage in guild progression by completing a quest.[13][14]

  • Once created, the leader can invite up to three other guilds to this alliance, but this is subject to change.[13][15][14]
  • A guild may only be a member of one alliance.[16]
  • There is no member cap in an alliance, only a maximum of four guilds.[14]
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.[13]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.[17]Steven Sharif
  • Guilds may enter into trade agreements.[18]
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.[18]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.[19]

Az Ashes of Creation tartalmazhat a szövetségek köré épülő tartalmat.[20]

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.[20]Steven Sharif

Kapcsolatok

An affiliation tree determines how entities are flagged against other entities within its hierarchy.[21][22][23]

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.[22]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.[23]Steven Sharif

Továbbiak

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