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Alpha Two Phase II testing is currently taking place five days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
A Fix to spamming Guild Wars for its rewards

The current problem is this: Guilds want to spam wars for the rewards. The answer is simple: Divest the rewards of a war from the event.
For starters, what is a war?
A war between two groups are high risk strategies to settle a dispute, and the only certainty is the high cost involved.
A real war does not generate a reward. So why would we want to go to war? Using real wars again as an example, the most common reasons are:
All of these are reasons a group may go to war against another group. Instead of 'generating gold' you might force a guild to gamble gold. Or maybe instead you're not interested in their gold (perhaps because you know they're broke), and instead want to win a war to upset their capabilities (AKA a debuff that lasts for X number of days).
Following this design, we would no longer watch guilds spam-farm meaningless wars to generate gold. Instead, it becomes a sandbox tool to promote gamer politics through the "Might Makes Right" Doctrine.
You might also design it so that the declaring guild can choose the debuff, but the the declared guild gets an in-war advantage (+hp, dmg, defenses, etc). This would incur the 'High Risk' aspect of the war, and committing to this 'high risk strategy' would put some weight behind a guilds mettle.
Just as in real life, war in Ashes would become a serious endeavor. Wars are no longer meaningless; they have weight, and committing to a war would give your guild some repute, a way inflict pain on your rivals, and to have a fun gamble to prove your stuff.
So... What kinds of debuffs would you like to inflict on your rivals?
For starters, what is a war?
A war between two groups are high risk strategies to settle a dispute, and the only certainty is the high cost involved.
A real war does not generate a reward. So why would we want to go to war? Using real wars again as an example, the most common reasons are:
- To rob your neighbors.
- To settle disputes.
- To pressure friends and enemies alike into negotiations.
- To flex your military might.
- All encompassing 'political reasons'.
All of these are reasons a group may go to war against another group. Instead of 'generating gold' you might force a guild to gamble gold. Or maybe instead you're not interested in their gold (perhaps because you know they're broke), and instead want to win a war to upset their capabilities (AKA a debuff that lasts for X number of days).
Following this design, we would no longer watch guilds spam-farm meaningless wars to generate gold. Instead, it becomes a sandbox tool to promote gamer politics through the "Might Makes Right" Doctrine.
You might also design it so that the declaring guild can choose the debuff, but the the declared guild gets an in-war advantage (+hp, dmg, defenses, etc). This would incur the 'High Risk' aspect of the war, and committing to this 'high risk strategy' would put some weight behind a guilds mettle.
Just as in real life, war in Ashes would become a serious endeavor. Wars are no longer meaningless; they have weight, and committing to a war would give your guild some repute, a way inflict pain on your rivals, and to have a fun gamble to prove your stuff.
So... What kinds of debuffs would you like to inflict on your rivals?
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