Alliances: Unterschied zwischen den Versionen
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Version vom 31. Mai 2022, 22:00 Uhr
Ashes of Creation bietet diverse Inhalte, die sich um Allianzen drehen.[1]
- Entwicklungspfade innerhalb Allianzen.[1]
- Gilden die gemeinsame Dienstleistungen mit Allianzmitgliedern teilen.[1]
- Allianzen können Verbindungen zu Knotenpunkten erstellen.[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]
- Die einzige Möglichkeit, einen gewählten Bürgermeister vor Ablauf seiner Amtszeit zu entfernen, besteht darin, die Node zu zerstören. [11]
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
Mayoral leadership powers are granted to mayors via the use of mandates.[14][15]
- Initiate buy orders using gold from the node treasury.[16][17][18][19]
- Initiate mayoral commissions to aid node development.[16][20][18][14][21][13]
- Adjust node taxes.[16][14][22] This includes setting tax rates that apply to tavern games.[23][24]
- Tax money may only be used to fund node development.[25]
- Initiate service building construction and expansions.[16][14]
- Improving node defensive structures, such as stronger walls and gates, traps, and siege equipment.[21][26][27][28][13]
- Hiring mercenary NPCs to defend the node during sieges.[29][13]
- Set a message-of-the-day for the node.[30]
- Proposing node policies that are voted on by citizens.[31][32][21]
- Mayors won't have formal systems to carry out surveys/polls of node citizens, but they will be able to utilize node citizen chat or message-of-the-day services.[30]
- Mayors may have special color names in node chat channels.[30]
- Entering into trade agreements with other nodes.[16][31][33]
- Mayors cannot denote players as enemies of the state.[35] Previously this was a potential option.[33][36]
- Mayors are notified when their node is named on a siege declaration scroll.[37]
- Mayors and lords of castles have spells they can use on the battlefield with high effect and long cooldowns for their teams.[38]
- Mayors gain new powers and responsibilities as their node advances.[41]
- Some leadership powers are specific to node type, biome, or dominant race, others are universal.[42]
- 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
- 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
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]
- Die Aufträge sozialer Organisationen sind entweder kooperativ oder gegnerisch, basierend auf dem Kriegsstatus ihrer übergeordneten Node. [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]
- Allianzen.[53]
- Bürgerschaft.[53]
- Gilden.[53]
- Gruppen.[53]
- Schlachtzüge.[53]
- Religionen.[53]
- Gesellschaft.[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
- ↑ 1.0 1.1 1.2 1.3 1.4 Podcast, 2018-05-11 (21:07).
- ↑ 2.0 2.1 2.2 Interview, 2018-08-08 (16:12).
- ↑ 3.0 3.1 3.2 3.3 3.4 Interview, 2018-08-08 (17:13).
- ↑ 4.0 4.1 4.2 4.3 Liveübertragung, 2019-01-11 (1:04:32).
- ↑ Liveübertragung, 2017-05-05 (23:26).
- ↑ Liveübertragung, 2017-05-26 (36:17).
- ↑
- ↑
- ↑ 9.0 9.1 Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ Liveübertragung, 2017-05-24 (40:50).
- ↑ 11.0 11.1 Liveübertragung, 2019-06-28 (1:26:14).
- ↑ Liveübertragung, 2018-12-12 (14:48).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 MMOGames interview, January 2017
- ↑ 14.0 14.1 14.2 14.3 Liveübertragung, 2023-08-31 (31:44).
- ↑ Liveübertragung, 2017-11-17 (9:49).
- ↑ 16.0 16.1 16.2 16.3 16.4 Blog: Development Update with Village Node.
- ↑ Liveübertragung, 2023-08-31 (59:43).
- ↑ 18.0 18.1 Interview, 2020-07-08 (1:04:05).
- ↑ 19.0 19.1 Liveübertragung, 2017-06-30 (53:57).
- ↑ Liveübertragung, 2023-08-31 (39:17).
- ↑ 21.0 21.1 21.2 21.3 Liveübertragung, 2022-04-29 (27:42).
- ↑ Liveübertragung, 2020-03-28 (1:03:38).
- ↑
- ↑
- ↑
- ↑ Liveübertragung, 2020-07-25 (1:22:40).
- ↑ Liveübertragung, 2018-01-18 (37:05).
- ↑
- ↑ Liveübertragung, 2020-06-26 (59:11).
- ↑ 30.0 30.1 30.2 Liveübertragung, 2023-08-31 (35:23).
- ↑ 31.0 31.1 Liveübertragung, 2023-08-31 (44:21).
- ↑ Liveübertragung, 2022-08-26 (1:12:40).
- ↑ 33.0 33.1 33.2 33.3 City hall.
- ↑ Liveübertragung, 2023-08-31 (29:04).
- ↑ Liveübertragung, 2023-08-31 (30:41).
- ↑
- ↑ Liveübertragung, 2021-12-23 (1:30:34).
- ↑ 38.0 38.1
- ↑ Liveübertragung, 2020-07-25 (1:52:45).
- ↑ Liveübertragung, 2023-08-31 (41:15).
- ↑ 41.0 41.1 Blog - Know Your Nodes - The Basics.
- ↑ 42.0 42.1 Liveübertragung, 2023-08-31 (28:30).
- ↑
- ↑ 44.0 44.1 Video, 2023-09-29 (1:52).
- ↑ Liveübertragung, 2023-08-31 (29:33).
- ↑
- ↑ Liveübertragung, 2017-05-19 (36:05).
- ↑ Liveübertragung, 2017-05-19 (36:09).
- ↑
- ↑ 50.0 50.1 Interview, 2020-07-19 (24:34).
- ↑ 51.0 51.1
- ↑ Video, 2018-04-05 (41:48).
- ↑ 53.0 53.1 53.2 53.3 53.4 53.5 53.6 53.7 53.8 Interview, 2018-05-11 (58:07).