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Dabei seit: 19.05.2025 Beiträge: 25
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Verfasst am: Gestern um 07:34 Titel: Freehold Security in Ashes of Creation: How Permissions Work |
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What Is Freehold Security in Ashes of Creation?
In Ashes of Creation, freehold security is not about locks, guards, or PvP protection. Instead, it is about who is allowed to use your freehold and its services.
Freehold owners can set permissions that control access to:
Entering the homestead
Interacting with furniture
Accessing freehold storage
Using crafting and processing stations
Harvesting gatherable resources on the freehold
In general, security is handled through social systems like family and guild, not through individual player lists.
Who Actually Owns a Freehold?
A freehold is owned by one account only. That ownership cannot be shared.
Even if you play multiple characters or accounts, only one account is considered the official owner. Everything else works through permissions.
Most players treat the owner account as the “main” account and then use permissions to let other trusted accounts help manage the freehold.
How Do Freehold Permissions Work?
Freehold permissions are designed to work with family and guild systems.
Instead of granting access to individual players one by one, you usually assign permissions to:
Your family
Your guild
In practice, this makes management easier, especially for active groups.
Permissions can cover actions like:
Entering the property
Using artisan and business buildings
Accessing storage
Interacting with crafting or processing stations
Harvesting resources within the freehold area
Most players will use broad permission settings rather than micro-managing every interaction.
Can You Give Permissions to Individual Players?
At the moment, it is not fully confirmed whether freehold permissions can be granted to individual players outside of family or guild systems.
Based on current information:
Permissions are intended to work mainly through family and guild
Granting access to random individuals may not be supported
Some permissions may apply only to battalions or sub-groups within a guild
In general, most players should assume that family and guild membership are required for meaningful access.
How Family Permissions Are Usually Used
The family system is designed for small, trusted groups. In most cases, players use family permissions for:
Alt accounts
Real-life friends
Long-term trusted players
Family members can usually:
Enter the freehold
Use crafting and processing stations
Access storage (if allowed)
Harvest gatherables
In practice, families are used when players want tight control without opening access to a full guild.
How Guild Permissions Are Usually Used
Guild permissions are more flexible but also more risky.
Most players use guild permissions for:
Shared crafting hubs
Economic-focused freeholds
Guild-run artisan buildings
However, permissions may be limited to:
Certain guild battalions
Specific micro-structures within the guild
In general, players avoid giving full storage access to the entire guild unless they fully trust their leadership and members.
What About Decorating the Freehold?
Decorating permissions are much more restricted.
Currently:
Only the freehold owner can decorate
Other players cannot freely place or move furniture
Previously, there were mentions of allowing decoration without item removal, but current information suggests decoration remains owner-only.
This means that even trusted family or guild members usually cannot decorate unless future systems change.
Can Family Members Apply Cosmetic Skins?
Yes, there is one important exception related to cosmetics.
Family members may be allowed to:
Apply their cosmetic skins to freehold buildings
This does not mean they own the building or its contents. It simply allows visual customization.
In practice, most players will still want to coordinate cosmetics carefully to avoid conflicts in appearance.
How Storage Access Is Usually Managed
Storage is one of the most sensitive parts of freehold security.
Most players follow these patterns:
Family members get limited or full storage access
Guild members get restricted access or none
High-value materials are kept private
Even in guild-focused freeholds, owners usually keep personal storage locked down.
This reduces the risk of mistakes, misunderstandings, or abuse.
Crafting and Processing Permissions in Practice
Crafting stations are often the main reason players grant access to a freehold.
In general:
Family members usually get full crafting access
Guild members may get crafting access without storage access
Public access is usually avoided
Some players may run semi-open crafting freeholds for economic reasons, but this requires careful permission management.
A few players who want faster progression sometimes choose to buy Ashes of Creation gold for leveling on U4N, but most still rely on crafting networks and trusted access instead of opening their freehold to everyone.
Harvesting Resources on a Freehold
Freeholds can include gatherable resources, and permissions control who can harvest them.
Most players handle this by:
Allowing family members to harvest freely
Allowing guild members during organized sessions
Disabling harvesting for others
In practice, freehold harvesting is often treated as a shared benefit for close groups, not a public resource.
Will Freehold Permissions Change in Alpha-2?
Interaction between freehold permissions and the guild system is planned to be tested in Alpha-2.
This means:
Some permission rules may change
Guild battalion-based access may be refined
Individual permissions may or may not be added
Most players should expect adjustments as testing continues.
Practical Tips for Managing Freehold Security
Based on common player behavior, these tips usually help:
Keep ownership on your most active account
Use family permissions for trusted players only
Be cautious with guild-wide access
Separate storage permissions from crafting permissions
Avoid changing permissions too often to prevent confusion
Freehold security is less about rules and more about trust.
Freehold Security
Freehold security in Ashes of Creation is built around social structures rather than hard restrictions. The system assumes that most players will rely on family and guild relationships to decide who gets access.
In general, the safest approach is to start with minimal permissions and expand only when needed. Most problems come from giving access too broadly, not from being too strict.
As systems evolve through testing, the exact details may change, but the core idea of permission-based security is likely to remain.
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