Sieges

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Sieges in Ashes of Creation refer to:

The risk versus reward relationship, when, say for instance, you've dedicated time towards building a node and other players have dedicated that equivalent time towards sieging the node, there's going to be a pitched battle between those players... They spend that time doing this because they care passionately about having access to that content.[1]Steven Sharif

There's node sieges and castle sieges: I think the castle sieges will be more structured towards a guild element and having some structure there. Neither will be instanced in the sense of what an instance actually is, which is taking you out of the open world and putting you into you know your own shard of existence. But both will be in the open world. But there will be participation structure in sieging castles. With regards to the open siege on nodes, really the only structural component there and participation has to do with what what node you're a member of, what node you're a citizen of. That will restrict your participation to a particular side.[2]Steven Sharif

Castle sieges

Guilds participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[4]

A guild that captures a castle will own that castle for a month before it is sieged again.[5]

  • 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.[5]
  • 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.[5]
  • Depending on how well the guild defends the castle nodes results in better defenses for the castle.[6]
  • 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.[5]Steven Sharif

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Node sieges

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.[8]

Sieging nodes will not be an easy task for the attackers. Cities and metropolises will have a considerable defensive advantage.[8] Automatic PvE sieges may be initiated against nodes that are not continuously active.[9]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![10]Steven Sharif

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Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[11]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[12]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[13]
    • 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.[13]Steven Sharif

Siege mechanics

Siege preparation.[14]

A siege occurs over several phases.[15]

  • Certain siege mechanics may be gated for specific size groups during sieges.[16]
  • There will not be a deserter debuff for leaving a siege before it is complete.[17]
  • More will be revealed in an upcoming blog entry.[15]

Siege weapons

Trebuchet siege weapon.[18]

Siege weapons are able to be crafted or purchased from NPCs.[19]

Siege equipment will require materials, recipes and craftsmanship.[20]

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.[19]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.[21]Jeffrey Bard

Siege PvP

Sieges don't use the PvP flagging system.[22]

Siege NPCs

NPCs serve as defense points. Killing them allows the attackers to gain advantages during a siege.[23] NPC's are only killable during a siege and will respawn if the siege is unsuccessful.[24]

NPC guards are intended to be a significant presence but not the main line of defense in a siege.[25]

Siege objectives

Each node has a number of districts, depending on its stage.[15]

  • 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.[15]

Siege abilities

Eight players of the same primary archetype can band together to create monumental effects during a siege.[26]

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.[26]Steven Sharif

Summoner

Summoners can collaborate to summon larger summons, such as Golems.[27]

  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[28]
  • The number of summoners participating in the summon will determine its overall size.[28]
  • All summoners must be in the same party and the party leader must be a summoner.[29]
    • 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.[29]Steven Sharif

Tank

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.[26]Steven Sharif

Deserter debuff

There is no debuff penalty for leaving a siege before it is complete.[31]

Metrics

Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[32]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[32]Steven Sharif

Leader boards

There will be dungeon and raid leader boards.[33]

Spectating battles

The ability to spectate battles, such as Sieges is being looked into.[35]

One of the issues I did have about that system in Lineage 2, was like you know certain people just have alt accounts logged in and tuned into that thing; and like they would then utilize that information. Which, I guess is you know a means of information gathering. But it's kind of maybe too easy of one. So we're - like i said - we're just looking into that. I haven't decided on that yet.[35]Steven Sharif

Artwork

See also

References