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Difference between revisions of "Template:Guild wars"

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* [[Death penalties]] (mostly) do not apply to objective-based events, such as guild wars.{{livestream|2023-02-24|1h29m45|3FxHjg0YgiM}}{{livestream|2022-06-30|1h14m52|4sUTuUAgavE}}{{livestream|2021-08-27|1h22m56|XcDhV0VaAkw}}{{livestream|2020-12-22|1h13m51|01Jq8uKxGRM}}
 
* [[Death penalties]] (mostly) do not apply to objective-based events, such as guild wars.{{livestream|2023-02-24|1h29m45|3FxHjg0YgiM}}{{livestream|2022-06-30|1h14m52|4sUTuUAgavE}}{{livestream|2021-08-27|1h22m56|XcDhV0VaAkw}}{{livestream|2020-12-22|1h13m51|01Jq8uKxGRM}}
  
: '''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?'''
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: '''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.''{{interview|2023-09-10|18m10|BKF8EJ1d8gE}}{{ndash|[[Steven Sharif]]}}
 
: '''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.''{{interview|2023-09-10|18m10|BKF8EJ1d8gE}}{{ndash|[[Steven Sharif]]}}

Revision as of 18:01, 12 September 2023

Guild wars are objective-based PvP events between guilds.[1][2]

  • Guild wars can be declared at any time, but the objectives will only spawn during server prime-time.[3]
    • Players can kill each other at any time during the war (not only during server prime-time).[3]
  • Guild wars are not permanent. Definitive victory conditions exist that are based on the level of the warring guilds and the assets that those guilds have.[4]
  • Guild wars are considered a core system of Alpha-2.[6]
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.[1]Steven Sharif
  1. 1.0 1.1 1.2 Interview, September 10, 2023 (18:10).
  2. Podcast, August 4, 2018 (1:54:15).
  3. 3.0 3.1 steven-wars-prime-time.png
  4. 4.0 4.1 Livestream, December 22, 2020 (1:08:41).
  5. Podcast, August 18, 2018 (1:12:34).
  6. Livestream, March 31, 2023 (1:24:21).
  7. Livestream, February 24, 2023 (1:29:45).
  8. Livestream, June 30, 2022 (1:14:52).
  9. Livestream, August 27, 2021 (1:22:56).
  10. Livestream, December 22, 2020 (1:13:51).