Affiliations
An affiliation tree determines which entities can participate in attacks against other entities within its hierarchy.[1][2]
- Corrupted players can be attacked regardless of other affiliations. This is something that will be tested during Alpha-2.[3]
- Node citizenship.[1][2]
- Alliances.[1][2]
- Guilds.[1][2]
- Parties.[1][2]
- Raids.[1][2]
- Family.[1]
- Religion.[2]
- Society.[2]
There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[1] – Steven Sharif
All of these things have some hierarchy; and within that hierarchy there's the ability to participate within certain systems. So for example, if you have a node that has fallen under your vassal state and you're a citizen of the parent node, then you could participate in a siege against the vassal node but if you're a citizen of the vassal node you could not participate as an attacker against the parent node; so there's a hierarchy, unless you were to renounce your citizenship.[2] – Steven Sharif
Group dynamics
Group dynamics aim to bring players together.[4]
One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system.[5]
Ashes of Creation is in development. These systems could change through playtesting and player feedback.[4]
Group sizes

The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[6] – Steven Sharif
Ashes of Creation is designed for solo players as well as large and small groups.[7][8]
- Parties have up to eight (8) players in a single group.[4]
- Raids will have 40 man groups.[9]
- Content will be tailored for 40, 16 and 8 person group sizes.[10]
- Arenas will have 1 man, 3 man, 5 man and possibly 20 man Free-For-All (Deathmatch) group sizes.[11]
- Castle sieges are expected to have at minimum 250x250 players to be on a single battlefield, with the possibility of increasing this to 500x500 over time.[6]
The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[4]
Content isn't locked behind guilds.[13]
- Mechanics exist within larger conflicts for small groups and even solo players to impact the battle.[14]
- This includes systems that will likely focus on single group sized participants while the larger battle is occurring.[14]
Intuitive grouping
There are systems such as quests, events and monster coins that lend themselves toward intuitive grouping, but no specific decision has been made to include this functionality.[15]
See also
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Livestream, 29 March 2019 (17:10).
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Interview, 11 May 2018 (58:07).
- ↑ Livestream, 29 July 2022 (1:07:20).
- ↑ 4.0 4.1 4.2 4.3 Group dynamics blog.
- ↑ About Ashes of Creation.
- ↑ 6.0 6.1
- ↑ Livestream, 30 November 2020 (1:20:25).
- ↑
- ↑ Livestream, 9 May 2017 (34:38).
- ↑ February 8, 2019 - Questions and Answers.
- ↑
- ↑ Livestream, 26 May 2017 (48:12).
- ↑ Livestream, 8 May 2017 (28:48).
- ↑ 14.0 14.1
- ↑ Livestream, 15 May 2017 (29:30).