Castle nodes

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One of the 5 guild castles is located on an island, depicted with its 3 adjacent castle nodes.[1][2]

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.[3]

公會城堡 have three adjacent castle nodes in close proximity.[4][5] The guild must develop those nodes to enhance the defenses of the castle.[4] 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.[6]

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.[10]Steven Sharif

Castle nodes are leveled through questing by the owning guild or alliance guilds.[5]

  • Levelling castle nodes is a hastened process compared to regular nodes.[8]
  • 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.[11][12]
    • 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.[11]
    • 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.[11][5]
    • 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.[11]
  • 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.[5]

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.[5]Steven Sharif

Being a member of the occupying guild automatically makes you a garrison of the castle nodes and castle itself.[4]

  • Only members of the occupying guild are citizens of these nodes.[13]
  • This citizenship is different to normal node citizenship. Castle nodes don't operate like normal nodes.[13][7]

公會城堡

Guild castle Alpha-1 early preview.[11]

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.[3]

Sword 01 - with logos.png

Five guild castles exist in Ashes of Creation.[14][3][4]

While the hard structural environment is static and not able to be- you're not building a castle if you own a castle, you're inheriting a historic ruined castle that is representative of the past because it has some tie-in to specific types of powers that we haven't gotten into from a lore perspective yet but we haven't expressed to the community. That's something that we're going to leave for the community to find out when they play. But when you place mercenaries and you place those blockades and you place those traps, that affects the level design of the castle according to the strategy you might use to defend it.[14]Steven Sharif
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.[3]

Benefits of guild castles

Guild castle concept art.[3]

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.[11]Steven Sharif

公會城堡 provide benefits and trophies for guilds that capture and control them.[11][25]

  • These benefits increase the longer a guild holds its castle.[11]

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.[26]Steven Sharif

Guild castles exert a King or Queen's presence over nodes within their region.[11][26][27]

攻城戰

Alpha-1 castle siege gameplay.[28]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[29]

行會 participate in 攻城戰 in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[4]

  • 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.[33][34][35][36]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[37]
  • There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[38]
    • It was previously stated that castle sieges may or may not be (entirely) instanced in the final game.[18]
    • Alpha-1 攻城戰 occurred in an open-world zone that was accessible via a NPC teleporter.[19][20][18][21]
I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[39]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[40][8]

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.[40]Steven Sharif
  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to 村莊 stage through questing.[40][8]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[8][13]
  • 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.[40][8]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[8][13]
  • 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.[5]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[41]
There will be benefits to attracting people... even if they're not in your guild or alliance – 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.[8]Steven Sharif

Alpha-1 攻城戰

Trebuchets in the Alpha-1 preview castle siege attackers headquarter camp.[43]

Alpha-1 攻城戰 are based on Ashes of Creation Apocalypse castle sieges.[45][21]

  • Players will be able to join guilds. These guilds can register for the siege events.[43]
  • Castle siege events will be 100v100 battles that occur daily and will last for three hours.[43]
  • Attackers will start on the opposite end of the map (from the defenders).[43]
  • Attackers will be able to use trebuchets to drive to and assault the castle.[43]
    • Trebuchets have a single primary fire that does a small amount of damage to players and heavy damage to buildings.[43]
    • Trebuchets will be fully physical when they are being driven.[43]
  • When the attackers have breached the castle they will be able to channel a cast on the relic in the throne room to try to capture the castle from the defenders.[43]
  • The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.[43]
  • Alpha-1 攻城戰 are in a separate zone that is accessible via a NPC teleporter.[19][20][18]
    Currently the siege zone is actually in the open world, but separated by mountains and off in the sea a bit. There is actually no instancing in A1, although the siege zone will only be accessible in A1 through a registration NPC teleporter.[19]Steven Sharif
  • The opposing team is notified when these raid bosses are being attacked.[45]
  • Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.[45]

Last year, I spoke of attempting to incorporate sieges into the Alpha One experience. This has obviously been a goal of mine because it provides considerable data and a consistent event within the world that players can participate in to help stress test the deployment. Well, I am happy to say that it is appearing more and more likely by the day! Initial implementation of the Apocalypse siege code has been migrated into the Alpha One client, and we should begin internal testing next month. I will caveat this expectation with the fact that we are cutting it a bit close from an internal QA standpoint, but I have some confidence that the system will be online and capable of inclusion for the Alpha One test in the month of June. The siege component will obviously not be representative of what the siege system will be at launch, or even in Alpha Two.[21]Steven Sharif

Read more...

Guild housing

The term "guild housing" refers to guild buildings and not guild owned player housing.[47]

公會大廳

Summer guildhall appearance cosmetic concept art.[48]

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.[49]

公會大廳 serve as a focal point for a guild, offering a host of benefits and customization options.[49]

  • When a guild reaches a certain level, its guild master is granted a certificate to enable placement of a guild hall.[50]
  • Guild halls may be placed within Baronies within the ZOI of a node.[51]
    • A barony can only have a single guild hall.[51]
    • The number of baronies that can have an active guild hall is determined by the node's stage.[52][53]
Only a limited subset of the guild halls available around the node are available concurrently... So you might only have two that might be available at fifth level and then three at sixth level of a node; and the guilds have an opportunity to select from the six available which three are going to be active.[52]Steven Sharif
  • 贊助公會 may also place their guild hall within (the footprint of) their patron node. These guild halls have different perks and benefits to halls placed within Baronies.[54][50][55][54]
    • Patron guild halls placed within Baronies may have the ability to confer benefits to surrounding estates within that node by speccing into passives in their guild skill tree and carrying out a lengthy quest line.[56]
  • The design of guild-halls is currently subject to active iteration by the developers.[57]
info-orange.png以下某些信息最近尚未得到開發人員的確認,可能不在當前的開發路線圖上。

公會要塞

info-orange.png以下某些信息最近尚未得到開發人員的確認,可能不在當前的開發路線圖上。

公會要塞 are siegable guild halls within Ashes of Creation. These are different from nodes and castles.[59]

  • Guild fortresses are objectives in guild wars.[58] These are contested on a regular basis.[50]
  • The developers will decide if guild fortresses will be implemented in the game or shelved.[50]
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.[50]Steven Sharif

Undermounts

The guild leader of a castle can grant the use of flying undermounts (such as wyrmlings) to guild officers during a castle siege.[62][63][64][65]

  • These may only be granted if the castle nodes are successfully established prior to the siege.[65]
    • Node A grants 1 undermount, Node B grants 2 undermounts, and Node C grants 2 undermounts.[66]
  • This system is subject to change during testing.[66]

Little wyrmlings that you can grant to officers if you're a castle owner, and they can fly around too.[63]Steven Sharif

其他

引用

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