Node sieges

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Node sieges enable players to delevel a node (reverse its advancement) and to ultimately destroy that node entirely. This paves the way for new development and access to the locked content in surrounding nodes. Due to this dynamic, political strife and intrigue play an important role in the structure of the world.[2]

Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[2] Automatic PvE sieges may be initiated against nodes that are not continuously active.[3]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![4]Steven Sharif

Declaring a node siege

Node sieges are declared directly by any player[5] who completes the prerequisites for the siege initiation.[6] During the declaration period, individuals or guilds can also register to attack.[7]

Siege declaration is very tough and will scale with the type of node being sieged:[7]

Once a siege is declared there is a period of time before the siege will commence, determined by the size of the node:[10]

The time window for a node siege is appropriate for the server location.[10]


There will be global (server-wide) announcements/notifications of important events.[11]

Local node events, such as Caravans will not be announced. These will rely on player word-of-mouth.[11]

Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[12]Steven Sharif

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[13]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[14]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[15]
    • Titles.
    • Items.
    • Materials.
    • Money.
    • Social bonds.

Many incentives exist that can benefit your node and yourself personally by participating in the attack or defense of cities. These range from titles, to items, to materials, to money. Additionally, aiding others may help you strengthen bonds when your assets are threatened.[15]Steven Sharif

Ashes of Creation may have specific content that revolves around Alliances.[16]

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.[16]Steven Sharif

Siege mechanics

Siege preparation.[17]

A siege occurs over several phases.[18]

  • Certain siege mechanics may be gated for specific size groups during sieges.[19]
  • There will not be a deserter debuff for leaving a siege before it is complete.[20]
  • More will be revealed in an upcoming blog entry.[18]

Siege weapons

Trebuchet siege weapon.[21]

Siege weapons are able to be crafted or purchased from NPCs.[22]

Siege equipment will require materials, recipes and craftsmanship.[23]

Part of this endeavor of sieging a player-held location (or non-player-held location) is time to prepare; and that includes gathering and crafting these mega weapons or collecting the resources: Whether it be gold or specific quest items to purchase from NPCs.[22]Steven Sharif

Anything that you want to bring into existence in the world is going to be built by players: Whether that is Ships, Siege engines, Weapons, Armor, etc.[24]Jeffrey Bard

Siege PvP

Sieges don't use the PvP flagging system.[25]

Siege NPCs

NPCs serve as defense points. Killing them allows the attackers to gain advantages during a siege.[26] NPC's are only killable during a siege and will respawn if the siege is unsuccessful.[27]

NPC guards are intended to be a significant presence but not the main line of defense in a siege.[28]


Dragons are epic flying mounts with strong battle abilities, such as AoE breath attacks, swooping flyby attacks, and others.[29][30]

The dragon will have a lot of capability in PvP. It's primarily its purpose, because as it relates to Castles and the sieges they're in, or Nodes and the sieges they're in. We want dragons to have large scale ramifications against player raids.[30]Steven Sharif

Siege objectives

Each node has a number of districts, depending on its stage.[18]

  • Districts are taken by defeating a "raid boss" guard NPC in that district.
  • If attackers take over a district, they gain that district as a respawn location.
  • The respawn time for defenders is increased for each district that is taken.

Defenders can assault the outposts of the attackers to hinder them.[18]

Completing a siege

A node siege will last for up to two hours.[18] Defenders will be required to hold a central point in the node. Attackers will need to remove the defender's flag and raise their own.[31] If the node survives, there will be a cooldown before the node can be sieged again:[18]

Node deleveling

A successful siege will delevel the node.[26] There will be spoils from successfully sieging a node.[32]

Siege aftermath

Rubble will be visible for a period of time following a successful castle siege. This will likely persist until the incumbent guild develops the first defensive node.[33]

Impact on freeholds

Freeholds may be attacked for a period of time (one or two hours) following a successful siege against its parent node.[34]

  • Players and their allies may defend their freehold for this period of time.
  • Structures and guards may be obtained to defend freeholds during this period.

After a period of open combat following a successful node siege, if a freehold does not reside within the ZOI of a stage three (Village) node or above, it will be destroyed.[35]

Player housing designs and decorations are retained and can be placed again later if the housing is destroyed during a node siege.[36][37]

Node redevelopment

A node that was successfully sieged may develop differently due to the following influences:[38]

  • Different races becoming primary contributors.
  • Design elements determined by different governments.
  • Reactions and interactions with other nodes in the world.

Siege abilities

Eight players of the same primary archetype can band together to create monumental effects during a siege.[39]

These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[39]Steven Sharif


Summoners can collaborate to summon larger summons, such as Golems.[40]

  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[41]
  • The number of summoners participating in the summon will determine its overall size.[41]
  • All summoners must be in the same party and the party leader must be a summoner.[42]
    • The party leader initiates the summon and then takes control of it.
    • Once summoned, the party leader cannot be changed.
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.
    • The party may also contain non-Summoners.

It doesn't have to be just summoners, but it has to be a party led by a summoner with other summoners in it.[42]Steven Sharif


If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[39]Steven Sharif

Node atrophy

Nodes will experience atrophy and will require continued player activity in order to grow. If a node loses too much activity, then it may result in a PvE siege against that node.[3]

Impact of monsters and world bosses

Monster coin events (Bosses) cannot destroy or delevel nodes.[44] They can disable certain buildings, services and NPCs within a node.[45][46]

Node sieges are the chief mechanic for destroying or deleveling nodes.[44]

Impact on player stalls

Players are not be able to be attacked or robbed while occupying a player stall.[49]

Player stalls may not be renewed during a siege declaration.[49]


Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play for being so much of an influence.[50]

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.[51]

  • 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.[52]

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.[52]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[53]

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.[53]Steven Sharif

Having objectives in gameplay make helps to balance the zerg mentality.[54]

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.[54]Steven Sharif


See also


  1. Video, 4 December 2016 (0:02).
  2. 2.0 2.1 A reactive world - Nodes.
  3. 3.0 3.1 node atrophy.png
  4. Video, 30 April 2017 (5:31).
  5. siege declaration.png
  6. siege prerequisites.png
  7. 7.0 7.1 siege registration.png
  8. siege resources.png
  9. 9.0 9.1 siege equipment.png
  10. 10.0 10.1 siege notice.png
  11. 11.0 11.1 11.2 11.3 11.4 Livestream, 4 May 2018 (48:14).
  12. 12.0 12.1 12.2 Interview, 17 August 2018 (24:48).
  13. siege alliances.png
  14. siege auto defenders.png
  15. 15.0 15.1 Official Livestream - May 4th @ 3 PM PST - Q&A
  16. 16.0 16.1 16.2 16.3 16.4 Podcast, 11 May 2018 (21:07).
  17. Video, 20 April 2017 (8:20).
  18. 18.0 18.1 18.2 18.3 18.4 18.5 siege more info.png
  19. siege mechanics.png
  20. Livestream, 24 May 2017 (37:05).
  21. Video, 31 May 2017 (2:27).
  22. 22.0 22.1 Livestream, 18 January 2018 (37:05).
  23. Interview, 8 August 2018 (20:49).
  24. Livestream, 24 May 2017 (17:08).
  25. Livestream, 19 May 2017 (45:14).
  26. 26.0 26.1 siege success.png
  27. siege npcs killable.png
  28. Livestream, 28 July 2017 (36:51).
  29. dragon abilities.png
  30. 30.0 30.1 30.2 Livestream, 8 April 2018 (PM) (51:49).
  31. Livestream, 19 May 2017 (47:07).
  32. siege spoils.png
  33. Livestream, 9 July 2018 (42:48).
  34. Livestream, 19 May 2017 (28:04).
  35. Livestream, 19 May 2017 (29:34).
  36. Livestream, 18 July 2017 (40:14).
  37. Livestream, 17 November 2017 (47:10).
  38. Livestream, 24 May 2017 (52:39).
  39. 39.0 39.1 39.2 39.3 Podcast, 11 May 2018 (49:20).
  40. Livestream, 19 May 2017 (10:06).
  41. 41.0 41.1 Livestream, 8 April 2018 (AM) (28:01).
  42. 42.0 42.1 Interview, 17 August 2018 (14:59).
  43. steven-a1-leak-1.png
  44. 44.0 44.1 Livestream, 24 May 2017 (22:30).
  45. monster events.png
  46. Livestream, 3 May 2017 (36:25).
  47. monster siege before.png
  48. monster sieges.png
  49. 49.0 49.1 Livestream, 16 October 2017 (59:39).
  50. Livestream, 5 May 2017 (23:26).
  51. Livestream, 19 May 2017 (25:18).
  52. 52.0 52.1 Livestream, 22 May 2017 (57:37).
  53. 53.0 53.1 Interview, 11 May 2018 (44:20).
  54. 54.0 54.1 Interview, 8 August 2018 (11:52).