Glorious Wiki readers. We are adding the Midnight Magic video and livestream to the wiki. We appreciate your patience as we process the new and updated information!

Difference between revisions of "Template:Guild wars"

Ashes of Creation community empowered Wiki
Jump to navigation Jump to search
m (Text replacement - "(\d{1,2}) (December) (\d{4,4})" to "$3-12-$1")
(Move text to another template)
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[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|2018-08-4|1h54m15|IXIpLC__7fA}}
+
[[Guild wars]] are [[Objective-based PvP|objective-based PvP events]] between [[Guilds|guilds]].{{interview|2023-09-10|18m10|BKF8EJ1d8gE}}{{podcast|2018-08-4|1h54m15|IXIpLC__7fA}}  
* [[Guild war objectives]] are designed to be more fluid than [[Castle sieges|castle siege]] objectives.{{podcast|2018-08-18|1h12m34|QwbYREEtKAQ}}
 
* Guild wars can be declared at any time, but the objectives will only spawn during [[Server prime time|server prime-time]].{{quote|steven-wars-prime-time.png|link=https://discord.com/channels/256164085366915072/256164085366915072/1005525844980150382}}
 
** Players can kill each other at any time during the war (not only during server prime-time).{{quote|steven-wars-prime-time.png|link=https://discord.com/channels/256164085366915072/256164085366915072/1005525844980150382}}
 
* 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|2020-12-22|1h08m41|01Jq8uKxGRM}}
 
  
: ''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|2018-08-4|1h54m15|IXIpLC__7fA}}{{ndash|[[Steven Sharif]]}}
+
{{Guild war mechanics}}
 +
 
 +
* Guild wars are considered a core system of [[Alpha-2]].{{livestream|2023-03-31|1h24m21|nOd9PV6jcqU}}
 +
 
 +
: '''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]]}}
 +
 
 +
{{Update}}
 +
 
 +
* Guilds may war multiple guilds/[[Alliances|alliances]] at a time.{{livestream|2017-05-15|17m20|1duIKUf8gVs}}

Latest revision as of 18:14, 12 September 2023

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

  • 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.[5][7]
  • Guild wars are considered a core system of Alpha-2.[12]
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
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • 1.0 1.1 1.2 Interview, September 10, 2023 (18:10).
  • Podcast, August 4, 2018 (1:54:15).
  • 3.0 3.1 steven-wars-prime-time.png
  • 4.0 4.1 Livestream, May 22, 2017 (52:01).
  • 5.0 5.1 Livestream, December 22, 2020 (1:08:41).
  • Podcast, August 18, 2018 (1:12:34).
  • 7.0 7.1 7.2 Livestream, May 15, 2017 (17:20).
  • 8.0 8.1 Livestream, February 24, 2023 (1:29:45).
  • 9.0 9.1 Livestream, June 30, 2022 (1:14:52).
  • 10.0 10.1 Livestream, August 27, 2021 (1:22:56).
  • 11.0 11.1 Livestream, December 22, 2020 (1:13:51).
  • Livestream, March 31, 2023 (1:24:21).