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Diferenças entre edições de "Node sieges"

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== Declaring a node siege ==
 
== Declaring a node siege ==
  
[[Node sieges]] are declared directly by any player{{quote|siege declaration.png}} who completes the prerequisites for the siege initiation.{{quote|siege prerequisites.png}} During the declaration period, individuals or [[Guilds|guilds]] can also register to attack.{{quote|siege registration.png}}
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[[Node sieges]] are declared directly by any player{{quote|siege declaration.png|link=https://discordapp.com/channels/256164085366915072/256164085366915072/305349162453696515}} who completes the prerequisites for the siege initiation.{{quote|siege prerequisites.png}} During the declaration period, individuals or [[Guilds|guilds]] can also register to attack.{{quote|siege registration.png}}
  
 
[[Node sieges|Siege declaration]] is very tough and will scale with the type of [[Nodes|node]] being sieged:{{quote|siege registration.png}}
 
[[Node sieges|Siege declaration]] is very tough and will scale with the type of [[Nodes|node]] being sieged:{{quote|siege registration.png}}

Revisão das 01h04min de 23 de julho de 2018

Cercos de base (vídeo do Pre-alpha).[1]

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.[2]Margaret Krohn

Cercos de base permitem que os jogadores destruam bases.[2] 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.[3]

Cercear uma base não será uma tarefa fácil para os atacantes. Cidades e metrópoles terão uma vantagem defensiva considerável.[3]

Se você possui um lar em uma base e não quer que ele seja destruído, terá que defender a cidade![4]Steven Sharif

Bases podem cair de nível de acordo com a Atrofia de Base.[2]

Declaring a node siege

Cercos de base are declared directly by any player[5] who completes the prerequisites for the siege initiation.[6] During the declaration period, individuals or guilds can also register to attack.[7]

Siege declaration is very tough and will scale with the type of node being sieged:[7]

Once a siege is declared there is a period of time before the siege will commence, determined by the size of the node:[10]

The time window for a node siege is appropriate for the server location.[10]

Siege alliances

When a siege begins, temporary alliances are formed among attackers and defenders.[11]

  • For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.[12]
  • There are many reasons to participate as an ally in the attack or defence of other nodes.[13]
    • 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.[13]Steven Sharif

Ashes of Creation may have specific content that revolves around Alliances.[14]

Content that revolves around alliances specifically and progression within the development of that alliance; and the ability to share some common services between guilds that are part of that alliance. I think that additionally allowing alliances to toggle certain relationships with nodes as an interaction is beneficial. That's going to provide an interesting dynamic for players who are either members of the particular node that has the relationship established or members of the Alliance. So I think that obviously building systems is is about creating the channels by which these players can form bonds and the more layers you have around those channels of bonding between the different guilds or players, the more sustainable that relationship.[14]Steven Sharif

Siege mechanics

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

A siege occurs over several phases.[16]

  • Certain siege mechanics may be gated for specific size groups during sieges.[17]
  • There will not be a deserter debuff for leaving a siege before it is complete.[18]
  • More will be revealed in an upcoming blog entry.[16]

Siege weapons

Trebuchet siege weapon in Alpha-1 castle sieges preview.[19]

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.[20]

Siege weapons and siege vehicles are able to be utilized during sieges.[22]

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.[24]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.[26]Jeffrey Bard

Siege PvP

Sieges don't use the PvP flagging system.[27]

Death penalties do not apply to objective-based events (such as caravans, guild wars, and node sieges).[28]

Siege NPCs

Siege NPCs, NPC guards, and mercenary NPCs serve as defense points during sieges and other events.[29][30]

  • Only combat NPCs are killable during a siege. Non-combat NPCs, such as merchants, will despawn and will respawn if the siege is unsuccessful.[29][31]
  • Mercenary NPCs can be hired in advance.[29] They are intended to be a significant presence but not the main line of defense in a siege.[32]

Siege objectives

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

Each node has a number of districts, depending on its stage.[16]

  • Districts are taken by defeating a "raid boss" guard NPC in that district.[16]
  • If attackers take over a district, they gain that district as a respawn location.[16]
  • Attackers can kill the quartermasters to increase the respawn times of the defenders while reducing their own respawn times.[33][16]

Defenders can assault the outposts of the attackers to hinder them.[16]

  • Destroying the headquarters of the attacking army is a victory condition for the defenders.[33][34]

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.[35]

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.[36]Steven Sharif

Completing a siege

A node siege will last for up to two hours.[37] Defenders will be required to hold a central point in the node. Attackers will need to remove the defender's flag and raise their own.[34] If the node survives, there will be a cooldown before the node can be sieged again:[37]

Node deleveling

A successful siege will delevel the node by one stage.[38] There will be spoils from successfully sieging a node.[39]

Consequências de um Cerco

Rubble will be visible for an undefined period of time following a successful node siege.[40]

Impact on freeholds

Template:Freehold siege

Node redevelopment

A node that was successfully destroyed by a node siege may develop differently due to the following influences:[41][42]

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.[44]

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.[45]

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.[45]Steven Sharif

Summoner

Summoners can collaborate together during sieges to summon larger creatures, such as Golems.[46][47][48]

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.[46]Steven Sharif
  • The target of the group summon becomes the summon itself.[46][48]
    • Previously it was stated that the party-leader becomes the summon.[47]
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.[49]
  • The number of summoners participating in the summon will determine its overall size.[49]
  • All summoners must be in the same party and the party leader must be a summoner.[47]
    • The party leader initiates the summon and then takes control of it.[47]
    • Once summoned, the party leader cannot be changed.[47]
    • If the party disbands, the summon ends. There will be a grace period to handle disconnects.[47]
    • The party may also contain non-Summoners.[47]

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.[50]
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.[45]Steven Sharif

Atrofia de Base

Bases podem cair de estágio de acordo com a atrofia de base.[2]

  • Esse é um design preliminar e pode mudar ao decorrer de testes. Isso pode se tornar um sistema de pontos de atrofia, onde pontos acumulados irão progressivamente bloquear serviços dentro de uma base. Essa base pode ser destruída (em vez de cair de estágio) caso passe de um certo limite de pontos.[51]

Existem problemas intrínsecos em reduzir o estágio de uma base em vez de simplesmente destruí-la, e talves simplesmente mudemos o sistema para um onde as bases acumulam pontos de atrofia que precisam ser recuperados ao longo do tempo; se isso não for feito, serviços dentro da base começaram a ser bloqueados, piorando a situação de atrofia, até chegar num ponto em que a base simplesmente desaparece.[51]Steven Sharif

  • Bases acumulam um déficit de experiência a cada dia, de acordo com o estágio da mesma. Esse déficit é subtraído de qualquer experiência ganha naquele dia. Se sobrar algum déficit, ele é então compensado com a experiência acumulada da base.[2]
  • Prefeitos podem dar início a sistemas de missões dos quais não-cidadãos podem participar. O prefeito pode usar uma parte do tesouro ou dos bens da base como recompensas ao completar missões. Jogadores poderão interagir com a base para ver que missões estão disponíveis em um dado momento.[52]
  • Certos avisos aparecerão para notificar os cidadãos de uma base que ela caiu abaixo da experiência requerida para seu estágio atual. Depois de um curto período de tempo, se a atrofia não for resolvida, a base caíra de estágio.[2]
  • Uma base não pode cairr mais de um estágio por vez.[2]
    • Quando uma base cai um estágio, ela entra em um período de segurança, durante o qual o déficit de experiência é reduzido a zero.[2]
  • É possível, através da atrofia de base, que duas bases em um mesmo estágio existam adjacentes uma a outra.[51]

Bases que caem de estágio voltam para o estágio anterior.[2]

Se uma Base cai de estágio, ela volta pro estágio anterior mas mantém todo o estilo racial que possuía antes de cair. Uma Base não pode perder mais de um estágio por vez. Por exemplo, uma Base Estágio 2 cai somente para o Estágio 1. Somente então ela poderá iniciar o processo para cair para o Estágio 0. Se uma Base perderia suas Vassalas ao cair de Estágio, ela o faz. Quando uma Base cai de Estágio, ela entra em um período de segurança, durante o qual o déficit de experiência é reduzido a zero. Ela volta a perder experiência com base no déficit após esse período.[2]Margaret Krohn

Impact of monsters and world bosses

Monster coin events (Bosses) cannot destroy or delevel nodes.[53] They can disable certain buildings, services and NPCs within a node.[54][55] Cercos de base are the chief mechanic for destroying nodes.[53]

For example, if the service building that got disabled was a blacksmith's building that housed a workbench, which was the only workbench in the region capable of crafting a t5 (or tier 5), or high-tier quality equipment, then of course that would have ramifications economically, as those pieces of equipment that are already readily available would raise in prices; and because there would be a issue within the supply chain of those items being introduced into the economy, you would potentially have some supply and demand changes economically and that could span regions: that could be global even.[58]Steven Sharif

Impact on player stalls

Players are not able to be attacked or robbed while occupying a player stall.[59]

Player stalls may not be renewed during a siege declaration.[59]

Zergs

For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[60], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[20]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[61]

Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[62] There are different ways to make a fight more difficult for larger sized groups without relying solely on stat buffs or making the boss a "damage sponge".[63]

  • Raid and dungeon bosses have specific mechanics and abilities that players need to learn and react to.[63] Zergs that are not aware of these mechanics or react to them appropriately will be wiped.[62]
  • There may be environmental hazards and AoE effects that cause more damage based on the number of players present.[63]
  • There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[64]

We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[64]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[65]

The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We want that political intrigue to be present in the game.[65]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[66]

I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[66]Steven Sharif

Instancing doesn't play a major role in limiting zergs, due to 80% of content in Ashes of Creation being open-world.[67]

  • There may be instanced locations within castle and node sieges where specific groups can participate in certain objective-based waypoints.[67]

Zerging is always a problem in a lot of these MMORPGs where you really can't control the number of participants in certain open-world systems; and in that sense instancing is a great tool that designers can sometimes use to curate a particular number of participants that you want. But the predominant amount of content within Ashes of Creation, over 80% of which is is open-world content, so instancing is very limited.[67]Steven Sharif

Ver também

Referências

  1. Vídeo, 2016-12-04 (0:02).
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 Blog - Know Your Nodes - Advance and Destroy.
  3. 3.0 3.1 A reactive world - Nodes.
  4. Vídeo, 2017-04-30 (5:31).
  5. siege declaration.png
  6. siege prerequisites.png
  7. 7.0 7.1 siege registration.png
  8. siege resources.png
  9. 9.0 9.1 siege equipment.png
  10. 10.0 10.1 siege notice.png
  11. siege alliances.png
  12. siege auto defenders.png
  13. 13.0 13.1 Official Livestream - May 4th @ 3 PM PST - Q&A
  14. 14.0 14.1 14.2 14.3 14.4 Podcast, 2018-05-11 (21:07).
  15. Transmissão ao vivo, 2023-08-31 (2:10:23).
  16. 16.0 16.1 16.2 16.3 16.4 16.5 16.6 siege more info.png
  17. siege mechanics.png
  18. Transmissão ao vivo, 2017-05-24 (37:05).
  19. Vídeo, 2021-05-28 (25:44).
  20. 20.0 20.1 Blog: 10 facts about castle sieges in the MMORPG.
  21. Vídeo, 2021-05-28 (11:55).
  22. Entrevista, 2023-09-10 (22:29).
  23. Entrevista, 2018-08-08 (20:49).
  24. 24.0 24.1 Transmissão ao vivo, 2018-01-18 (37:05).
  25. 25.0 25.1 Transmissão ao vivo, 2021-05-28 (1:04:29).
  26. Transmissão ao vivo, 2017-05-24 (17:08).
  27. Transmissão ao vivo, 2017-05-19 (45:14).
  28. Transmissão ao vivo, 2020-12-22 (1:13:51).
  29. 29.0 29.1 29.2 29.3 Transmissão ao vivo, 2023-08-31 (2:09:32).
  30. siege success.png
  31. siege npcs killable.png
  32. Transmissão ao vivo, 2017-07-28 (36:51).
  33. 33.0 33.1 Entrevista, 2020-07-19 (37:58).
  34. 34.0 34.1 Transmissão ao vivo, 2017-05-19 (47:07).
  35. Transmissão ao vivo, 2019-11-22 (17:59).
  36. Transmissão ao vivo, 2019-11-22 (15:48).
  37. 37.0 37.1 siege more info.png
  38. siege success.png
  39. siege spoils.png
  40. Transmissão ao vivo, 2018-07-09 (42:48).
  41. 41.0 41.1 41.2 41.3 Transmissão ao vivo, 2020-10-30 (39:17).
  42. 42.0 42.1 42.2 42.3 Transmissão ao vivo, 2017-05-24 (52:39).
  43. Transmissão ao vivo, 2019-11-22 (41:02).
  44. Transmissão ao vivo, 2023-01-27 (1:33:42).
  45. 45.0 45.1 45.2 45.3 Podcast, 2018-05-11 (49:20).
  46. 46.0 46.1 46.2 Transmissão ao vivo, 2023-03-31 (1:22:21).
  47. 47.0 47.1 47.2 47.3 47.4 47.5 47.6 Entrevista, 2018-08-17 (14:59).
  48. 48.0 48.1 Transmissão ao vivo, 2017-05-19 (10:06).
  49. 49.0 49.1 Transmissão ao vivo, 2018-04-8 (AM) (28:01).
  50. steven-a1-leak-1.png
  51. 51.0 51.1 51.2 Entrevista, 2020-07-08 (1:00:15).
  52. 52.0 52.1 Entrevista, 2020-07-08 (1:04:05).
  53. 53.0 53.1 Transmissão ao vivo, 2017-05-24 (22:30).
  54. monster events.png
  55. Transmissão ao vivo, 2017-05-03 (36:25).
  56. monster siege before.png
  57. monster sieges.png
  58. 58.0 58.1 Transmissão ao vivo, 2022-04-29 (1:07:20).
  59. 59.0 59.1 Transmissão ao vivo, 2017-10-16 (59:39).
  60. pillars-confusion.png
  61. Transmissão ao vivo, 2017-05-05 (23:26).
  62. 62.0 62.1 Transmissão ao vivo, 2017-05-19 (25:18).
  63. 63.0 63.1 63.2 Transmissão ao vivo, 2020-11-30 (1:16:09).
  64. 64.0 64.1 Transmissão ao vivo, 2017-05-22 (57:37).
  65. 65.0 65.1 Entrevista, 2018-05-11 (44:20).
  66. 66.0 66.1 Entrevista, 2018-08-08 (11:52).
  67. 67.0 67.1 67.2 Transmissão ao vivo, 2022-01-28 (17:50).