Burgbelagerungen

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Alpha-1 castle siege gameplay.[1]

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.[2]

Gilden participate in Burgbelagerungen in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[3]

  • 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.[7][8][9][10]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[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]
I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[17]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[18][19]

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.[18]Steven Sharif
  • 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.[18][19]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[19][20]
  • 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.[18][19]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[19][20]
  • 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.[21]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[22]
There will be benefits to attracting people... even if they're not in your guild or alliance – 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.[19]Steven Sharif

Siege mechanics

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

A siege occurs over several phases.[23]

  • Certain siege mechanics may be gated for specific size groups during sieges.[24]
  • There will not be a deserter debuff for leaving a siege before it is complete.[25]
  • More will be revealed in an upcoming blog entry.[23]

PvP

Sieges don't use the PvP flagging system.[26]

Bestrafungen für den Tod do not apply to objective-based events (such as caravans, guild wars, and node sieges).[27]

NPCs

Siege NPCs, NPC-Wachen, and mercenary NPCs serve as defense points during sieges and other events.[28][29]

  • Only combat NPCs are killable during a siege. Non-combat NPCs, such as merchants, will despawn and will respawn if the siege is unsuccessful.[28][30]
  • Mercenary NPCs can be hired in advance.[28] They are intended to be a significant presence but not the main line of defense in a siege.[31]

Siege objectives

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

Each node has a number of districts, depending on its stage.[23]

  • Districts are taken by defeating a "raid boss" guard NPC in that district.[23]
  • If attackers take over a district, they gain that district as a respawn location.[23]
  • Attackers can kill the quartermasters to increase the respawn times of the defenders while reducing their own respawn times.[32][23]

Defenders can assault the outposts of the attackers to hinder them.[23]

  • Destroying the headquarters of the attacking army is a victory condition for the defenders.[32][33]

Attackers may not be capable of deleveling a node. Instead they may carry out precision attacks to disable specific service-oriented buildings within the node. These buildings can be targeted with siege weapons and bombs.[34]

As the attackers are sieging a city they have obviously a win condition- a win objective- but additionally there can be casualties from a structural standpoint during that process. So let's say if the... attackers were to not succeed in completely destroying the node they could still affect damage across multiple types of buildings that are present within the node, which disables services for that those citizens and also will require some type of reconstruction effort on behalf of the citizens.[35]Steven Sharif

Siehe auch

Einzelnachweise