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Gildengrösse

Eine Gildengrösse von 300 ist momentan die obere Grenze, die durch das gewinnen von Stufen einer Gilde freigeschaltet werden kann. Man muss sich ebenfalls zwischen Gildengrösse und Gildenfähigkeiten entscheiden.[1]

Q: Was ist die minimale Grösse einer Gilde, um einen grossen Einfluss auf das Spielgeschehen eines Realms haben zu können?
A: Dies ist eine schwierige Frage. Einzelne Individuen können bereits einen grossen Einfluss auf das Spielgeschehen haben. Zum Beispiel als Bürgermeister, Handwerker, wirtschaftlichen Möglichkeiten etc. Wir gleichen den Einfluss von Gilden ebenfalls mit Gildenstufen aus, dabei müssen sich Gilden zwischen Effektivität und Grösse entscheiden - kleinere Gilden werden die Möglichkeit haben, einen Vorteil durch Gildenfähigkeiten zu erlangen, die sich grössere Gilden nicht leisten können. Schliesslich sollte es eine grössere Rolle spielen, klare Ziele und eine Organisationsstruktur zu haben, als nur die Grösse.[5]Sarah Flanagan

Es gibt Mechanismen, für die jeweils kleinere, bzw. grössere Gilden besser geeignet sind.[3]

  • Grössere Gilden können Gildenfestungen belagern.[3]
    • Grössere Gilden haben keinen Zugriff auf stärkende Gildenfähigkeiten.[3]
  • Kleinere Gruppen können bestimmte Sachen effektiver ausüben als andere.[3]
    • Belagerungen haben Bestandteile, bei denen kleinere Gruppen im Vorteil sind.[3]

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.[1]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.[1]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.[6]Steven Sharif

Gildengründung

Es gibt Mindestanforderungen, um eine Gilde zu gründen.[7]

Spieler können eine Gilde in Startgebieten gründen, wenn sie die Mindestanforderungen erfüllen.[8]

Gildenmitgliedschaft

Ein Charakter kann nur einer Gilde zugehören.[9]

  • Twinks desselben Accounts können verschiedenen Gilden beitreten.
    • Intrigen, Spionage und Informationsgewinnung sind legitime Aspekte dieses Spiels.
  • Eine Gilde hat nur einen Gildenanführer.[10]
    • Der Anführer einer Gilde kann geändert werden. Was passiert, wenn ein Gildenanführer die Gilde im Stich lässt, ist bisher ungewiss.[11]
  • Gildenanführer können den Gildenmitgliedern Auszahlungen erteilen.[12]

Server reservations

Server reservations allow guild members as well as unaffiliated players to reserve character slots on a server starting in the Beta testing stages of the game.[13]

This would likely be utilized more so by guilds than that would be solo or unaffiliated players; and I believe that the solo player they may have friends that they want to play with. That's fine, they can also still with those friends do the reservation system, but the player who is just joining the game fresh and doesn't have a community that they're part of, I don't think they really mind in that regard and will not utilize that system.[13]Steven Sharif

Gildenvorteile

Gildenvorteile, die von den Entwicklern in Betracht gezogen werden:[14]

Gildenentwicklung

Gildenentwicklung findet durch Teilnahme an verschiedenen Systemen statt.[2]

Passive Fähigkeiten und Ergänzungen werden durch Gildenentwicklung freigeschaltet.[2][18]

  • Passive Fähigkeiten erhöhen gewisse Statuspunkte die sich auf den Kampf eines Gildenmitglieds auswirken, oder auf anderen Aspekten der Gilde, wie zum Beispiel der Wirtschaft.[2]
  • Ergänzungen sind erst bei grösserem Gildenfortschritt verfügbar.[2]
    • Diese sind nur für Gilden verfügbar, die nicht dem Pfad der Gildengrösse gefolgt sind.[2]
    • Sie kommen den Offizieren und den Rittern der Gilde zugute.[2]
  • Gildenmitglieder müssen nicht Bürger desselben Knotenpunktes sein, um von passiven Fähigkeiten und Ergänzungen zu profitieren.[19]

Gildengrösse kann gegen Gildenentwicklung eingetauscht werden.[2][3]

  • Je grösser die Anzahl an Gildenmitgliedern, desto weniger Auswahlmöglichkeiten für Fähigkeiten stehen der Gilde zur Verfügung.[1]
  • Gildenallianzen können eine grosse Rolle darin spielen, grössere "Gilden" zu gründen.[3]

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[2]Steven Sharif

It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can kind of put together and kind of give your guild its own identity.[2]Jeffrey Bard

Ausrüstungsverbesserungen

Ausrüstungsverbesserungen (Kraftsteine/Runen) können an Waffen angebracht werden, um der Waffe Elementar- oder Energieschaden zu verleihen.[20][21]

We are very likely going to have a rune system and then we'll have the ability to sort of enchant weapons outside of that too... That's not always going to be like a vertical progression... Some of it's going to be giving up something to get something else; so maybe I do less physical damage but more magical damage, that kind of thing.[21]Jeffrey Bard

It's not as though you're going to necessarily acquire these once and then you're set for your PvP enchantments, but instead you'll have to continually perform month after month in order to keep having those slotted enchantments.[15]Steven Sharif

Beschützergilde

Eine Gilde wird zum Beschützer ihres Knotenpunktes, wenn sie die grösste Menge an Arbeit (von den Mitgliedern) zum Wachstum des Knotenpunktes beiträgt.[23]

Beschützergilde schalten die Folgenden Vorteile für ihre Mitglieder frei:[24]

Eine beliebige Anzahl Gilden kann sich in einem Knotenpunkt aufhalten, aber die Anzahl an Beschützergilden ist limitiert. Knotenpunktstufen bestimmen, wieviele Beschützergilden in einem Knotenpunkt gleichzeitig existieren können.[25]

Gildenruf

Gilden können Punkte so verteilen, dass ihr Ruf in dem Knotenpunkt, welcher die Gildenhalle der Gilde beinhaltet. Dies beinflusst:[26]

Another thing we were talking about I remember early on with regards to guilds is not just that but also having a reputation score; and being able to allocate points to increase that reputation perhaps with a specific node that you may have your guild hall in; and that reputation will interact with the way that NPCs interact with you. It might interact with the way that quests are given in that particular node or merchant services that are present.[26]Steven Sharif

Gildenallianzen

Gildenanführer können ab einer bestimmten Stufe Allianzen gründen, in dem sie ein Abenteuer abschliessen.[27]

  • Sobald eine Allianz erstellt ist, kann der Gildenanführer bis zu drei weitere Gilden der Allianz hinzufügen.[27]
  • Es gibt keine Mitgliederbeschränkung innerhalb von Allianzen, lediglich maximal vier Gilden dürfen in einer Allianz sein.[27]
  • Gildenanführer können Ressourcen in eine Gildenallianz Bank umverteilen.[28]
  • Es gibt allianzspezifische Abenteuerreihen.[28][29]
  • Mitglieder einer Allianz haben einen geteilten Chat Kanal.[28][29]
  • Allianzen haben Verbindungen und Ausrüstungsgegenstände die erworben werden können.[28]
  • Gilden können auch Handelsabkommen gründen.[29]

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.[28]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.[29]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.[3]

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.[30]Steven Sharif

Ashes of Creation bietet diverse Inhalte, die sich um Allianzen drehen.[31]

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 you know channels of bonding between the different guilds or players, the more sustainable that relationship.[31]Steven Sharif

Zugehörigkeiten

Ein Zugehörigkeits Baum wird entwickelt, welcher bestimmt, welche Einheiten an Attacken gegen andere Einheiten in der Hierarchie teilnehmen könnnen.[32]

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.[32]Steven Sharif

Gildenhaus

Der begriff "Gildenhaus" bezieht sich auf Gildengebäude, nicht Spielerhäuser, die der Gilde gehören.[33]

Gildenhallen

Gildenhallen serve as a focal point for a guild, offering a host of benefits and customization options.[35]

  • Guild halls may be placed on guild freeholds or within nodes.[36][37][24]
    • In-node guild halls may only be claimed by patron guilds of that node. These have different perks and benefits to halls placed on freehold plots.[24]
    • When a guild reaches a certain level, its guild master is granted a guild freehold certificate to enable placement of a guild hall.[36]
  • A guild hall only houses a single guild.[40]

Guildhalls are the ultimate expression of a guild's power! In Ashes these structures will serve as focal points for a guild, offering any guilds who construct them a whole host of benefits as well as customization options.[35]

Guild freeholds

When a guild reaches a certain level, its guild master is granted a guild freehold certificate to enable placement of a guild hall.[36]

Vorteile

Gildenhallen unlock actions a guild can perform within a node.[41]

Gildenschlösser

Guild castle Alpha-1 early preview.[42]

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.[43]

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.[43]

Five guild castles exist in Ashes of Creation.[43][44] Castles will initially be occupied by an NPC adversary. These are the primary antagonists in the storyline.[45]

  • Guilds have a period of time to level up in order to siege these castles.[45]
  • The attacking guilds need to fight the NPCs and kill a raid boss at the center of the castle.[46][45]
  • There will not be a relic to capture, instead whichever guild had highest contributing DPS against the raid boss will capture the castle.[46]
  • Burg-Knotenpunkte around NPC run castles will not be present.[45]

Vorteile

Guild castle concept art.[43]

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.[42]Steven Sharif

Gildenschlösser provide benefits and trophies for guilds that capture and control them.[42][47]

  • These benefits increase the longer a guild holds its castle.[42]

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.[48]Steven Sharif

Guild castles exert a King or Queen's presence over nodes within their region.[42][48][49]

Castle sieges

Castle Sieges are intended to be massive events with hundreds of people involved in a single Siege. One of the reasons that Ashes of Creation Apocalypse exists is so we can address the challenges in ramping up the number of bodies that we can handle simultaneously. With our latest test hitting over 200 simultaneous players, we’re ready to push that number even further. Our goal is to have the largest organized PVP battles of any MMORPG.[43]

Guilds participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[44]

  • Sieges occur once a month within a server prime-time window.[44][51][52]
  • The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[53]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[54]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[54][45]

  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[54][45]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[45][55]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[54][45]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[45][55]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[56]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[57]

There will be benefits to attracting people... even if they're not in your guild or alliance – kind of a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[45]Steven Sharif

Alpha-1

Ashes of Creation Apocalypse castle sieges are an Ashes of Creation Apocalypse testing mode that aims to test castle siege mechanics.[61]

The Castle Siege mode is another example of a playable slice of the MMORPG that Apocalypse is providing early testing for. While it’s a somewhat smaller scale experience than the one you’ll have in the MMO, the overall flow of taking and defending a castle will remain similar. There’s some additional systems you’ll see in the final product, like the influence of Nodes over the available defensive emplacements, the crafting and deploying of custom siege weapons, and the summoning of siege monsters. These are all things that we’ll be adding on top of this mode upon our release of Ashes of Creation.[63]Margaret Krohn

Gildenfestungen

Gildenfestungen sind belagerbare Gildenhallen in Ashes of Creation. Diese unterscheiden sich von Knotenpunkten und Gildenschlössern.[39]

Gildenkriege

Gildenkrieg-Eigenschaften werden momentan noch designt. Das generelle Ziel von Gildenkriegen ist es, Zielorientiert zu sein, mit massiven Risiken für beide Parteien.[38]

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.[38]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.[38] Es gibt grundlegende Ziele, und darauf aufbauend weitere Ziele, die dadurch bestimmt werden, welche Aktivitäten die Gilde ausgeführt hat.[37]

  • 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.[37]
  • Es könnte aber auch ein Ziel sein, einen Gegenstand einer Gilde zu stehlen, den sie in einem Schlachtzug gefunden hat.[37]
  • Es können auch Kopfgelder auf verschiedene Gildenmitglieder ausgesetzt sein. Das Ziel hat dabei erhöhte Schadensreduktion und Lebenspunkte, und kann nach Hilfe rufen.[37]

If you have a guild hall and a certain type of guild war is declared that is maybe a higher stakes kind of 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.[38]Steven Sharif

Guild war mechanics

Gildenkrieg-Mechaniken beinhalten:[67]

  • Einen Kriegserklärungszeitraum.[67]
  • Zielorientierte Bestandteile.[67]
  • Sieg- und Kapitulationsvereinbarungen.[68]
  • Gilden können mehrere andere Gilden/Allianzen zur gleichen Zeit bekriegen.[68]
  • Gildenkriege sind nicht vom PvP Flagging System betroffen.[68]

We're taking guild politics to a whole new direction in regards to playing those conflicts out.[69]Steven Sharif

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[70], 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.[43]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[3]

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.[71]

  • Raid and dungeon bosses have specific mechanics that players need to learn and react to. Zergs that are not aware of these mechanics or react to them appropriately will be wiped.
  • 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.[72]

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.[72]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[73]

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 kind of want that political intrigue to be present in the game.[73]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[6]

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 you know 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.[6]Steven Sharif

Leadership tools

The developers are considering the following guild tools:[14][74]

For me personally, being a guild leader of a very large guild in the past, these types of administrative functions are life savers for guild leaders... Guild leaders are a very important part of the community for MMORPGs in general and the reason for that is- think of it like a queen on the board- "I bring order to chaos". To a degree, guild leaders are that order to the chaos. They help organize- they do so through lieutenants- they delegate responsibilities. There are good leaders, there are bad leaders, but essentially it's a highly social environment and if you can find a good guild and that guild is augmented with complimentary services from the company, from the game itself, it just makes that life easier and allows them to execute better. So in my opinion that is an important aspect.[75]Steven Sharif

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.[77] This was previously not under consideration.[78]

  • Aktive Game Master werden den, von Spielern kreierten Inhalt überwachen. Spieler die verbotenen Inhalt hochladen begeben dadurch ihren Account in Gefahr.[79]

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.[77]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.[79]Steven Sharif

Es wird möglich sein über die Benutzeroberfläche Embleme, Logos und Symbole im Spiel zu erstellen.[78][80][81]

Der Embleme Editor ist vorläufig für die Alpha-2 geplannt.[81]

Guild ladder

An inter-guild ladder will rank guilds based on their performance within Gildenkriege and Castle sieges.[83]

When the guild participates in guild wars or they participate in sieges, you'll be able to climb the ranks of your inter-guild ladder as well so you get bragging rights amongst your friends.[83]Steven Sharif

PvP seasons

Performance in various PvP systems (such as Karawanen, Arenen, Gildenkriege) is measured over the course of 6 month PvP seasons. At the end of each season, a player's cumulative score may unlock various rewards.[22]

Crowdfunding guild rewards

Guild themed character cloaks were cosmetic rewards for backing at the Leader of Men level or higher in the Kickstarter and Summer crowdfunding campaigns.[84]

Kickstarter/Summer crowdfunding guild rewards[35] are assigned to a guild by the owner of the reward.[85]

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

Aktienmärkte

As nodes develop, player governments may open a Stock exchange (also called Stock markets and Sharemarkets) where players can buy and sell shares in Nodes, Guilds and Soziale Organisationen.[86][87]

  • There is no regulatory commission to restrict the purchase and sale of stocks.[88]

Community guides

Siehe auch

Einzelnachweise

  1. 1.0 1.1 1.2 1.3 1.4 Interview, 2018-08-08 (9:36).
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 Liveübertragung, 2018-09-27 (55:39).
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 Liveübertragung, 2017-05-05 (23:26).
  4. Liveübertragung, 2019-06-28 (1:25:24).
  5. February 8, 2019 - Questions and Answers.
  6. 6.0 6.1 6.2 Interview, 2018-08-08 (11:52).
  7. 7.0 7.1 7.2 7.3 7.4 Interview, 2018-08-08 (15:07).
  8. Liveübertragung, 2017-11-17 (40:56).
  9. Podcast, 2017-05-05 (47:20).
  10. Liveübertragung, 2017-05-17 (58:18).
  11. Liveübertragung, 2017-05-26 (47:35).
  12. guild payout1.png
  13. 13.0 13.1 Liveübertragung, 2020-07-25 (1:06:43).
  14. 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 14.12 14.13 14.14 14.15 14.16 Liveübertragung, 2017-05-05 (31:08).
  15. 15.0 15.1 15.2 15.3 15.4 15.5 Interview, 2020-07-18 (14:22).
  16. 16.0 16.1 16.2 16.3 16.4 Liveübertragung, 2017-05-22 (51:00).
  17. 17.0 17.1 17.2 Liveübertragung, 2017-05-19 (22:10).
  18. guild size.jpg
  19. Liveübertragung, 2020-06-26 (1:31:53).
  20. Liveübertragung, 2018-06-04 (1:11:19).
  21. 21.0 21.1 Liveübertragung, 2018-06-04 (21:37).
  22. 22.0 22.1 22.2 22.3 22.4 Interview, 2020-07-18 (16:34).
  23. Podcast, 2018-04-23 (24:47).
  24. 24.0 24.1 24.2 24.3 24.4 24.5 24.6 24.7 Liveübertragung, 2020-02-28 (1:06:51).
  25. 25.0 25.1 25.2 25.3 25.4 Liveübertragung, 2019-06-28 (1:27:23).
  26. 26.0 26.1 26.2 26.3 26.4 Liveübertragung, 2018-09-27 (58:17).
  27. 27.0 27.1 27.2 Interview, 2018-08-08 (16:12).
  28. 28.0 28.1 28.2 28.3 28.4 Interview, 2018-08-08 (17:13).
  29. 29.0 29.1 29.2 29.3 Liveübertragung, 2019-01-11 (1:04:32).
  30. Liveübertragung, 2017-05-26 (36:17).
  31. 31.0 31.1 31.2 31.3 31.4 Podcast, 2018-05-11 (21:07).
  32. 32.0 32.1 32.2 32.3 32.4 32.5 32.6 32.7 32.8 Interview, 2018-05-11 (58:07).
  33. Liveübertragung, 2017-07-28 (18:07).
  34. Summer Leader of Men.png
  35. 35.0 35.1 35.2 kickstarter guild halls.png
  36. 36.0 36.1 36.2 36.3 Interview, 2019-04-21 (45:45).
  37. 37.0 37.1 37.2 37.3 37.4 37.5 Podcast, 2018-08-18 (1:12:34).
  38. 38.0 38.1 38.2 38.3 38.4 38.5 38.6 Podcast, 2018-08-04 (1:54:15).
  39. 39.0 39.1 kickstarter fortress.png
  40. Liveübertragung, 2017-05-22 (56:48).
  41. Liveübertragung, 2017-05-19 (51:20).
  42. 42.0 42.1 42.2 42.3 42.4 42.5 42.6 42.7 42.8 Liveübertragung, 2020-08-28 (1:39:02).
  43. 43.0 43.1 43.2 43.3 43.4 43.5 43.6 Blog: 10 facts about castle sieges in the MMORPG.
  44. 44.0 44.1 44.2 castle nodes.png
  45. 45.0 45.1 45.2 45.3 45.4 45.5 45.6 45.7 45.8 45.9 Podcast, 2018-04-23 (21:55).
  46. 46.0 46.1 Liveübertragung, 2020-08-28 (1:31:11).
  47. Liveübertragung, 2017-11-17 (49:30).
  48. 48.0 48.1 Interview, 2018-05-11 (47:27).
  49. 49.0 49.1 49.2 49.3 Podcast, 2017-05-05 (52:32).
  50. Liveübertragung, 2020-11-30 (20:40).
  51. Interview, 2020-07-29 (31:05).
  52. Interview, 2020-07-18 (13:13).
  53. castle-siege-scale.png
  54. 54.0 54.1 54.2 54.3 Liveübertragung, 2020-08-28 (1:43:03).
  55. 55.0 55.1 Liveübertragung, 2017-08-23 (23:00).
  56. Podcast, 2018-04-23 (15:14).
  57. castle-taxes5.png
  58. Video, 2019-03-08 (0:00).
  59. Liveübertragung, 2019-10-31 (11:05).
  60. steven-a1-leak-3.png
  61. 61.0 61.1 Liveübertragung, 2018-08-17 (30:29).
  62. 62.0 62.1 Liveübertragung, 2018-09-01 (54:06).
  63. 63.0 63.1 Castle Siege Overview.
  64. Interview, 2018-08-24 (13:17).
  65. Interview, 2018-08-17 (8:16).
  66. Interview, 2018-12-06 (38:10).
  67. 67.0 67.1 67.2 Liveübertragung, 22. Mai 2017 (52:01).
  68. 68.0 68.1 68.2 Liveübertragung, 15. Mai 2017 (17:20).
  69. Liveübertragung, 2020-06-01 (35:42).
  70. pillars-confusion.png
  71. Liveübertragung, 2017-05-19 (25:18).
  72. 72.0 72.1 Liveübertragung, 2017-05-22 (57:37).
  73. 73.0 73.1 Interview, 2018-05-11 (44:20).
  74. 74.00 74.01 74.02 74.03 74.04 74.05 74.06 74.07 74.08 74.09 74.10 Liveübertragung, 2017-05-19 (19:23).
  75. 75.0 75.1 Podcast, 2020-11-15 (52:50).
  76. 76.0 76.1 76.2 76.3 76.4 Liveübertragung, 2020-09-30 (1:06:14).
  77. 77.0 77.1 Liveübertragung, 2019-07-26 (1:05:28).
  78. 78.0 78.1 78.2 78.3 78.4 78.5 Liveübertragung, 2017-05-17 (55:40).
  79. 79.0 79.1 Interview, 2020-07-08 (48:30).
  80. 80.0 80.1 guild emblem.jpg
  81. 81.0 81.1 Liveübertragung, 2018-10-31 (47:44).
  82. 82.0 82.1 82.2 Interview, 2018-10-20 (3:35:54).
  83. 83.0 83.1 Interview, 2020-07-29 (14:28).
  84. Crowdfunding.
  85. guild kickstarter.png
  86. 86.0 86.1 Liveübertragung, 2017-05-17 (11:27).
  87. 87.0 87.1 Stock Exchange.jpg
  88. 88.0 88.1 Interview, 2018-10-20 (5:51).