Sieges

Fonte: Ashes of Creation Wiki
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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 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.[1]Steven Sharif

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 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.[5]Steven Sharif

Cercos do castelo

Alpha-1 castle siege gameplay.[6]

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.[7]

Guildas participate in Cercos do castelo 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][12][13][14]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[15]
  • 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.[16]
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.[21]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[22][23]

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.[22]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 Vilarejo stage through questing.[22][23]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[23][24]
  • 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.[22][23]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[23][24]
  • 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.[25]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[26]
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.[23]Steven Sharif

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Cercos de base

Cercos de base (vídeo do Pre-alpha).[27]

À medida que certas áreas do mundo crescem, outras cairão. Essa é a fundação do mundo vívido e ativo que é Ashes of Creation, onde os jogadores tem a habilidade de tomar decisões cruciais que importam para a longevidade de uma área se tornar uma cidade, ou a decisão de cercear uma cidade rival. Erga-se das cinzas, crie o mundo ao seu redor, e seja parte da história que é escrita através das suas ações e decisões.[3]Margaret Krohn

Cercos de base permitem que os jogadores destruam bases.[3] Isso abre o caminho para novos desenvolvimentos e o acesso a conteúdos bloqueados nas bases próximas. Devido a essa dinâmica, o conflito político e a intriga fazem um papel importante na estrutura do mundo.[28]

Cercear uma base não será uma tarefa fácil para os atacantes. Cidades e metrópoles terão uma vantagem defensiva considerável.[28]

Se você possui um lar em uma base e não quer que ele seja destruído, terá que defender a cidade![29]Steven Sharif

Bases podem cair de nível de acordo com a Atrofia de Base.[3]

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Server prime-time

Objective-based PvP events such as node sieges, castle sieges, guild wars, and node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[9][10][30]

  • Guild wars and node wars can be declared at any time, but the objectives will only spawn during the prime-time window.[31]

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[32]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[33]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[34]
    • 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.[34]Steven Sharif

Siege participation

Non-registered combatants are not permitted on the siege field in castle or node sieges.[35]

  • Players may choose to respawn at their HQ as long as they are registered.[17][37]
    • Non-registered guilds are not granted the ability to take ownership of the castle if victorious.[17]

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.[39]

Siege weapons

Trebuchet siege weapon in Alpha-1 castle sieges preview.[40]

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.[41]

Siege weapons and siege vehicles are able to be utilized during sieges.[43]

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.[45]Steven Sharif
Anything that you want to bring into existence in the world is going to be built by players: Whether that is Navios, Siege engines, Armas, Armadura, etc.[47]Jeffrey Bard

Siege PvP

Sieges don't use the PvP flagging system.[48]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[49]

Siege NPCs

Siege NPCs, NPC guards, and mercenary NPCs serve as defense points during sieges and other events.[50][51]

  • Only combat NPCs are killable during a siege. Non-combat NPCs, such as merchants, will despawn and will respawn if the siege is unsuccessful.[50][52]
  • Mercenary NPCs can be hired in advance.[50] They are intended to be a significant presence but not the main line of defense in a siege.[53]

Mercenary NPCs

Mercenary NPCs can be hired to participate in objective-based situations.[55][56][57]

  • Varying tiers of mercenary NPCs may be unlocked based on the investment made in their progression. Highest tier NPC mercenaries are referred to as heros.[58][59][55][56]
  • Players can assign mercenary NPCs, but won't micromanage them, in a similar manner to pets.[57]
There are mercenary NPCs that can be assigned to players. We've discussed about that before and those will follow generically... a pet system even adopted majority of the pet system with the added bonus 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 few and far between. They'll be assigned specifically like let's say for example 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 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.[57]Steven Sharif

Ambientes Destrutíveis

Ambientes Destrutíveis serão um elemento chave de como os jogadores interagem com o mundo, tanto em Ashes of Creation Apocalypse como em Ashes of Creation o MMORPG.[62]

Queremos que a destruição seja um elemento chave de como os jogadores exploram o mundo.[62]Steven Sharif

  • Atacantes podem não ser capazes de destrur base durante um cerco. Em vez disso, podem executar ataques precisos para desabilitar edificações de serviços específicas dentro da base. Essas edificações podem ser atacadas com armas de cerco e bombas.[63]
  • Edificações de Base (including residências de jogadores) terão pontos de vida e podem ser danificadas durante cercos. Se as edificações sofrerem mais de aproximadamente 25% da sua vida em dano, qualquer PNJ ou serviço oferecido naquela edificação ficará desativado até que ela seja reparada.[64]
  • Se a base ainda existir após o fim do cerco, os cidadãos precisarão obter os recursos necessários para reparar e reconstruir qualquer infraestrutura danificada.[64][65]
    • Edificações maiores e mais avançadas precisarão de mais recursos para serem reparadas. Residências de base provavelmente precisarão da menor quantidade de recursos para serem reparadas.[66]
  • Residências de jogadores que forem destruídas durante um cerco não poderão ser vendidas.[67]

Você pode procurar ser mais preciso ao decidir atacar uma cidade. Digamos que uma base rival está tentando chegar, sei lá, no estágio cinco de base ou algo do tipo e você quer desativar a capacidade de progredirem seu sistema religioso. Você poderia focar no templo durante o ataque, ou talvez você queira impedir que a academia deles cheguem em um nível alto para que a de vocês possa; ou talvez você queira desativar diversas edificações que permitem que os cidadãos aceitem missões e recebam experiência, o que impede que eles compitam com a sua base em termos de experiência ganha. Esses ataques podem ser mais precisos e não precisam causar a destruição de uma base.[63]Steven Sharif

Siege abilities

Group summons are activated by a party leader with that ability in their class kit along with additive components from other classes that are part of the group.[71]

info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Up to eight players of the same primary archetype can band together to create monumental effects during a siege.[72]

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.[72]Steven Sharif

Summoner

Summoners can collaborate together during sieges to summon larger creatures, such as Golems.[73][74][75]

We do have the concept of siege summons being a thing with multiple summoners being required in order to create that siege summon. In those situations your character becomes the summon. So you don't have an AI that takes over your previous character but instead the recipient of those additional spell effects becomes the actual summon itself.[73]Steven Sharif
  • The target of the group summon becomes the summon itself.[73][75]
    • Previously it was stated that the party-leader becomes the summon.[74]
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
  • A siege summon will have an incremental size based on the number of summoners participating in that summon activity, with a maximum of eight.[76]
  • The number of summoners participating in the summon will determine its overall size.[76]
  • All summoners must be in the same party and the party leader must be a summoner.[74]
    • The party leader initiates the summon and then takes control of it.[74]
    • Once summoned, the party leader cannot be changed.[74]
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.[74]
    • The party may also contain non-Summoners.[74]

Tank

info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
Pre-alpha castle siege combat featuring a Tank siege ability.[77]
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.[72]Steven Sharif

Deserter debuff

There is no debuff penalty for leaving a siege before it is complete.[78]

Metrics

Ashes of Creation reúne dados de rastreio para facilitar conquistas, títulos e outras distinções num servidor.[79]

  • Número de defesas de cerco bem sucedidas.[79]
  • Número de ataques a cerco bem sucedidas.[79]
  • Número de abates no Pvp.[79]
  • Pontos de participação em raids.[79]
  • Número de firsts (primeiro do servidor).[79]

A visibilidade deste tipo de coisas no servidor ajuda a promover uma atmosfera competitiva. Se houver uma conquista atingível para a qual possa trabalhar, para que outros conheçam o seu sucesso, tem mais vontade de ser bem sucedido.[79]Steven Sharif

Leader boards

Haverá masmorras e tabelas de classificação em raid.[80]

  • Algumas tabelas de classificação estarão em todos os servers.[81]

Spectating battles

The ability to spectate battles, such as Sieges is being looked into.[82]

One of the issues I did have about that system in Lineage 2, was like 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 a means of information gathering. But it's maybe too easy of one. So we're - like i said - we're just looking into that. I haven't decided on that yet.[82]Steven Sharif

Visuais

Ver também

Referências

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