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[[Guild wars|Guild war]] features are currently still in the design stage, but the overall goal is for guild wars to be objective-based with great risk for each side.{{podcast|4 August 2018|1h54m15|IXIpLC__7fA}}  
 
[[Guild wars|Guild war]] features are currently still in the design stage, but the overall goal is for guild wars to be objective-based with great risk for each side.{{podcast|4 August 2018|1h54m15|IXIpLC__7fA}}  
 
* Guild war objectives are designed to be more fluid than [[Castle sieges|castle siege]] objectives.{{podcast|18 August 2018|1h12m34|QwbYREEtKAQ}}
 
* Guild war objectives are designed to be more fluid than [[Castle sieges|castle siege]] objectives.{{podcast|18 August 2018|1h12m34|QwbYREEtKAQ}}
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* Guild wars will not be permanent. Definitive victory conditions exist that are based on the level of the warring guilds and the assets that those guilds have.{{livestream|22 December 2020|1h08m41|01Jq8uKxGRM}}
    
<blockquote>''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.''{{podcast|4 August 2018|1h54m15|IXIpLC__7fA}}{{ndash|[[Steven Sharif]]}}</blockquote>
 
<blockquote>''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.''{{podcast|4 August 2018|1h54m15|IXIpLC__7fA}}{{ndash|[[Steven Sharif]]}}</blockquote>
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<blockquote>''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.''{{podcast|4 August 2018|1h54m15|IXIpLC__7fA}}{{ndash|[[Steven Sharif]]}}</blockquote>
 
<blockquote>''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.''{{podcast|4 August 2018|1h54m15|IXIpLC__7fA}}{{ndash|[[Steven Sharif]]}}</blockquote>
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[[Death penalties]] do not apply to objective-based events (such as [[Caravans|caravans]], [[Guild wars|guild wars]], and [[Node sieges|node sieges]]).{{livestream|22 December 2020|1h13m51|01Jq8uKxGRM}}
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