- 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.
- The higher the guild's member cap, the fewer available skill options will be available to that guild.
- Guild alliances may be a key part in creating a larger "guild".
As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups. – Steven Sharif
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 kind of put together and kind of give your guild its own identity. – Jeffrey Bard
- 1 Guild size
- 2 Guild formation
- 3 Guild membership
- 4 Guild reputation
- 5 Guild alliances
- 6 Guild benefits
- 7 Guild housing
- 8 Guild halls
- 9 Guild castles
- 10 Guild fortresses
- 11 Guild wars
- 12 Zergs
- 13 Leadership tools
- 14 Crowdfunding guild rewards
- 15 Sharemarkets
- 16 See also
- 17 References
- Guild size can be traded off for guild progression.
- Guild alliances may be a key part in creating a larger "guild".
There are mechanics that are geared towards larger and smaller guilds.
- 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.
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 kind of works is it plays as a balance/counterbalance to larger guilds versus smaller more honed and focused guilds. It kind of gives them an equitable edge of participation. – 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. – 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 you know creating the opportunity for division in the game to allow for you know 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. – Steven Sharif
- Minimum member count of around five individuals.
- Material and currency cost.
- Completing a quest line.
- Minimum level requirement.
- 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.
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. – Steven Sharif
- Once created, the leader can invite up to three other guilds to this alliance.
- There is no member cap in an alliance, only a maximum of four guilds.
- Guild leaders will be able to pool resources into a guild alliance bank.
- There will be alliance specific quest lines.
- Alliance members will share a common chat channel.
- Alliances will have affiliations and gear that can be attained.
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. – Steven Sharif
There's going to be some mechanics at play that could have even Alliance Wars so to speak: A war between guilds and a war between alliances maybe. When we delve into the blog about Guild Wars we're going to talk about alliances. – Steven Sharif
- Progression pathways within alliances.
- Guilds sharing common services with alliance members.
- Alliances can toggle relationships with nodes.
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 you know channels of bonding between the different guilds or players, the more sustainable that relationship. – Steven Sharif
An "affiliation tree" is still under development that determines which entities can participate in attacks against other entities within its hierarchy.
There is guild affiliation, there's party affiliation, there's a raid affiliation, alliance affiliation, there's a citizenship affiliation, there's society affiliation, there's religious affiliation. 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. – Steven Sharif
- Guild activities.
- Guild halls.
- Guild castles.
- Name of guild displayed next to character name.
- Guild tabards.
- Guild mounts.
- Guild coats.
- Guild barding.
- A guild hall only houses a single guild.
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.
- Allow guilds to participate in the shareholder system.
- Guilds have a period of time to level up in order to siege these castles.
- These castles will be very difficult to take from the NPCs.
- Castle nodes around NPC run castles will not be present.
- Levying taxes for the purposes of defense (additional to taxes already imposed by node governments).
- Activating events and abilities that progress node citizens.
- Unlocking additional types of buildings in nodes.
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
- 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 the 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.
There will be benefits to attracting people... even if they're not in your guild or alliance – kind of 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
- There will be 200 players in a match (100 v 100).
- Takes place in and around a large destructible castle.
- There will be objectives within the castle, such as killing guard captains.
- Class kits come into play during the testing of Ashes of Creation Apocalypse castle sieges.
- The ability to host a session and challenge an opponent or guild may be present post-launch of castle siege mode.
I can't really define exactly what those features are yet because that design stage is still up in the air from a discussion standpoint. There's a lot of different ideas that relates to how those two can come into play, but I will say that in every MMO I've ever played guild wars are very binary. They're very like 'Okay you've declared, you have a number of kills to deaths and the guild war's over, thank you...' My objective to kind of change that dynamic is to include greater risk for the sides to initiate the war and also to make it more objective-based than just a binary kill death ratio; and the fortresses and guild halls come into that type of facilitating that change. – Steven Sharif
If you have a guild hall and a certain type of guild war is declared that is maybe a higher stakes kind of 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. – Steven Sharif
Guild war mechanics
- A war declaration period.
- Objective based components.
- Victory and surrender conditions.
- Guilds may war multiple guilds/alliances at a time.
- Guild wars operate outside the PvP flagging system.
- Raid and dungeon bosses have specific mechanics that players need to learn and react to.
- Zergs that are not aware of these mechanics or react to them appropriately will be wiped.
- 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.
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. – Steven Sharif
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 kind of want that political intrigue to be present in the game. – Steven Sharif
Having objectives in gameplay make helps to balance the zerg mentality.
I always feel that if you 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 you know 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. – Steven Sharif
- Recruitment tools.
- Management tools.
- Delegation tools.
- Motivational systems.
- Communication tools.
- Guild alerts.
- Board messages.
- In game chat.
- Guild emblems.
- Armor attachments.
No image import functionality is planned.
Crowdfunding guild rewards
- Once assigned, the reward becomes an asset of that guild.
- Guild members that leave the guild no longer have access to the unique items of that guild.
- The value of stocks is influenced by world events and the performance of nodes, Social organizations or guilds.
- There is no regulatory commission to restrict the purchase and sale of stocks.
- Livestream, 27 September 2018 (55:39).
- Livestream, 19 May 2017 (22:10).
- Livestream, 5 May 2017 (23:26).
- Interview, 8 August 2018 (9:36).
- Interview, 8 August 2018 (11:52).
- Interview, 8 August 2018 (15:07).
- Livestream, 17 November 2017 (40:56).
- Podcast, 5 May 2017 (47:20).
- Livestream, 17 May 2017 (58:18).
- Livestream, 26 May 2017 (47:35).
- Livestream, 27 September 2018 (58:17).
- Interview, 8 August 2018 (16:12).
- Interview, 8 August 2018 (17:13).
- Livestream, 26 May 2017 (36:17).
- Podcast, 11 May 2018 (21:07).
- Interview, 11 May 2018 (58:07).
- Livestream, 5 May 2017 (31:08).
- Livestream, 22 May 2017 (51:00).
- Livestream, 28 July 2017 (18:07).
- Livestream, 22 May 2017 (56:48).
- Livestream, 19 May 2017 (51:20).
- Podcast, 23 April 2018 (21:55).
- Podcast, 5 May 2017 (52:32).
- Livestream, 17 November 2017 (49:30).
- Interview, 11 May 2018 (47:27).
- Livestream, 4 June 2018 (58:19).
- Livestream, 23 August 2017 (23:00).
- Video, 6 December 2018 (0:00).
- Video, 1 September 2018 (0:01).
- Livestream, 17 August 2018 (30:29).
- Interview, 24 August 2018 (13:17).
- Livestream, 1 September 2018 (54:06).
- Interview, 17 August 2018 (8:16).
- Interview, 6 December 2018 (38:10).
- Podcast, 4 August 2018 (1:54:15).
- Livestream, 22 May 2017 (52:01).
- Livestream, 15 May 2017 (17:20).
- Livestream, 1 June 2017 (35:42).
- Livestream, 19 May 2017 (25:18).
- Livestream, 22 May 2017 (57:37).
- Interview, 11 May 2018 (44:20).
- Livestream, 19 May 2017 (19:23).
- Livestream, 17 May 2017 (55:40).
- Livestream, 31 October 2018 (47:44).
- Interview, 20 October 2018 (3:35:54).
- Livestream, 17 May 2017 (11:27).
- Interview, 20 October 2018 (5:51).