Guild leadership tools
- Recruitment tools.
- Management tools.
- Delegation tools.
- Motivational systems.
- Communication tools.
- Standard guild ranks (such as Guild leader and officers).
- Custom rank names.
- A list of available permissions per rank/role.
- Departments/micro-structures (such as battallions) within the guild structure with an associated leader.
- 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. – Steven Sharif
- Audit logs may be available to guild leaders and officers.
- Guild stats.
- 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. – Steven Sharif
- Gear enhancements.
- Guild halls.
- Guild castles.
- Guild activities.
- Name of guild displayed next to character name.
- Guild tabards.
- Guild mounts.
- Guild coats.
- Guild barding.
- These may only be granted if the castle nodes are successfully established prior to the siege.
- Node A grants 1 undermount, Node B grants 2 undermounts, and Node C grants 2 undermounts.
- This system is subject to change during testing.
- 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.
- Augments may apply at the upper tiers of guild progression.
- Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.
- Guild size can be traded off for guild progression.
- Guild halls can be unlocked at a certain stage of guild advancement.
- Guilds cannot respec their skill points once allocated. This is subject to testing.
- 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. – Jeffrey Bard
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. – Jeffrey Bard
- Progression in various PvP systems will unlock enchantment stones that grant temporary PvP-focused benefits to gear (via a socketing system). Performance is measured over six month PvP seasons.
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. – Steven Sharif
- Alts on the same account can join different guilds.
- Intrigue, espionage and intelligence gathering is a legitimate aspect of the game.
- A guild may only have a single guild leader.
- Transfer of guild leadership is possible, but mechanics on transferring leadership if a guild leader has abandoned the guild have not been finalized.
- Guild masters can issue payouts to guild members.
This would likely be utilized more so by guilds than that would be solo or unaffiliated players; and I believe that the solo player they may have friends that they want to play with. That's fine, they can also still with those friends do the reservation system, but the player who is just joining the game fresh and doesn't have a community that they're part of, I don't think they really mind in that regard and will not utilize that system. – Steven Sharif
- Baronies are parcels of land that are reserved specifically for the freehold and guild hall systems.
- 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. – Steven Sharif
- The design of guild-halls is currently subject to active iteration by the developers.
- Guild halls owned by partron guilds 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.
- Guild halls may be placed on guild freeholds or within nodes.
- Guild halls are objectives in guild wars.
- A guild hall only houses a single guild.
- When a guild reaches a certain level, its guild master is granted a guild freehold certificate to enable placement of a guild hall.
- 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.
- 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. – Steven Sharif
- Castle sieges occur in the open world but may become instanced based on testing.
- There is one castle located on an island that is able to be affected by naval combat.
- Castles will initially be occupied by an NPC adversary. These are the primary antagonists in the storyline. Guilds have a period of time to level up in order to siege these castles.
- 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.
- These benefits increase the longer a guild holds its castle.
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. – Steven Sharif
- Levy taxes for the purposes of defense (additional to taxes already imposed by node governments).
- Activate events and abilities that benefit node citizens under their rule.
- Establish special relationships with Mayors to help build up the three dedicated castle nodes.
- Unlock additional types of buildings in nodes.
- Exert control and pressure over one of the five economic regions.
- 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.
- There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.
- 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.
- 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. – Steven Sharif
- 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. – 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 Village stage through questing.
- 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.
- Depending on how well the guild defends their castle nodes results in better defenses for the castle.
- 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.
- When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.
- 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. – Steven Sharif
Alpha-1 castle sieges
- Players will be able to join guilds. These guilds can register for the siege events.
- Castle siege events will be 100v100 battles that occur daily and will last for three hours.
- Attackers will start on the opposite end of the map (from the defenders).
- Attackers will be able to use trebuchets to drive to and assault the castle.
- 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.
- The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.
- Alpha-1 castle sieges are in a separate zone that is accessible via a NPC teleporter.
- 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. – Steven Sharif
- The opposing team is notified when these raid bosses are being attacked.
- Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.
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. – Steven Sharif
- Destructible structures (such as walls and gates) are present in Alpha-1 castle sieges.
- Video, May 28, 2021 (3:41).
- Livestream, May 26, 2017 (37:17).
- Interview, July 9, 2023 (1:52:20).
- Livestream, May 5, 2017 (31:08).
- Livestream, May 19, 2017 (19:23).
- Podcast, November 15, 2020 (52:50).
- Livestream, September 24, 2021 (1:24:16).
- Livestream, September 30, 2020 (1:06:14).
- Livestream, November 19, 2021 (52:35).
- Interview, July 18, 2020 (14:22).
- Livestream, May 22, 2017 (51:00).
- Livestream, September 27, 2019 (39:09).
- Interview, July 19, 2020 (1:05:41).
- Livestream, July 26, 2019 (56:06).
- Livestream, September 27, 2018 (55:39).
- Livestream, May 19, 2017 (22:10).
- Interview, July 19, 2020 (36:07).
- Livestream, June 26, 2020 (1:31:53).
- Livestream, May 5, 2017 (23:26).
- Interview, August 8, 2018 (9:36).
- Livestream, October 30, 2020 (1:11:13).
- Livestream, June 4, 2018 (1:11:19).
- Livestream, June 4, 2018 (21:37).
- Livestream, March 26, 2021 (1:15:57).
- Interview, July 18, 2020 (16:34).
- Podcast, May 5, 2017 (47:20).
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- Livestream, May 26, 2017 (47:35).
- Livestream, December 22, 2020 (1:09:38).
- Livestream, July 25, 2020 (1:06:43).
- Blog: Exploring the Boundless Opportunities of Freeholds.
- Podcast, July 15, 2023 (6:25).
- Livestream, June 30, 2023 (1:48:17).
- Interview, April 21, 2019 (45:45).
- Podcast, August 18, 2018 (1:12:34).
- Livestream, February 28, 2020 (1:06:51).
- Podcast, August 4, 2018 (1:54:15).
- Livestream, May 22, 2017 (56:48).
- Livestream, May 19, 2017 (51:20).
- Livestream, August 28, 2020 (1:39:02).
- Blog: 10 facts about castle sieges in the MMORPG.
- Interview, September 10, 2023 (22:29).
- Livestream, April 29, 2022 (27:42).
- Livestream, July 25, 2020 (1:22:40).
- Livestream, June 26, 2020 (1:33:10).
- Podcast, April 11, 2021 (49:40).
- Livestream, April 30, 2021 (41:18).
- Blog: Creative Director's Letter, April 14 2021
- Livestream, October 14, 2022 (58:46).
- Interview, September 10, 2023 (24:15).
- Podcast, April 23, 2018 (21:55).
- Livestream, January 18, 2018 (37:05).
- Livestream, August 28, 2020 (1:31:11).
- Livestream, November 17, 2017 (49:30).
- Interview, May 11, 2018 (47:27).
- Podcast, May 5, 2017 (52:32).
- Video, May 28, 2021 (25:44).
- About Ashes of Creation.
- Livestream, July 29, 2022 (1:12:14).
- Interview, July 29, 2020 (31:05).
- Interview, July 18, 2020 (13:13).
- Livestream, September 24, 2021 (52:48).
- Interview, July 8, 2021 (57:19).
- Interview, July 19, 2020 (44:28).
- Twitch Bustin - Practice Sieges?
- Livestream, January 28, 2022 (17:50).
- Interview, September 10, 2023 (25:14).
- Livestream, August 28, 2020 (1:43:03).
- Livestream, August 23, 2017 (23:00).
- Podcast, April 23, 2018 (15:14).
- Video, May 28, 2021 (24:44).
- Video, April 30, 2021 (19:25).
- Video, May 28, 2021 (19:04).
- Video, April 30, 2021 (13:02).
- Livestream, May 28, 2021 (1:04:29).