Guilds
Guilds in Ashes of Creation are still pre-alpha design that will need testing and feedback from the community.[1]
Guild membership
A character may only be a member of a single guild.[2]
- 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.[3]
- Transfer of guild leadership is possible, but mechanics on transferring leadership if a guild leader has abandoned the guild have not been finalized.[4]
Guild progression
Guild progression occurs through participation in different systems.[5]
Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[5][7][8]
- 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.[5]
- Augments may apply at the upper tiers of guild progression.[5]
- Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[9]
- Guild size can be traded off for guild progression.[5][10]
- The higher the guild's member cap, the fewer available skill options will be available to that guild.[11]
- Guild alliances may be a key part in creating a larger "guild".[10]
- Guild halls can be unlocked at a certain stage of guild advancement.[7]
- Guilds cannot respec their skill points once allocated. This is subject to testing.[12]
- 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.[5] – Jeffrey Bard
Guild size
There are mechanics that are geared towards larger and smaller guilds.[1]
- 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 size is currently 250-300 members.[13]
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.[1]
Guild wars
Guild wars are objective-based PvP events between guilds.[14][15]
- Guild wars can be declared at any time, but the objectives will only spawn during server prime-time.[16][17]
- Players can kill each other at any time during the war (not only during server prime-time).[16]
- Guild war objectives are intended to dynamically spawn based on various conditions that exist within each guild.[14][18][19][17]
- 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.[18][20]
- Guild wars operate outside the PvP flagging system.[21][22][23][24][20]
- Death penalties (mostly) do not apply to objective-based events, such as guild wars.[21][22][23][24]
- 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.[14] – Steven Sharif
Zergs
Zergs are empowered by fast-travel. Meaningful travel times will prevent zerg play for being so much of an influence.[1]
Guild benefits
Ideas that are being considered by the developers:[26]
- Guild activities
- Passives
- Questlines
- Guild halls
- Guild castles
Leadership tools
The developers are considering the following tools:[26][27]
- Recruitment tools.
- Management tools.
- Delegation tools.
- Motivational systems.
- Communication tools.
- Guild alerts.
- Board messages.
- In game chat.
- Calendar.
- Roster.
Guild emblems
The user interface will allow the creation of custom guild emblems.[28]
Crowdfunding guild rewards
Guild themed character cloaks were cosmetic rewards for backing at the Leader of Men level or higher in the Kickstarter and Summer crowdfunding campaigns.[29]
- Guild cloaks will work the same way that accessory appearances from the cosmetic packs work, in that they are applied to the item and take over that appearance. They can not be applied over costumes. [30] – Cody Peterson
Kickstarter/Summer crowdfunding guild rewards[31] are assigned to a guild by the owner of the reward.[32]
- Once assigned, the reward becomes an asset of that guild.[32]
- Guild members that leave the guild no longer have access to the unique items of that guild.[32]
Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Nodes, Guilds and Social organizations.[33][34][35]
- Stock exchanges were a Kickstarter stretch goal unlocked for reaching the $3 million dollar mark.[35]
- This is a planned feature for the launch of Ashes of Creation.[33]
- The value of stocks is influenced by world events and the performance of nodes, Social organizations or guilds.[36]
- Hard metrics, such as quest lines, nearby resources, citizen progression, and purchases of local real estate, will determine the value of purchasable shares.[35]
- There is no regulatory commission to restrict the purchase and sale of stocks.[36]
See also
References
- ↑ 1.0 1.1 1.2 1.3 Livestream, 5 May 2017 (23:26).
- ↑ Podcast interview, 5 May 2017 (47:20).
- ↑ Livestream, 17 May 2017 (58:18).
- ↑ Livestream, 26 May 2017 (47:35).
- ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 Livestream, September 27, 2018 (55:39).
- ↑ 6.0 6.1 6.2 Livestream, May 19, 2017 (22:10).
- ↑ 7.0 7.1 Interview, July 19, 2020 (36:07).
- ↑
- ↑ Livestream, June 26, 2020 (1:31:53).
- ↑ 10.0 10.1 Livestream, May 5, 2017 (23:26).
- ↑ Interview, August 8, 2018 (9:36).
- ↑ Livestream, October 30, 2020 (1:11:13).
- ↑ >
- ↑ 14.0 14.1 14.2 Interview, September 10, 2023 (18:10).
- ↑ Podcast, August 4, 2018 (1:54:15).
- ↑ 16.0 16.1
- ↑ 17.0 17.1 Livestream, May 22, 2017 (52:01).
- ↑ 18.0 18.1 Livestream, December 22, 2020 (1:08:41).
- ↑ Podcast, August 18, 2018 (1:12:34).
- ↑ 20.0 20.1 20.2 Livestream, May 15, 2017 (17:20).
- ↑ 21.0 21.1 Livestream, February 24, 2023 (1:29:45).
- ↑ 22.0 22.1 Livestream, June 30, 2022 (1:14:52).
- ↑ 23.0 23.1 Livestream, August 27, 2021 (1:22:56).
- ↑ 24.0 24.1 Livestream, December 22, 2020 (1:13:51).
- ↑ Livestream, March 31, 2023 (1:24:21).
- ↑ 26.0 26.1 Livestream, 5 May 2017 (31:08).
- ↑ Livestream, 19 May 2017 (19:23).
- ↑ >
- ↑ Crowdfunding.
- ↑ 30.0 30.1
- ↑
- ↑ 32.0 32.1 32.2
- ↑ 33.0 33.1
- ↑ 34.0 34.1 Livestream, May 17, 2017 (11:27).
- ↑ 35.0 35.1 35.2
- ↑ 36.0 36.1 Interview, October 20, 2018 (5:51).