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== Guild formation ==
 
== Guild formation ==
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There are prerequisites for guild formation.{{interview|8 August 2018|15m07|UqWsNeemuQI}}
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* Minimum member count of around five individuals.{{interview|8 August 2018|15m07|UqWsNeemuQI}}
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* [[Resources|Material]] and [[Currency|currency]] cost.{{interview|8 August 2018|15m07|UqWsNeemuQI}}
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* Completing a [[Quests|quest line]].{{interview|8 August 2018|15m07|UqWsNeemuQI}}
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* Minimum [[Leveling|level]] requirement.{{interview|8 August 2018|15m07|UqWsNeemuQI}}
  
 
Players may be able to form [[Guilds|guilds]] in [[Starting areas|starting areas]] if minimum requirements are met.{{livestream|17 November 2017|40m56|EAG9mS0U4NQ}}
 
Players may be able to form [[Guilds|guilds]] in [[Starting areas|starting areas]] if minimum requirements are met.{{livestream|17 November 2017|40m56|EAG9mS0U4NQ}}
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** Sieges will have things that smaller groups have an advantage in.
 
** Sieges will have things that smaller groups have an advantage in.
  
Guild size is currently 250-300 members.{{quote|guild size.jpg|link=https://discordapp.com/channels/256164085366915072/256164085366915072/305352577044709376}}
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Guild size of 300 is currently the maximum cap that can be attained by leveling the [[Guilds|guild]] and selecting the path of size as opposed to the path of guild [[Skills|skills]].{{interview|8 August 2018|9m36|UqWsNeemuQI}}
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* The higher the guild's member cap, the fewer available skill options will be available to that guild.{{interview|8 August 2018|9m36|UqWsNeemuQI}}
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<blockquote>''It's important to note that the 300 is the maximum cap that is attained by leveling the guild and selecting the path of size as opposed to the path of guild skills. So the larger you choose to allow for members to join your guild, increasing that member cap, the less focused and honed the available skill options will be from a guild level up perspective for guild members. So the way that kind of works is it plays as a balance/counterbalance to larger guilds versus smaller more honed and focused guilds. It kind of gives them an equitable edge of participation.''{{interview|8 August 2018|9m36|UqWsNeemuQI}}{{ndash|[[Steven Sharif]]}}</blockquote>
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<blockquote>''If you have more objective based combat that revolves around high mobility and agility strong focus, organization I would expect the smaller guild to outperform the larger guild with regards to that. If you're speaking purely a numbers game and they're meeting on the field then I would expect the larger guild to perform in that. The balance comes in our play scenarios. Do we offer solely a field based combat system where you show up with the numbers you have in which case you lean heavily towards zergs or do you implement designs that feature both components of objective based combat that involves organizational rule as opposed to just having that field presence; and we intend to offer both.''{{interview|8 August 2018|9m36|UqWsNeemuQI}}{{ndash|[[Steven Sharif]]}}</blockquote>
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<blockquote>''There are absolutely guilds out there that have a large following and good organizational leadership and can structure their raids well; and I think those will be the most performing in the game obviously; and that's where then guild sizes come to play you know creating the opportunity for division in the game to allow for you know this subterfuge to play a role and politics and stuff like that. But our focus is making a place for smaller guilds to be competitive with larger guilds as well.''{{interview|8 August 2018|11m52|UqWsNeemuQI}}{{ndash|[[Steven Sharif]]}}</blockquote>
  
 
== Guild alliances ==
 
== Guild alliances ==

Version vom 9. August 2018, 08:49 Uhr

Gilden in Ashes of Creation are still pre-alpha design that will need testing and feedback from the community.[1]

Gildengründung

There are prerequisites for guild formation.[2]

Players may be able to form guilds in starting areas if minimum requirements are met.[3]

Gildenmitgliedschaft

A character may only be a member of a single guild.[4]

  • Alts on the same account can join different guilds.
    • Intrigue, espionage and intelligence gathering is a legitimate aspect of the game.
  • A guild may only have a single guild leader.[5]
    • Transfer of guild leadership is possible, but mechanics on transferring leadership if a guild leader has abandoned the guild have not been finalized.[6]

Gildenentwicklung

Gildenentwicklung findet durch Teilnahme an verschiedenen Systemen statt.[7]

Passive Fähigkeiten und Erweiterungen werden durch Gildenentwicklung freigeschaltet.[7][9]

  • Passive Fähigkeiten erhöhen gewisse Statuspunkte die sich auf den Kampf eines Gildenmitglieds auswirken, oder auf anderen Aspekten der Gilde, wie zum Beispiel der Wirtschaft.[7]
  • Erweiterungen sind erst bei grösserem Gildenfortschritt verfügbar.[7]
    • Diese sind nur für Gilden verfügbar, die nicht dem Pfad der Gildengrösse gefolgt sind.[7]
    • Sie kommen den Offizieren und den Rittern der Gilde zugute.[7]
  • Gildenmitglieder müssen nicht Bürger desselben Knotenpunktes sein, um von passiven Fähigkeiten und Ergänzungen zu profitieren.[10]

Gildengrösse kann gegen Gildenentwicklung eingetauscht werden.[7][11]

  • Je grösser die Anzahl an Gildenmitgliedern, desto weniger Auswahlmöglichkeiten für Fähigkeiten stehen der Gilde zur Verfügung.[12]
  • Gildenallianzen können eine grosse Rolle darin spielen, grössere "Gilden" zu gründen.[11]

Wenn die Gilde aufsteigst, erhältst du diese Punkte, die entweder für die Erweiterung der Gildenmitgliederzahl oder für die Hinzufügung bestimmter passiver Fähigkeiten verwendet werden können, die die Gildenmitglieder durch ihre Mitgliedschaft in der Gilde erlangen können. Du wirst auch sehen, wie die Gilde durch verschiedene Arten von Quest-, Beteiligungs-, Node- und Organisationssystemen aufsteigen und wie diese Quests in die Welt eingebunden werden. Du wirst möglicherweise auch sehen, dass einige Erweiterungsfähigkeiten auf den oberen Rängen der Gildenebene für bestimmte Mitglieder mit der Klassifizierung „Offizier“ oder „Ritter“ freigeschaltet werden und Zugriff auf diese verschiedenen Arten von Erweiterungsfähigkeiten haben, die möglicherweise freigeschaltet werden, wenn du dorthin gehst entlang der nicht expansiven Mitgliedsspur; Die Idee dabei ist, diese Vorteile auch kleineren Gruppen anzubieten.[7]Steven Sharif

Es wird nicht immer ein Kampf sein. Ihr könntet eine Gilde mit wirtschaftlichem Fokus gründen. Ihr könnt eine handelsorientierte Gilde haben; Und es gibt alle möglichen Dinge, die ihr zusammenstellen könnt, um eurer Gilde eine eigene Identität zu verleihen.[7]Jeffrey Bard

Gildengrösse

There are mechanics that are geared towards larger and smaller guilds.[1]

  • Larger guilds can siege fortresses.
    • Larger guilds won’t have access to power boosting guild ability slots.
  • Small groups can do some things better than larger groups.
    • Sieges will have things that smaller groups have an advantage in.

Guild size of 300 is currently the maximum cap that can be attained by leveling the guild and selecting the path of size as opposed to the path of guild skills.[13]

  • The higher the guild's member cap, the fewer available skill options will be available to that guild.[13]

It's important to note that the 300 is the maximum cap that is attained by leveling the guild and selecting the path of size as opposed to the path of guild skills. So the larger you choose to allow for members to join your guild, increasing that member cap, the less focused and honed the available skill options will be from a guild level up perspective for guild members. So the way that kind of works is it plays as a balance/counterbalance to larger guilds versus smaller more honed and focused guilds. It kind of gives them an equitable edge of participation.[13]Steven Sharif

If you have more objective based combat that revolves around high mobility and agility strong focus, organization I would expect the smaller guild to outperform the larger guild with regards to that. If you're speaking purely a numbers game and they're meeting on the field then I would expect the larger guild to perform in that. The balance comes in our play scenarios. Do we offer solely a field based combat system where you show up with the numbers you have in which case you lean heavily towards zergs or do you implement designs that feature both components of objective based combat that involves organizational rule as opposed to just having that field presence; and we intend to offer both.[13]Steven Sharif

There are absolutely guilds out there that have a large following and good organizational leadership and can structure their raids well; and I think those will be the most performing in the game obviously; and that's where then guild sizes come to play you know creating the opportunity for division in the game to allow for you know this subterfuge to play a role and politics and stuff like that. But our focus is making a place for smaller guilds to be competitive with larger guilds as well.[14]Steven Sharif

Gildenallianzen

Gildenanführer können ab einer bestimmten Stufe Allianzen gründen, in dem sie ein Abenteuer abschliessen.[15]

  • Sobald eine Allianz erstellt ist, kann der Gildenanführer bis zu drei weitere Gilden der Allianz hinzufügen.[15]
  • Es gibt keine Mitgliederbeschränkung innerhalb von Allianzen, lediglich maximal vier Gilden dürfen in einer Allianz sein.[15]
  • Gildenanführer können Ressourcen in eine Gildenallianz Bank umverteilen.[16]
  • Es gibt allianzspezifische Abenteuerreihen.[16][17]
  • Mitglieder einer Allianz haben einen geteilten Chat Kanal.[16][17]
  • Allianzen haben Verbindungen und Ausrüstungsgegenstände die erworben werden können.[16]
  • Gilden können auch Handelsabkommen gründen.[17]

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.[16]Steven Sharif

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.[17]Steven Sharif

Da Schnellreisen sehr limitiert ist, müssen Gilden gut vorausplanen, damit sich die richtigen Mitglieder zur richtigen Zeit am richtigen Ort befinden. Allianzen mit anderen Gilden werden dies vereinfachen.[11]

There's going to be some mechanics at play that could have even Alliance Wars so to speak: A war between guilds and a war between alliances maybe. When we delve into the blog about Guild Wars we're going to talk about alliances.[18]Steven Sharif

Ashes of Creation bietet diverse Inhalte, die sich um Allianzen drehen.[19]

Inhalte, die sich speziell um Allianzen und den Fortschritt innerhalb der Entwicklung dieser Allianz drehen; und die Möglichkeit, einige gemeinsame Dienste zwischen Gilden zu teilen, die Teil dieser Allianz sind. Ich denke, dass es von Vorteil ist, Allianzen zusätzlich zu erlauben, bestimmte Beziehungen mit Nodes als Interaktion umzuschalten. Das wird eine interessante Dynamik für Spieler schaffen, die entweder Mitglieder des jeweiligen Node sind, zu dem die Beziehung besteht, oder Mitglieder der Allianz. Daher denke ich, dass es beim Aufbau von Systemen offensichtlich darum geht, die Kanäle zu schaffen, über die diese Spieler Bindungen eingehen können, und je mehr Ebenen man um diese Bindungskanäle zwischen den verschiedenen Gilden oder Spielern herum hat, desto nachhaltiger ist diese Beziehung.[19]Steven Sharif

Gildenkriege

Gildenkrieg-Mechaniken beinhalten:[20]

  • Einen Kriegserklärungszeitraum.[20]
  • Zielorientierte Bestandteile.[20]
  • Sieg- und Kapitulationsvereinbarungen.[21]
  • Gilden können mehrere andere Gilden/Allianzen zur gleichen Zeit bekriegen.[21]
  • Gildenkriege sind nicht vom PvP Flagging System betroffen.[21]

We're taking guild politics to a whole new direction in regards to playing those conflicts out.[22]Steven Sharif

Guild war objectives

Gildenkrieg-Eigenschaften werden momentan noch designt. Das generelle Ziel von Gildenkriegen ist es, Zielorientiert zu sein, mit massiven Risiken für beide Parteien.[23]

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 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.[23]Steven Sharif

Ziele tauchen in der Welt auf, basierend auf der Stufe des Gildenkriegs, dem Vermögen der Gilden, und ob es sich um eine Gildenhalle oder eine Gildenfestung handelt.[23] Es gibt grundlegende Ziele, und darauf aufbauend weitere Ziele, die dadurch bestimmt werden, welche Aktivitäten die Gilde ausgeführt hat.[24]

  • Zum Beispiel: Wurde eine Gilde vor kurzem Inhaber einer Gildenhalle auf einer Eigenheimparzelle, könnte ein mögliches Ziel das Erlangen eines speziellen Gegenstandes in oder um der Gildenhalle, welcher nur für die angreifende Gilde sichtbar ist, sein.Dieses Ziel zu erreichen braucht Zeit.[24]
  • Es könnte aber auch ein Ziel sein, einen Gegenstand einer Gilde zu stehlen, den sie in einem Schlachtzug gefunden hat.[24]
  • Es können auch Kopfgelder auf verschiedene Gildenmitglieder ausgesetzt sein. Das Ziel hat dabei erhöhte Schadensreduktion und Lebenspunkte, und kann nach Hilfe rufen.[24]

If you have a guild hall and a certain type of guild war is declared that is maybe a higher stakes 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.[23]Steven Sharif

Gildenvorteile

Ideas that are being considered by the developers:[25]

Leadership tools

The developers are considering the following guild tools:[25][27]

  • Recruitment tools.
  • Management tools.
  • Delegation tools.
  • Motivational systems.
  • Communication tools.
  • Roster.

Guild emblems

Es wird in Erwägung gezogen user-created Image Content (UCC), also selbst von Spielern kreierte Bilder, zu erlauben. Dies wurde in der Vergangenheit nicht in Erwägung gezogen.[29] This was previously not under consideration.[30]

  • Aktive Game Master werden den, von Spielern kreierten Inhalt überwachen. Spieler die verbotenen Inhalt hochladen begeben dadurch ihren Account in Gefahr.[31]

Mir ist bewusst, dass wir in der Vergangenheit nicht vorhatten selbst kreierten Inhalt der Spieler zuzulassen, aber ich glaube, dass wir jetzt mehr dazu neigen selbst kreierte Inhalte zu erlauben. Wir sind uns bewusst, dass es natürlich Spieler geben wird, die unerlaubte Inhalte veröffentlichen, aber wenn ein Spieler seinen eigenen Account gefährden will dann soll er dies tun. Wir haben verschieden Möglichkeiten diese Inhalte streng zu überprüfen und gehen nicht davon aus, dass dies ein Problem sein wird.[29]Steven Sharif

Bezüglich der Frage zu den selbst kreierten Inhalten; Ich glaube, dass wenn man ein aktives GM Team hat, welches sich um solche Sachen kümmert, viele unerwünschte Inhalte entgehen kann. Spieler, die sich über dieses System lustig machen, müssen auch mit Konsequenzen rechnen. Vor allem da wir ein Abonnement basiertes Spiel mit Risiko versus Belohnung sind und vielleicht weil wir einen old-school Ansatz an Charakter Entwicklung und Fortschritt haben glaube ich, dass Spieler die unerwünschten Inhalte veröffentlichen, ein hohes Risiko eingehen was die Konsequenzen für ihren Account betrifft. Ich glaube zwar nicht das wir zu hundert Prozent solche Inhalte von der Veröffentlichung abhalten können – ich denke das man es generell nicht zu hundert Prozent verhindern kann, es sei denn man würde die benutzerdefinierten Inhalte komplett verbieten – aber ich glaube, dass wir uns gegen die Vestoßquote mit wesentlicher Durchsetzung der Maßnahmen behaupten können.[31]Steven Sharif

Es wird möglich sein über die Benutzeroberfläche Embleme, Logos und Symbole im Spiel zu erstellen.[30][32][33]

Der Embleme Editor ist vorläufig für die Alpha-2 geplannt.[33]

Crowdfunding guild rewards

Guild themed character cloaks were cosmetic rewards for backing at the Leader of Men level or higher in the Kickstarter and Sommer-Crowdfunding campaigns.[35]

Guild cloaks will work the same way that accessory appearances from the cosmetic packs work, in that they are applied to the item and take over that appearance. They can not be applied over costumes. [36]Cody Peterson

Kickstarter/Sommer-Crowdfunding guild rewards[37] are assigned to a guild by the owner of the reward.[38]

  • Once assigned, the reward becomes an asset of that guild.[38]
  • Guild members that leave the guild no longer have access to the unique items of that guild.[38]

Gildenhaus

Der begriff "Gildenhaus" bezieht sich auf Gildengebäude, nicht Spielerhäuser, die der Gilde gehören.[39]

Gildenhallen

Gildenhallen dienen als Anlaufstelle für eine Gilde und bieten eine Vielzahl von Vorteilen und Anpassungsoptionen. [37]

  • Gildenhallen können auf Gildengrundstücken oder innerhalb von nodes platziert werden.[41][24][42]
    • In-Node-Gildenhallen können nur von Patron-Gilden dieser Node beansprucht werden. Diese haben andere Vergünstigungen und Vorteile als Hallen auf Eigentumsgrundstücken. [42]
    • Wenn eine Gilde ein bestimmtes Level erreicht, erhält ihr Gildenmeister ein Gildeneigentumszertifikat, um die Platzierung einer Gildenhalle zu ermöglichen.[41]
  • Eine Gildenhalle beherbergt nur eine einzige Gilde.[44]

Gildenhallen sind der ultimative Ausdruck der Macht einer Gilde! In Ashes dienen diese Strukturen als Brennpunkte für eine Gilde und bieten allen Gilden, die sie errichten, eine ganze Reihe von Vorteilen sowie Anpassungsoptionen.[37]

Vorteile

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.

Gildenhallen unlock actions a guild can perform within a node.[45]

Gildenschlösser

Guild castle Alpha-1 early preview.[46]

With five Castles in the world, and each having been owned by different civilizations from the far-flung past of Verra, you can expect that each Castle has its own character. Different terrains and different layouts will result in each Castle having its own advantages and disadvantages. Just because you have managed to take one Castle will not mean that your strategies will pan out in the next. Commanders will have to take into consideration the lay of the land, time of day, weather, and even seasons into account when forming their battle plans.[28]

Sword 01 - with logos.png

Five guild castles exist in Ashes of Creation.[47][28][48]

While the hard structural environment is static and not able to be- you're not building a castle if you own a castle, you're inheriting a historic ruined castle that is representative of the past because it has some tie-in to specific types of powers that we haven't gotten into from a lore perspective yet but we haven't expressed to the community. That's something that we're going to leave for the community to find out when they play. But when you place mercenaries and you place those blockades and you place those traps, that affects the level design of the castle according to the strategy you might use to defend it.[47]Steven Sharif
These Castles are occupied when players arrive on Verra, and their current inhabitants will have to be removed before any player can claim them. Castles will be dangerous and high-level raid zones until they can be cleared, and the first group of players to do so will gain the Castle as their reward.[28]

Vorteile

Guild castle concept art.[28]

It's a reciprocal relationship between the castle and its nodes essentially. There are benefits granted to citizens of the castle; and the longer that the castle remains in the hands of its incumbent guild, the stronger the benefits become overall. But at the same time that represents a greater incentive to attack the castle because the rewards will get greater over time also.[46]Steven Sharif

Gildenschlösser provide benefits and trophies for guilds that capture and control them.[46][62]

  • These benefits increase the longer a guild holds its castle.[46]

There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them.[63]Steven Sharif

Guild castles exert a King or Queen's presence over nodes within their region.[46][63][64]

Gildenfestungen

Gildenfestungen sind belagerbare Gildenhallen in Ashes of Creation. Diese unterscheiden sich von Knotenpunkten und Gildenschlössern.[43]

Zergs

For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[65], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[28]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[1]

Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[66] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[67]

  • Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[67] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[66]
  • There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[67]
  • There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[68]

We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[68]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[69]

The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[69]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[70]

I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[70]Steven Sharif

Instanzierung doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[71]

  • There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[71]

Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[71]Steven Sharif

Aktienmärkte

Stock exchanges (also called Stock markets and Share markets) enable players to buy and sell shares in Nodes, Gilden and Soziale Organisationen.[72][73][74]

info-orange.pngEinige der folgenden Informationen wurden nicht kürzlich von den Entwicklern bestätigt und befinden sich möglicherweise nicht auf der aktuellen Entwicklungs-Roadmap.
  • There is no regulatory commission to restrict the purchase and sale of stocks.[75]

Zugehörigkeiten

Ein Zugehörigkeiten-Baum wird entwickelt, welcher bestimmt, welche Einheiten an Attacken gegen andere Einheiten in der Hierarchie teilnehmen könnnen.[76]

There is guild affiliation, there's party affiliation, there's a raid affiliation, alliance affiliation, there's a citizenship affiliation, there's society affiliation, there's religious affiliation. 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.[76]Steven Sharif

Siehe auch

Template:References

  1. 1.0 1.1 1.2 Liveübertragung, 2017-05-05 (23:26).
  2. 2.0 2.1 2.2 2.3 2.4 Interview, 2018-08-08 (15:07).
  3. Liveübertragung, 2017-11-17 (40:56).
  4. Podcast, 2017-05-05 (47:20).
  5. Liveübertragung, 2017-05-17 (58:18).
  6. Liveübertragung, 2017-05-26 (47:35).
  7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 Liveübertragung, 2018-09-27 (55:39).
  8. 8.0 8.1 8.2 Liveübertragung, 2017-05-19 (22:10).
  9. guild size.jpg
  10. Liveübertragung, 2020-06-26 (1:31:53).
  11. 11.0 11.1 11.2 Liveübertragung, 2017-05-05 (23:26).
  12. Interview, 2018-08-08 (9:36).
  13. 13.0 13.1 13.2 13.3 Interview, 2018-08-08 (9:36).
  14. Interview, 2018-08-08 (11:52).
  15. 15.0 15.1 15.2 Interview, 2018-08-08 (16:12).
  16. 16.0 16.1 16.2 16.3 16.4 Interview, 2018-08-08 (17:13).
  17. 17.0 17.1 17.2 17.3 Liveübertragung, 2019-01-11 (1:04:32).
  18. Liveübertragung, 2017-05-26 (36:17).
  19. 19.0 19.1 19.2 19.3 19.4 Podcast, 2018-05-11 (21:07).
  20. 20.0 20.1 20.2 Liveübertragung, 22. Mai 2017 (52:01).
  21. 21.0 21.1 21.2 Liveübertragung, 15. Mai 2017 (17:20).
  22. Liveübertragung, 2024-06-01 (35:42).
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 Podcast, 2018-08-04 (1:54:15).
  24. 24.0 24.1 24.2 24.3 24.4 24.5 Podcast, 2018-08-18 (1:12:34).
  25. 25.0 25.1 25.2 25.3 25.4 25.5 25.6 Liveübertragung, 2017-05-05 (31:08).
  26. 26.0 26.1 26.2 26.3 26.4 Liveübertragung, 2017-05-22 (51:00).
  27. Liveübertragung, 2017-05-19 (19:23).
  28. 28.0 28.1 28.2 28.3 28.4 28.5 Blog: 10 facts about castle sieges in the MMORPG.
  29. 29.0 29.1 Liveübertragung, 2019-07-26 (1:05:28).
  30. 30.0 30.1 30.2 30.3 30.4 30.5 Liveübertragung, 2017-05-17 (55:40).
  31. 31.0 31.1 Interview, 2020-07-08 (48:30).
  32. 32.0 32.1 guild emblem.jpg
  33. 33.0 33.1 Liveübertragung, 2018-10-31 (47:44).
  34. 34.0 34.1 34.2 Interview, 2018-10-20 (3:35:54).
  35. Crowdfunding.
  36. 36.0 36.1 cody-skins.png
  37. 37.0 37.1 37.2 kickstarter guild halls.png
  38. 38.0 38.1 38.2 guild kickstarter.png
  39. Liveübertragung, 2017-07-28 (18:07).
  40. Summer Leader of Men.png
  41. 41.0 41.1 41.2 Interview, 2019-04-21 (45:45).
  42. 42.0 42.1 Liveübertragung, 2020-02-28 (1:06:51).
  43. 43.0 43.1 kickstarter fortress.png
  44. Liveübertragung, 2017-05-22 (56:48).
  45. 45.0 45.1 Liveübertragung, 2017-05-19 (51:20).
  46. 46.0 46.1 46.2 46.3 46.4 46.5 46.6 46.7 46.8 Liveübertragung, 2020-08-28 (1:39:02).
  47. 47.0 47.1 47.2 Interview, 2023-09-10 (22:29).
  48. castle nodes.png
  49. Liveübertragung, 2022-04-29 (27:42).
  50. Liveübertragung, 2020-07-25 (1:22:40).
  51. Liveübertragung, 2020-06-26 (1:33:10).
  52. 52.0 52.1 Podcast, 2021-04-11 (49:40).
  53. steven-siege-zone.png
  54. Liveübertragung, 2021-04-30 (41:18).
  55. Blog: Creative Director's Letter, April 14 2021
  56. Liveübertragung, 2022-10-14 (58:46).
  57. steven-island-castle.png
  58. 58.0 58.1 Interview, 2023-09-10 (24:15).
  59. 59.0 59.1 Podcast, 2018-04-23 (21:55).
  60. Liveübertragung, 2018-01-18 (37:05).
  61. Liveübertragung, 2020-08-28 (1:31:11).
  62. Liveübertragung, 2017-11-17 (49:30).
  63. 63.0 63.1 Interview, 2018-05-11 (47:27).
  64. 64.0 64.1 64.2 64.3 Podcast, 2017-05-05 (52:32).
  65. pillars-confusion.png
  66. 66.0 66.1 Liveübertragung, 2017-05-19 (25:18).
  67. 67.0 67.1 67.2 Liveübertragung, 2020-11-30 (1:16:09).
  68. 68.0 68.1 Liveübertragung, 2017-05-22 (57:37).
  69. 69.0 69.1 Interview, 2018-05-11 (44:20).
  70. 70.0 70.1 Interview, 2018-08-08 (11:52).
  71. 71.0 71.1 71.2 Liveübertragung, 2022-01-28 (17:50).
  72. 72.0 72.1 steven-stock-markets.png
  73. 73.0 73.1 Liveübertragung, 2017-05-17 (11:27).
  74. 74.0 74.1 74.2 Stock Exchange.jpg
  75. 75.0 75.1 Interview, 2018-10-20 (5:51).
  76. 76.0 76.1 76.2 76.3 76.4 76.5 76.6 76.7 76.8 Interview, 2018-05-11 (58:07).