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=== Node leadership ===
 
=== Node leadership ===
  
{{Leadership powers}}
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{{Node leadership powers}}
  
 
=== Node wars ===
 
=== Node wars ===

Version vom 31. Mai 2022, 22:00 Uhr

Ashes of Creation bietet diverse Inhalte, die sich um Allianzen drehen.[1]

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.[1]Steven Sharif

Gildenallianzen

Gildenanführer können ab einer bestimmten Stufe Allianzen gründen, in dem sie ein Abenteuer abschliessen.[2]

  • Sobald eine Allianz erstellt ist, kann der Gildenanführer bis zu drei weitere Gilden der Allianz hinzufügen.[2]
  • Es gibt keine Mitgliederbeschränkung innerhalb von Allianzen, lediglich maximal vier Gilden dürfen in einer Allianz sein.[2]
  • Gildenanführer können Ressourcen in eine Gildenallianz Bank umverteilen.[3]
  • Es gibt allianzspezifische Abenteuerreihen.[3][4]
  • Mitglieder einer Allianz haben einen geteilten Chat Kanal.[3][4]
  • Allianzen haben Verbindungen und Ausrüstungsgegenstände die erworben werden können.[3]
  • Gilden können auch Handelsabkommen gründen.[4]

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.[3]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.[4]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.[5]

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.[6]Steven Sharif

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[7]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[8]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[9]
    • 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.[9]Steven Sharif

Node politics

Innerhalb der Node wird es keine Bürgerkriegsmechanik geben, aber es wird Spielraum für interne politische Konflikte geben; wie die Untergrabung der derzeitigen Führung und die Störung des Handels.[10]

Wir möchten, dass die Konsequenzen eine Rolle spielen, und wenn diese Person gewählt wurde, müsst ihr mit den Mitteln der Mechanik arbeiten, um sie abzuwählen.[11]Steven Sharif

Node leadership

Alpha-1 Empyrean city node information panel.[12]

The government has a lot of say in the direction of the node's development. Directing assets, building projects, tax allocation, defensive ability etc. Players have the ability to not only create these cities, but they have the right of self-governance.[13]

Mayoral leadership powers are granted to mayors via the use of mandates.[14][15]

  • Declaring war on another node and rallying citizens to the cause.[21][33]
  • Mayors will have an emblem generation suite that allows them to create their node flag.[40]
There definitely are differences... Some of the things that mayors can do are more universal, but then some systems have very specific if your node has a certain dominant race, or your node is a certain type, or it's in a certain biome. So there's even differences between where it is too.[42]Chris Justo
  • Some decisions require the mayor to be present in the ZOI of the node. Most do not.[43]
  • If a mayor does not make certain decisions within a set period of time then the system will make a decision for them.[44][45]
Q: The idea behind all these nodes are awesome, but I wonder how it will actually play out in the live version. The problem is having player run or the problem with having player run towns is that people come and go in video games. So, will towns die out etc?
A: We incorporate as part of those designs certain fail-safes, certain protections, certain automated progression that takes over when some of those decisions are lacking or are not made; and those decisions can be defaulted. Now, of course, that would have a deleterious effect on the direction that a particular node might want to go, because they're going to be doing default behaviors, or default actions, as opposed to something that might be in line with the strategic objective of that particular node, or the specialization that the node has previously been attempting to do. But that is why we have a regularly recurring election period where players can take the reins of power and can elect someone else to come in and participate and and re-right the ship, so to speak. So it is absolutely a component of having player-driven mechanics that there is an opportunity for things to be less than ideal, or less than strategic when certain bad-faith actors or people leave, but there are safeguards in place.[44]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.
  • Choosing a node name from a predetermined list.[46][47]
  • Gilden do not control nodes.[48][49]
    • Guilds hold separate roles in the direction of the node than the roles held by private citizens.[13]
    • Only a certain number of guilds may participate in these roles.[13]
    • Separate guild roles are reserved for small, medium and large guilds.[13]

Node wars

Node-Regierungen können einer anderen Node den Krieg erklären und Bürger für die Sache gewinnen. [33]

  • Dadurch werden die Bürger der kriegführenden Node, einschließlich ihrer Verbündeten, gegenseitig als Kombattanten gekennzeichnet. [50]
  • Vasallen-Nodes können ihrer übergeordneten Node oder ihren anderen Vasallen keinen Krieg erklären. [41]
  • Node-Kriege können jederzeit ausgerufen werden, aber die Ziele erscheinen nur während der Server Prime-Time.[51]
    • Spieler können sich während des Krieges jederzeit gegenseitig töten (nicht nur während der Server Prime-Time).[51]
We have conditions that you can set between nodes with regards to either nodes being friendly with each other and acting trade alliances, or they can declare war on nodes similar to how guild wars may function in different games, where those citizens become hostile to each other based on the player government that's elected in the particular node. So those systems all cater to allowing a conflict that's meaningful and that also provides a non-imbalanced relationship between stronger guilds and not as strong guilds.[52]Steven Sharif

Zugehörigkeiten

Ein Zugehörigkeiten-Baum wird entwickelt, welcher bestimmt, welche Einheiten an Attacken gegen andere Einheiten in der Hierarchie teilnehmen könnnen.[53]

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.[53]Steven Sharif

Siehe auch

Einzelnachweise

  1. 1.0 1.1 1.2 1.3 1.4 Podcast, 2018-05-11 (21:07).
  2. 2.0 2.1 2.2 Interview, 2018-08-08 (16:12).
  3. 3.0 3.1 3.2 3.3 3.4 Interview, 2018-08-08 (17:13).
  4. 4.0 4.1 4.2 4.3 Liveübertragung, 2019-01-11 (1:04:32).
  5. Liveübertragung, 2017-05-05 (23:26).
  6. Liveübertragung, 2017-05-26 (36:17).
  7. siege alliances.png
  8. siege auto defenders.png
  9. 9.0 9.1 Official Livestream - May 4th @ 3 PM PST - Q&A
  10. Liveübertragung, 2017-05-24 (40:50).
  11. 11.0 11.1 Liveübertragung, 2019-06-28 (1:26:14).
  12. Liveübertragung, 2018-12-12 (14:48).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 MMOGames interview, January 2017
  14. 14.0 14.1 14.2 14.3 Liveübertragung, 2023-08-31 (31:44).
  15. Liveübertragung, 2017-11-17 (9:49).
  16. 16.0 16.1 16.2 16.3 16.4 Blog: Development Update with Village Node.
  17. Liveübertragung, 2023-08-31 (59:43).
  18. 18.0 18.1 Interview, 2020-07-08 (1:04:05).
  19. 19.0 19.1 Liveübertragung, 2017-06-30 (53:57).
  20. Liveübertragung, 2023-08-31 (39:17).
  21. 21.0 21.1 21.2 21.3 Liveübertragung, 2022-04-29 (27:42).
  22. Liveübertragung, 2020-03-28 (1:03:38).
  23. steven-tavern-games-1.png
  24. steven-tavern-games-2.png
  25. Tax spending.png
  26. Liveübertragung, 2020-07-25 (1:22:40).
  27. Liveübertragung, 2018-01-18 (37:05).
  28. siege equipment.png
  29. Liveübertragung, 2020-06-26 (59:11).
  30. 30.0 30.1 30.2 Liveübertragung, 2023-08-31 (35:23).
  31. 31.0 31.1 Liveübertragung, 2023-08-31 (44:21).
  32. Liveübertragung, 2022-08-26 (1:12:40).
  33. 33.0 33.1 33.2 33.3 City hall.
  34. Liveübertragung, 2023-08-31 (29:04).
  35. Liveübertragung, 2023-08-31 (30:41).
  36. assassination.jpg
  37. Liveübertragung, 2021-12-23 (1:30:34).
  38. 38.0 38.1 steven-godspikes.png
  39. Liveübertragung, 2020-07-25 (1:52:45).
  40. Liveübertragung, 2023-08-31 (41:15).
  41. 41.0 41.1 Blog - Know Your Nodes - The Basics.
  42. 42.0 42.1 Liveübertragung, 2023-08-31 (28:30).
  43. Steven Quote 3.png
  44. 44.0 44.1 Video, 2023-09-29 (1:52).
  45. Liveübertragung, 2023-08-31 (29:33).
  46. node naming.png
  47. Liveübertragung, 2017-05-19 (36:05).
  48. Liveübertragung, 2017-05-19 (36:09).
  49. steven guild leader mayor.JPG
  50. 50.0 50.1 Interview, 2020-07-19 (24:34).
  51. 51.0 51.1 steven-wars-prime-time.png
  52. Video, 2018-04-05 (41:48).
  53. 53.0 53.1 53.2 53.3 53.4 53.5 53.6 53.7 53.8 Interview, 2018-05-11 (58:07).