Ashes of Creation

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Ashes of Creation (AoC) is an upcoming MMORPG, set in a high fantasy open world.[1]

Ashes of Creation takes place within a medieval fantasy setting, blending imagination with cutting-edge graphics. We are putting the word massive back into massively multiplayer with unique and novel mechanics that will bring meaning to player action. Ashes of Creation will incorporate the best parts of traditional MMORPGs with innovative sandbox concepts. You will choose your fate at every opportunity. Questlines will open and close based on the interactions of the players with their world, because this is a world where choice is consequential. Monsters will roam and grow in ferocity as civilization disrupts the natural order of things. From the location of towns to the size of cities, you will determine the landscape of your world. It will be unique in culture, ecology, and economy.[2]

Ashes of Creation is an upcoming MMORPG set in a world of high fantasy where player’s choices will shape and define the world around them.[1]

Ashes of Creation is a unique take on the MMO experience. Our world structure is dynamic and built to react to the actions of our players. Cities will rise and fall, their populations based on the history of the world as the players create it. Quests will unlock as these populations gather, their needs grow, and secrets are unlocked. As the world’s NPC structure is established in real time, players will have the ability to destroy what they’ve created, paving the way for new development, new populations, and real change. Political strife and intrigue will play a very real role in the structure of your world. Gone are the days of static worlds, change is here to stay.[2]

Based on community feedback I decided to prioritize the alpha one testing phase and forego the castle siege Apoc testing until after Alpha One. This is a riskier development path, but demonstrating the mmorpg core systems became higher priority.[6]Steven Sharif

We have a lot of work ahead of us. In 2020, we will be inviting you into the Alpha One test phase where you will get to experience the systems and mechanics of the MMORPG we have all been waiting for. We are excited for all of the data this will provide us with and cannot wait to make the iterations necessary to create the MMORPG of our dreams. The Alpha One experience will not be under NDA, so our glorious community will be able to watch along as our Alpha One testers take their first steps into Verra.[7]Steven Sharif

The Ashes of Creation release schedule is subject to change.[8]

In 2020, you can look forward to new blogs on classes, node types, freehold buildings and equipment. As well as, more in-depth videos that showcase a whole host of systems our Alpha One players will be experiencing in their testing.[7]Steven Sharif

Phase Release Estimated/Actual date
Pre‑alpha Alpha-0.[9] December 15, 2017.[10]
APOC Ashes of Creation Apocalypse battle royale stress test (NDA).[11] September 7, 2018.[12]
Ashes of Creation Apocalypse battle royale stress test (NDA lifted).[13] October 19, 2018.[13]
Ashes of Creation Apocalypse battle royale open beta.[14] December 18, 2018.[15]
Ashes of Creation Apocalypse battle royale early access.[16] September 24, 2019.[17]
Ashes of Creation Apocalypse castle siege mode PI closed testing.[18] December 19, 2019.[18]
Ashes of Creation Apocalypse battle royale testing ends.[19] March 10, 2020.[20]
Ashes of Creation Apocalypse castle siege mode.[11] After Alpha-1.[6][19]
Ashes of Creation Apocalypse horde mode.[11] After Alpha-1.[6][19]
Alpha Alpha-1 early look livestream.[21] March 27, 2020.[22]
Alpha-1 limited QA testing (NDA).[23][24] May 28, 2020.[25][26]
Alpha-1 release (no NDA).[27][23] Fall 2020.[23][26]
Alpha-2 (persistent alpha).[28][29] -
Beta Betas won through the weekly drawings ("Beta-0").[30] After Alphas, but before Betas.[30]
Beta-1. -
Beta-2. -
Pre‑release Head start for crowdfunding backers at the Founder level and above.[31] 1-2 days before launch.[31][32]
Release Launch (live) release. To be announced.[33]
Post‑launch Major releases (DLC expansions). Quarterly.[34]
Minor releases. Monthly.[34]

Índice

Bases

Base em estágio de Metrópole no Pré-alfa.[36]

Bases existem em locais pré-determinados, envolvidos em uma zona de influência, e que podem expandir e se tornar cidades de tamanhos diferentes. Podem ser desde um pequeno campo até uma metrópole gigantesca. O tamanho das cidades depende da contrubuição dos jogadores e o quanto avançaram a Base. Jogadores não são donos de uma Base, mas podem obter terras dentro da mesma. Jogadores que fazem parte do governo de uma Base específica terão a habilidade de modificar tipos de edificações e serviços, mas no geral uma Base vai crescer de uma maneira própria (imagine PNJs construindo essas cidades, e não jogadores criando prédios e estruturas individualmente). A área de contribuição de uma Base é maior que a cidade em si, permitindo que os jogadores partam em aventuras enquanto avançam a construção da cidade. Chamamos a área de contribuição de uma Base de "Zona de Influência", e é a área onde jogadores podem ajudar a avançar a Base onde se encontram.[37]

Dentro de cada servidor existem locais de desenvolvimento cuidadosamente escolhidos, chamados Bases.[1]

Bases são o coração do mundo, responsáveis por criar o fluxo de vida. Em essência, Bases são pontos pré-determinados no mundo, envolvidos em uma Zona de Influência e cercados de áreas geográficas que mudam com o passar do tempo, de acordo com a participação dos jogadores. O mapa mundial é dividido em regiões, e cada região contém diversas Bases. À medida que uma Base avança, ela influencia o tipo de conteúdo dentro de si e ao seu redor. Jogadoes não criam as Bases. Porém, se forem parte do governo de uma Base específica, terão a habilidade de influenciar a diplomacia, e modificar tipos de prédios/edificações e também os serviços ofeerecidos naquela Base. Haverão 103 locais de Base no lançamento, cada um com seu próprio impacto na narrativa e no desenvolvimento do mundo.[42]Margaret Krohn

Bases existem por todo o mundo e a localização de uma certa base definirá seu tipo; mas esse tipo será...visto no estágio inicial de desenvolvimento, quando uma base se espalhar em tempo real no mundo; são basicamente esses PNJs, esses mercadores, que vem até uma área e oferecem seus serviços/abrem lojas ou o que seja. Você vai ver o estilo da base através desses mercadores. Então se for uma base militar, verá pessoas militares. Se for...uma base mercantil, verá mercadores. Se for científica, verá sábios; e se for uma base divina, verá sacerdotes e clérigos. Então os jogadores terão um entendimento claro do tipo de base que querem progredir.[44]Steven Sharif


Bases podem ter um de quatro (4) tipos de bases, cada um com suas especializações únicas.[42]

  • Os jogadores conseguirão identificar o tipo de base em seu primeiro estágio de desenvolvimento (Expedição) com base na população de PNJs.[44]
Tipo de Base.[42] Especialização.[42] PNJs.[42]
Bases Divinas Se especializam na Fé e na melhoria de equipamentos/habilidades Sacerdotes
Bases Mercantis Se especializam em Comércio and mercadores Mercadores
Bases Militares Se especializam em treinamento de combate e de classes Guardas
Bases Científicas Se especializam em construções e artesãos Sábios

Ashes of Creation permite que você, jogador, decida o destino do mundo ao seu redor. Com cada Tipo de Base, você altera o fluxo de recursos e bens no mundo. Você ajudará a criar a maior Metrópole Mercantil e a guiar as riquezas de Verra, ou escolherá um outro caminho, com novas histórias repletas de aliados e inimigos?[45]


Os Tipos de Bases são predeterminados e iguais em todos os servidores.[42]

Por exemplo, se uma Base Científica Estágio 4 for destruída, se tornará uma Base Científica Estágio 0. Ela nunca será de um tipo além de Científico. A localização desses Tipos tem relação com as influências da área ao redor da Base.[42]Margaret Krohn

Os Tipos de Bases afetam diversos serviços e sistemas a cada estágio de evolução de Base.[42]

Evolução de Base

Demonstração da evolução de base desde Região Selvagem (estágio 0) até Metrópole (estágio 6).

Bases avançam ao coletar experiência das ações de jogadores próximos. À medida que os jogadores participam de conteúdos dentro da Zona de Influência de uma Base (a área ao seu redor), eles contribuem aquela experiência para o desenvolvimento da Base. A experiência dada a uma Base pode ser modificada com base em certos Eventos e Conquistas. Quando uma Base alcança a experiência necessária, passa pelo processo de avançar para o próximo estágio. Existem algumas exceções em que uma Base não pode avançar mesmo que tenha a experiência necessária - comumente, uma Base não pode avançar se é Vassala de outra Base e avançaria para o mesmo estágio da Base Dominante.[46]Margaret Krohn

Aa atividades de jogadores Cidadãos and não-cidadãos (missões, coleta, raids, etc.) dentro da ZOI de uma base conta para a evolução daquela base específica (progressão).[1] Bases possuem sete (7) estágios de evolução, com barreiras de experiência para cada estágio. Quando uma Base alcança a experiência necessária em seu estágio atual, ela evolui para o próximo.[42]

Estágio de base.[1] Nome alternativo.[47] Tempo para evoluir.[1] Residência de jogadores.[48]
0. Região Selvagem -
1. Expedição Encruzilhada Algumas horas -
2. Acampamento Campo Muitas horas -
3. Vilarejo Vila Alguns dias Casas de pequeno porte
4. Município - Muitos dias Casas de médio porte
5. Cidade - Algumas semanas Casas de grande porte
6. Metrópole Metro Muitas semanas Mansões

A Área de Desenvolvimento de uma Base é onde a civilização apareçerpa à medida que a Base evolui. Com o aumento do Estágio da Base, diferentes prédios, PNJs, e serviços ficarão disponíveis na Área de Desenvolvimento. Quanto maior o Estágio da Base, mais complexa e povoada a Área de Desenvolvimento se torna. Áreas de Desenvolvimento também irão variar dependendo do Tipo de Base - Mercantil, Militar, Científica, ou Divina; entraremos em detalhes sobre cada um desses Tipos em posts futuros nessa série.[46]Margaret Krohn

Ilustração Conceitual. Bases que estão na ZOI de bases mais evoluídas terão sua progressão limitada pela base mais evoluída.[49] ZOIs provavelmente terão formas irregulares no jogo, e os círculos aqui são somente para ilustrar o funcionamento.

A partir do Estágio de Base 3, quando uma Base evoluir, ela dominará as Bases próximas, transformando-as em Vassalas. Bases Vassalas pertencem à Base Dominante precisam estar pelo menos um Estágio abaixo da mesma. Isso significa que Bases Vassalas não podem crescer até que sua Base Dominante evolua para o próximo estágio. Bases Vassalas entregam qualquer excesso de experiência à Base Dominante, e podem ter suas próprias Vassalas, desde que estejam dentro da Zona de Influência da Base Dominante. Estão sujeitas ao governo, alianças, guerras, impostos, e comércio da Base Dominante, e podem receber ajuda federal da mesma. Uma Base Vassala não pode declarar guerra contra sua Base Dominante ou suas Vassalas. Cidadãos de Vassalas estão sujeitos às situações diplomáticas de sua Base Dominante.[42]Margaret Krohn

A evolução de uma base libera seu conteúdo único, mas vem com a desvantagem de travar o avanço de um número cada vez maior de bases vizinhas.[50]

  • Bases avançam para o primeiro estágio rapidamente. Isso disponibiliza serviços de PNJs como vendedores e armazenamento de itens.[51]
  • Quanto mais evoluída uma base, maior sua ZOI.[36]
  • Bases menos evoluídas (chamadas de bases vassalas) que se encontram dentro da ZOI de uma base mais evoluída ainda podem ganhar XP, mas precisam ficar em um estágio de evolução menor que o da base dominante.[49]
    • O sistema de vassalos começa quando uma base chega no estágio 3 (vilarejo), mas bases vizinhas em estágios abaixo de 3 também bloqueiam o crescimento de seus vizinhos imediatos.[52]
  • Devido à maneira que o algorítimo de progressão calcula a expansão territorial (ZOI) durante a evolução de base, existe a pequena possibilidade de duas bases no mesmo estágio ficarem próximas uma da outra.[53]
    • O algorítimo de expansão territorial leva em conta a costa mais próxima, bases vizinhas, e a atividade de jogadores nas áreas próximas ao longo das últimas semanas ou mês.[54]

Normalmente o algorítmo que é aplicado à expansão territorial de uma base previne que bases significantes fiquem próximas...Pode acontecer uma incrível coincidência onde toda a progressão algorítmica de território faça com que essas bases fiquem próximas pois existem certos requerimentos necessários para a dominação de uma base vassala; e é possível que duas bases nunca dominariam a outra como vassala e acabem ficando próximas e crescendo em direções opostas: fica parecendo Um Conto de Duas Cidades.[53]Steven Sharif

  • Uma base não recebe XP de bases dentro de sua ZOI até que eles tenham chegado ao limite de XP.[49]
  • Jogadores são movidos para um local seguro se colidirem com estruturas que aparecem durante a evolução de base.[55]
  • Cidadãos de uma base podem contribuir para o avanço de outras bases.[56]
  • A porcentagem exata de experiência de evolução ao obter itens ou matar monstros não será conhecida explicitamente para evitar que os jogadores "otimizem" o sistema.[57]

Pessoas diferentes tem recursos diferentes investidos na progressão de uma base, e seria meio 'meta' se você soubesse exatamente o que é necessário para evoluir, pois isso desincentivaria jogadores de participarem.[57]Steven Sharif

Cercos de base

Cercos de base (vídeo do Pre-alpha).[58]

À medida que certas áreas do mundo crescem, outras cairão. Essa é a fundação do mundo vívido e ativo que é Ashes of Creation, onde os jogadores tem a habilidade de tomar decisões cruciais que importam para a longevidade de uma área se tornar uma cidade, ou a decisão de cercear uma cidade rival. Erga-se das cinzas, crie o mundo ao seu redor, e seja parte da história que é escrita através das suas ações e decisões.[46]Margaret Krohn

Cercos de base permitem que os jogadores destruam bases.[46] Isso abre o caminho para novos desenvolvimentos e o acesso a conteúdos bloqueados nas bases próximas. Devido a essa dinâmica, o conflito político e a intriga fazem um papel importante na estrutura do mundo.[1]

Cercear uma base não será uma tarefa fácil para os atacantes. Cidades e metrópoles terão uma vantagem defensiva considerável.[1]

Se você possui um lar em uma base e não quer que ele seja destruído, terá que defender a cidade![59]Steven Sharif

Bases podem cair de nível de acordo com a Atrofia de Base.[46]

Read more...

Combate

Alpha-1 PvE combat early preview.[60]

Combat is the most tactile system in the game. It's the thing you will experience most often; and outside of the systems and mechanics that are going to be present for the overarching core gameplay loop, combat needs to feel responsive. It needs to not feel floaty. It needs to feel mobile. It needs to be fluid. It needs to give a feeling of satisfaction. The audio components, the effects components, the animations themselves, the types of skills and those types of things: All of those are really our objective in fine-tuning the approach for our combat in Ashes of Creation.[61]Steven Sharif

Combate in Ashes of Creation is focused on strategy and tactics.[62]

  • Combat is the most tactile system in the game. It needs to feel responsive, mobile and fluid. It needs to give a feeling of satisfaction.[61]

We want combat to be engaging, fun... Right now we've begun the sprint toward Alpha-1 first phase deployment, so we're really looking into the action side of combat right now; and we're building systems for that. And the reason why we are doing that is because tab-targeting has been a staple of MMORPGs for a very long time, even though there's a large interest now in action for MMORPGs and there has been some successful titles with action-oriented, like TERA and BDO. We want to be able to really delve into that development so that we can better understand how to merge tab and action together in the same game, because they are vastly different play-styles.[63]Steven Sharif

Read more...

Factions

There are no predefined factions in Ashes of Creation.[64]

We present the player with these soft friction events and then that determines who your friends and your foes are.[65]Steven Sharif

Because we are non-faction based, you want to grant the user the ability to either do things that are "evil" or "good", so there has to be a plethora of choice on the evil side for them to participate in.[66]Steven Sharif

Open world

Alpha-1 open world dungeon entrance.[67]

80% of the content that will exist in Ashes of Creation is open-world and there's a specific reason for that. So because of the way that friendships and or enemies are forged in the game and people have the opportunity to create their own friends or foes. We want that to play out from a contesting standpoint as well. So a lot of these hunting grounds or raid bosses that people are going to have opportunities to kill, they're going to be essentially contested potentially by your your enemies that you've created in the game or you can work together to create alliances in order to defend those contested zones.[68]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[69]

  • No loading time or loading screens between regions.

There will be open world dungeons and raids. The aspiration is to maintain the open world feel while being able to capitalize on the benefits of instanced mechanics.[70]

  • Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal. Outside of these and arenas there will not be too much instancing anywhere else.[69]
  • There will be an 80/20 split between open world vs instanced encounters.[68][71][72]

We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[69]Jeffrey Bard

The PvP flagging system presents an opportunity for open conflict.[73]

PvE

Pre-alpha PAX East 2018 PvE Developer playthrough, 4 April 2018.[74]

The environment in Ashes of Creation is a visually stunning realm, with fantastical beasts and creations designed to both inspire awe and instill fear. The world is harsh and unforgiving, presenting a clear and present danger to the players. Dungeons, demons and dragons, oh MY! Our unique and adaptive AI means that an encounter with similar creatures will yield a completely different experience to adapt to as a player. Keeping you on your toes for constantly changing responses from your adversary. The world awaits its heroes.[75]

The Node system facilitates the generation of new PvE content such as Missões, Masmorras, Raids and Moedas do monstro.[76]

There is going to be a lot of PvE content for all portions of the playerbase... Part of that risk versus reward: Your risk is your time you're putting in to having a chance at getting the reward and successfully completing; and that should feel good based on how much time you devote. Now I know that there's a spectrum of casual and hard-core players in the time there, what we can do, but that's why we have many different content paths that play towards how you affect the world around you.[77]Steven Sharif

PvE content adapts to the development of the world to avoid repetition.[78]

Whenever you have a player versus environment setting you don't want a stagnant kind of overly repetitive because its lackluster. It does not have that a component that engages.[78]Steven Sharif

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Pvp

Alpha-1 open world caravan Pvp.[79]

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess. Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[75]

Pvp (Player versus player combat) is the catalyst for change in Ashes of Creation.[80] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Kings and Queens.[76]

Because players are motivated by different things, because they want something from the game that other players don't want, that's going to cause people to butt heads. Different players are going to want different experiences and the conflict between the two of them will create a bigger and better thing. Out of strife comes rebirth and that's a core symbol, it's a core theme that occurs throughout the game.[59]Jeffrey Bard

There are many reasons to engage in open world PvP in Ashes of Creation.[81]

Just because our flagging system gives corruption to pkers, doesn't mean PvP won't happen. There is plenty of reason for PvP to occur open-world. Scarce resources, open world hunting grounds, caravans, sieges, guild wars etc.[81]Steven Sharif

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Gear

There may be some gear binding (BoE or BoP) but it will be an exception rather than the rule, as this doesn't facilitate the objectives for the economy.[82]

A lot of what we experienced in games that usually come before us is that many things are account bound and they're soulbound to your character... Instead very little here is character bound. Very very little. The vast majority of gear- yes you will get quest related gear as rewards- but it won't be let's say one set in one dungeon and you must run the dungeon over and over. Instead we want to really emphasize the reliance on the economy and crafters and gatherers and processors to support a majority of the gear structure in-game, combined with that of world raid bosses and dungeon bosses; not a repetitive quest line through a single dungeon.[84]Steven Sharif

Weapon types

There is an even split between melee and ranged weapons.[89]

Read more...

Armor types

Armor types in Ashes of Creation.

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Raças

Eight of the nine races in Ashes of Creation.[106]

Ashes of Creation offers nine playable races.[107][108]

Parent race Races
Aela Humans Kaelar.[109] Vaelune.[109]
Dünzenkell Dwarves Dünir.[109] Niküa.[109]
Kaivek Orcs Ren'Kai.[109] Vek.[109]
Pyrian Elves Empyrean.[109] Py'Rai.[109]
Tulnar.[110]

Verra is a world with rich and diverse cultures. Much of its important history has been dominated by the major races. Humans of the coast and plains, Orcs within the hills and the marshes, Elves in the forest and the riverlands, and the esteemed Dwarves of the mountains. The major races have held dominance through countless wars and skirmishes between the lesser races of Verra. Decades may pass between these flareups of violence. There are many minor races on Verra. Some of the minor races exist in makeshift villages or tribes if you will. Some of the major villages among the minor races are comprised primarily of the Giants, less reputable sects of Human, Gnomes, and Halflings. The Halflings are not Halflings in a traditional sense but actually half-bloods of different races.[111]Steven Sharif

Wandering the darker places in the world lie truly sinister abominations of creation. The great churches of civilization often dispatch heroes of the state to eliminate these threats to mortals. There currently exist four great nations on Verra. This is 25 years roughly before the fall: The Aelan Empire, Pyrian Kingdom, the Kaivek Protectorate, and the nation of the Dünzenkell. There was not always only four great nations. Long ago the races were more divided into many nations and city states.[112]Steven Sharif

In the 7,000 years of recorded history, wars upon wars were fought. Some for land, others for resources, many for beliefs. Royal houses stood and fell over the years. Some now long bereft of lordship. Many city states exist in Verra. Some self-governed bastions of democracy and republics alike. Others are vassal states at the behest of their benefactors.[113]Steven Sharif

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Classes

Com 8 Modelos para combinar, jogadores poderão escolher um total de 64 combinações para criar suas próprias classes.[114][115][116]

Secondary
Bard Cleric Fighter Mage Ranger Rogue Summoner Tank
Bard Minstrel Soul Weaver Tellsword Magician Song Warden Trickster Songcaller Siren
Cleric Scryer High Priest Templar Oracle Protector Shadow Disciple Shaman Apostle
Fighter Bladedancer Highsword Weapon Master Spellsword Hunter Shadowblade Bladecaller Dreadnought
Mage Sorcerer Acolyte Battle Mage Archwizard Spellhunter Shadow Caster Warlock Spellstone
Ranger Bowsinger Soulbow Strider Scion Hawkeye Scout Falconer Sentinel
Rogue Charlatan Cultist Duelist Nightspell Predator Assassin Shadow Lord Shadow Guardian
Summoner Enchanter Necromancer Wild Blade Spellmancer Beastmaster Shadowmancer Conjurer Brood Warden
Tank Argent Paladin Knight Spellshield Warden Nightshield Keeper Guardian

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Papéis

Ashes of Creation has the traditional trinity of Tank, DPS and Support/healer roles.[117][118]

We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity.[119]Steven Sharif

Religiões

There are six primary religions as well as an Underrealm religion.[120][121]

  • Religion is intended to be a motivator, not an aesthetic.[122]
  • Choosing a religion enables a player to walk a light or a dark path.[123]

We're talking about a pantheon here, not necessarily separate religions. They're all kind of offshoots of who is the better god, or who is the god who identifies best with you.[123]Jeffrey Bard

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Character

Character stats and attributes.[125][100]

  • Physical Damage Bonus.[126]
  • Physical Disable Modifier.[126]
  • Physical Critical Damage Bonus.[126]
  • Physical Skill Cooldown.[126]
  • Physical Critical Rate Bonus.[126]
  • Physical Evasion Bonus.[126]
  • Physical Accuracy.[126]
  • HP Regeneration.[126]
  • Physical Defense Mitigation.[126]

Character nameplate

A character's nameplate is displayed above their head.[129]

  • This can be the first or last name (family name).[129]
  • The name of the character's Guild is displayed next to their name.[130]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[131][127][132]
  • An icon will identify the character's class.[133]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[133]
  • A buff icon indicates the character's gear and grade.[133][134][135]

Alts

There are no specific barriers to alts.[136] Gear will be able to be transferred between characters.[137]

There will be a comfortable level of character slots available to players because we are a subscription model game.[138]Steven Sharif

Criador de personagens

Alpha-1 launcher/character selection.[139]

The character creator (or character customization screen) allows players to define the look of their character in Ashes of Creation.[141]

We're gonna have a wide array of character customization.[142]Steven Sharif

The goal is to have a character creator that is on par with if not much better than what BDO provided.[143]

If I had to give a comparison, I would use BDO as an example of what our Character Creation is going for.[144]Steven Sharif

A character's voice may be able to be selected from preset options.[145]

There is a chance that the character creator will be released early.[143][146]

Character appearance

Vaelune character appearance options.[147]

There is a great variation that's going to be available from a character standpoint when creating your character, especially around the face. Whether it be the shape of the jawline, the cheeks, the ears, the nose, the lips. You know we want to provide a lot of options and an agency to the player to customize their character appearance.[147]Steven Sharif

Vaelune beard appearance options.[148]

We want there to be a lot of room for people to manifest their own identity, to role play how they want to from an appearance standpoint. There's going to be parameters within which you will be able to customize a character. We want the culture and the identity of the races to exist in a range that makes them easily identifiable from other players and other cultures. So, because of that, we have to have a spectrum you can exist on. There will be a lot of hair variants you can do, body art tattoos that you can apply. You'll be able to play with the scales of the facial structure, the bones, the height, width, the body fat percentage. You'll be able to add body hair on different parts of the body. If you want to have hair on your feet, you can dial that up.[149]Steven Sharif

Character appearance can be customized in the character creator (CC)[150] and via in-game salons/barbershops.[151]

  • Character models are focused on realism.[152]
  • A player will see a generic character before customization.[153]
  • Character designs will have influences from a wide range of cultures, such as European, African and Asian.[154]
  • Lolis will not be in the game.[155]

Sliders will offer flexibility in customization.[156] There will be limits to the amount of deformation possible for a character based on their race.[157]

Adjustments will allow a character to appear more feminine or masculine.[158]

  • These are relative to the character's race.[158]
    • Female Dwarven beards will not match that of the male. It will be more of a braided option that is not as voluminous.[149]

Character appearance is able to be saved to hard disc.[162]

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[163][164][165]

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Cosméticos

Rime and Regal‎ pre-order pack cosmetics.[166]

All skin cosmetic items are cosmetic items only and do not grant the user any other benefit. The lore text is flavor text, and background of the creatures and items in the world of Verra. (Note: Costumes and Mounts may be accessible in Ashes of Creation Apocalypse. We'll notify you when these items have been added.)[166]

Cosméticos provide a wide array of customization in Ashes of Creation.[167]

The most grand looking cosmetics will be from in-game achievment only.[170]Steven Sharif

  • Cash shop cosmetics will offer a diverse selection of unique looks.[171]

I want to make sure that equitable cosmetics both from a quantity and quality standpoint are achievable through in-game achievements. Time, effort should let you be happy with what you can accomplish.[169]Steven Sharif

In my opinion quality of cash shop cosmetics should be equal to in game achievable cosmetics, but offer a diverse selection of unique looks.[171]Steven Sharif

Obtaining cosmetics

Some cosmetics can be obtained in-game:[172]

Conquistas may unlock some cosmetics.[172]

Not all cosmetics are obtainable through in-game means. These will be purchasable through the cosmetic store.[172]

Cash shop cosmetics will be limited in quantity, limited in time for purchase. They will be unique, but you will also have extremely difficult to gain cosmetics in game as well as unique cosmetics that look great and better... There will be a lot of cosmetics that are achievable in the game because that is a very fun aspect of MMO play.[173]Steven Sharif

Cosmetic items

Cosmetic items allow players to customize their character in-game.[142]

  • Eye color.
  • Skin color.
  • Hair color.
  • Hairstyles.
  • Tattoos.
  • Scars.

Cosmetic items that produce in-game cosmetic effects will also be available.[174]

Armor appearance

Alpha-1 female plate armor 3D render.[175]

We want to be realistic with the application of particular types of armor, such as plate armor. In this regard for the different sexes there's a fine line that has to be drawn between accentuating the form of the sex as well as making it somewhat realistic and actually applicable to the environment.[175]Steven Sharif

Gear will have appearance slots (Transmutation/Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[176][177]

  • Cosmetic slots can be toggled on or off by the player.[179]
    • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[163][164]

I'm more of the mind that it wouldn't really serve a purpose to have bikini plate armor, just in like reality, if you're going to have armor, it should be protective. I think from a fashion statement is enjoyable for some people, but it's a kind of an immersive issue.[180]Steven Sharif

We're going for kind of a more realistic look; not necessarily realistic setting, but we want our characters to have weight and kind of feel like they're there.[180]Jeffrey Bard

Gear attachments

Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[187]

  • There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[187]

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Lore

Ashes of Creation logo.[188]

Ashes of Creation is a direct reference to the storyline. Without giving too much away, the phoenix is going to be a persistent symbol throughout the first phase of the storyline, and the world that the players will be inhabiting is a long-lost world that has suffered devastating calamity.[189]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[190]Steven Sharif

There are different parts to the Lore in Ashes of Creation.[191]

These story arcs drive one or more quest lines.[191]

We're keeping lore very close to the chest and the reason for that is because it is very rich. It is diverse. It will have applications outside of just the MMORPG. We intend to take it much further, but I want it to be something that the players get to reveal themselves, that's not just handed to them and then the experience is lost. They should feel when they're experiencing this that it relates to them on a personal level.[192]Steven Sharif

It is about mythology and discovering what truths mythologies are talking about and finding out what really happened on this world so long ago; and that's part of that discovery process; and we want people to feel that throughout the game, not just in terms of lore but in terms of the world itself.[193]Jeffrey Bard

Story arcs

Story arcs drive one or more quest lines in Ashes of Creation.[191]

  • Personal quest lines.
  • Cultural quest lines.
  • Regional quest lines.

All of the events are based around storytelling. All of the the narrative quests are based around storytelling. All the organizational quests are based around storytelling. You know the game is built from a story basically, so we want to make sure that there's context and relevancy for all of the actions that you're doing in the game.[194]Jeffrey Bard

The overarching narrative is that players are the returning children of Verra. They will not be characterized individually as "saviors".[195]

Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so you know every system that's created touches a story.[194]Steven Sharif

Every stage a node develops it's unlocking narratives, storylines, it's changing the spawn population of the area around it, changing what bosses exist, it's triggering events where you may have legendary dragons attack the city. It's basically writing the story of the server based on the actions and determination of the players. So, you may experience a dungeon one month earlier and have a completely different story that relates to this location the next month, because something has changed either geopolitically or from the node standpoint.[196]Steven Sharif

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[197]

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Progressão

Progressão occurs through a variety of pathways.[198]

Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[201]Steven Sharif

Having the ability to gain power at a sacrifice... That's a way to kind of reach a horizontal type of progression. It may not be entirely, because there could potentially be a meta if balancing isn't done correctly; but the objective there is to make sure we have both vertical and horizontal progression in the game.[199]Steven Sharif

Alpha-1 early iteration of the level-up effect by Jim Sanders.[202]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[202]Steven Sharif

Nivelamento won't follow a traditional linear path, although classic mechanics for leveling exist.[203] Experience (XP) is gained through a variety of activities:[204]

A character's level will be visible to other players.[131]

There won't be any damage dampening due to differences in levels in either Pvp or PvE.[205]

If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[205]Steven Sharif

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End game

There is not going to be a typical end-game in Ashes of Creation.[206]

Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[206]Jeffrey Bard

We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[207]Sarah Flanagan

Level cap

The level cap at launch is expected to be around level 50.[208]

The developers anticipate max level should be attainable in approximately 45 days if you play roughly 4-6 hours per day.[209][210]

  • Lower level characters will have usefulness in mass combat (such as Cercos de base) that is not directly dependent on their level, such as manning siege weapons, helping repair fortifications, bringing proximity-based buffs to key positions, using stealth or scaling walls. These types of things are relevant to the tide of battle and do not require the player to be max-level or have high combat stats.[211]

The idea is not to be a game where somebody can essentially no life for a week and be max level. The idea is to incorporate some significant chunk of time but still respect the casual player, because you know the way we respect the casual player is not everything is driven in our game through the adventuring progression line. Not everything is driven through your class level per-se. There's a lot of different progression paths that are available and make you relevant within certain systems and mechanics within the game; and some of those paths are more casual friendly and some of those paths are more hardcore friendly. So with regards to the adventuring class, the idea is to make sure that investment needs to be pretty significant and that the reward then is respective of that investment.[209]Steven Sharif

Grinding

Repetition will not be part of progression in Ashes of Creation.[212]

  • There will be no "grindy" quests.[212]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[84]
  • The aspiration is to have more things to do in the game than a player has time to do.[212]

AFK leveling

There will not be AFK leveling in Ashes of Creation.[213]

We want this game to be played. If there are things that you can do to not play the game and still progress, we've done something wrong.[213]Jeffrey Bard

Level scaling

Levels or skills will not be scaled to allow low level players to participate in dungeons with higher level players.[206]

  • There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[206]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will you he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[214]Steven Sharif

Class progression

À medida que um jogador progride com seu modelo primário, ele terá a oportunidade de escolher um modelo secundário para modificar suas habilidades primárias com efeitos do modelo secundário.[114][215] A combinação de modelos primários e secundários constitui uma classe.[114][115][116]

  • Um jogador poderá escolher seu modelo secundário quando chegar ao nível 25.[114]

Se um Lutador escolhesse Mage como seu modelo secundário, esse lutador se tornaria um Spellsword. Essa combinação abre espaço para modificações que podem ser aplicadas às habilidades da árvore de habilidades primária. Lutadores têm a habilidade Investida que permite que eles avancem contra um alvo; ao chegar nesse alvo, eles causam uma certa quantia de dano com a chance de derrubar o oponente. A modificação Mage's escape poderia ser aplicada à habilidade Investida, que agora teleportaria o jogador para o alvo , eliminando o tempo necessário para avançar até o inimigo.[215]

Cada habilidade na árvore primária terá diversas opções de modificação vindas árvore secundária. Esse é um exemplo de progressão horizontal.[215]

  • Modificações em habilidades primárias mudarão fundamentalmente a maneira como as habilidades funcionam - adaptando o que a habilidade fazia para incorporar a identidade do segundo modelo/classe.[207]
  • Uma classe secundária não ofereçerá habilidades adicionais.[216]

Os jogadores recebem pontos de habilidade quando sobem de nível. Esses pontos são usados para aumentar o nível das habilidades na árvore de habilidade.[217]

  • Não será possível maximizar o nível de todas as habilidades em uma árvore de habilidades.[217]

Weapon progression

Armas will have their own progression paths and their own applicable types of skills.[219][220]

Q: Are weapons balanced towards a proficiency system (i.e. the longer I use a sword, the better my damage will be), or will it be a normal RPG stat system with no long-term scaling?
A: We will not be using a proficiency system as described, but players will have passives available in their skill tree that will increase effectiveness of certain weapons. Becoming a master of swords will be something that is possible, just not in that particular manner.[207]Sarah Flanagan

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that that impacts the world... We kind of want the the weapon system and add an element of that as well... You can determine special effects that proc from currently the combo system right; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that kind of play rock paper scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[221]Steven Sharif

Pet progression

Some pets will be levelable and will have gear available to them.[222]

Artisan progression

Players must choose a path in the artisan skill tree for each character.[224] Within each of the three parent artisan paths (Coleta, Processamento and Fabricação) there are different professions. A character may only ever master one of these parent paths.[225][226][227][228]

Gathering is a parent artisan path, along with processing and crafting. Within each of the three parent paths lies different professions. You may only ever master one parent path. But you may spend time mastering each profession within the parent artisan path.[228]Steven Sharif

Becoming a master Crafter or a master Processor or a master Gatherer should be a significant time investment and resource investment; and because of that it should also be something that when you achieve that status it's like people on the server know who you are.[229]Steven Sharif

  • Players can dabble in all professions at a "beginners" level before they decide to master a particular pathway.[230]
  • Choosing a specific path in the skill tree allows the player an opportunity to specialize in a certain area. This encourages player inter-dependency, enhancing the artisan experience.[231]
  • It is possible to master multiple professions (but not all) within a parent artisan path, but this will be a long and labor intensive feat, requiring many resources.[225][228][232]
    • A player may only master a profession if they have achieved the artisan path mastery.[233]
    • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[233][234]
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [235]

Players will have the opportunity to kind of dabble in all of the professions at a very beginners level and then you know that kind of gives them an understanding of what that profession feels like and then allows them to kind of pinpoint the direction that they want to go in to master particular professions.[230]Steven Sharif

When we reference not being masters of all that doesn't mean you're not a master within your own one of the three artisan types, which is you know crafter or gatherer, processor. You will be a master of one of those, you will not be master of the other two.[227]Steven Sharif

Religion progression

There are player progression paths within a religion.[236][122]

  • Players may follow only one religion at a time.[236][122]
  • Religious progression is based on quests that are only offered to followers of that religion.[236]
  • Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[236][237]
  • Changing religion will cause loss of progress in a player's previous religion.[236][122]

It depends on their dedication to the religion itself; their performance when it comes to certain religion's religious objectives; their contribution to the development of that religion within the world. There's a lot of different markers that we use at each stage to determine how they progress within the religion.[238]Steven Sharif

Naval progression

Mariner classes (also referred to as boatsmanship classes, boatsman skills or seamanship) contain different skill trees arranged in a similar manner to Classes Artesãs. As a player gains experience in these different skills they become more adept at using them.[239]

You can spec into and kind of create your own class based on what things you're doing on the boat... It's gonna be very similar to in structure to like the artisanship trees, so you'll you'll have your mariner class: You'll have different trees in that class.[239]Jeffrey Bard

Zonas e progressão

Masmorras, Raids, Chefes mundiais, Mobs, Missões, Eventos, Recursos, Narrativas e outros conteúdos dentro da ZOI de uma bases terão uma variedade de níveis diversa, mas escalarão com o estágio daquela base e com sua influência racial.[240][241][42]

Não temos uma zona exclusiva do nível 25. Em vez disso, uma certa zona pode ter algumas criaturas níveis 10 próximas da estrada, outras criaturas nível 20 dentro da floresta, e ainda outras níveis 30 nas montanhas. Essa escala vai mudar de acordo com as Bases próximas, e no geral a escala fica mais perigoda à medida que a Base evolui. Toda essa civilização atrai a atenção de Coisas-Que-Não-Deveriam-Existir. Isso não quer dizer que regiões selvagens sejam seguras. Talves sejam menos perigosas, mas em todo lugar haverão perigos até para os aventureiros mais experientes.[242]Steven Sharif

Guild progression

Guild progression occurs through participation in different systems.[243]

Guild progression grants skill points that the guild can allocate to unlock aspects of their skill tree, such as passive skills, augments and membership count.[243][245][246]

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[243]Steven Sharif

It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can kind of put together and kind of give your guild its own identity.[243]Jeffrey Bard

Social organization progression

A player progresses through a social organization by accomplishing tasks or quests.[250] There are hierarchical paths pertaining to specific questlines for the organization's thematic.[250] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[251]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[250]

Social organizations are going to have questlines that players participate in which some will include sabotage, espionage, intrigue... While it's not necessarily player versus player in the combat sense, it is player versus player in pitting communities in those organizations kind of against each other in a competitive atmosphere, where only some things can be accomplished by certain communities; and not everybody can succeed at a particular task. So, I think that that's a unique way to involve meaningful conflict that doesn't necessarily have to relate to PvP, because obviously we have a lot of PvP systems in the game and and there are many ways for players to participate in player versus player combat; but we also want to make sure that from a progression standpoint, from a system standpoint there are going to be abilities of individuals to follow these questlines, these tasks that will pit organizations against each other, specifically from an organizational standpoint.[252]Steven Sharif

You're gonna see arguments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[253]Jeffrey Bard

Alliance progression

Ashes of Creation may have specific content that revolves around Alliances.[254]

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.[254]Steven Sharif

Freehold progression

Freehold buildings are able to be levelled up based on the length of time and productivity of the freehold.[255]

We want there to be progression in many systems and part of the freehold progression is that when you establish these base buildings the longer and more productive you are and exist with that freehold, the more opportunity those buildings will have to both level up: offering new bonuses, new abilities, new capabilities; and just surviving in this world is a feat in and of itself, so it's rewarded by allowing progression with those things.[255]Steven Sharif

Taverns provide tiered services.[256]

  • Missões that might only be gathered from the player-owned taverns.
  • Meals that grant buffs for a period of time after a player leaves.
  • Recipes that could potentially be sold to cooking professions, that may only be obtained from a player-owned business in a certain area.

The longer the tavern is in business and the more patrons served, the faster the tavern will level up.[256]

Monster coin progression

There is a progression system that levels a player's monster skills based on how often they participate in monster events.[257]

In Ashes of Creation a large portion of world events revolve around the environment reacting to the player. This means that as players are exploring the world and developing civilization around them the environment is responding to this encroachment by spawning dynamic events and creatures to attack those developing cities. These events occur in 3 different types: the Legion level the Elite level and the Epic level.[258]

As nodes advance, so does the scale of the monsters.[259] There are tiers of events denoting the caliber of the monsters being spawned.[260]

  • The tier of the monster coin dictates how powerful the monster is.[261]

Game balance

The way that the systems are being designed from a balancing standpoint we're taking into account how we would like the nodes to change per-se how often and we've designed attrition systems for certain cultures that may have more dominance over others. These are things that in Alpha and Beta we will be testing and watching and making sure that our objective is achieved from a gameplay standpoint and if it's not we'll come back and recalculate.[262]Steven Sharif

Class balance

As sessenta e quatro(64) classes são dividas entre oito tipos primários. O balanceamento das habilidades ativas se refere somente a esses oito modelos primários. [263]

  • Haverão 4 grupos primários de modificações atreladas a cada modelo. O balanceamento das especializações será relacionado a quatro grupos de modificações para cada um dos oito modelos.[263]

Balanceamento é um aspecto importante para o sistema de classes e queremos garantir que cada combinação tenha o seu papel.[264]Steven Sharif

Você não cria 64 classes esperando que somente 4 sejam usadas[264]Peter Pilone

O balanceamento em Ashes of Creation é "focado em grupos".[265]

Haverão lutas de 1x1 onde classe será superior a outra; e essa aplicação será como pedra-papel-tesoura. Nós queremos que exista um "counter-play" (contra-jogo) entre as diferentes classes... Mas também terá um balanceamento de grupo, onde desde que você tenha uma diversidade de classes presente no grupo, haverá uma igualdade no nível nos jogadores presentes no campo de batalha. Tudo dependerá muito da habilidade e estratégia dos grupos.[265]Steven Sharif

Alguns modelos secundários serão capazes de "compensar" a desvantagem contra sua anti-classe.[266]

Alguns modelos são capazes de compensar suas anti-classes. Por exemplo, se eu sou um modelo Tank e um Mago é a minha anti-classee, eu posso pegar Mago como minha secundária e meio que reduzir a desvantagem um pouco; ee me aproximar da identidade de um Mago, mesmo que só um pouco.[266]Steven Sharif

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[267]Steven Sharif

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Design

When it comes to how MMO’s have been traditionally designed, most gamers are familiar with two distinct types of gameplay loops: the “theme park”, and the “sandbox”. The vast majority of MMO’s we’ve all seen come and go in the gaming industry have been of the theme park variety – these games put the player onto a specific path, guiding them along, with plenty of pretty sights in between the same old quest hubs, very little in divergent paths, virtually no freedom in player progression. Recently the MMO genre has seen some games of the sandbox nature come onto the scene, but despite the ultimate freedom the sandbox affords players, many are left wanting more, as there is by definition no pre built world content, no human touch, just the vastness of the “sand” for lack of a better term. Thus many MMO players often find themselves caught between the repetitive rock of the theme park or the vast dead spaces of the sandbox’s hard place. This chasm between the state of MMO gameplay loops is where we intend to inject Ashes of Creation’s Node system.[1]

In order for sandbox mechanics to mean something, there must be curated content to accompany the player’s choices. Which means, as the developers, we must create that Themebox style content but for every possible path the community may take.[268]Steven Sharif

Pilares de design

The design of Ashes of Creation adheres to five main pillars.[269]

  1. História envolvente e imersiva
  2. Mundo reativo
  3. Interação do jogador
  4. Agência de jogadores
  5. Risk vs reward

In designing Ashes of Creation, we adhere every detail to five main pillars: Engaging and Immersive Story, a Reactive World, Player Interaction, Player Agency, and Risk vs Reward. Even in the environment, everything you as the player do will tie into these pillars, while everything your guild does, everything your server does will ultimately keep the world fresh, ever-changing, and most importantly... exciting.[269]

Inspiration

Ashes of Creation has taken inspiration from various other MMORPG titles.[270]

A lot of the systems in Lineage 2 were based around a concept that got lost today in mmorpgs, and that's risk versus reward. You know this idea that the more you risk the greater potential reward should be present is a complete paradigm shift away from everyone's a winner, everybody gets a participation reward, and here you go, congratulations you're a player in this game; and that's boring. It gives nothing for a person to aspire to achieve something, or to feel the bite of loss when you fail. Those are the driving forces of why people want to play games and it's a reason why new games when they come out have such a short lifespan, because they are always competing with WOW. You don't have to compete with WOW. You don't have to be a WOW killer. You can focus on something that is different from a philosophical design standpoint; and I think that's just what a lot of studios today don't want to take the risk on.[271]Steven Sharif

In terms of what came before, we're trying to figure out who did what best and take inspiration from that: Move the genre forward; keep things updated and bring it into the 21st century.[270]Jeffrey Bard

End-game

There is not going to be a typical end-game in Ashes of Creation.[206]

Part of the whole experience with nodes is that there is no real end-game, in that the world is constantly shifting every day. Month one is going to be really different from month two; and that's for the level 50s and level 1s.[206]Jeffrey Bard

We want the game to be a living game, which means that all content should be relevant at all times. I’d say that we try to make as little distinction between the leveling up experience and the end game experience as possible. The whole journey is important to us, in order to maximize the fun people have during different stages of the game.[207]Sarah Flanagan

Scope creep

I have a very very very clear vision of all of the systems designs mechanics that are present within the game and we're sticking to that vision and we're not adding additional features and prolonging the development due to that scope creep.[272]Steven Sharif

Open development

Estúdios intrépidos has embraced an open (transparent) development approach, rather than sharing information through carefully curated press releases and announcements.[273]

I don't answer to a board. I don't answer to a publisher. We answer to our players; and we try to be as transparent as possible with showing our progress; and showing it in a timely manner.[274]Steven Sharif

I think that we live in an age where it's easy to be transparent if you're not trying to hide something. The downside is if you're showing something that's not a completed or finished product, it is incumbent upon the viewer to understand that fact.[273]Steven Sharif

There are obviously going to be some aspects of the development that we will not reveal, like lore and some system mechanics in order not to spoil the game for release.[275][276]Steven Sharif

Payment model

Box cost

There is no upfront box cost associated with Ashes of Creation.[277]

Subscription model

Game time is currently purchasable in Pre-order packs.[278]

This allows us to avoid the pay to win mentality many free-to-play games employ, as well as maintain a steady flow of new content for all our players.[279]

Ashes of Creation (the MMORPG) is a subscription based game.[279]

I think a sub cost provides both the barrier of entry to prevent, some not all, but mitigate some gold selling bots and whatnot because there's a cost associated with playing the game, but it's also not too high that it gets on the greedy side or prevents a lot of players from participating and trying the game; and then if the game is good then people will continue to subscribe and that subscription provides funding and revenue for the developers to continue a significant content creation and expansion rollout for the game.[285]Steven Sharif

Ashes of Creation Apocalypse is free-to-play.[286][287]

There is no P2W in Apocalypse or the MMORPG![287]

Expansions

DLC expansions (post-launch releases) are planned on a quarterly basis.[34]

Because of the modularity of a lot of the systems that we're working on, it's not too hard to iterate and implement new things... We're planning on going on a quarterly/ monthly cycle to continue to push out new content.[293]Jeffrey Bard

The quarterly cycle for the big content is good for us and then, as you said, those modular components to our mechanisms in the game allow for us to introduce smaller content patches that can be seen in real time in the world.[293]Steven Sharif

We don't intend to a wordsmith around future charge for DLC content. As a subscription model, that's part of the agreement between us as a Studio and you guys: That there will be regularly scheduled updates and chapters; and that subscription is what allows you to access that content.[291]Steven Sharif

Pay to win

Ashes of Creation will not be pay to win.[294]

Ashes of Creation will not be pay to win, that is our pledge to the community. One of the core principles we set forth with Ashes of Creation is a very strong desire to maintain the game's even playing field.[294]

A lot of developers and companies have come along in the past- and I've been hit by this too- and they've said we're not going to have pay-to-win and then boom they roll out some pay-to-win. We have consistently said we won't be pay-to-win and in the pre-orders that we provide and even in the Kickstarter there were absolutely zero pay-to-win components whatsoever. So not only will we talk the talk but we will walk the walk as well.[285]Steven Sharif

Inventário slots, RNG loot boxes and XP potions are considered pay-to-win.[295][296][297]

My definition of pay-to-win is really anything that affects the in-game economy, the in-game action pool, your abilities and/or skills... In my opinion the inventory slots and the XP potions would be considered pay-to-win.[296]Steven Sharif

Q: Will there be RNG boxes?
A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[297]Steven Sharif

Publishers

Estúdios intrépidos will self-publish Ashes of Creation in the NA (North American), OCE (Oceanic) and SEA (Southeast Asia) regions.[300][301]

We have learned a lot from our partnership with MY.GAMES, and we wish our friends there all the best as we have mutually decided to part ways. Looking ahead, we’re excited to announce that Intrepid Studios will be opening European offices in Amsterdam to help support our publishing operations in the EU/CIS regions. We have recently posted open positions for our new EU offices, and look forward to hiring the best and brightest in true Intrepid fashion.[302]Steven Sharif

The Ashes of Creation MMORPG will not be published on the Steam platform.[303]

My.games FAQ

Q: What does this mean for my Ashes of Creation account with MY.GAMES moving forward?
A: In the coming weeks, we will announce the migration steps for moving your account to Estúdios intrépidos, rest assured all purchases and achievements will remain with your account.[302]
Q: What happens to my purchases on my MY.GAMES account moving forward?
A: The purchases and achievements you have on your MY.GAMES account will be migrated to the Intrepid Studios account management system.[302]
Q: What happens if I already have both a MY.GAMES account and an Ashes of Creation account?
A: If you currently own both an Intrepid Account and MY.GAMES account that you intend to migrate, you will be able to submit a support ticket and we will help to consolidate your accounts into one, if you so desire.[302]
Q: If I was a MY.GAMES customer, how can I purchase the individual monthly cosmetics that were not available through their website?
A: If you owned a pre-order package during the time of a desired individual monthly cosmetic, you will be able to submit a ticket through our customer support system, where we will then verify your eligibility to purchase the cosmetics and help to facilitate that purchase.[302]
Q: What will I need to do to play on European or Russian servers in the future?
A: You will need to ensure your migration in the coming weeks, and use your Intrepid account to access the game.[302]
Q: What does this mean for your regional and language support moving forward?
A: Intrepid Studios will be working to ensure proper localization in our supported languages as we build out our publishing operations in the EU.[302]
Q: If I don't want to transfer or migrate my MY.GAMES account, can I get a refund?
A: Any players who previously purchased their pre-order through MY.GAMES can submit a support request through MY.GAMES for a full refund.[302]
Q: What happens to my personal information associated with my MY.GAMES account?
A: When you migrate your account to Intrepid Studios, you will also be migrating the personal information associated with your account. If you would like to request that MY.GAMES removes your personal information, please reach out to their support team directly here.[302]

Read more...

Cosmetic store (micro transactions)

Ashes of Creation cosmetic store.[304]

There is going to be legendary cosmetics that can be earned and achieved in the game through the game systems, but that's going to take a significant amount of effort and work; and those cosmetics are going to be on-par with the cosmetics offered in the marketplace... What that does is it provides additional revenue to the company so that we can continue to fund the development of content as well and bridge the divide that not having a box cost would have and not having any pay-to-win mechanics whatsoever.[285]Steven Sharif

The Loja cosmética enables players to purchase Cosméticos for use in Ashes of Creation.[172] The cosmetic store offers limited time, limited quantity items to help sustain game development.[169]

I want to incentivize purchase in the cosmetic shop for sustainability of what expansions we have intended, since we are not a box cost. I want to incentivize purchase by offering limited items: limited time, limited quantity, so you have confidence that when you purchase them, they won't be offered later on in some other way.[169]Steven Sharif

Pets, Montagens, Costumes, Armadura, Edificações and Accessories sold in the cosmetic store are skins.[305]

We plan to include a shop for micro transactions. The shop will only include cosmetic items. Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[168]

All cosmetic store items will be non-tradeable.[309] There will be no gifting mechanism for cosmetic items.[310]

I don't want cosmetic items that can be purchased from the market to be transferable... because it is in a way a transfer of money for potentially something in-game.[310]Steven Sharif

Read more...

Artistic style

Ashes of Creation will have a higher graphical fidelity than most western games. It will not be too stylized or "cartoony".[311]

We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[311]Steven Sharif

Artistic influences

You will see in the different races that are available from a player character standpoint a lot of different influences that reflect many cultures in the world: Not just European, not just Africa, not Mesoamerican. These cultures are going to be present in many of the races.[319]Steven Sharif

The idea is just to find a base component in the real world as a starting point and then to begin to fantasize.[313]Steven Sharif

Cultural references

There will be real-world cultural references, particularly with regards to real-world holidays and historical events.[320]

  • These won't be out of place in terms of immersion. They will be homages.[320]

There will be some real world references, particularly with regards to potentially real world holidays as well as some historical events or cultures. For example the PAX East kind of ship that was named Eleanor that we released a cosmetic of, you know, being a reference to the Eleanor ship that the tea was thrown off of; or kind of colonialesque look.[320]Steven Sharif

ESRB rating

Dead bodies in a Pre-alpha raid encounter.[321]

The aim is for Ashes of Creation to have a T for Teen rating, but it may end up having a M for Mature rating.[322]

  • There may be an option to turn off blood and gore in the game.[323]
  • There probably won't be swearing in quests.[324]

The antagonists in this game are definitely dark... We're not going grimdark at all, but there are parts of it that get that way.[324]Jeffrey Bard

Game difficulty

People who put more time and effort into it are definitely going to get more out of it but that doesn't mean that person who logs in once a week won't be able to have fun so it's just a matter of the scale of stuff that you're going after... Running a caravan is not gonna be the same thing every time you do it. You might be able to find like a super secret path that nobody knows about... and you exploit it for a while and nobody knows and then eventually somebody sees you and suddenly that route becomes a lot more difficult so you know that's kind of the way we really want that emergent gameplay to kind of come out of those options that we give you guys; and a lot of it is gonna come down to other players making it more or less difficult for you.[325]Jeffrey Bard

There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[325]Peter Pilone

Learning curve

Ashes of Creation will be easy to understand yet hard to master.[326]

My stance on participation trophies is that things should be hard, people should fail, the bitter taste of defeat is what makes success that much more rewarding. Helping other players learn encounter strategy, and fine tuning their play style for high end content is an important part of eliminating participation trophy. Growing together is a good thing, and that include failing together as a means to drive for success together.[327]Steven Sharif

Target demographic

I think our target demographic, obviously we have a very high graphic fidelity in the game that's attractive to younger players, but at the same time we have a very roleplay game orientation - a kind of a play back to that pen-and-paper Dungeons & Dragons feel that perhaps younger generations may not know but is very near and dear to the hearts of older gamers. So I think we have a broad appeal from a demographic standpoint.[326]Steven Sharif

Player types

Ashes of Creation will cater for a variety of player types; from Raiders or PvPers to Role players and Crafters.[328]

A guy who wrote a book on game design, called Bartle, breaks gamers up into different categories. We will often talk about the different categories of gamers and trying to satisfy their needs.[328]Akil Hooper

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what kind of solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[328]Steven Sharif

Casual vs. hardcore players

Casual players will have an impact because what they do is necessary for the health of the server.[329]

There are events that are happening in the world in the game that you won't need to be a hardcore player to impact and join. For example, the triggered events from the PvE standpoint against the cities; the trades of the caravans; those natural battlegrounds that exist; the castle sieges you can login for. There is a lot of systems that are at play where a person can simply log in, participate, have fun, be impactful and then log out.[329]Steven Sharif

PvE difficulty

The difficulty of PvE content, such as raids and dungeons will adapt based on the performance of the raid or group against previous bosses in that encounter.[330]

  • Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[330]
  • The higher the difficulty, the better the loot tables will be.[330]
  • Bosses and mobs will not auto-scale based on group size.[331]

Mentor program

Levels or skills will not be scaled to allow low level players to participate in dungeons with higher level players.[206]

  • There will be a mentorship program where upper-level players are able to benefit from partying and/or helping lower level players; and getting them situated in the game.[206]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will you he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[214]Steven Sharif

Localization/Translation

Ashes of Creation will be initially available in English, French, German, and Russian.[332][333]

  • Italian, Polish and Spanish localization will then be added.[333]
    • Spanish will be added in the near future.[334]
  • Other languages are being considered.[332]

Servers won't be language locked.[335]

  • There may be separate servers in the EU region based on language type.[333]

There's localization that will be present in the German and French Russian languages to start; and then we intend to also localize in Italian, Polish and Spanish. So servers will be allocated within the region as being one of those language type servers. So it's not going to be per country per se as it might be per language.[333]Steven Sharif

Efforts will be made to translate Ashes of Creation into multiple languages.[335][336]

Platforms

Ashes of Creation will be released on the Windows PC platform.[338]

Performance

Ashes of Creation alpha testing minimum system specification.[341]

  • Operating System: Windows 10 64-Bit
  • Processor: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
  • Graphics Card: Nvidia GeForce GTX 460 or AMD Radeon 6870 HD with 1GB and DirectX 12
  • Memory: 6 GB RAM
  • Network: Broadband Internet connection
  • Storage: 15 GB of available space
  • Sound Card: DirectX Compatible Sound Card

Recommended specification.[341]

  • Operating System: Windows 10 64-Bit
  • Processor: Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
  • Graphics Card: Nvidia GeForce GTX 1060 or AMD Radeon R9 Fury with 4GB and DirectX 12
  • Memory: 16 GB RAM
  • Network: Broadband Internet connection
  • Storage: 15 GB of available space
  • Sound Card: DirectX Compatible Sound Card

The game will be highly customizable from a settings standpoint. If you don't quite have the rig necessary to run it, you can dial the game settings down.[165]

  • Highly scalable options to adjust rendering and particle effects will be offered.[342]
  • Motion blur will be togglable on and off.[343]

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[163][164][165]

Unreal Engine 4

unreal-engine-logo.png

Unreal Engine 4 is the graphical engine for Ashes of Creation.[344]

Unreal engine makes it really fast to iterate... Compared to other gaming engines, I can do something in a hour that would take eight hours to do in another engine.[348]Jeffrey Bard

We're ripping out most of the network code that Unreal has and putting in our own just so that it works with our game and so everything is as efficient as possible. We're not going to have any replication problems because we're building it ourselves.[349]Jeffrey Bard

One of the most important things about Epic Games as the creators of Unreal Engine is the way they've allowed developers to have access to the source code. To be able to do that makes the engine very versatile.[349]Steven Sharif

Ashes of Creation Apocalypse system requirements

Ashes of Creation Apocalypse minimum system specification.[350][351]

  • Operating system: Windows 7 SP1, 64-bit
  • Processor: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
  • Memory: 6 GB
  • Graphics: GeForce GTX 460 or Radeon 6870 HD with 1GB and DirectX 12
  • Broadband internet connection
  • 11 GB available space

Recommended specification.[350][351]

  • Operating system: Windows 10, 64-bit
  • Processor: Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
  • Memory: 32 GB
  • Graphics: GeForce GTX 970 or Radeon R9 Fury with 4GB and DirectX 12
  • Broadband internet connection
  • 16 GB available space

Servers

The world will be the same on each server, but Bases will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[352]

There will be a multitude of servers located throughout the various regions of the world.[354]

  • Post launch, users will be able to select their server by the ping or the region that's notated next to the server.[354]
  • Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region they have selected will apply to their friends and squad.[354]

We'll have a multitude of servers located throughout to the various regions of the world; and those servers will be good connection points for- and will be driven by- I mean there's two types of servers I'm sorry: For the alpha-1 arena those will be driven by the party leader right; and wherever whatever region they have selected if they invite friends to their squad or whatever, they'll be able to play on that region. With regards to live launch when the server's go live, you'll be selecting a server to play on; and that will be your character's home; and that server you'll be aware of where that server is located usually by either a ping or a region that's notated on next to the server.[354]Steven Sharif

Regions

Ashes of Creation will launch with the following server regions:[355][356]

Other server regions will be considered based on interest.[356]

  • South America is under consideration due to traffic from that region.[361]

At this stage we do not have numbers on how many different servers will exist for different regions. We've said in the past 8-10,000 concurrent users per server is what we'd like to aim for. Obviously, the number of servers that exist in a region are going to be dependent on the population that's playing.[362]Steven Sharif

Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[282]

  • Players will be able to make characters on any server they wish. There will be no region locking.[363]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[363]Margaret Krohn

Server population

Population limits will be enforced on each server.[364]

  • Around 8-10k concurrent users per server is projected.[362][365][366] This represents around 50,000 registered accounts per server.[367]
  • The developers intend to carefully manage server populations to avoid the need to merge servers.[54] There may be queues to get into high population servers, but the aim is to avoid excessively long queues.[367]

Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.[367]Steven Sharif

Server history

The history of each server will be tracked and visible to players.[368]

We're gonna keep track of the history of the world so that we can tell people the story up to the current day. A player who's brand new, who's come in at the six-month mark can take a look at each server, what each server has done, how each server has tackled the storyline; and they can decide for themselves what community they want to join; what version of the world that they want to take part in.[368]Jeffrey Bard

Server instancing

There won't be server channels (sharding) on a server.[369][370]

Server types

Server transfers

Server transfers will not be possible initially. The developers intend to assess the impact on housing and other systems closer to launch.[207]

Esports

eSports is not the main focus, but the game will naturally move in that direction if the game play is compelling, competitive and fun.[373]

If we make the gameplay compelling, competitive and fun, that naturally it will move in that direction; and then we will find the ability to support it afterwards.[373]Steven Sharif

Voice acting

NPCs will have voice acted audio greetings.[374][375]

  • Narrated quest lines are not currently planned.[374]
  • Adding voice acting into the game at a later point is a fairly cosmetic change.[374]

Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[374]Steven Sharif

Voice acting is a fun luxury to have, but it is not only a costly one, but it is also one that takes a lot of logistics.[376]Steven Sharif

Music

Ashes of Creation's Lead Composer is Bear McCreary. His music will be unveiled in Beta-1.[377]

The Bard archetype is intended to have musical abilities.[378]

  • Bards may be able to play musical instruments, such as Flutes and Bagpipes.[379][380]

Tavern music

Music within taverns can be set by players.[381]

Game masters

Game masters (GMs) will be present and active on Ashes of Creation servers.[382]

  • There will be a standard escalation system, where different actions are taken based on the seriousness of each infraction. Actions could range anywhere from being stripped (of the illegitimate items or currency) to being banned for a period of time, or being permanently banned.[382]

The direction that I'm taking Intrepid as a company in is that a significant portion of the revenue created by the game goes into not only creating additional content and updates for the game but also goes into I think caretaking, as I like to call it; and that caretaking is multiple things: It's having active and present GM's on servers. It's having a an interacting community team that is always present and on-call for participating in forum discussions and streams and updates.[382]Steven Sharif

Following a standard approach to an escalation system where certain infractions are immediate and automatic bans and some infractions provide a path forward where action is taken that might ban the account or strip the account or provide some chat bans or the ability to play over a week or so... If you buy gold and depending on the the seriousness of the infraction you could go anywhere from being stripped and to being banned for a period of time to being permanently banned.[382]Steven Sharif

Security systems

Sistemas de segurança serão implementados para combater hacks, abusos, bots, venda de ouro, duplicação de itens, e outras coisas que afetem a economia à partir do Alpha-0.[383][384][385]

  • Esses sistemas coletarão dados de usuário e sinalizarão atividades anormais para serem inspecionadas. Isso, junto com a função de reportar jogadores, vai criar um "mapa de atividade" que evidencia situações anormais.[385]
  • Jogadores pegos usando hacks serão banidos.[385]

Two-factor authentication

Token-based two-factor authentication (2FA) may be in place for Alpha-1.[386]

Addons/mods

My decision is not to allow DPS meters nor add-ons. I feel we have adequate measures in place to prevent a majority of potential third party trackers. I know this subject has passionate voices on both sides and I respect the various opinions and positions many of you have expressed.[387]Steven Sharif

Addons and DPS meters will not be allowed.[387][388]

  • The developers don't want addons/mods to be necessary to experience the game.[389]
  • The design of the game API is still under consideration.[390]
  • There will be integrations available for streaming services such as Twitch and a few other services, but it's not something that will be exposed through an API just yet.[391]
  • The developers believe that parsers (DPS meters) can have negative effects.[392][388]

The idea is to make a one-stop-shop from the company when it comes to in-game systems... We don't really want to have addons in my opinion.[389]Steven Sharif

There will be leader boards.[393]

Combat logs

There are combat logs in Ashes of Creation.[394]

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[327]Steven Sharif

Marcos

Accomplishments

  • Kickstarter's most funded MMORPG.[412]
  • Kickstarter's #7 most funded video game.[413]
  • Most anticipated MMO – MMORPG.com's Best of 2017 Awards.[414]
  • Most anticipated early access hands-on MMORPG – MMOs World.[415]
  • Gamescom 2018: Best Independent game.[416]
  • Gamescom 2018: Best Online game.[416]

Franchise

Ashes of Creation will be a franchise.[417]

Ashes of Creation Apocalypse

Ashes of Creation Apocalypse early access trailer.[421][422]

The standalone prequel to the upcoming epic MMORPG Ashes of Creation - both a testing ground for new systems and content, as well as a unique last-man-standing action game where magic, steel, and chaos reign supreme in a high fantasy, free-to-play experience.[421]

Ashes of Creation Apocalypse (also referred to as APOC)[418] was a free-to-play[286] matchmaking-based arena game with three primary modes.[423]

Ashes of Creation Apocalypse utilizes action-based combat.[423][405][425]

Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020.[20]

Ashes of Creation board game

An Ashes of Creation board game is scheduled for release at around the time of the MMORPG Beta phase.[419]

Just to be clear, a board game doesn’t impact any mmo development. They are 2 very different sets of employees.[428]Steven Sharif

It is a resource management and combat game with an action economy.[419]

  • Each player chooses a Class and attempts to build a Guild that takes over a server on Ashes of Creation.[419]
  • The more guild members, the more action tokens the guild will receive. These tokens can be spent on actions on the game board and during battles.
  • Guilds gain income by constructing Caravanas.
  • Players have a pool of resources that they keep secret.
    • Followers.
    • Gold.
    • Combat resource (gained from guilds participating in Pvp).

There are several types of combat in the game.[419]

  • Attacking caravans.
  • Arenas (instanced).
  • Guerras Guild.
  • Raid bosses.
    • Attacking a raid boss makes the game co-op. Other guilds can then join in to fight the boss.
    • The raid boss' level is based on the level that the game board is at.

The game comes as a complete set with an adjustable map that players construct every game.[419]

  • The map is comprised of six components that are placed together.
  • The game board is made of zones that evolve as players complete activities and actions.
  • Over forty different buildings can be built.

There game comes with six standardized characters.[419]

  • Players have a character sheet with tracked abilities and skill levels.
  • As a character levels they become more powerful.

Players compete for server firsts.[419]

The game is playable by two to five players.[419]

  • The game will last about 30 minutes per player.

There will be expansions, but the base game can be played stand-alone.[419]

  • Expansions will come with additional map tiles with new locations to gain resources from.
    • Map tiles from expansions can be switched out.
  • Expansions come with additional structures.
  • Expansions will have characters that are race-specific to Ashes of Creation.
    • Each race will have certain advantages and abilities.

The game will probably not be funded by Kickstarter.[419]

The estimated retail price is between $50 and $100 US.[419]

It is undecided if certain editions of the game will come with Cosméticos.[419]

Collector's edition

I have personally considered a limited edition hand painted Phoenix model, with a concept art book autographed by the team as part of a collectors launch package. I cannot promise this, but if I find the right company to create the quality of product I would want it may become a thing. No promises though.[429]Steven Sharif

Gameplay videos

External links

Ver também

Referências

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 A reactive world - Nodes.
  2. 2.0 2.1 Ashes of Creation MMO.
  3. Vídeo, 2019-08-20 (0:0).
  4. mmo-teaser.png
  5. mmo-teaser1.png
  6. 6.0 6.1 6.2 alpha-1-nda-3.png
  7. 7.0 7.1 Blog: Creative Director's Letter
  8. kickstarter release schedule.png
  9. alpha-0 pre-alpha.png
  10. 10.0 10.1 Transmissão ao vivo, 2018-01-18 (2:48).
  11. 11.0 11.1 11.2 Transmissão ao vivo, 2018-09-01 (54:06).
  12. alpha-1-stress-test-3.png
  13. 13.0 13.1 13.2 alpha1-phase-1-update.png
  14. Press release - Ashes of Creation Apocalypse Launches December 18.
  15. apoc-beta.png
  16. Blog: Ashes of Creation Apocalypse heads into early access.
  17. @AoCApocalypse on Twitter.
  18. 18.0 18.1 Transmissão ao vivo, 2019-12-17 (18:33).
  19. 19.0 19.1 19.2 Blog: Early Access for Ashes of Creation Apocalypse Battle Royale Testing Ends.
  20. 20.0 20.1 20.2 20.3 apoc-offline.png
  21. March 2020 newsletter.
  22. Vídeo, 2020-03-23 (0:01).
  23. 23.0 23.1 23.2 alpha-1-nda-2.png
  24. alpha-1-nda-1.png
  25. steven-a1-testing-start.png
  26. 26.0 26.1 Creative Director's Letter, 1 April 2020.
  27. steven-a1-nda.png
  28. Transmissão ao vivo, 2018-01-18 (25:22).
  29. alpha and beta phases.png
  30. 30.0 30.1 beta 0.png
  31. 31.0 31.1 Founder.png
  32. 32.0 32.1 Braver of Worlds.png
  33. Transmissão ao vivo, 2019-03-08 (57:26).
  34. 34.0 34.1 34.2 Transmissão ao vivo, 2017-05-08 (11:14).
  35. Vídeo, 2017-04-30 (0:00).
  36. 36.0 36.1 36.2 Node series part II – the Metropolis.
  37. Node series part I
  38. Ashes of Creation - Screenshots.
  39. Blog: 10 facts about castle sieges in the MMORPG.
  40. castle nodes.png
  41. Podcast, 2018-04-23 (15:14).
  42. 42.00 42.01 42.02 42.03 42.04 42.05 42.06 42.07 42.08 42.09 42.10 42.11 42.12 Blog - Know Your Nodes - The Basics.
  43. Entrevista, 2018-08-24 (3:44).
  44. 44.0 44.1 Transmissão ao vivo, 2017-05-04 (15:15).
  45. Know Your Nodes: Economic Node Type.
  46. 46.0 46.1 46.2 46.3 46.4 Blog - Know Your Nodes - Advance and Destroy.
  47. Transmissão ao vivo, 2018-12-12 (14:48).
  48. Entrevista, 2020-07-20 (3:45).
  49. 49.0 49.1 49.2 Transmissão ao vivo, 2017-10-16 (50:20).
  50. Vídeo, 2017-04-20 (0:02).
  51. Npc vending.jpg
  52. jahlon-steven-vassal-nodes-quote.png
  53. 53.0 53.1 Entrevista, 2020-07-08 (1:00:15).
  54. 54.0 54.1 Entrevista, 2020-07-18 (10:04).
  55. Transmissão ao vivo, 2017-11-17 (55:27).
  56. node xp.png
  57. 57.0 57.1 Transmissão ao vivo, 2017-05-26 (28:16).
  58. Vídeo, 2016-12-04 (0:02).
  59. 59.0 59.1 Vídeo, 2017-04-30 (5:31).
  60. Vídeo, 2020-03-23 (0:41).
  61. 61.0 61.1 Transmissão ao vivo, 2020-08-28 (1:19:24).
  62. Transmissão ao vivo, 2017-05-03 (17:59).
  63. Transmissão ao vivo, 8 April 2018 (PM) (41:44).
  64. Transmissão ao vivo, 2017-05-26 (39:36).
  65. 65.0 65.1 65.2 65.3 65.4 Entrevista, 2020-07-18 (22:26).
  66. Transmissão ao vivo, 8 April 2018 (PM) (11:27).
  67. Transmissão ao vivo, 2020-04-30 (1:05:34).
  68. 68.0 68.1 Entrevista, 2020-07-19 (11:04).
  69. 69.0 69.1 69.2 Transmissão ao vivo, 2017-05-22 (20:59).
  70. dungeon open.png
  71. openworldinstancedsplit.png
  72. Transmissão ao vivo, 2020-03-28 (1:48:36).
  73. Transmissão ao vivo, 2017-05-19 (24:17).
  74. Vídeo, 2018-04-04 (0:01).
  75. 75.0 75.1 About Ashes of Creation.
  76. 76.0 76.1 Ashes of Creation FAQ.
  77. Transmissão ao vivo, 8 April 2018 (PM) (1:14:01).
  78. 78.0 78.1 Podcast, 2018-07-09 (22:24).
  79. Vídeo, 2020-05-31 (1:09:50).
  80. pvp catalyst.png
  81. 81.0 81.1 81.2 81.3 81.4 81.5 81.6 pvp meaningful.png
  82. Transmissão ao vivo, 2017-05-15 (13:06).
  83. 83.0 83.1 Entrevista, 2020-07-18 (52:57).
  84. 84.0 84.1 84.2 84.3 Entrevista, 2018-08-24 (4:15).
  85. weapon augments.png
  86. class weapons.png
  87. Transmissão ao vivo, 2017-05-26 (44:11).
  88. Transmissão ao vivo, 2017-05-26 (20:46).
  89. 89.00 89.01 89.02 89.03 89.04 89.05 89.06 89.07 89.08 89.09 89.10 Transmissão ao vivo, 2017-05-24 (14:15).
  90. clubs.png
  91. 91.0 91.1 Transmissão ao vivo, 2018-05-04 (33:56).
  92. Transmissão ao vivo, 2017-07-28 (45:21).
  93. Lances.jpg
  94. Transmissão ao vivo, 2018-05-04 (33:27).
  95. Transmissão ao vivo, 2017-05-24 (18:40).
  96. Rapiers.png
  97. Transmissão ao vivo, 2017-12-15 (59:49).
  98. Transmissão ao vivo, 2020-06-26 (1:08:11).
  99. 99.0 99.1 helmet.jpg
  100. 100.00 100.01 100.02 100.03 100.04 100.05 100.06 100.07 100.08 100.09 100.10 100.11 100.12 Transmissão ao vivo, 2018-02-09 (7:31).
  101. no capes!.jpg
  102. Transmissão ao vivo, 2018-02-09 (15:01).
  103. Polymorphic Breastplate.png
  104. 104.0 104.1 Transmissão ao vivo, 2017-07-28 (31:30).
  105. belt items.jpg
  106. 106.0 106.1 Ashes of Creation Kickstarter.
  107. Transmissão ao vivo, 2020-04-30 (1:00:57).
  108. Transmissão ao vivo, 2018-09-01 (1:02:18).
  109. 109.0 109.1 109.2 109.3 109.4 109.5 109.6 109.7 Ashes of Creation race breakdown.
  110. Kickstarter $2,500,000 New Player Race Achieved.
  111. Transmissão ao vivo, 2018-11-03 (0:00:54).
  112. Transmissão ao vivo, 2018-11-03 (0:01:57).
  113. Transmissão ao vivo, 2018-11-03 (0:02:35).
  114. 114.0 114.1 114.2 114.3 Entrevista, 2020-07-18 (1:05:04).
  115. 115.0 115.1 Ashes of Creation class list.
  116. 116.0 116.1 archetypeclass.png
  117. 117.0 117.1 117.2 117.3 Group dynamics blog.
  118. 118.0 118.1 118.2 118.3 Transmissão ao vivo, 2017-05-22 (46:04).
  119. 119.0 119.1 Entrevista, 2018-10-20 (2:40:16).
  120. Entrevista, 2020-07-19 (23:15).
  121. religions2.jpg
  122. 122.0 122.1 122.2 122.3 Transmissão ao vivo, 2017-05-08 (44:51).
  123. 123.0 123.1 Transmissão ao vivo, 2017-05-26 (15:37).
  124. Transmissão ao vivo, 2020-08-28 (1:15:02).
  125. 125.0 125.1 125.2 125.3 125.4 125.5 125.6 125.7 125.8 Transmissão ao vivo, 2020-01-30 (25:39).
  126. 126.00 126.01 126.02 126.03 126.04 126.05 126.06 126.07 126.08 126.09 126.10 126.11 126.12 126.13 126.14 126.15 126.16 Transmissão ao vivo, 2020-08-28 (15:21).
  127. 127.0 127.1 Transmissão ao vivo, 2020-01-30 (1:40:48).
  128. 128.0 128.1 128.2 Transmissão ao vivo, 2017-05-30 (16:25).
  129. 129.0 129.1 Entrevista, 2018-05-11 (2:45).
  130. Transmissão ao vivo, 2017-05-22 (51:00).
  131. 131.0 131.1 Transmissão ao vivo, 2020-07-25 (1:33:37).
  132. steven-health-nameplate.png
  133. 133.0 133.1 133.2 Transmissão ao vivo, 2020-08-28 (2:07:26).
  134. Transmissão ao vivo, 2020-07-25 (53:08).
  135. Transmissão ao vivo, 2020-06-26 (1:28:10).
  136. Transmissão ao vivo, 2017-05-15 (18:25).
  137. Transmissão ao vivo, 2017-05-15 (19:15).
  138. Podcast, 2017-05-04 (51:52).
  139. steven-launcher-leak.png
  140. steven-ren'kai-leak.png
  141. Transmissão ao vivo, 2017-06-30 (09:43).
  142. 142.0 142.1 142.2 142.3 142.4 142.5 142.6 142.7 142.8 142.9 Transmissão ao vivo, 2017-05-08 (48:49).
  143. 143.0 143.1 143.2 Transmissão ao vivo, 2020-07-25 (1:11:52).
  144. character creator BDO.png
  145. Transmissão ao vivo, 2017-05-26 (53:40).
  146. Transmissão ao vivo, 2019-07-26 (1:10:44).
  147. 147.0 147.1 147.2 Transmissão ao vivo, 2020-04-30 (46:51).
  148. 148.0 148.1 Ashes of Creation Twitter.
  149. 149.00 149.01 149.02 149.03 149.04 149.05 149.06 149.07 149.08 149.09 149.10 149.11 149.12 Transmissão ao vivo, 8 April 2018 (PM) (13:39).
  150. Transmissão ao vivo, 2017-05-08 (47:35).
  151. Transmissão ao vivo, 2017-05-15 (51:19).
  152. Transmissão ao vivo, 2017-06-30 (11:21).
  153. Transmissão ao vivo, 2017-06-30 (10:04).
  154. Transmissão ao vivo, 2017-06-30 (12:39).
  155. Lollis.jpg
  156. Transmissão ao vivo, 2017-06-30 (13:13).
  157. 157.0 157.1 Transmissão ao vivo, 2020-04-30 (1:10:46).
  158. 158.0 158.1 158.2 158.3 158.4 158.5 158.6 Transmissão ao vivo, 2017-05-22 (54:32).
  159. Transmissão ao vivo, 2017-06-30 (10:27).
  160. 160.0 160.1 Transmissão ao vivo, 2017-05-24 (48:45).
  161. beards.jpg
  162. Transmissão ao vivo, 2017-05-24 (28:22).
  163. 163.0 163.1 163.2 Transmissão ao vivo, 2020-07-25 (54:10).
  164. 164.0 164.1 164.2 Transmissão ao vivo, 2019-11-22 (1:08:05).
  165. 165.0 165.1 165.2 Transmissão ao vivo, 2018-08-17 (1:07:51).
  166. 166.0 166.1 166.2 166.3 Rime and Regal
  167. Transmissão ao vivo, 2017-05-08 (48:52).
  168. 168.0 168.1 168.2 kickstarter microtransactions.png
  169. 169.0 169.1 169.2 169.3 169.4 Transmissão ao vivo, 8 April 2018 (PM) (58:29).
  170. steven-grand-cosmetics.png
  171. 171.0 171.1 equitable-cosmetics-quote.png
  172. 172.0 172.1 172.2 172.3 cosmetics obtaining.png
  173. Transmissão ao vivo, 2018-07-09 (55:20).
  174. Transmissão ao vivo, 2017-05-26 (32:14).
  175. 175.0 175.1 Transmissão ao vivo, 2020-05-29 (50:20).
  176. Entrevista, 2018-08-24 (5:28).
  177. Transmissão ao vivo, 2017-11-17 (22:33).
  178. Podcast, 2018-08-04 (53:43).
  179. Transmissão ao vivo, 2018-02-09 (50:29).
  180. 180.0 180.1 180.2 Transmissão ao vivo, 2017-05-26 (19:51).
  181. 181.0 181.1 181.2 Reddit Q&A, 8 January 2019.
  182. oversized.jpg
  183. Transmissão ao vivo, 2017-07-18 (54:56).
  184. Transmissão ao vivo, 2017-07-28 (9:47).
  185. Sparkly.jpg
  186. Transmissão ao vivo, 2017-09-03 (48:56).
  187. 187.0 187.1 Entrevista, 2018-10-20 (3:34:46).
  188. Ashes of Creation Press Kit.
  189. Interview, 7 December 2016.
  190. steven-phoenix.png
  191. 191.0 191.1 191.2 191.3 191.4 191.5 Transmissão ao vivo, 2018-01-18 (39:08).
  192. Vídeo, 2018-04-05 (37:50).
  193. Vídeo, 2018-04-05 (37:13).
  194. 194.0 194.1 Transmissão ao vivo, 2019-05-30 (1:18:16).
  195. Transmissão ao vivo, 2019-12-17 (1:10:30).
  196. Vídeo, 2018-04-05 (35:01).
  197. Transmissão ao vivo, 2017-10-31 (29:50).
  198. Transmissão ao vivo, 2017-05-19 (51:52).
  199. 199.0 199.1 Entrevista, 2018-10-20 (1:55).
  200. Transmissão ao vivo, 2017-05-12 (42:17).
  201. Transmissão ao vivo, 8 April 2018 (PM) (28:38).
  202. 202.0 202.1 Transmissão ao vivo, 2020-07-31 (1:05:58).
  203. leveling.png
  204. Transmissão ao vivo, 2017-05-24 (46:27).
  205. 205.0 205.1 Transmissão ao vivo, 2020-07-25 (1:34:55).
  206. 206.0 206.1 206.2 206.3 206.4 206.5 206.6 206.7 Vídeo, 2018-04-05 (40:08).
  207. 207.0 207.1 207.2 207.3 207.4 207.5 207.6 February 8, 2019 - Questions and Answers.
  208. Transmissão ao vivo, 2017-12-15 (58:48).
  209. 209.0 209.1 Entrevista, 2020-07-08 (1:07:59).
  210. Transmissão ao vivo, 2017-05-24 (19:25).
  211. Entrevista, 2020-07-08 (1:12:51).
  212. 212.0 212.1 212.2 Transmissão ao vivo, 2017-05-15 (26:13).
  213. 213.0 213.1 Transmissão ao vivo, 2018-09-27 (52:41).
  214. 214.0 214.1 Entrevista, 2018-08-24 (8:52).
  215. 215.0 215.1 215.2 progression.png
  216. Transmissão ao vivo, 2017-05-03 (50:50).
  217. 217.0 217.1 Transmissão ao vivo, 2017-07-28 (19:05).
  218. Transmissão ao vivo, 2019-05-30 (58:28).
  219. 219.0 219.1 219.2 219.3 Transmissão ao vivo, 2020-01-30 (1:28:40).
  220. Transmissão ao vivo, 2018-05-04 (45:37).
  221. 221.0 221.1 221.2 221.3 221.4 Transmissão ao vivo, 2018-06-04 (1:11:19).
  222. Pets.jpg
  223. Transmissão ao vivo, 2019-06-28 (1:24:27).
  224. artisan skill tree.png
  225. 225.0 225.1 steven-profession-mastery.png
  226. Transmissão ao vivo, 2017-05-24 (32:07).
  227. 227.0 227.1 Transmissão ao vivo, 2019-07-26 (1:09:46).
  228. 228.0 228.1 228.2 artisan mastery1.png
  229. Entrevista, 2020-07-20 (18:47).
  230. 230.0 230.1 Entrevista, 2020-03-27 (5:25).
  231. Transmissão ao vivo, 2017-05-05 (6:12).
  232. steven-profession-mastery-all.png
  233. 233.0 233.1 artisan mastery5.png
  234. artisan mastery3.png
  235. artisan mastery4.png
  236. 236.0 236.1 236.2 236.3 236.4 Transmissão ao vivo, 2020-07-25 (57:02).
  237. religions.jpg
  238. Transmissão ao vivo, 2017-06-01 (33:40).
  239. 239.0 239.1 239.2 239.3 239.4 239.5 239.6 239.7 239.8 Transmissão ao vivo, 2018-07-09 (36:05).
  240. Entrevista, 2020-07-19 (19:35).
  241. Transmissão ao vivo, 2017-05-15 (30:53).
  242. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  243. 243.00 243.01 243.02 243.03 243.04 243.05 243.06 243.07 243.08 243.09 243.10 243.11 Transmissão ao vivo, 2018-09-27 (55:39).
  244. 244.0 244.1 244.2 Transmissão ao vivo, 2017-05-19 (22:10).
  245. 245.0 245.1 Entrevista, 2020-07-19 (36:07).
  246. guild size.jpg
  247. Transmissão ao vivo, 2020-06-26 (1:31:53).
  248. 248.0 248.1 Transmissão ao vivo, 2017-05-05 (23:26).
  249. Entrevista, 2018-08-08 (9:36).
  250. 250.0 250.1 250.2 Transmissão ao vivo, 2017-05-17 (7:27).
  251. Entrevista, 2020-07-19 (24:34).
  252. 252.0 252.1 252.2 252.3 Podcast, 2018-05-11 (18:52).
  253. Transmissão ao vivo, 2017-06-01 (31:47).
  254. 254.0 254.1 254.2 254.3 254.4 Podcast, 2018-05-11 (21:07).
  255. 255.0 255.1 255.2 Podcast, 2018-05-11 (48:29).
  256. 256.0 256.1 Podcast, 2018-04-23 (29:56).
  257. monster coin leveling.png
  258. Transmissão ao vivo, 2017-05-03 (31:46).
  259. Transmissão ao vivo, 2017-05-03 (36:25).
  260. kickstarter monster coins.png
  261. Monster coins2.jpg
  262. Vídeo, 2018-04-05 (49:36).
  263. 263.0 263.1 Entrevista, 2018-10-20 (2:40:17).
  264. 264.0 264.1 Transmissão ao vivo, 2017-05-24 (35:11).
  265. 265.0 265.1 Podcast, 2018-04-23 (59:28).
  266. 266.0 266.1 Podcast, 2018-04-23 (1:01:01).
  267. Entrevista, 2018-10-20 (2:53:52).
  268. MMOGames interview, January 2017
  269. 269.0 269.1 design pillars.png
  270. 270.0 270.1 270.2 270.3 270.4 270.5 Entrevista, 2018-08-24 (8:35).
  271. 271.0 271.1 Entrevista, 2020-07-29 (9:02).
  272. Transmissão ao vivo, 2020-07-25 (1:31:44).
  273. 273.0 273.1 A chat with Ashes of Creation's Steven Sharif, 7 June 2017.
  274. Entrevista, 2018-10-20 (3:43:52).
  275. transparency.png
  276. Transmissão ao vivo, 2018-05-04 (39:41).
  277. kickstarter box cost.png
  278. Pre-order packs
  279. 279.0 279.1 kickstarter subscription.png
  280. toast-subscription.png
  281. Transmissão ao vivo, 2018-05-04 (53:34).
  282. 282.0 282.1 Transmissão ao vivo, 2020-07-25 (1:21:03).
  283. Summer Braver of Worlds.png
  284. lifetime sub server.png
  285. 285.0 285.1 285.2 Transmissão ao vivo, 2020-07-25 (1:53:46).
  286. 286.0 286.1 286.2 Transmissão ao vivo, 2018-10-31 (38:47).
  287. 287.0 287.1 287.2 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
  288. 288.0 288.1 288.2 288.3 Transmissão ao vivo, 2018-09-01 (1:05:10).
  289. 289.0 289.1 alpha-1-news.png
  290. screenshot 328.png
  291. 291.0 291.1 Transmissão ao vivo, 2018-08-17 (1:02:38).
  292. Transmissão ao vivo, 2020-06-26 (1:26:54).
  293. 293.0 293.1 Transmissão ao vivo, 2017-06-01 (19:12).
  294. 294.0 294.1 kickstarter p2w.png
  295. 295.0 295.1 Transmissão ao vivo, 2020-07-25 (48:28).
  296. 296.0 296.1 Podcast, 2018-08-04 (1:57:56).
  297. 297.0 297.1 RNG boxes.png
  298. steven-multi-boxing-3.png
  299. steven-multiple-accounts.png
  300. steven-publishing-oce-sea.png
  301. Entrevista, 2018-08-21 (11:20).
  302. 302.00 302.01 302.02 302.03 302.04 302.05 302.06 302.07 302.08 302.09 302.10 Blog: New Adventure Awaits.
  303. ashes-steam.png
  304. Ashes of Creation cosmetic store.
  305. cosmetic skins.png
  306. Transmissão ao vivo, 2018-12-06 (41:43).
  307. Transmissão ao vivo, 2019-06-28 (1:25:55).
  308. costumes-weapons-quote.png
  309. cash shop non tradable.jpg
  310. 310.0 310.1 Entrevista, 2018-05-11 (32:36).
  311. 311.0 311.1 Entrevista, 2018-10-20 (2:17:43).
  312. Entrevista, 2018-10-20 (2:28:08).
  313. 313.0 313.1 Entrevista, 2018-10-20 (3:47:17).
  314. dunirinfluence.png
  315. 315.0 315.1 315.2 Entrevista, 2018-05-11 (1:03:21).
  316. 316.0 316.1 316.2 Podcast, 2018-05-11 (31:35).
  317. py'rai archetecture.jpg
  318. Transmissão ao vivo, 2017-10-16 (15:58).
  319. Entrevista, 2018-05-11 (1:04:27).
  320. 320.0 320.1 320.2 Podcast, 2018-05-11 (36:28).
  321. Transmissão ao vivo, 2017-11-17 (23:00).
  322. Entrevista, 2018-08-17 (31:09).
  323. Transmissão ao vivo, 2017-11-17 (33:56).
  324. 324.0 324.1 Transmissão ao vivo, 2018-05-04 (49:45).
  325. 325.0 325.1 Transmissão ao vivo, 2018-06-04 (7:25).
  326. 326.0 326.1 Podcast, 2018-05-11 (33:09).
  327. 327.0 327.1 Ashes of Creation Forums - No participation trophy.
  328. 328.0 328.1 328.2 Vídeo, 2018-04-05 (44:06).
  329. 329.0 329.1 Vídeo, 2018-04-05 (48:03).
  330. 330.0 330.1 330.2 Entrevista, 2020-07-19 (14:51).
  331. Entrevista, 2020-07-19 (17:12).
  332. 332.0 332.1 What languages will Ashes of Creation be in?
  333. 333.0 333.1 333.2 333.3 Entrevista, 2018-08-24 (2:35).
  334. spanish.png
  335. 335.0 335.1 335.2 Transmissão ao vivo, 2017-05-17 (1:09:22).
  336. 336.0 336.1 Transmissão ao vivo, 2017-05-24 (45:49).
  337. Entrevista, 2018-08-24 (3:19).
  338. Transmissão ao vivo, 2017-05-26 (38:30).
  339. Transmissão ao vivo, 2017-05-24 (23:50).
  340. Transmissão ao vivo, 2019-12-17 (51:20).
  341. 341.0 341.1 What are the minimum requirements for Alpha?
  342. game system.jpg
  343. Transmissão ao vivo, 2018-05-04 (43:35).
  344. unreal.jpg
  345. Transmissão ao vivo, 2017-05-03 (26:50).
  346. steven-networking.png
  347. Transmissão ao vivo, 2020-05-29 (1:07:14).
  348. Transmissão ao vivo, 2017-12-15 (39:23).
  349. 349.0 349.1 Transmissão ao vivo, 2017-05-24 (54:54).
  350. 350.0 350.1 Ashes of Creation Apocalypse: What are the minimum system requirements?
  351. 351.0 351.1 Ashes of Creation Apocalypse Open Beta on Steam.
  352. Transmissão ao vivo, 2017-05-19 (37:03).
  353. Official Livestream - May 4th @ 3 PM PST - Q&A
  354. 354.0 354.1 354.2 354.3 Transmissão ao vivo, 2018-09-27 (48:13).
  355. Entrevista, 2017-05-08 (22:06).
  356. 356.0 356.1 Transmissão ao vivo, 2017-05-24 (40:50).
  357. 357.0 357.1 na and eu servers.jpg
  358. 358.0 358.1 358.2 358.3 Ashes of Creation FAQ: Where will your servers be?
  359. 359.0 359.1 servers SEA OCE.png
  360. steven-oce-servers.png
  361. Transmissão ao vivo, 2018-07-09 (47:54).
  362. 362.0 362.1 Transmissão ao vivo, 8 April 2018 (AM) (26:41).
  363. 363.0 363.1 margaret-region-locking.png
  364. Transmissão ao vivo, 2017-05-17 (59:25).
  365. Vídeo, 2018-09-06 (4:25).
  366. server population.png
  367. 367.0 367.1 367.2 Entrevista, 2020-07-18 (12:56).
  368. 368.0 368.1 Entrevista, 2018-04-20 (9:20).
  369. Transmissão ao vivo, 2017-05-08 (36:26).
  370. Transmissão ao vivo, 2017-07-28 (35:42).
  371. Transmissão ao vivo, 2017-05-05 (35:27).
  372. MMORPG Interview, 12 December 2016.
  373. 373.0 373.1 Transmissão ao vivo, 8 April 2018 (PM) (39:48).
  374. 374.0 374.1 374.2 374.3 Entrevista, 2018-10-20 (2:22:09).
  375. Transmissão ao vivo, 8 April 2018 (AM) (25:12).
  376. Transmissão ao vivo, 8 April 2018 (AM) (24:14).
  377. steven-bear-beta-1.png
  378. Transmissão ao vivo, 2019-06-28 (1:21:02).
  379. Transmissão ao vivo, 2017-07-28 (40:15).
  380. Transmissão ao vivo, 8 April 2018 (PM) (1:18:37).
  381. The mighty beard!
  382. 382.0 382.1 382.2 382.3 Entrevista, 2020-07-08 (48:30).
  383. Transmissão ao vivo, 2017-11-17 (38:35).
  384. Massively OP, 1 June 2017
  385. 385.0 385.1 385.2 Transmissão ao vivo, 2018-02-09 (20:40).
  386. Entrevista, 2018-08-21 (40:44).
  387. 387.0 387.1 Ashes of Creation Forums - No Damage Meter?
  388. 388.0 388.1 Transmissão ao vivo, 2017-05-05 (20:02).
  389. 389.0 389.1 Entrevista, 2018-10-20 (6:29).
  390. Transmissão ao vivo, 2017-05-05 (21:41).
  391. Entrevista, 2018-05-11 (49:03).
  392. Transmissão ao vivo, 2020-04-30 (1:28:19).
  393. Transmissão ao vivo, 2017-05-05 (43:27).
  394. Ashes of Creation Forums - No Damage Meter?
  395. 395.0 395.1 395.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
  396. Ashes Discord.png
  397. Ashes of Creation Kickstarter campaign
  398. Summer Crowdfunding.png
  399. summerended.png
  400. Intrepid Studios Dev Team.
  401. PAX West 2017 Schedule.
  402. PAX West 2017 Map.
  403. GDC.png
  404. PAX East.png
  405. 405.0 405.1 405.2 405.3 405.4 Newsletter, 7 August 2018
  406. gamescom.png
  407. Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
  408. Newsletter, 7 August 2018
  409. Intrepid Studios Extra Life 2018 (@MediaAoC).
  410. Entrevista, 2019-04-15 (5:09).
  411. extralife2019.png
  412. kickstarter most funded MMORPG.png
  413. kickstarter most funded video game.png
  414. MMORPG.com's Best of 2017 Awards.
  415. Most Anticipated MMORPGs For 2018.
  416. 416.0 416.1 DualShockers’ Gamescom 2018 Awards
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