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Difference between revisions of "Guild wars"

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[[Category:Risk vs reward]][[Category:PvP]][[Category:Guilds]]
 
[[Category:Risk vs reward]][[Category:PvP]][[Category:Guilds]]

Revision as of 22:54, 24 July 2018

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.

Guild alliances

Guild leaders can create an alliance at a later stage in guild progression by completing a quest.[13][14]

  • Once created, the leader can invite up to three other guilds to this alliance, but this is subject to change.[13][15][14]
  • A guild may only be a member of one alliance.[16]
  • There is no member cap in an alliance, only a maximum of four guilds.[14]
Will the largest guilds segment off into different chapters of their guild that are part of small guilds? Absolutely that will happen; and the way that we combat the efficacy of doing that always is through how we design our encounters and our events to incorporate the use-case of where smaller guilds and their passive abilities are necessary to overcome certain challenge ratings. Will it always be most beneficial for larger guilds to do that? No, not always. It depends on what they're encountering, but you absolutely will see some guilds leveraging that for sure.[13]Steven Sharif
You can only invite a number of guilds to the alliance before you must form a new alliance; and then those alliance can have a de facto friendship but they won't have any game component of connection. What the alliance system would allow is pooling of resources into by guild leaders into an alliance guild alliance bank. Will allow certain participation in different quest lines. It will allow common area chat for members and it will allow affiliations and gear that can be attained as well.[17]Steven Sharif
  • Guilds may enter into trade agreements.[18]
We have a specific system that relates to being able to invite another guild into an alliance that sets a flag on those characters with regards to being able to combat them, being able to share a chat system with them, being able to participate in specific types of quests and/or alliance warehouses and guild homes; with regards to the relationship of castle sieges and participating in node warfare and node activities. If you're not in an alliance with someone, you're in a neutral state so to speak. You can have trade agreements between different guilds and then you can also have Guild Wars which shows a state of war between you guys. I think that's the baseline of how we're going to develop interaction between guilds.[18]Steven Sharif
  • Due to the lack of fast travel, guilds will need to plan to have people in the right place at the right time. Alliances with other guilds will help enable that.[19]

Ashes of Creation may have specific content that revolves around Alliances.[20]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship.[20]Steven Sharif

PvP flagging

The open world PvP flagging system is designed to deter people from griefing other players without limiting opportunities for open conflict.[22][23][24][25]

We do incentivize players to fight back, or to participate in PvP through the flagging system, but not to PK. Not to go corrupt.[24]Steven Sharif
  • Players can participate in open world PvP with one another without having to resort to murder.[26]
  • The penalties are intended to be severe enough to deter any type of spawn camping.[27]
  • Summons follow the same PvP flagging rules as players and share the player's flag status.[28][29]
  • Items are not provided to players until crafting or gathering interactions are complete. Players interrupted before completion will not lose these items or resources.[30]

pvp flagging diagram.png

There are three levels of flagging for world PvP in Ashes of Creation.[31]

  • Non-combatant (green)
    • All players start as non-combatants.[32]
    • Non-forced attacks, including AoE and status effects, will not hit non-combatant players.[33][34]
    • Green players killed by mobs (the mob deals the killing blow) do not flag attacking players as corrupt, but since the exact health of another player is not known (outside of the same party, raid, alliance, or guild), attackers run the risk of killing the player and becoming corrupt.[35]
    • Player abilities with CC effects do not apply to non-combatants. The target of a CC ability must be flagged in order to suffer the CC effects. This prevents players from opening attacks that stun non-combatant players during a pull for example.[36]
    • Non-combatants will not be flagged for looting bodies.[37]
    • Players will be able to opt-in (via a checkbox) to allow their beneficial spells, or non-beneficial AoEs to hit combatants.[38][39]
If you have that check-box for flagging with your AOEs and heals available then you will flag. If you do not have that box checked then on completion of the skill it will not flag you because the check was made at the start that there was a flagged party member; and then he will not he or she will not receive the beneficial effect as a result or the damage, if it's an offensive spell.[39]Steven Sharif
  • Combatant (purple)
    • Players are flagged as combatants if they attack another (non-corrupted) player when carrying out a forced attack. If the attacked player fights back, they are also flagged as combatants, otherwise the attacked player will remain flagged as a non-combatant.[38][40][32]
    • Non-combatants entering an open world battleground (PvP event) are automatically flagged as combatants and remain flagged for a period of time after leaving that battleground.[31]
    • Non-combatants who heal, buff, or otherwise interact with combatants or corrupted players will be flagged as combatants.[42][43][44][45]
    • Players can kill combatants without repercussions, and are encouraged to do so, since dying while a combatant has reduced death penalties.[32]
    • Players are not able to manually set their flagging status to combatant.[40]
    • Players remain flagged for a period of 90 seconds following their most recent attack on a non-combatant or another combatant.[46]
    • Players cannot log out while flagged as combatants.[47]
You're not going to see griefing in the game very often; and that's because our flagging system. The corruption mechanics are based around disincentivizing a griefer or PKer but still offering the opportunity, should the occasion arise, where the benefits outweigh the risk, you have the ability to do so. If you gain corruption, which is killing a non-combatant - a player who is not fighting back basically - if you gain that corruption, your world has changed. It is not going to be a very beneficial place to be and you have the potential of losing your gear. Your combat efficacy decreases based on the amount of corruption you accrue. It is a comfortable balance between player agency and grief and basically removing player agency for other players.[48]Steven Sharif
  • Corrupted (red)
    • If a combatant player, or their summon, kills a non-combatant player, including any of their controlled entities, such as their battle pet, mount, or summon, the player's character will be flagged as corrupted.[49][28][25]
      • Corruption gained for killing controlled entities is a lower value than killing the players.[49]
    • A character's PK value increases with each non-combatant player killed over the lifetime of that character.[50][36][51][52][31]
    • The wider the level disparity between the players, and the higher the attacker's PK value, the more corruption score they gain.[50][36][51][52][31]
    • A character's corruption score multiplies their death penalties and reveals a their location to bounty hunters.[25]
    • If a non-combatant attacks a corrupt player, the non-combatant will not flag as a combatant.[32]
    • Corrupted players may kill bounty hunters without acquiring additional corruption score.[53]
    • There is a 60 second timer to logout while corrupt. Force-disconnecting the client during the cooldown will leave the character in-game.[42][47]
It's important to note that the idea is going to be that, unless a player is in your party, alliance, guild, or raid that you will not have definitive knowledge of their exact hit point values. So when you do something that's sketchy like that, where you want to bring them close to death and let a monster finish him off, you are taking the risk of overhitting and actually gaining the corruption.[35]Steven Sharif

See also

Template:References

  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, May 22, 2017 (52:01).
  5. 5.0 5.1 Livestream, December 22, 2020 (1:08:41).
  6. Podcast, August 18, 2018 (1:12:34).
  7. 7.0 7.1 7.2 Livestream, May 15, 2017 (17:20).
  8. 8.0 8.1 Livestream, February 24, 2023 (1:29:45).
  9. 9.0 9.1 Livestream, June 30, 2022 (1:14:52).
  10. 10.0 10.1 Livestream, August 27, 2021 (1:22:56).
  11. 11.0 11.1 Livestream, December 22, 2020 (1:13:51).
  12. Livestream, March 31, 2023 (1:24:21).
  13. 13.0 13.1 13.2 Livestream, April 28, 2023 (1:28:14).
  14. 14.0 14.1 14.2 Interview, August 8, 2018 (16:12).
  15. Livestream, June 25, 2021 (1:25:55).
  16. Livestream, June 25, 2021 (1:29:26).
  17. 17.0 17.1 17.2 17.3 17.4 Interview, August 8, 2018 (17:13).
  18. 18.0 18.1 18.2 18.3 Livestream, January 11, 2019 (1:04:32).
  19. Livestream, May 5, 2017 (23:26).
  20. 20.0 20.1 20.2 20.3 20.4 Podcast, May 11, 2018 (21:07).
  21. Livestream, August 31, 2023 (2:10:23).
  22. Livestream, April 28, 2023 (2:06).
  23. Livestream, March 31, 2023 (1:00:16).
  24. 24.0 24.1 Livestream, May 31, 2023 (1:30:45).
  25. 25.0 25.1 25.2 pvp flagging.png
  26. 26.0 26.1 Livestream, May 12, 2017 (24:52).
  27. pvp camping.png
  28. 28.0 28.1 28.2 steven-summons-pvp-1.png
  29. steven-summons-pvp-2.png
  30. Livestream, July 28, 2023 (3:58).
  31. 31.0 31.1 31.2 31.3 MMOGames interview, January 2017
  32. 32.0 32.1 32.2 32.3 Interview, April 27, 2017 (0:17).
  33. Livestream, October 28, 2022 (1:34:52).
  34. PvP.jpg
  35. 35.0 35.1 Livestream, July 30, 2021 (1:10:34).
  36. 36.0 36.1 36.2 CC effects do notapply to non-combatants.png
  37. Podcast, April 11, 2021 (34:41).
  38. 38.0 38.1 Livestream, December 2, 2022 (2:41).
  39. 39.0 39.1 Interview, July 8, 2020 (1:05:27).
  40. 40.0 40.1 Livestream, November 30, 2020 (1:09:06).
  41. Livestream, October 31, 2018 (44:12).
  42. 42.0 42.1 Livestream, October 28, 2022 (26:48).
  43. steven-healing-corrupt.png
  44. Interview, April 22, 2019 (54:40).
  45. Livestream, November 17, 2017 (29:45).
  46. steven-flagging-duration.png
  47. 47.0 47.1 steven-flagging-logout.png
  48. Podcast, April 23, 2018 (49:21).
  49. 49.0 49.1 Livestream, October 28, 2022 (1:35:36).
  50. 50.0 50.1 50.2 Livestream, October 28, 2022 (24:28).
  51. 51.0 51.1 steven-corruption-value.png
  52. 52.0 52.1 Interview, July 18, 2020 (41:54).
  53. Interview, April 27, 2017 (1:18).
  54. flagging.jpg
  55. pvp flagging lockouts.png