Social organizations

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Social organizations are ways for players to interact with the world around them in a different manner. They are about creating micro communities within the game.[2]

The whole idea of these societies is that they are a mechanism for progression that do not have to rely on your level progression. These are different progression paths that players can participate in. If you don't want to leave a node in your gameplay experience and you want to find as much as you can do within that city, these offer those things. Now, some quests might take you outside of the city to you know hunt and pursue things, but you could also perfectly be a person that is a merchant and purchases them from other travelers instead of having to go do it yourself. We want to offer players a diverse method of progression; and these systems house those benefits.[3]Стивен Шариф

Social organizations function a little bit like factions, but without flagging mechanics.[4]

Sometimes two organization's goals might not align with each other and there'll be conflict there, but it's not going to be like everybody in the Traders Guild is at war with everybody in the Thieves Guild.[4]Джеффри Бард

Social organizations are run by NPCs, however there will be ranks that certain members can attain that will grant some influence over the organization.[5]

Types

Different types of Social organizations have different objectives relating to their specific types of game play.[2]

Benefits

Social organizations grant up to 3 or 4 augments based on:[3]

  • Whether the organization is the patron of their node: Meaning it contributes the most amount of work to the node from its members.
  • A player's progression within that organization.

If you are part of a town that has been developed and the Scholar's Academy has the most amount of work from the players, that becomes a patron organization of the city so will grant certain benefits and services to players that they can participate in, that relate to their position within the Scholar's academy. Augments are a huge thing that these different societies will offer. They're not going to be a lot of arguments within the society's progression: It will probably be around 3 or 4 that exist per organization. So, you'll have to really investigate and study which organization is most beneficial for the path you've chosen with your archetype or whatever role you wish to have in the world.[3]Стивен Шариф

Social organizations offer special cosmetics.[3]

Social organizations have a role in artisan progression.[3]

Social organizations may relate to which bosses might need to be killed first and may affect building progression of a node.[2]

Joining

Players may only pledge loyalty to one social organization at a time.[2]

  • Social organizations are system generated. They are not owned by players.[6]

Прокачка

Игрок прогрессирует в социальной организации путём выполнения заданий или квестов.[7] Будут иерархические пути содержащие специальные цепочки квестов согласно тематике организации.[7]

  • Саботаж.[8]
  • Шпионаж.[8]
  • Интриги.[8]
- Например, гильдия воров может требовать в квестах получение конкретных предметов для продвижения внутри организации.[7]

Социальные организации получат цепочки квестов в которых смогут принять участие игроки, некоторые будут содержать саботаж, шпионаж, интриги... В то время как это не обязательно PvP в смысле боев между игроками, это PvP в смысле противопоставления сообществ этих организаций друг против друга в соревновательной атмосфере, где только некоторые вещи могут быть достигнуты некоторыми сообществами; и не все смогут успешно выполнить определённые задания. Так что, я думаю, это уникальный способ привлечь значимый конфликт который не обязательно должен сводиться к PvP, потому что, очевидно, у нас много PvP систем в игре и у игрока есть много способовпринять участие в PvP сражении; но мы также хотим убедиться что с точки зрения прокачки, с точки зрения системы будут возможности следовать этим цепочкам квестов, эти задания будут стравливать организации между собой, особенно с организационной точки зрения.[8]Стивен Шариф

  • Социальные организации открывают аугменты навыков.

Вы увидите что аугменты активно используются во многих наших системах. КОгда мы говорим о системах в гильдиях, социальных организациях, религиях. Многое из этих вещей будет влиять на то, чем и каким образом вы сможете аугментировать свои навыки.[9]Джеффри Бард

Leaving

A player can switch organizations, but will lose progress in their previous organization.[2]

Affiliations

An affiliation tree is under development that determines which entities can participate in attacks against other entities within its hierarchy.[10]

There is guild affiliation, there's party affiliation, there's a raid affiliation, alliance affiliation, there's a citizenship affiliation, there's society affiliation, there's religious affiliation. 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.[10]Стивен Шариф

Sharemarkets

As nodes develop, player governments may open a Stock exchange (also called Stock markets and Sharemarkets) where players can buy and sell shares in Узлы, Guilds and Social organizations.[6][11]

  • There is no regulatory commission to restrict the purchase and sale of stocks.[12]

Patron guilds

Whether an organization is the patron of their node means it contributes the most amount of work to the node from its members.[3]

Any number of guilds can be in a node, but the number of patron guilds within a node is limited by node stage.[13]

Смотрите также

Примечания