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An affiliation tree determines which entities can participate in attacks against other entities within its hierarchy.[1][2]

There's node citizenship. There's guild. There's alliance. There's party. There's raid. There's family. All of these types of affiliations have a hierarchy. The highest of which is your node affiliation: So your citizenship is your greatest superceding relationship, which means if you were a part of a guild and the guild has multiple nodes in which its members are citizens of, if there was a war between two of those nodes, the members of those nodes would be first and foremost citizens who defend that node, even against their own guild members.[1]Steven Sharif

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.[2]Steven Sharif

ةعومجملا تايمانيد

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ةعومجملا تايمانيد aim to bring players together.[4]

One of the main philosophical pillars behind our design was that PvE must be impactful and inclusive. We want solo players, small groups and large groups to all have a home within our system.[5]

Ashes of Creation is in development. These systems could change through playtesting and player feedback.[4]

Group sizes

The minimum goal is 500 players on a single battlefield. I think we will be able to hit 500vs500 but we shall see.[6]Steven Sharif

Ashes of Creation is designed for solo players as well as large and small groups.[7][8]

The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party.[4]

Content isn't locked behind guilds.[13]

  • Mechanics exist within larger conflicts for small groups and even solo players to impact the battle.[14]
  • This includes systems that will likely focus on single group sized participants while the larger battle is occurring.[14]

Intuitive grouping

There are systems such as quests, events and monster coins that lend themselves toward intuitive grouping, but no specific decision has been made to include this functionality.[15]

See also

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