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行会
- Q: How will you stop big mafia guilds from owning all the good dungeons and world bosses by camping them?
- A: The real answer to that is going to be what traditionally happens in a non-faction-based game where politics drive player interaction... Over time you have betrayals in the mafia guild and they splinter off into two groups and join the other side or it's like weird things that can occur in that regard. So I think that's the important way that will solve itself. I don't think the developer necessarily has to step in there and say no, let's railroad this politics or let's hand hold this aspect. I think that any time you have a bully, you're going to have a counter bully and that's something that we try to encourage as part of the politics process.[1] – Steven Sharif
- One of the things that I think will naturally combat the risk that comes with one mega corp or one mega guild owning the server so-to-speak and killing off competition is that Ashes is constantly changing. So the way that nodes spawn and despawn and can be destroyed; and the castles exist to exert pressure; and these world events pop up. It's a massive world and it's constantly changing. Those two things naturally combat the opportunity for mega guilds to claw control over a particular server.[2] – Steven Sharif
- Q: Do you think that guilds will put their money together and make it hard for a single player to buy a freehold?
- A: I do believe this will be the case for some percentage of the freeholds, but there will be mitigating strategies that we use in the designs of the auction system to ensure viable access to a wider audience of play styles. Regardless, it will be difficult to obtain.[3] – Steven Sharif
公会发展 occurs through participation in different systems.[4]
Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[4][6][7]
- Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.[4]
- 增强 may apply at the upper tiers of guild progression.[4]
- Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[8]
- Guild size can be traded off for guild progression.[4][9]
- The higher the guild's member cap, the fewer available skill options will be available to that guild.[10]
- Guild alliances may be a key part in creating a larger "guild".[9]
- 公会大厅 can be unlocked at a certain stage of guild advancement.[6]
- Guilds cannot respec their skill points once allocated. This is subject to testing.[11]
- It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can put together and give your guild its own identity.[4] – Jeffrey Bard
Guild size
Guild size of 300 is currently the maximum cap that can be attained by leveling the guild and selecting the path of size as opposed to the path of guild skills.[10]
- What we're trying to create is an environment where there's a duality between guilds that try to go towards population and then guilds that choose to forego population in exchange for a deeper access to passive skills that the players have access to. Will the meta be for many smaller guilds to co-locate with each other? Yes, I'm sure that will be utilized by some number of smaller guilds in order to try to combat the numbers that other guilds might have access to. I don't think that that's a bad thing. I don't necessarily know if that's a meta either, because it's going to be beneficial for larger guilds to be allied with smaller guilds that might have access to those passive abilities that they don't have access to. So, what I think the meta will actually be is probably a mixture of large guild and small guilds that exist within the alliances so that they can overcome the types of challenges that occur in objective-based gameplay for events, where you need the smaller guild with the passives to overcome the challenge rating, but you also need the numbers from the larger guilds in order to engage with the opponent at the choke points.[12] – Steven Sharif
- Guild size can be traded off for guild progression.[4][9]
- Guild alliances may be a key part in creating a larger "guild".[9]
- Q: What’s the minimum guild size to really have a meaningful impact on the realm?
- A: This is a tough question to answer. Single individuals can have a large impact on the realm without guild support, in the form of mayorships, Artisanship, economic opportunities, etc. We’re also balancing guilds through guild levels, where guilds must choose between size and effectiveness - smaller guilds will have an opportunity to get a leg up through abilities that larger guilds can’t afford to take. At the end of the day, having clear goals and organizational structure will likely matter more than raw numbers.[14] – Sarah Flanagan
There are mechanics that are geared towards larger and smaller guilds.[9]
- Larger guilds can siege fortresses.[9]
- Larger guilds won’t have access to power boosting guild ability slots.[9]
- Small groups can do some things better than larger groups.[9]
- Sieges will have things that smaller groups have an advantage in.[9]
- It's important to note that the 300 is the maximum cap that is attained by leveling the guild and selecting the path of size as opposed to the path of guild skills. So the larger you choose to allow for members to join your guild, increasing that member cap, the less focused and honed the available skill options will be from a guild level up perspective for guild members. So the way that works is it plays as a balance/counterbalance to larger guilds versus smaller more honed and focused guilds. It gives them an equitable edge of participation.[10] – Steven Sharif
- If you have more objective-based combat that revolves around high mobility and agility strong focus, organization I would expect the smaller guild to outperform the larger guild with regards to that. If you're speaking purely a numbers game and they're meeting on the field then I would expect the larger guild to perform in that. The balance comes in our play scenarios. Do we offer solely a field based combat system where you show up with the numbers you have in which case you lean heavily towards zergs or do you implement designs that feature both components of objective based combat that involves organizational rule as opposed to just having that field presence; and we intend to offer both.[10] – Steven Sharif
- There are absolutely guilds out there that have a large following and good organizational leadership and can structure their raids well; and I think those will be the most performing in the game obviously; and that's where then guild sizes come to play creating the opportunity for division in the game to allow for this subterfuge to play a role and politics and stuff like that. But our focus is making a place for smaller guilds to be competitive with larger guilds as well.[15] – Steven Sharif
Guild formation
There are prerequisites for guild formation.[16]
- Minimum member count of around five individuals.[16]
- Material and currency cost.[16]
- Completing a quest line.[16]
- Minimum level requirement.[16]
Players may be able to form guilds in starting areas if minimum requirements are met.[17]
Guild names may be up to 30-32 characters in length.[18]
Guild membership
A character may only be a member of a single guild.[19]
- 分身 on the same account can join different guilds.[19]
- Intrigue, espionage and intelligence gathering is a legitimate aspect of the game.[19]
- A guild may only have a single guild leader.[20]
- Transfer of guild leadership is possible, but mechanics on transferring leadership if a guild leader has abandoned the guild have not been finalized.[21]
- Guild masters can issue payouts to guild members.[22]
赞助公会
赞助公会 unlock the following benefits for their members.[23]
- Emblems can be applied to guild armor that can be purchased from the node.[23]
- Participation in the node's stock market.[23]
- Ability to participate in specific guild-based missions that will progress the guild's leveling and development.[23]
- Allocation of guild points to unlock specific node abilities for guild members.[23]
- Ability to claim an in-node guild hall. These have different perks and benefits to halls placed on freehold plots.[23]
- - Whether an organization is the patron of their node means it contributes the most amount of work to the node from its members.[24]
Any number of guilds can be in a node, but the number of patron guilds within a node is limited by node stage.[25]
- Villages and lower do not have patron guilds.[25]
- Towns can have up to 1 patron guild.[25]
- Cities can have up to 2 patron guilds.[25]
- Metropolises can have up to 3 patron guilds.[25]
Guild reputation
行会 may be able to allocate points to increase their reputation with the node that houses their guild hall. This will affect:[26]
- Another thing we were talking about I remember early on with regards to guilds is not just that but also having a reputation score; and being able to allocate points to increase that reputation perhaps with a specific node that you may have your guild hall in; and that reputation will interact with the way that NPCs interact with you. It might interact with the way that quests are given in that particular node or merchant services that are present.[26] – Steven Sharif
Guild alliances
Guild leaders can create an alliance at a later stage in guild progression by completing a quest.[12][27]
- Once created, the leader can invite up to three other guilds to this alliance, but this is subject to change.[12][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.[12] – 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
- There will be alliance specific quest lines.[30][31]
- Alliances will have affiliations and gear that can be attained.[30]
- 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. 同盟 with other guilds will help enable that.[9]
Ashes of Creation may have specific content that revolves around 同盟.[32]
- 成长 pathways within alliances.[32]
- 行会 sharing common services with alliance members.[32]
- Node alliances.[33][32]
- Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship.[32] – Steven Sharif
背景
An affiliation tree determines how entities are flagged against other entities within its hierarchy.[34][35][36]
- Corrupted players can be attacked (or killed) regardless of other affiliations. This is something that will be tested during Alpha-2.[34]
- Node citizenship.[34][35][36]
- 同盟.[34][35][36]
- 行会.[34][35][36]
- Parties.[34][35][36]
- 大型副本.[34][35][36]
- Family.[35]
- Religion.[36]
- Society.[36]
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.[35] – 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.[36] – Steven Sharif
Guild benefits
Guild benefits that are being considered by the developers:[37]
- Gear enhancements.[38]
- Passives.[37]
- Questlines.[37]
- 公会大厅.[37]
- 公会城堡.[37]
- Guild activities.[37]
- Name of guild displayed next to character name.[39]
- Guild tabards.[39]
- Guild mounts.[39]
- Guild coats.[39]
- Guild barding.[39]
Guild housing
The term "guild housing" refers to guild buildings and not guild owned player housing.[40]
公会大厅
公会大厅 serve as a focal point for a guild, offering a host of benefits and customization options.[42]
- When a guild reaches a certain level, its guild master is granted a certificate to enable placement of a guild hall.[43]
- Guild halls may be placed within Baronies within the ZOI of a node.[44]
- A barony can only have a single guild hall.[44]
- The number of baronies that can have an active guild hall is determined by the node's stage.[45][46]
- 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.[45] – Steven Sharif
- 赞助公会 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.[23][43][47][23]
- 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.[48]
- The design of guild-halls is currently subject to active iteration by the developers.[49]
- Guild halls can only be destroyed by a successful node siege. This contrasts with guild fortresses, which can be sieged in a guild war.[43][50][51]
- Guild halls are objectives in guild wars.[50]
- A guild hall only houses a single guild.[52]
好处
公会大厅 unlock actions a guild can perform within a node.[53]
- Allow guilds to participate in the shareholder system.[53]
公会城堡
Five guild castles exist in Ashes of Creation.[56][55][57]
- Each of the five castles has its own static layout. Castle siege defenses include deploying traps and blockades within the castle, as well as hiring mercenary NPCs to defend specific locations.[56][58][59][60]
- 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.[56] – Steven Sharif
- 攻城战 occur in the open world but may become instanced based on testing.[61]
- There is one castle located on an island that is able to be affected by naval combat.[65][66]
- Castles will initially be occupied by an NPC adversary. These are the primary antagonists in the storyline. 行会 have a period of time to level up in order to siege these castles.[67][68]
- 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.[55]
好处
公会城堡 provide benefits and trophies for guilds that capture and control them.[54][71]
- These benefits increase the longer a guild holds its castle.[54]
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.[72] – Steven Sharif
Guild castles exert a King or Queen's presence over nodes within their region.[54][72][73]
- Levy taxes for the purposes of defense (additional to taxes already imposed by node governments).[54][73]
- Activate events and abilities that benefit node citizens under their rule.[54][73]
- Establish special relationships with 市长 to help build up the three dedicated castle nodes.[54]
- Unlock additional types of buildings in nodes.[73]
- Exert control and pressure over one of the five economic regions.[54]
攻城战
行会 participate in 攻城战 in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[57]
- 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.[79][80][81][82]
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[83]
- 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.[84]
- 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.[85] – Steven Sharif
A guild that captures a castle will own that castle for a month before it is sieged again.[86][68]
- 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.[86] – 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 村庄 stage through questing.[86][68]
- 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.[86][68]
- Depending on how well the guild defends their castle nodes results in better defenses for the castle.[68][87]
- 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.[88]
- When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[89]
- 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.[68] – Steven Sharif
Alpha-1
Ashes of Creation Apocalypse castle sieges are a planned Ashes of Creation Apocalypse testing mode that aims to test castle siege mechanics.[93]
- Takes place in and around large destructible castles.[94]
- Matches are expected to last thirty to thirty-five minutes. This duration can be modified by control points captured during the match.[95]
- There will be 200 players in a match (100 v 100).[96][93]
- Invite up to 20 guildmates to a match.[94]
- Class kits come into play during the testing of Ashes of Creation Apocalypse castle sieges.[97]
- The ability to host a session and challenge an opponent or guild may be present post-launch of castle siege mode.[98]
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.[95] – Margaret Krohn
A potential Alpha-1 implementation of 攻城战 in the MMORPG is based on Ashes of Creation Apocalypse castle sieges.[64]
公会要塞
公会要塞 are siegable guild halls within Ashes of Creation. These are different from nodes and castles.[51]
- Guild fortresses are objectives in guild wars.[50] These are contested on a regular basis.[43]
- The developers will decide if guild fortresses will be implemented in the game or shelved.[43]
- 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.[43] – Steven Sharif
公会战
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.[99][100][50][47]
- 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.[99][47][50]
- 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.[50] – 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.[99][50]
- Objectives may be based on whether a guild is a patron guild of a node.[99]
- Objectives may spawn based on the home node of the guild leader and/or officers.[99]
- Guild wars can be declared at any time, but the objectives will only spawn during server prime-time.[101]
- 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.[47]
- Guild war objectives are intended to be more fluid than castle siege objectives.[47]
公会战机制
公会战 are objective-based PvP events between guilds.[99][50]
- 公会战 can be declared at any time, but the objectives will only spawn during server prime-time.[101][102]
- Players can kill each other at any time during the war (not only during server prime-time).[101]
- Guild war objectives are intended to dynamically spawn based on various conditions that exist within each guild.[99][100][47][102]
- 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.[100][103]
- Guild wars operate outside the PvP flagging system.[104][105][106][107][103]
- Death penalties (mostly) do not apply to objective-based events, such as guild wars.[104][105][106][107]
- 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.[99] – Steven Sharif
Zergs
Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[110]
Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[111] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[112]
- Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[112] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[111]
- There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[112]
- There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[113]
We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[113] – Steven Sharif
Mechanics that encourage political intrigue will play a role in destabilizing zergs.[114]
The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[114] – Steven Sharif
Objective-based game play helps to balance the zerg mentality.[15]
I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[15] – Steven Sharif
Instancing doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[84]
- There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[84]
Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[84] – Steven Sharif
Leadership tools
The developers are considering a number of leadership tools for guilds:[115][37][116]
- Recruitment tools.[37][116]
- Management tools.[37][116]
- Delegation tools.[37][116]
- Motivational systems.[37][116]
- Communication tools.[37][116]
- Roster.[37][116]
- Standard guild ranks (such as Guild leader and officers).[118]
- Custom rank names.[118]
- A list of available permissions per rank/role.[118]
- Departments/micro-structures (such as battallions) within the guild structure with an associated leader.[119][118]
- Freehold permissions may be associated with these micro-structures.[119]
- The idea behind guild permissions for freeholds, is that within guilds there will be micro-structures of battallions etc. If we end up allowing guild permissions for freeholds it will likely only apply to the other members within the guild's micro-structure.[119] – Steven Sharif
- Audit logs may be available to guild leaders and officers.[120]
- Guild stats.[121]
- Information about guild membership, such as archetype and class makeup will be made available.[121]
- Access to guild stats is subject a permissions structure.[121]
- For me personally, being a guild leader of a very large guild in the past, these types of administrative functions are life savers for guild leaders... Guild leaders are a very important part of the community for MMORPGs in general and the reason for that is- think of it like a queen on the board- "I bring order to chaos". To a degree, guild leaders are that order to the chaos. They help organize- they do so through lieutenants- they delegate responsibilities. There are good leaders, there are bad leaders, but essentially it's a highly social environment and if you can find a good guild and that guild is augmented with complimentary services from the company, from the game itself, it just makes that life easier and allows them to execute better. So in my opinion that is an important aspect.[117] – Steven Sharif
- Guild management tools are expected to be available at the start of Alpha-2.[115]
Guild emblems
官方正考虑加入玩家自制图像的汇入功能。[122] 此前未曾有这样的考虑。[123]
I know previously we had spoken about not allowing custom user images in the game, however I think we're leaning more now in the direction of allowing for custom user images. Absolutely well what it will be is the fact that we're a subscription game and if you want to jeopardize your account by doing the wrong thing with regards to custom users [images] then by all means you may do so and we'll have stringent practices in place to prevent that from actually being an issue.[122] – Steven Sharif
With regards to this UCC question, I think when you have an active an active GM team that you are you have directed to care take the product you're going to mitigate a lot of that functionality you don't want to see out of this custom image system. People who look to let's say meme the system are going to be met with the type of enforcement that they don't want to have on their account; and being a subscription-based product and being a risk versus reward and maybe a more old-school approach to character development and progression I think they're gonna take a significant risk in doing things that we don't want them to do, which will result in the jeopardy of their account. So I think that is not going to deter a hundred percent of things- I don't think you ever can deter a hundred percent of things unless we go away from custom images- but I think that we can achieve some parity of essentially enforcement versus infraction ratio that's going to be liveable for everybody.[124] – Steven Sharif
玩家将可以透过游戏内的介面设计纹章、标志、以及符号。[123][125][126]
纹章设计功能暂时计划于第二次 Alpha 测试中推出。[126]
Crowdfunding guild rewards
Guild themed character cloaks were cosmetic rewards for backing at the Leader of Men level or higher in the Kickstarter and 夏季众筹 campaigns.[128]
- Guild cloaks will work the same way that accessory appearances from the cosmetic packs work, in that they are applied to the item and take over that appearance. They can not be applied over costumes. [129] – Cody Peterson
Kickstarter/夏季众筹 guild rewards[42] are assigned to a guild by the owner of the reward.[130]
- Once assigned, the reward becomes an asset of that guild.[130]
- Guild members that leave the guild no longer have access to the unique items of that guild.[130]
股票市场
Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in 节点, 行会 and 社会组织.[131][132][133]
- Stock exchanges were a Kickstarter stretch goal unlocked for reaching the $3 million dollar mark.[133]
- This is a planned feature for the launch of Ashes of Creation.[131]
- The value of stocks is influenced by world events and the performance of nodes, 社会组织 or guilds.[134]
- Hard metrics, such as quest lines, nearby resources, citizen progression, and purchases of local real estate, will determine the value of purchasable shares.[133]
- There is no regulatory commission to restrict the purchase and sale of stocks.[134]
其他
引用
- ↑ 访谈, 2021-06-13 (36:38).
- ↑ 访谈, 2021-06-13 (40:55).
- ↑
- ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 直播, 2018-09-27 (55:39).
- ↑ 5.0 5.1 5.2 直播, 2017-05-19 (22:10).
- ↑ 6.0 6.1 访谈, 2020-07-19 (36:07).
- ↑
- ↑ 直播, 2020-06-26 (1:31:53).
- ↑ 9.0 9.1 9.2 9.3 9.4 9.5 9.6 9.7 9.8 9.9 直播, 2017-05-05 (23:26).
- ↑ 10.0 10.1 10.2 10.3 10.4 访谈, 2018-08-08 (9:36).
- ↑ 直播, 2020-10-30 (1:11:13).
- ↑ 12.0 12.1 12.2 12.3 直播, 2023-04-28 (1:28:14).
- ↑ 直播, 2019-06-28 (1:25:24).
- ↑ February 8, 2019 - Questions and Answers.
- ↑ 15.0 15.1 15.2 访谈, 2018-08-08 (11:52).
- ↑ 16.0 16.1 16.2 16.3 16.4 访谈, 2018-08-08 (15:07).
- ↑ 直播, 2017-11-17 (40:56).
- ↑ 直播, 2021-02-26 (1:09:28).
- ↑ 19.0 19.1 19.2 Podcast, 2017-05-05 (47:20).
- ↑ 直播, 2017-05-17 (58:18).
- ↑ 直播, 2017-05-26 (47:35).
- ↑
- ↑ 23.0 23.1 23.2 23.3 23.4 23.5 23.6 23.7 直播, 2020-02-28 (1:06:51).
- ↑ Podcast, 2018-04-23 (24:47).
- ↑ 25.0 25.1 25.2 25.3 25.4 直播, 2019-06-28 (1:27:23).
- ↑ 26.0 26.1 26.2 26.3 26.4 直播, 2018-09-27 (58:17).
- ↑ 27.0 27.1 27.2 访谈, 2018-08-08 (16:12).
- ↑ 直播, 2021-06-25 (1:25:55).
- ↑ 直播, 2021-06-25 (1:29:26).
- ↑ 30.0 30.1 30.2 30.3 30.4 访谈, 2018-08-08 (17:13).
- ↑ 31.0 31.1 31.2 31.3 直播, 2019-01-11 (1:04:32).
- ↑ 32.0 32.1 32.2 32.3 32.4 Podcast, 2018-05-11 (21:07).
- ↑ 直播, 2023-08-31 (2:10:23).
- ↑ 34.0 34.1 34.2 34.3 34.4 34.5 34.6 直播, 2022-07-29 (1:07:20).
- ↑ 35.0 35.1 35.2 35.3 35.4 35.5 35.6 35.7 直播, 2019-03-29 (17:10).
- ↑ 36.0 36.1 36.2 36.3 36.4 36.5 36.6 36.7 36.8 访谈, 2018-05-11 (58:07).
- ↑ 37.00 37.01 37.02 37.03 37.04 37.05 37.06 37.07 37.08 37.09 37.10 37.11 37.12 37.13 37.14 37.15 37.16 直播, 2017-05-05 (31:08).
- ↑ 访谈, 2020-07-18 (14:22).
- ↑ 39.0 39.1 39.2 39.3 39.4 直播, 2017-05-22 (51:00).
- ↑ 直播, 2017-07-28 (18:07).
- ↑
- ↑ 42.0 42.1 42.2
- ↑ 43.0 43.1 43.2 43.3 43.4 43.5 访谈, 2019-04-21 (45:45).
- ↑ 44.0 44.1 Blog: Exploring the Boundless Opportunities of Freeholds.
- ↑ 45.0 45.1 Podcast, 2023-07-15 (6:25).
- ↑
- ↑ 47.0 47.1 47.2 47.3 47.4 47.5 Podcast, 2018-08-18 (1:12:34).
- ↑
- ↑ 直播, 2023-06-30 (1:48:17).
- ↑ 50.0 50.1 50.2 50.3 50.4 50.5 50.6 50.7 Podcast, 2018-08-04 (1:54:15).
- ↑ 51.0 51.1
- ↑ 直播, 2017-05-22 (56:48).
- ↑ 53.0 53.1 直播, 2017-05-19 (51:20).
- ↑ 54.0 54.1 54.2 54.3 54.4 54.5 54.6 54.7 54.8 直播, 2020-08-28 (1:39:02).
- ↑ 55.0 55.1 55.2 55.3 55.4 55.5 Blog: 10 facts about castle sieges in the MMORPG.
- ↑ 56.0 56.1 56.2 访谈, 2023-09-10 (22:29).
- ↑ 57.0 57.1 57.2
- ↑ 直播, 2022-04-29 (27:42).
- ↑ 直播, 2020-07-25 (1:22:40).
- ↑ 直播, 2020-06-26 (1:33:10).
- ↑ 61.0 61.1 61.2 61.3 Podcast, 2021-04-11 (49:40).
- ↑ 62.0 62.1
- ↑ 63.0 63.1 直播, 2021-04-30 (41:18).
- ↑ 64.0 64.1 64.2 Blog: Creative Director's Letter, April 14 2021
- ↑ 直播, 2022-10-14 (58:46).
- ↑
- ↑ 67.0 67.1 访谈, 2023-09-10 (24:15).
- ↑ 68.0 68.1 68.2 68.3 68.4 68.5 68.6 68.7 Podcast, 2018-04-23 (21:55).
- ↑ 直播, 2018-01-18 (37:05).
- ↑ 直播, 2020-08-28 (1:31:11).
- ↑ 直播, 2017-11-17 (49:30).
- ↑ 72.0 72.1 访谈, 2018-05-11 (47:27).
- ↑ 73.0 73.1 73.2 73.3 Podcast, 2017-05-05 (52:32).
- ↑ 影片, 2021-05-28 (25:44).
- ↑ About Ashes of Creation.
- ↑ 直播, 2022-07-29 (1:12:14).
- ↑ 访谈, 2020-07-29 (31:05).
- ↑ 访谈, 2020-07-18 (13:13).
- ↑ 直播, 2021-09-24 (52:48).
- ↑ 访谈, 2021-07-08 (57:19).
- ↑ 访谈, 2020-07-19 (44:28).
- ↑
- ↑ Twitch Bustin - Practice Sieges?
- ↑ 84.0 84.1 84.2 84.3 直播, 2022-01-28 (17:50).
- ↑ 访谈, 2023-09-10 (25:14).
- ↑ 86.0 86.1 86.2 86.3 直播, 2020-08-28 (1:43:03).
- ↑ 87.0 87.1 直播, 2017-08-23 (23:00).
- ↑ Podcast, 2018-04-23 (15:14).
- ↑
- ↑ 影片, 2019-03-08 (0:00).
- ↑ 直播, 2019-10-31 (11:05).
- ↑
- ↑ 93.0 93.1 直播, 2018-08-17 (30:29).
- ↑ 94.0 94.1 直播, 2018-09-01 (54:06).
- ↑ 95.0 95.1 Castle Siege Overview.
- ↑ 访谈, 2018-08-24 (13:17).
- ↑ 访谈, 2018-08-17 (8:16).
- ↑ 访谈, 2018-12-06 (38:10).
- ↑ 99.0 99.1 99.2 99.3 99.4 99.5 99.6 99.7 访谈, 2023-09-10 (18:10).
- ↑ 100.0 100.1 100.2 直播, 2020-12-22 (1:08:41).
- ↑ 101.0 101.1 101.2
- ↑ 102.0 102.1 直播, 2017-05-22 (52:01).
- ↑ 103.0 103.1 103.2 直播, 2017-05-15 (17:20).
- ↑ 104.0 104.1 直播, 2023-02-24 (1:29:45).
- ↑ 105.0 105.1 直播, 2022-06-30 (1:14:52).
- ↑ 106.0 106.1 直播, 2021-08-27 (1:22:56).
- ↑ 107.0 107.1 直播, 2020-12-22 (1:13:51).
- ↑ 直播, 2023-03-31 (1:24:21).
- ↑
- ↑ 直播, 2017-05-05 (23:26).
- ↑ 111.0 111.1 直播, 2017-05-19 (25:18).
- ↑ 112.0 112.1 112.2 直播, 2020-11-30 (1:16:09).
- ↑ 113.0 113.1 直播, 2017-05-22 (57:37).
- ↑ 114.0 114.1 访谈, 2018-05-11 (44:20).
- ↑ 115.0 115.1 访谈, 2023-07-09 (1:52:20).
- ↑ 116.00 116.01 116.02 116.03 116.04 116.05 116.06 116.07 116.08 116.09 116.10 直播, 2017-05-19 (19:23).
- ↑ 117.0 117.1 Podcast, 2020-11-15 (52:50).
- ↑ 118.0 118.1 118.2 118.3 直播, 2021-09-24 (1:24:16).
- ↑ 119.0 119.1 119.2
- ↑ 120.0 120.1 120.2 120.3 120.4 直播, 2020-09-30 (1:06:14).
- ↑ 121.0 121.1 121.2 直播, 2021-11-19 (52:35).
- ↑ 122.0 122.1 直播, 2019-07-26 (1:05:28).
- ↑ 123.0 123.1 123.2 123.3 123.4 123.5 直播, 2017-05-17 (55:40).
- ↑ 124.0 124.1 访谈, 2020-07-08 (48:30).
- ↑ 125.0 125.1
- ↑ 126.0 126.1 直播, 2018-10-31 (47:44).
- ↑ 127.0 127.1 127.2 访谈, 2018-10-20 (3:35:54).
- ↑ Crowdfunding.
- ↑ 129.0 129.1
- ↑ 130.0 130.1 130.2
- ↑ 131.0 131.1
- ↑ 132.0 132.1 直播, 2017-05-17 (11:27).
- ↑ 133.0 133.1 133.2
- ↑ 134.0 134.1 访谈, 2018-10-20 (5:51).