Template:Castle siege objectives

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As a Siege rages on, there is a sense of territory and progression through the battle. These are represented through Control Points, and each side starts with a few already owned. Others are present, but neutral. As Control Points are captured by one side, that side gains a temporary buff and an increase to their spawn rate. The other side will find that their spawn rate has decreased and their ultimate victory condition has been pushed just a little bit further from their reach. The spawn areas also have a portal which will allow the side that owns it to teleport to any Control Point that side owns - perfect for backdoor shenanigans.[1]

  • Burgen will initially be occupied by an NPC adversary. Gilden have a period of time to level up in order to siege these castles.[2][3]
    • The attacking guilds need to fight the NPCs and kill a raid boss at the center of the castle. Whichever guild had highest contributing DPS against the raid boss will capture the castle.[2][4][5][4][3]
    • Burgen-Nodes around NPC run castles will not be present.[3]
The key to not making it a "zerg fest" is by emphasizing the the strategic relevance of those objectives and then catering objectives to group play versus raid play. So you have a spreading of different types of objectives where only a group can compete for it, versus a raid at the choke point. Having that distribution, it makes it so that smaller guilds have a vital role to play and can perform in environments where numbers are not always the deciding factor.[6]Steven Sharif
  • Castles that are occupied by guilds have the following objectives.[6]
    • Attackers capture waypoints/control points in the castle's architecture to diminish their respawn timer and increase the respawn timer of the defenders.[7]
    • Defenders can counter-play by attacking the siege headquarters of the attackers to diminish their declaration flags and increase their respawn timers.[7]
    • Legendary NPCs will be present as commanders that act like mini raid bosses within the defending and attacking armies. Killing these provides added benefits, such as certain types of drops that grant battlefield benefits to either side.[7]
    • The ultimate objective for the defenders is to survive during the timed period of the siege, which is approximately 90 minutes in its first iteration.[7]
    • If the attackers reach the inner keep of the castle, a guild leader (or one other delegated officer) must cast a 3 to 5 minute cast at a specific channel point in order to seal ownership of the castle.[6][7] It may be possible for defenders to decide on the location where the channel point is located.[6]
      • Channelling time is diminished based on the number of waypoints captured during the siege.[7]
      • There's an opportunity for any guild leader in the attacking alliance to capture the castle for themselves, despite what may have been agreed upon prior to the siege.[8]
There's an opportunity there for perhaps backstabbing in the throne room where one guild is like yeah we agreed to get to this area but we had a change of heart in the middle of the battle.[8]Steven Sharif
  1. Blog: 10 facts about castle sieges in the MMORPG.
  2. 2.0 2.1 Interview, 2023-09-10 (24:15).
  3. 3.0 3.1 3.2 Podcast, 2018-04-23 (21:55).
  4. 4.0 4.1 Liveübertragung, 2020-08-28 (1:31:11).
  5. Liveübertragung, 2018-01-18 (37:05).
  6. 6.0 6.1 6.2 6.3 Interview, 2023-09-10 (25:14).
  7. 7.0 7.1 7.2 7.3 7.4 7.5 Podcast, 2018-04-23 (15:14).
  8. 8.0 8.1 Interview, 2018-05-11 (44:20).