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Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[1]

Sieges in Ashes of Creation refer to:

The risk versus reward relationship, when, say for instance, you've dedicated time towards building a node and other players have dedicated that equivalent time towards sieging the node, there's going to be a pitched battle between those players... They spend that time doing this because they care passionately about having access to that content.[4]Steven Sharif

There's node sieges and castle sieges: I think the castle sieges will be more structured towards a guild element and having some structure there. Neither will be instanced in the sense of what an instance actually is, which is taking you out of the open world and putting you into you know your own shard of existence. But both will be in the open world. But there will be participation structure in sieging castles. With regards to the open siege on nodes, really the only structural component there and participation has to do with what what node you're a member of, what node you're a citizen of. That will restrict your participation to a particular side.[5]Steven Sharif

There are points of balance that we want to incorporate, such as the defense mechanisms that the defenders have, the types of buffs that are acquired through completing killing the bosses, or capturing control points, the stages before a siege when it comes to those node progressions in the preceding weeks: Those are all going to be balanced considering all things being equal between the two sides. But obviously we're not going to control the state of gear acquisition that one side might have as an advantage over the other. There might be a much better geared team over there. There might be a much better coordinated team. There might be a higher number of individuals who are part of the attacking or the defense. Those are components that we aren't necessarily going to put on railroads so-to-speak. But the aspects of design that we can talk about like the hit point health of a particular wall or door, or mercenaries that can be hired; what's their cost, what's their damage output: Those are things yes we're going to balance. But obviously anything that's player dependent or that has player interaction and activity and determination you can't always balance; and you don't want to balance. Those aspects you leave those to the players.[6]Steven Sharif

Castle sieges

Alpha-1 castle siege gameplay.[7]

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.[8]

Gilden participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[2]

  • 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.[11]

There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[12]

  • It was previously stated that castle sieges may or may not be (entirely) instanced in the final game.[13]

What we were talking about was how during castle sieges or node sieges, you're going to have certain instanced locations where it's only going to be a group that's designated to participate versus another group while the siege is happening. And I know in the past we talked about well how do you plan to incorporate these more objective-based waypoints as part of these larger events; and say that not only is it going to be a complement of numbers or in the overall grand kind of battle perspective, but there's also going to be opportunities for smaller more niche groups to participate in more focused objective capturing. And a part of that is going to be small very short, kind of ten minute long instanced battles where groups can go and participate against other groups that are defender versus attacker; and the outcome of which will influence certain aspects of the overall battle while that's still occurring in the background.[12]Steven Sharif

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.[17]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[17][18]

  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Dorf stage through questing.[17][18]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[18][19]
  • 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.[17][18]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[18][19]
  • 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.[20]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[21]

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.[18]Steven Sharif



Knotenpunkt-Belagerungen ermöglichen es Spielern, einen Knotenpunkt zurück zu setzen, seine Knotenpunkt-Entwicklung umzukehren und ihn letztendlich vollständig zu zerstören. Dies ebnet den Weg für die Neuentwicklung und den Zugriff auf die gesperrten Inhalte in den umliegenden Knotenpunkten. Aufgrund dieser Dynamik spielen politische Konflikte und Intrigen eine wichtige Rolle in der Struktur der Welt.[23]

Belagerte Knotenpunkte werden für die Angreifer keine leichte Herausforderung darstellen. Städte und Metropolen werden einen erheblichen Abwehrvorteil haben. [23] Automatische PvE Belagerungen können gegen Knoten eingeleitet werden, die aber nicht kontinuierlich aktiv sind. [24]

If you own a home in a node and you don't want to see that home destroyed, you need to defend that city![25]Steven Sharif


Server prime-time

Objective-based events such as Node-Belagerungen, Castle sieges, Gildenkriege, and Node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[9][10][26]

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[27]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[28]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[29]
    • Titles.
    • Items.
    • Materials.
    • Money.
    • Social bonds.

Many incentives exist that can benefit your node and yourself personally by participating in the attack or defense of cities. These range from titles, to items, to materials, to money. Additionally, aiding others may help you strengthen bonds when your assets are threatened.[29]Steven Sharif

Siege participation

Non-registered combatants are not permitted on the siege field in castle or node sieges.[30]

  • Players may choose to respawn at their HQ as long as they are registered.[13][32]
    • Non-registered guilds are not granted the ability to take ownership of the castle if victorious.[13]

Lower level characters will have usefulness in mass combat that does not depend on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[34]

Siege weapons

Trebuchet siege weapon in Alpha-1 castle sieges preview.[7]

It wouldn’t be a castle siege without siege weapons. These are massive machines of war that enable attackers to bring down the walls, and defenders to keep their keep safe. Crafters can bring their own powerful schematics to the battlefield, or you can order baseline siege weapons from your friendly neighborhood siege master NPC. The Castle’s defenders will be able to deploy their own defensive weapons and turrets based on how well they maintained and defended their own Nodes. The sky will be illuminated with fire and fury.[8]

Siege weapons are able to be crafted or purchased from NPCs.[36]

Part of this endeavor of sieging a player-held location (or non-player-held location) is time to prepare; and that includes gathering and crafting these mega weapons or collecting the resources: Whether it be gold or specific quest items to purchase from NPCs.[36]Steven Sharif

Anything that you want to bring into existence in the world is going to be built by players: Whether that is Schiffe, Siege engines, Waffen, Armor, etc.[38]Jeffrey Bard

There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[39]

  • This is a long term design goal that will not be present during Alpha-1.[39]

Siege PvP

Sieges don't use the PvP flagging system.[40]

Bestrafungen für den Tod do not apply to objective-based events (such as caravans, guild wars, and node sieges).[41]

Siege NPCs

Siege NPCs serve as defense points. Killing them allows the attackers to gain advantages during a siege.[42] NPCs are only killable during a siege and will respawn if the siege is unsuccessful.[43]

NPC guards are intended to be a significant presence but not the main line of defense in a siege.[44]

Mercenary NPCs

Mercenary NPCs can be hired to participate in objective-based situations.[45][46][47]

  • Bürgermeister are able to allocate treasury funding to hire mercenary NPCs to defend their node during sieges.[46]
  • Players can assign these NPCs, but won't micromanage them, in a similar manner to pets.[47]
  • NPC mercanaries can also be hired to participate in castle sieges.[45][45]
    • Mercenaries of different types and strengths may be available to defend caravans during these events based on the allocation made by the governing castle and how successful they have been defending their castle nodes.[48][45]
    • These mechanics are subject to change based on testing and priorities.[48]

There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a kind of pet system even you know adopted majority of the pet system with the added bonus of kind of objective based points of interest that you can assign them to. But we don't want to inundate the field with these mercenaries they'll be kind of few and far between. They'll be assigned specifically like let's say for example you know as the mayor of a node during a siege you'll be able to assign these two specific players that are citizens within your node and then they'll have those they'll spawn during the during the node siege; or vice versa and the castle siege you know guild leaders can assign mercenaries that are available based on the progress of those subsidiary nodes around the castle siege whether or not you have those available to your defense or your attack.[47]Steven Sharif

Zerstörbare Umgebung

Zerstörbare Burg.[49]

This is the castle siege destruction props. It's variable areas of exploded stuff. You can't completely destroy the castle or you wouldn't be able to get to the top of it.[49]Michael Bacon

Zerstörbare Umgebung wird ein Kernelement dessen sein, wie Spieler mit der Welt interagieren werden. Sowohl in Ashes of Creation Apocalypse als auch in dem Ashes of Creation MMORPG.[52]

We want destruction to be a very core element of how players make their way through the world.[52]Steven Sharif

  • Möglicherweise schaffen es Angreifer nicht eine Node während ihrer Belagerung zu zerstören. Stattdessen führen sie vielleicht gezielte Angriffe durch, um spezielle Service-Gebäude in der Node außer Betrieb zu setzen. Diese Gebäude können mit Belagerungswaffen und Bomben angegriffen werden.[53]
  • Node-Gebäude (inklusive Player Housing) haben Lebenspunkte und können während Belagerungen beschädigt werden. Wenn Gebäude mehr als ungefähr 25% Schaden nehmen, sind jegliche NPCs oder Services von diesem Gebäude nicht verfügbar, bis dieser Schaden repariert wurde.[54]
  • Wenn die Node eine Belagerung überstehen sollte, müssen die Einwohner die nötigen Ressourcen beschaffen um beschädigte Infrastruktur wieder aufzubauen und zu reparieren.[54][55]
    • Große und weiter fortgeschrittene Gebäufe benätigen mehr Ressourcen um diese zu reparieren. In-Node Housing wird vermutlich die geringste Menge an Ressourcen für die Reparatur benötigen.[56]
  • Spielerbehausungen, die während einer Belagerung zerstört wurden, können nicht mehr verkauft werden.[57]

You could be more precision oriented in the decision to attack a city. Let's say it's a rival node that's trying to reach you know a node stage five or something and you want to disable their ability for the religious system to progress so you target the temple during the attack, or you want to disable their scholars academy from reaching a higher level so that your nodes can; or you want to disable multiple buildings that allow for experience and quests to be undertaken by its citizenship, which prevents them from keeping up in pace of experience gained with your node. These can be more precision oriented and don't have to effectualize an actual takeover of the node.[53]Steven Sharif


Acht Spieler desselben primären Archetyps können sich zusammenschließen, um während einer Belagerung monumentale Effekte zu erzielen.[60]

These are the types of systems that we want to put in place where groups of a single primary archetype can come together to summon these types of effects that play off of what the identity of that archetype is.[60]Steven Sharif


Summoners can collaborate to summon larger summons, such as Golems.[61]

  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[62]
  • The number of summoners participating in the summon will determine its overall size.[62]
  • All summoners must be in the same party and the party leader must be a summoner.[63]
    • The party leader initiates the summon and then takes control of it.
    • Once summoned, the party leader cannot be changed.
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.
    • The party may also contain non-Summoners.

It doesn't have to be just summoners, but it has to be a party led by a summoner with other summoners in it.[63]Steven Sharif


If eight Tank archetypes each use one of their summon wall abilities it might construct a larger wall that can divide two raids in a moment; and would require damage and block skills and abilities for a momentary lapse of battle between those two raids.[65]Steven Sharif

Deserter debuff

There is no debuff penalty for leaving a siege before it is complete.[66]


Ashes of Creation gathers tracking data to facilitate achievements, titles and other accolades on a server.[67]

Visibility of those types of things on the server help to promote a competitive atmosphere. If there is an attainable impression that you can work towards, so that others know your success, you have more drive to succeed.[67]Steven Sharif


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

There will be dungeon and raid leader boards.[68]

Spectating battles

The ability to spectate battles, such as Sieges is being looked into.[70]

One of the issues I did have about that system in Lineage 2, was like you know certain people just have alt accounts logged in and tuned into that thing; and like they would then utilize that information. Which, I guess is you know a means of information gathering. But it's kind of maybe too easy of one. So we're - like i said - we're just looking into that. I haven't decided on that yet.[70]Steven Sharif


Siehe auch


  1. About Ashes of Creation.
  2. 2.0 2.1 2.2 castle nodes.png
  3. Blog - Know Your Nodes - Advance and Destroy.
  4. Liveübertragung, 2017-05-22 (38:44).
  5. Interview, 2018-08-08 (13:42).
  6. Liveübertragung, 2021-06-25 (1:10:52).
  7. 7.0 7.1 Video, 2021-05-28 (25:44).
  8. 8.0 8.1 Blog: 10 facts about castle sieges in the MMORPG.
  9. 9.0 9.1 Interview, 2020-07-29 (31:05).
  10. 10.0 10.1 Interview, 2020-07-18 (13:13).
  11. castle-siege-scale.png
  12. 12.0 12.1 Liveübertragung, 2022-01-28 (17:50).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 Podcast, 2021-04-11 (49:40).
  14. 14.0 14.1 steven-siege-zone.png
  15. 15.0 15.1 Liveübertragung, 2021-04-30 (41:18).
  16. 16.0 16.1 Blog: Creative Director's Letter, April 14 2021
  17. 17.0 17.1 17.2 17.3 Liveübertragung, 2020-08-28 (1:43:03).
  18. 18.0 18.1 18.2 18.3 18.4 18.5 Podcast, 2018-04-23 (21:55).
  19. 19.0 19.1 Liveübertragung, 2017-08-23 (23:00).
  20. Podcast, 2018-04-23 (15:14).
  21. castle-taxes5.png
  22. Video, 2016-12-04 (0:02).
  23. 23.0 23.1 A reactive world - Nodes.
  24. node atrophy.png
  25. Video, 2017-04-30 (5:31).
  26. Interview, 2020-07-08 (22:37).
  27. siege alliances.png
  28. siege auto defenders.png
  29. 29.0 29.1 Official Livestream - May 4th @ 3 PM PST - Q&A
  30. siege-combatants.png
  31. siege-barrier.png
  32. siege-respawn.png
  33. siege-stragglers.png
  34. Interview, 2020-07-08 (1:12:51).
  35. Video, 2021-05-28 (11:55).
  36. 36.0 36.1 Liveübertragung, 2018-01-18 (37:05).
  37. Interview, 2018-08-08 (20:49).
  38. Liveübertragung, 2017-05-24 (17:08).
  39. 39.0 39.1 Liveübertragung, 2021-05-28 (1:04:29).
  40. Liveübertragung, 2017-05-19 (45:14).
  41. Liveübertragung, 2020-12-22 (1:13:51).
  42. siege success.png
  43. siege npcs killable.png
  44. Liveübertragung, 2017-07-28 (36:51).
  45. 45.0 45.1 45.2 45.3 Liveübertragung, 2020-08-28 (1:41:24).
  46. 46.0 46.1 Liveübertragung, 2020-06-26 (59:11).
  47. 47.0 47.1 47.2 Liveübertragung, 2019-11-22 (1:14:23).
  48. 48.0 48.1 Liveübertragung, 2021-04-30 (1:01:10).
  49. 49.0 49.1 Liveübertragung, 2019-10-31 (36:20).
  50. Ashes of Creation Apocalypse Early Access.
  51. Video, 2019-09-24 (0:10).
  52. 52.0 52.1 Liveübertragung, 2019-06-28 (31:15).
  53. 53.0 53.1 Liveübertragung, 2019-11-22 (16:56).
  54. 54.0 54.1 Interview, 2020-07-08 (57:46).
  55. Liveübertragung, 2019-11-22 (17:59).
  56. Interview, 2020-07-08 (59:38).
  57. 57.0 57.1 Liveübertragung, 2020-06-26 (1:02:12).
  58. Liveübertragung, 2017-07-18 (40:14).
  59. Liveübertragung, 2017-11-17 (47:10).
  60. 60.0 60.1 60.2 Podcast, 11. Mai 2018 (49:20).
  61. Liveübertragung, 2017-05-19 (10:06).
  62. 62.0 62.1 Liveübertragung, 8 April 2018 (AM) (28:01).
  63. 63.0 63.1 Interview, 2018-08-17 (14:59).
  64. steven-a1-leak-1.png
  65. Podcast, 2018-05-11 (49:20).
  66. Liveübertragung, 2017-05-24 (37:07).
  67. 67.0 67.1 67.2 67.3 67.4 67.5 67.6 Podcast, 2018-08-04 (1:47:21).
  68. Liveübertragung, 2017-07-18 (58:50).
  69. Liveübertragung, 2017-05-15 (44:10).
  70. 70.0 70.1 Interview, 2018-08-17 (26:38).