Ashes of Creation may have specific content that revolves around Alliances.
- Progression pathways within alliances.
- Guilds sharing common services with alliance members.
- Alliances can toggle relationships with nodes.
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 you know channels of bonding between the different guilds or players, the more sustainable that relationship. – Steven Sharif
Guild leaders can create an alliance at a certain level by completing a quest.
- Once created, the leader can invite up to three other guilds to this alliance, but this is subject to change.
- A guild may only be a member of one alliance.
- There is no member cap in an alliance, only a maximum of four guilds.
- Guild leaders will be able to pool resources into a guild alliance bank.
- There will be alliance specific quest lines.
- Alliance members will share a common chat channel.
- Alliances will have affiliations and gear that can be attained.
- Guilds may enter into trade agreements.
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. – 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. – Steven Sharif
Due to the lack of fast travel, guilds will need to plan to have people in the right place at the right time. Alliances with other guilds will help enable that.
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. – Steven Sharif
When a siege begins, temporary alliances are formed among attackers and defenders.
- For node sieges, citizens of the node or provincial nodes being attacked are automatically registered as defenders.
- There are many reasons to participate as an ally in the attack or defence of other nodes.
- 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. – Steven Sharif
An affiliation tree determines which entities can participate in attacks against other entities within its hierarchy.
- Corrupted players can be attacked regardless of other affiliations. This is something that will be tested during Alpha-2.
- Node citizenship.
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. – 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. – Steven Sharif
- ↑ 1.0 1.1 1.2 1.3 1.4 Podcast, 2018-05-11 (21:07).
- ↑ 2.0 2.1 2.2 Wywiad, 2018-08-08 (16:12).
- ↑ Transmisja na żywo, 2021-06-25 (1:25:55).
- ↑ Transmisja na żywo, 2021-06-25 (1:29:26).
- ↑ 5.0 5.1 5.2 5.3 5.4 Wywiad, 2018-08-08 (17:13).
- ↑ 6.0 6.1 6.2 6.3 Transmisja na żywo, 2019-01-11 (1:04:32).
- ↑ Transmisja na żywo, 2017-05-05 (23:26).
- ↑ Transmisja na żywo, 2017-05-26 (36:17).
- ↑ 11.0 11.1 Official Livestream - May 4th @ 3 PM PST - Q&A
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 Transmisja na żywo, 2019-03-29 (17:10).
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 13.8 Wywiad, 2018-05-11 (58:07).
- ↑ Transmisja na żywo, 2022-07-29 (1:07:20).