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complete servers going to be onesided any counter ?
Flowy1
dear ashes of creation community,
i love the open world dungeons and raids. because i wanna steal all your loot and after that make fun of how me and the boys did u guys dirty in all chat
in other games ive played ive noticed that usually after a while 1 Guild becomes the strongest and the other guilds are unable to defeat that guild. and yes people can make alliance and stuff but at some point the server becomes 1 sided.
wich means the winning guilds/(alliance) will be able to farm these dungeons. and the losing guilds will be left poor.
wich usually results in everybody joining the winning side just because its more easy and because u get better rewards.
is there going to be any counter to this ?
or is there any fix or solution to this ?
friendly greetings.
Flowy
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Boanergese
There will be 5 castles on a server and 5 metropolises. So, each castle will influence 20% of the region. It's not like Mega Guild A is going to allow Mega Guild B to hold the castle indefinitely. The ability to build resources, maintain the castle, and defend it is going to take a toll on the resources of the guild or alliance. Remember that for a node to go from rank to rank there are going to be zones of influence. Ten different guilds in ten different nodes are all going to be vying for their node to level up higher than their neighbor. If my node is rank 2, then your node can't become rank 2 until my node becomes rank 3. People also have personalities, and it will still be difficult from guilds to maintain a strong alliance. Guilds can leave alliances; smaller guilds can band together to hold their territory. 8 guilds of 50 players might form its own alliance of 400 players to offer protection to their nodes. As I said before this isn't World of Warcraft so there isn't going to be faction imbalances. What you are probably going to see is a land rush from the starter areas and people spread out and level. As Steven mentioned each server may have its own personality. Server A is going to be different than Server B, than Server C, etc.
https://www.ashes101.com/
tautau
Also, remember that there is a
maximum
of five metros on a server and this does not guarantee that any given server will have five metros. Why?
- The five metros can happen if the nodes which grow large are located nearly ideally. This may seldom happen. I would suspect that the distribution of the largest nodes would usually lead to four metros, and possibly it might be only three.
- Metros will take quite a while to grow, many months. So, at first, we will have none, then one, then two, then three, then number 1 might dwindle so that what would have been number four will turn out to be the third one, and so on.
- Some servers, particularly the ones most wracked by guild wars and drama, may have trouble developing. This could be particularly true if the drama becomes toxic and people go to other servers, giving a few servers unusually low population. We saw this in L2.
- The Underworld will complicate things, since there will be nodes there which will impact the surface. We will have underwater nodes, too, yet another complication.
- Other scenarios which do not occur to me may also inhibit metro growth.
What is the point of this? I agree with the posters above who speculate that we will have limited centers of civilization with edges and pockets of near wilderness. This will be a far more complex and fluid world than gamers have ever encountered before. Ever.
JustVine
Oh you want to talk about native guild coops cool.
Yes I think this '8 guilds of 50' forming a protectorate is a theoretical possiblity. I also think that is a less and less meaningful 'influencer' after a year or two of the server being up. 'An age of chaos' is definitely something I expect early on. But people will settle and get in a groove. I expect in the current system people will figure out how to manipulate citizenship to create spheres of guild influence in more consistent ways. Early on this will be an incentive for going to war, to prevent consolidation of power. But people can organize unlimitedly. Even if there is a cap on official allegiance 1200 people really is an overwhelming force. People want to be on the powerful side especially when it has benefits. I expect this to happen often, because there are many positives and few negatives to forming said allegiance.
Back to your coalition. In the 'age of reconciliation' they will need to adapt once tge enemy numbers start getting bigger. The bonus to smaller guilds can be an okay bandaid, but organization starts becoming a requirement (or the game will be politically unskilled and a crab barrel anyway, so lets assume it does.) At what point do we consider them the same entity? A private message board for the node? A shared decision making body to mitigate greivances and make tactical decisions? I personally consider those integral components. I think this has the potential to effectively create a federation, but to make everyone happy in such a federation humans will want their slice of the pie. Every part of the alliance will surely get a node. And that is kind of my point. Guilds will dominate the nodes (edit for clarity: the smaller nodes) and it will be uncommon after a point, for them to not be federated while also occupying the same node in terms of governance after a certain point. One party, one node. Join the federation today!
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