Guilds

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Guilds in Ashes of Creation are still pre-alpha design that will need testing and feedback from the community.

Guild membership

  • Players can only be a member of a single guild.[1]
  • Alts on the same Account can join different guilds.[1]
    • Intrigue, espionage and intelligence gathering is a legitimate aspect of the game.

Guild progression

Guilds can focus on niche progression or opt to grow in size.[2]

  • Membership slots can be traded off for advantages.
  • Guild alliances may be a key part in creating a larger “guild”.
  • The progression system will include guild quests.
  • Guilds will participate in the development of the world via accomplishments.[3]

Guild size

There are mechanics that are geared towards larger and smaller guilds.[2]

  • Larger guilds can siege fortresses.
    • Larger guilds won’t have access to power boosting guild ability slots.
  • Small groups can do some things better than larger groups.
    • Sieges will have things that smaller groups have an advantage in.

Guild alliances

  • Due to the lack of fast-travel, guilds will need have to plan to have people in the right place at the right time. Alliances with other guilds will help enable that.[2]
  • There may be a mechanic that allows alliances to war against each other.[4]

Guild wars

Guild wars are objective-based PvP events between guilds.[5][6]

  • 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.[9][11]
  • Guild wars are considered a core system of Alpha-2.[16]
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.[5]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Zergs

Zergs are empowered by fast-travel. Meaningful travel times will prevent zerg play for being so much of an influence.[2]

Guild benefits

Ideas that are being considered by the developers:[17]

  • Guild activities
  • Passives

Leadership tools

The developers are considering the following tools:[17]

  • Recruitment tools.
  • Management tools.
  • Communication tools.
  • Motivational systems.
  • Calendar.[18]
  • Roster.[18]

References