Ashes of Creation

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Ashes of Creation website redesign preview (WIP).[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.[3]

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]
We will refine systems, we will iterate on systems, but we will never change the core identity of the intent and philosophical approach to what Ashes of Creation as an MMO brings to the MMO genre space... What we want to do is express that Ashes of Creation is endeavoring to build a risk-versus-reward centric PvX style game. And that intent and purpose will be delivered upon, and it will not change.[4]Steven Sharif
  • The developers are hoping for over a million concurrent users at launch.[6]

The Ashes of Creation release schedule is subject to change.[7]

Phase Release Estimated/Actual date
Pre‑alpha Alpha-0.[8] December 15, 2017.[9]
APOC Ashes of Creation Apocalypse battle royale stress test (NDA).[10] September 7, 2018.[11]
Ashes of Creation Apocalypse battle royale stress test (NDA lifted).[12] October 19, 2018.[12]
Ashes of Creation Apocalypse battle royale open beta.[13] December 18, 2018.[14]
Ashes of Creation Apocalypse battle royale early access.[15] September 24, 2019.[16]
Ashes of Creation Apocalypse castle siege mode PI closed testing.[17] December 19, 2019.[17]
Ashes of Creation Apocalypse battle royale testing ends.[18] March 10, 2020.[19]
Alpha Alpha-1 early preview livestream.[20] March 27, 2020.[21]
Alpha-1 limited QA testing (NDA).[22][23] May 28, 2020.[24][25]
Alpha-1 preview pre-test 1 (NDA).[26] Dec 18 - Dec 21 2020.[26]
Alpha-1 preview pre-test 2 (NDA).[26] Feb 19 - Feb 22 2021.[27][28]
Alpha-1 preview intermittent spot testing (NDA).[29][30] Mar 19 - Jul 9 2021.[29][30]
Alpha-1 preview weekend (no NDA).[29] July 9 - July 11 2021.[31][32][29]
Alpha-1 (no NDA).[29] July 14 - August 15 2021.[33][34]
Alpha-1 spot testing.[35][36] After August 15 2021.[35][34]
Alpha-2 spot testing.[37] To be announced.[37]
Alpha-2 (No NDA).[38][39] To be announced.[34]
Beta Beta-1. To be announced.[34]
Beta-2. To be announced.[34]
Pre‑release Head start for crowdfunding backers at the Founder level and above.[40] 1-2 days before launch.[40][41]
Release Launch (live) release. To be announced.[34][42]
Post‑launch Major releases (DLC expansions). Quarterly or six-monthly.[43][44]
Minor releases. Monthly.[43][44]

Índice

Nodes

Base em estágio de Metrópole no Pré-alfa.[46]

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.[47]

Dentro de cada servidor existem locais de desenvolvimento cuidadosamente escolhidos, chamados Bases.[3]

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.[52]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.[54]Steven Sharif


Nodes podem ter um de quatro (4) tipos de bases, cada um com suas especializações únicas.[52]

  • Os jogadores conseguirão identificar o tipo de base em seu primeiro estágio de desenvolvimento (Expedição) com base na população de PNJs.[54]
Tipo de Base.[52] Especialização.[52] PNJs.[52]
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?[55]


Os Tipos de Bases são predeterminados e iguais em todos os servidores.[52]

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.[52]Margaret Krohn

Os Tipos de Bases afetam diversos serviços e sistemas a cada estágio de evolução de Base.[52]

Estágios de Base

Illustration of node advancement from Wilderness (estágio 0) to Metrópole (estágio 6).

Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[56]Margaret Krohn

Nodes have seven (7) stages of advancement, with experience thresholds for each stage. When a Node reaches the experience required for its current stage, it advances to the next stage.[52]

Node stage.[3] Symbol Alternate name.[57] Timeframe to advance.[3] Residência de Jogadores.[58]
0. Wilderness -
1. Expedition Expedition symbol.png Crossroads Few hours -
2. Encampment Encampment symbol.png Camp Many hours -
3. Village Village symbol.png - Few days Small houses
4. Town - Many days Medium houses
5. City - Few weeks Large houses
6. Metrópole Metro Many weeks Mansions

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.[56]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).[3] 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.[52]

Estágio de base.[3] Nome alternativo.[57] Tempo para evoluir.[3] Residência de jogadores.[58]
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.[56]Margaret Krohn

Ilustração Conceitual. Nodes que estão na ZOI de bases mais evoluídas terão sua progressão limitada pela base mais evoluída.[59] 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.[52]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.[60]

  • Bases avançam para o primeiro estágio rapidamente. Isso disponibiliza serviços de PNJs como vendedores e armazenamento de itens.[61]
  • Quanto mais evoluída uma base, maior sua ZOI.[46]
  • 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.[59]
    • 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.[62]
  • 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.[63]
    • 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.[64]

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.[63]Steven Sharif

  • Uma base não recebe XP de bases dentro de sua ZOI até que eles tenham chegado ao limite de XP.[59]
  • Jogadores são movidos para um local seguro se colidirem com estruturas que aparecem durante a evolução de base.[65]
  • Cidadãos de uma base podem contribuir para o avanço de outras bases.[66]
  • 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.[67]

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.[67]Steven Sharif

Cercos de base

Cercos de base (vídeo do Pre-alpha).[68]

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.[56]Margaret Krohn

Cercos de base permitem que os jogadores destruam bases.[56] 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.[3]

Cercear uma base não será uma tarefa fácil para os atacantes. Cidades e metrópoles terão uma vantagem defensiva considerável.[3]

Se você possui um lar em uma base e não quer que ele seja destruído, terá que defender a cidade![69]Steven Sharif

Bases podem cair de nível de acordo com a Atrofia de Base.[56]

Read more...

Combate

Alpha-2 solo PvE ranger combat.[71]

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.[72]Steven Sharif

Combate in Ashes of Creation is focused on strategy and tactics.[73]

  • 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.[72]
We are taking our time when it comes to the quality of this game; and what that means is the additional bells and whistles: the more polished look of animations and visual effects; and as we expand on this idea of combat with class rotations, all this stuff is going to get is going to come together into a very tactile, kinetic style of combat and that's our goal.[74]Steven Sharif
We're building a singular tool that all of the teams can use to build abilities and tweak their sound effects, visual effects, animation design, engineering: All using the same tool grounded in animation to build these abilities.[77]Keenan Reimer

A revamped combat system will be rolled out during and post Alpha-1 testing.[79][80]

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Factions

Não há facções pré-definidas no Ashes of Creation.[84]

Apresentamos ao jogador esses eventos de fricção suave e depois isso determina quem são seus amigos e seus inimigos.[85]Steven Sharif

Como não temos um sistema de facções, você quer conceder ao usuário a capacidade de fazer coisas que são "más" ou "boas", então tem que haver uma infinidade de escolhas no lado mau para que eles possam participar.[86]Steven Sharif

Open world

Alpha-1 open world dungeon entrance.[87]

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.[88]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[89]

  • No loading time or loading screens between regions.[89]

There will be an approximately 80/20 split between open world vs instanced encounters.[88][90][91]

  • Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[92]
  • Masmorras and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[93]
There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[95]Steven Sharif

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.[89]Jeffrey Bard

The PvP flagging system presents an opportunity for open conflict.[97]

Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[95]Steven Sharif

PvE

Alpha-1 Elder Dragon of the Tundra raid boss.[98]

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.[99]

Elder Dragon of the Wood raid boss gameplay.[100]

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.[101]Steven Sharif

The Node system facilitates the generation of new PvE content such as Missões, Masmorras, Raids and Moedas do monstro.[102]

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.[103]Steven Sharif

PvE content adapts to the development of the world to avoid repetition.[101]

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Pvp

Alpha-1 open world caravan Pvp.[104]

O combate entre jogadores no Ashes of Creation é vasto e pessoal. Ele abrange muitos aspectos do jogo em si. Desde grandes batalhas políticas realizadas nos campos de castelos maciços, até conflitos mundiais abertos, lutando pelo orgulho dos Líderes da Guilda. Um jogador pode escolher participar do destino do mundo balançando a maré de batalha com sua destreza de combate. Nossas mecânicas de PvP seguem um sistema de sinalização, bem como zonas estáticas de PvP em certos pontos de interesse; lute pelo controle de cidades, castelos, caravanas, ou locais de caça. Nosso PvP é projetado para oferecer aos jogadores um mundo equilibrado e justo para moldar através da caneta, ou da espada, caso eles escolham.[99]

O Pvp (combate jogador vs jogador) é o catalisador para a mudança no Ashes of Creation.[105] O combate entre jogadores pretende ser significativo, desde batalhas de Caravanas até vastos conflitos mundiais abertos disputados pelo orgulho de Reis e Rainhas.[102]

Os jogadores são motivados por coisas diferentes, porque querem algo do jogo que os outros jogadores não querem, isso vai fazer com que as pessoas tenham desavenças. Jogadores diferentes vão querer experiências diferentes e o conflito entre os dois vai criar uma coisa maior e melhor. Da briga vem o renascimento e isso é um símbolo central, é um tema central que ocorre durante todo o jogo.[69]Jeffrey Bard

Há muitas razões para engajar no PvP de mundo aberto em Ashes of Creation.[106]

Só porque nosso sistema de sinalização dá corrupção aos pkers, não significa que o PvP não vai acontecer. Há muitas razões para o PvP ocorrer em um mundo aberto. Recursos escassos, áreas de caça no mundo aberto, caravanas, cercos, guerras entre guildas, etc.[106]Steven Sharif

As penalidades de morte não se aplicam a eventos baseados em objetivos (tais como caravanas, guerras entre guildas, e cercos de bases).[107]

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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.[108]

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.[110]Steven Sharif

Armas and armor are not race locked, but armor will take on a racial appearance.[113][114]

Weapon types

Different weapon types offer different passive skills and proc effects from their weapon skill tree as well as different waterfall stats.[116]

The following weapon types are not equippable by players in the MMO.

info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

There is an even split between melee and ranged weapons.[117]

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Armor types

Dünir tier 5 plate armor 3D render.[134] This render does not include any special effects as a result of enchanting.[135]

Armor types in Ashes of Creation.

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Raças

Five of the nine playable races in Ashes of Creation.[143] From left to right: Dünir female, Dünir male, Niküa male, Vek male, Ren'Kai male, Kaelar male.

Ashes of Creation offers nine playable races.[144][145]

Parent race Races
Aelan Humans Kaelar.[146] Vaelune.[146]
Dünzenkell Dwarves Dünir.[146] Niküa.[146]
Kaivek Orcs Ren'Kai.[146] Vek.[146]
Pyrian Elves Empyrean.[146] Py'Rai.[146]
Tulnar.[147]

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.[148]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.[149]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.[150]Steven Sharif

Once selected, a character's race should be final.[151]

Your primary archetype selection and your race selection should be - because they have gameplay influences - should be final.[151]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.[152][153][154]

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 (damage dealers) and Support (healer or non-healer) roles.[155][156][157]

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.[158]Steven Sharif

Religiões

Religious temple in a Metrópole node.[46]

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.[159]Jeffrey Bard

There are six primary religions as well as a Tulnar/Underrealm religion.[160][161][162]

  • Religion is intended to be a motivator, not an aesthetic.[163]
  • Choosing a religion enables players to walk a light or a dark path through their choice of questlines and other actions.[164][165][159]
    • Players will not be able to worship The Others at temples, but certain quest paths will allow darker forms of worship.[166]
There will be questlines. There will be certain actions that players are capable of taking to perhaps pursue the darker side of this metaverse so to speak.[164]Steven Sharif

Sometimes games in the past have tried to shy away from heavy emphasis on religion because of the parallels that can occur between what is in the real world and this fantasy realm. I don't really subscribe to that theory. I think that religion plays a very significant role in the story of what Ashes of Creation is about and it is very much this almost monolithic idea of good vs. evil; so that is really at the crux of what the overarching narrative will be in the game; and I'm not trying to pigeonhole players into "everyone has to be good", like I said earlier there will be opportunities for players to deviate from that, should they so choose to roleplay in that regard.[160]Steven Sharif

  • Pvp wars between religions are not a planned feature for the game.[167]

The Tulnar religion is a combination of religious beliefs of the major races as well as pagan beliefs of the minor races over time as they coexisted together in the Underrealm.[168]

The progression of the Tulnar- while they are still the staples of what were once the primary deities of the good pantheon remained for the Tulnar, over the time they existed and evolved into the society that they are at the return to Verra. It's much more similar... to the way the Creole religions advanced, with using components of Christianity as well as Voodoo and other smaller, more "paganesque" religions; and incorporated them into one. To that degree, you can correlate the way that society around the Tulnar has this almost combination of what were pagan beliefs from the minor races as well as the introductions of the major beliefs and religions from the major races, because they all came together in the Underrealm and survived in that regard. So you’re gonna see naturally a combination of those two things.[168]Steven Sharif

Read more...

Personagens

info-orange.pngEsta seção contém informações do teste Alpha-1. Ele será atualizado quando novas informações forem disponibilizadas.
Personagens stats and attributes.[170][137]
Stat Base stat Level 1 Cleric Level 1 Mage Level 1 Tank
Health.[171][172] Health 224
Mana.[171] Mana 293
Power.[171][170][137] Power 10
Dexterity.[171][170][137] Dexterity 10
Constitution.[171][170][137] Constitution 10
Will.[171] Will 12
Wisdom.[171][170][137] Wisdom 14
Mentality.[171][170][137] Mentality 13
Physical Damage Bonus.[171] Power 13
Physical Disable Modifier.[171] Power 12
Physical Critical Damage Bonus.[171] Power 12
Physical Skill Cooldown.[171] Dexterity 6
Physical Critical Rate Bonus.[171] Dexterity 6
Physical Evasion Bonus.[171] Dexterity 7
Physical Accuracy.[171] Dexterity 192
HP Regeneration.[171] Constitution 3
Physical Defense Mitigation.[171] Constitution 7
Physical Disable Defense Constitution 7
Physical Block Chance.[170][137][173] Constitution 17
Magical Attack Damage.[170][137] Will 24
Magical Critical Damage Will 23
Magical Disable Chance Will 13
Magical Casting Speed Wisdom 6
Magical Cooldown Modifier Wisdom 7
Magical Critical Rate.[173] Wisdom 7
Magical Accuracy Wisdom 8
Mana Regeneration Mentality 3
Magical Defense Mitigation Mentality 8
Magical Disable Defense Mentality 8
Magical Block Chance.[170][137][173] Mentality 18

Players will have significant agency over the allocation of their stat progression.[174]

You will have significant agency over the allocation of your stat progression. Yes, some of that will be baked-in based on the archetype selection, but a large portion of that will come down to your itemization selection, your selection of tattoos, and other ancillary types of augments and benefits you can apply to specific items, such as socketing.[174]Steven Sharif
  • There will be diminishing returns on certain stats, but there won't be hard caps.[175]

Character nameplate

Uma placa de identificação de personagem será exibida acima de sua cabeça.[176]

  • Este pode ser o primeiro ou último nome (nome de família).[176]
  • O nome da guilda do personagem é exibido ao lado de seu nome.[177]
  • A placa de identificação do personagem irá se deteriorar para dar uma indicação de quanto dano eles sofreram.[178][172][179]
  • Um ícone identificará a classe do personagem.[180]
  • Passando o mouse sobre a placa de identificação do usuário mostrará informações como nível, seu nome de classe e combinação de modelos.[180]
  • Um ícone de buff indica o equipamento do personagem e a sua categoria.[180][181][182]

O tipo de criatura invocada de um Summoner aparece na placa de identificação acima da criatura invocada. Isto não pode ser mudado pelo jogador. [183]

Alts

There will be a "comfortable" number of character slots available for alts.[184][185]

There will be a comfortable level of character slots available to players because we are a subscription model game.[185]Steven Sharif

Criador de personagens

Scars in the Alpha-2 character creator (first pass).[193]

The cool thing about this character creator is that it's not just intended for your character. It has application with NPCs that you might hire.[194]Steven Sharif

We're gonna use similar tech for implementing things like Animal husbandry.[195]Zachary Mallet

Kaelar Alpha-2 character creation (first pass).[196]

This tech is 100% created in-house at Intrepid and is not metahuman.[197]Steven Sharif

We'll be adding many, many more customization options to the character creator.[198]Cody Peterson

The character creator (or character customization system) allows players to define the look of their in-game characters, hired NPCs; and potentially creatures raised by the animal husbandry profession.[194][199]

The Ashes of Creation character creator is 100% developed in-house by Estúdios intrépidos and is not MetaHuman.[197]

Additional character creator features include.

  • There will be unlockable features for character customization.[203]
You have that scar because you participated in this siege, or these many sieges; or you have this tattoo because of your of a cultural background, or because of a quest that was accomplished where you're able to get that.[203]Steven Sharif
  • The ability to save and potentially to share characters with other players.[193][204]
The beauty of it is that you can save your character- and we already have some of those features available- and load them; and in the future we want people to be able to share those characters amongst each other.[193]Margaret Krohn
  • The ability to undo changes (Ctrl + Z) will be supported, including undoing changes that were made several edits earlier.[205][206]
  • Choosing base idle animations of characters will be possible in future.[207]
    • Certain animations, such as blinking, will be present when they don't interfere with the customization process.[208]
  • Adjusting the background scene and lighting is a planned feature.[208]
There's going to be a lot of environmental controls that are offered to the character creator so that people can set it up their scene the way they want to grab screenshots or to grab recordings or whatever they want to do.[209]Steven Sharif
  • Asymmetry in terms of manipulating different components of the body or different body features such as hair, beard, and eyes.[210]
Asymmetry is going to be functionality that's possible in manipulating either different components of the body or different features like hair. The beard we saw a little bit of that blending with highlights that you can do. Margaret talked a little bit about the eye asymmetry that you can include. Obviously those are going to exist within certain parameters that we want to define on a per-race basis, but it is something that we think is cool.[210]Steven Sharif
  • Body adornments, such as piercings will be possible within cultural limits.[211]
  • The developers are considering whether to allow custom tattoos to be uploaded by users.[212]

The aim is for the character creator to be on par if not much better than that of BDO.[213][214]

Character appearance

Facial adjustments in the Alpha-2 character creator (first pass).[215]

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.[216]Steven Sharif

Character appearance can be customized in the character creator (CC)[218] and via in-game salons/barbershops.[203][219]

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.[220]Steven Sharif
  • Personagens models are focused on realism.[221]
  • A player will see a generic character before customization.[222]
  • Character designs will have influences from a wide range of cultures, such as European, African and Asian.[223]
  • Lolis will not be in the game.[224][225]
  • Sliders and other controls, such as color palettes, will offer flexibility in customization but there will be limits based on race, gender, and the artistic style guidelines that the developers are adhering to.[226][227][224][228][229]
There's going to be constraints to the sliders, so that was one of those big questions as work began on the character creator: How much agency do you want to allow pulling like the lower lip all the way down in this weird deformed look, or having like [an] offset cheek that's just asymmetrical to the side of the face. There's not going to be the ability or agency to create those types of weird character things. However you will have the ability to move, slide, change, grow, decrease all those components, but they'll be kept in a more reasonable and presented way in the same sense you won't be able to change the appearance of the dwarven, nor the Dünir or the Niküan races to, in my opinion, create what would be traditionally considered a Loli character.[224]Steven Sharif

Body appearance

Vaelune, Dünir and Empyrean Alpha-1 early character model 3D renders.[230]

So many options coming down the road. Our character team continues to refine our customization options![231]Steven Sharif

Head appearance

Alpha-2 character creator hair and beard customization (first pass).[241]

Every hair color uses the accent and the fill differently, but usually the fill is the root color and the accent is the tip color.[241]Zachary Mallet

Face appearance

Vek presets in the Alpha-2 character creator (first pass).[248]

Heads will be relatively proportional to the body size, with some limited variability.[249]

Appearance details

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[255][256][257]

Read more...

Cosméticos

Rime and Regal‎ pre-order pack cosmetics.[258]

We are very transparent in the business model of subscription with cosmetic only marketplace... I respect and understand the opinion of rather having a box price in-place of cosmetics, but that is not the direction I’ve decided to take. After weighing the benefits to the game and its population, I believe a lower barrier to entry is healthier in the long run, and the steady content release and quality of the product will sustain the retention for subscription and in-turn provide a healthier content release strategy for Ashes.[259]Steven Sharif

Cosméticos provide a wide array of customization in Ashes of Creation.[260]

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.[258]
  • Equitable cosmetics, both from a quantity and quality standpoint, are achievable through in-game means.[262] Cosmetics achievable in-game will be on-par, and in the case of legendary skins, even more elaborate than shop items.[263][264][259]
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.[262]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.[265]Steven Sharif
The most grand looking cosmetics will be from in-game achievment only.[266]Steven Sharif
From an armor standpoint, we cut armor sets up into many different pieces. These pieces can sometimes be used as part of other sets, that may include helmets, wrists, gloves etc. So while you will not see an achievable white version of the corvid castigator set in the game for example, you may see its shoulder piece used in another set, or its leggings, or wrist piece used in another set (not every piece as to form the whole set, but perhaps a couple pieces). This would be difficult to notice at first glance, due to the material, texture and color variation used, but this modular approach to content creation makes achieving a wide variety of looks achievable for an MMORPG of our size.[263]Steven Sharif
While the exact same skin will not be available again in the future once it's gone from the Shop, these skins are all variants of creatures that you can expect to see across Verra - so perhaps you will find one with a similar style in-game![268]Sarah Flanagan
  • Cosméticos can be used by all races but there may be slight variations to make them work with the body builds of each race.[270][271]
  • There will not be mascot looking/furry cosmetics.[272]
It's important to remember, Ashes is a NO-BOX COST subscription only game, with an optional cosmetic marketplace. This achieves a few things from a monetization model. Having a lower barrier to entry for players to try the game when they don't have to fork out $60 for the box price is good, our box price is 0$. This also places an emphasis on the game's retention and our continual updates and content creation to keep players playing and staying subscribed (a put your money where your mouth is sort of philosophy for us as a company). It also means players don't have to spend $60 every time there is an expansion.[263]Steven Sharif
Is there an answer that satisfies everyone? Nope. And that's ok. We are open and transparent with our philosophies and business model. You know what you are getting with Ashes and to me, given my experiences in other games, it is a nice breath of fresh air.[263]Steven Sharif
I know there have been quite a few questions regarding cosmetics over the years. As we get further along in development, we'll be providing more specific information regarding what specific buildings, items, etc., you can place each cosmetic on. We'll update this for all past items.[275]Margaret Krohn

Obtaining cosmetics

Some cosmetics can be obtained in-game:[277]

Conquistas may unlock some cosmetics.[277]

Not all cosmetics are obtainable through in-game means. These will be purchasable through the cosmetic store.[277]

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.[278]Steven Sharif

Cosmetic items

Cosmetic items allow players to customize their character in-game.[200]

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

Cosmetic items that produce in-game cosmetic effects will also be available.[279]

Gear appearance

Alpha-1 female plate armor 3D render.[280]

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.[280]Steven Sharif

Gear is intended to be realistic in appearance.[281][282]

  • There will not be "oversized" weapons.[283]
  • Armor will not be overly sexual in appearance.[282]
    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.[281]Steven Sharif
    • Some armor and costumes will be more revealing than others, but there will not be nudity in the game.[284]
    There might be sliders, but there are not gonna be naked sliders.[284]Steven Sharif

Armadura will take on a racial appearance.[285] Armas will scale in size based on race.[286]

Each race is getting its custom geo pieces, which then will share thematic components such as color palette, attachments, design filigree. Those types of things will get shared across the geo but generally you're going to see unique races with unique geo.[287]Steven Sharif

  • Cosméticos can be used by all races but there may be slight variations to make them work with the body builds of each race.[270]

Players can change gear colors using dyes.[288][289]

Helmet display can be toggled on and off.[136]

  • Hair will likely be masked if helmet display is toggled on.[290]

Particle effects are used to denote the importance and rarity of some weapons.[291]

Crafters are able to influence what their crafted items will look like.[292][293]

info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Armas are able to be sheathed.[294]

Appearance slots/Transmogs

Gear will have appearance slots (Transmutation/Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[295][296]

  • There are rules when applying cosmetics to specific items, unlike costumes, which don't have level restrictions.[274]
  • Cosmetic slots can be toggled on or off by the player.[297]
  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[255][256]
Cosmetics, whether purchased from the shop or earned in game, are an important component of MMORPGS I personally enjoy; and there's a lot of collectors out there who spend a great deal of time either in-game achieving these things or spend money purchasing them from the cosmetic only marketplace; and we don't want to demean or reduce that achievement or that expenditure. So it's going to be situational where the default appearance will be applied and can be activated.[255]Steven Sharif

Gear attachments

Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[298]

  • There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[298]

Read more...

Lore

Ashes of Creation logo.[299]

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.[300]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[301]Steven Sharif

There are different parts to the Lore in Ashes of Creation.[302]

These story arcs drive one or more quest lines.[302]

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.[303]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.[304]Jeffrey Bard

Story arcs

Depiction of Laria Lemonte, an important character in Ashes of Creation lore.[305]

Story arcs drive narratives that play out on a particular server. Within these story arcs are specific points that can pivot to tell different stories based on predicates in the world.[306][307][302]

Within the context of these story arcs, there are specific points that they can pivot to tell a different story. That different story can be based on predicates that are in the world: from a player decision standpoint, from a cultural representation standpoint, from situational to which node gets developed. There's a lot of different components that interact with the way the dialogue and narratives play out on a particular server; and what that means is- and I've said this from the beginning many sandbox MMORPGS, they do not create as much curated content as theme-park MMORPGS; and their excuse for doing that is because they incorporate player-driven mechanics. But that's a bit of a cop-out and it's the opposite approach that we've taken with Ashes of Creation; and the reason for that is, if you give the player a door and there's nothing behind that door then opening the door is meaningless. So what we have to do is we have to create a very functional story arc system that provides content in many different ways, but is behind a door of world progress or world development that is then executed by the player population. And that's how we construct our narrative systems.[307]Steven Sharif
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.[308]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.[310]Steven Sharif
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

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.[311]

Read more...

Progressão

Progressão occurs through a variety of pathways.[312][313]

The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a kind of wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[312]Steven Sharif

The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[316]Steven Sharif

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.[317]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.[318]Steven Sharif

Alpha-1 early iteration of the level-up effect by Jim Sanders.[319]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[319]Steven Sharif

Nivelamento won't follow a traditional linear path, although classic mechanics for leveling exist.[320][321]

  • Some levels may offer more rewards than others.[324]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[324]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[325]Steven Sharif
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.[327]Steven Sharif
  • A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[328]

Read more...

End game

There is not going to be a typical end-game in Ashes of Creation.[329]

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.[329]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.[330]Sarah Flanagan

Level cap

The level cap at launch is expected to be approximately level 50.[331]

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.[336]

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.[332]Steven Sharif

Grinding

Repetition will not be part of progression in Ashes of Creation.[337]

  • There will be no "grindy" quests.[337]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[110]
  • The aspiration is to have more things to do in the game than a player has time to do.[337]

AFK leveling

There will not be AFK leveling (auto-leveling) in Ashes of Creation.[325][326]

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.[326]Jeffrey Bard

Level scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players.[338][329]

Mentor program

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.[329]

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 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.[340]Steven Sharif

The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[339]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.[152][341] A combinação de modelos primários e secundários constitui uma classe.[152][153][154]

  • Um jogador poderá escolher seu modelo secundário quando chegar ao nível 25.[152]

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.[341]

Cada habilidade na árvore primária terá diversas opções de modificação vindas árvore secundária. Esse é um exemplo de progressão horizontal.[341]

  • 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.[330]
  • Uma classe secundária não ofereçerá habilidades adicionais.[342]

Os jogadores recebem pontos de habilidade quando sobem de nível. Esses pontos são usados para aumentar o nível das habilidades na árvore de habilidade.[343]

  • Não será possível maximizar o nível de todas as habilidades em uma árvore de habilidades.[343]

Weapon progression

In-game achievable sword and polearm 3D renders.[344]

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.[345]Steven Sharif

Armas have their own progression paths.[346][347]

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.[330]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 impacts the world... We kind of want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; 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.[356]Steven Sharif

Progressão de Pet

Pets de combate serão evoluíveis e terão equipamentos disponíveis para si.[358][359]

  • Pets de combate incorporarão parte do poder do seu dono, de maneira a manter a progressão de poder horizontal.[360][361][362]
    • Poder é delegado ao pet quando ele é invocado e devolvido ao jogador imediatamente quando o pet é 'desinvocado'.[363]

Invocações de invocadores (pets de Invocadores) adicionam crescimento vertical ao poder do invocador quando chamados.[360]

Pets de combate, que podem ser adquiridos por qualquer arquétipo - e são essencialmente um item na sua mochila - são invocados pelo item a eles ligado. Quando invocado, não é a intenção que haja um ganho vertical de poder, porque quando você faz combate com pets ser um ganho vertical, então se torna uma solução sem escolhas: você tem que ter um pet de combate se quiser jogar de forma eficiente; e eu quero ficar longe disso porque quero abordar os pets de combate como uma maneira de escolha horizontal de poder; Isso quer dizer que: dependendo no tipo de conflito em que você está, dependendo da sua avaliação da ameaça, um pet pode ser relevante, ou não. Em combate, um pet de combate pode ser mais relevante do que outro pet de combate, e isso é parte do equipamento que ele usa."[360]Steven Sharif

Artisan progression

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 and up to two (2) professions within this mastered artisan class (subject to testing).[364][365][366][192]

When it comes to complete mastery, we're really identifying around two or three right now, but that's something that gets play tested- something gets iterated upon.[365]Steven Sharif
  • A character will be able to achieve up to tier 3 or tier 4 proficiency in professions that are not mastered.[365][367]
Players will have the opportunity to dabble in all of the professions at a very beginners level and then you know that gives them an understanding of what that profession feels like and then allows them to pinpoint the direction that they want to go in to master particular professions.[367]Steven Sharif
  • Based on testing, it may be decided to limit profession mastery certificates to a capped value.[368][369]
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.[370]Steven Sharif
  • Masteries aren’t just about making an item. They grant many things, including titles, access to items, bargains, and quests. [371]
  • Previously it was stated that with considerable effort a player can master all professions within a mastered parent artisan class.[372][373] This was later changed to a player being able to master some but not all professions within a mastered parent artisan class.[374][375] This was changed to being able to master up to two or three professions within a mastered parent artisan class (subject to testing).[365] The current stance is being able to master up to two professions.[364]

Artisan progression within the artisan tree occurs based on experience (repetition of tasks) within a branch and also via achievement of certain benchmarks within each branch.[376]

  • 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.[377]
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.[366]Steven Sharif

Religion progression

There are player progression paths within a religion.[378][163]

  • Players may follow only one religion at a time.[378][163]
  • Religious progression is based on quests that are only offered to followers of that religion.[378]
  • Religions have a ranking system based on a player's performance in these quests and the number of quests completed.[378][379]
  • Changing religion will cause loss of progress in a player's previous religion.[378][163]

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.[380]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.[381][382]

The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it.[381]Steven Sharif

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.[384][385][52]

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.[386]Steven Sharif

Guild progression

Guild perks UI. Alpha-1 captura de tela. Crédito da imagem: Guild:Overlord

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.[387]Steven Sharif

Guild progression occurs through participation in different systems.[387]

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.[387][389][390]

  • Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.[387]
  • Aumenta may apply at the upper tiers of guild progression.[387]
    • This applies to guilds that have opted for the non-expansive member route.[387]
    • It benefits guild members with a classification of officer or knight.[387]
  • Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[391]
  • Guild size can be traded off for guild progression.[387][392]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[393]
    • Guild alliances may be a key part in creating a larger "guild".[392]
  • Salões da guilda can be unlocked at a certain stage of guild advancement.[389]
  • Guilds cannot respec their skill points once allocated. This is subject to testing.[394]
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.[387]Jeffrey Bard

Social organization progression

A player progresses through a social organization by accomplishing tasks or quests.[395] There are hierarchical paths pertaining to specific questlines for the organization's thematic.[395] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[396]

- For example, a Thieves' guild may have objectives and quests toward securing a particular item to enable players to advance within the organization.[395]

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.[397]Steven Sharif

You're gonna see augments 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.[398]Jeffrey Bard

Alliance progression

Ashes of Creation may have specific content that revolves around Alliances.[399]

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.[399]Steven Sharif

Freehold progression

Freehold buildings are able to be levelled up based on the length of time and productivity of the freehold.[400]

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.[400]Steven Sharif

Tavernas provem serviços em 'camadas'.[401]

  • Missões que talvez possam apenas ser obtidas apenas pelas tavernas de jogadores.
  • Comidas que concedem buffs por um período de tempo depois do jogador ir embora.
  • Receitas que podem potencialmente ser vendidas para a profissão cozinhar, os quais poderiam ser apenas obtidas por negócios de jogadores em certas áreas.

A quanto mais tempo a taverna estiver funcionando e mais clientes tiver servido, mais rápida será a sua progressão.[401]

Monster coin progression

There is a progression system that levels a player's monster skills based on how often they participate in monster events.[402]

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.[403]Steven Sharif

As nodes advance, so does the scale of the monsters.[404] There are tiers of events denoting the caliber of the monsters being spawned.[405]

  • The tier of the monster coin dictates how powerful the monster is.[406]

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.[407]Steven Sharif

Siege balance

There are points of balance that we want to incorporate, such as the defense mechanisms that the defenders have, the types of buffs that are acquired through completing killing the bosses, or capturing control points, the stages before a siege when it comes to those node progressions in the preceding weeks: Those are all going to be balanced considering all things being equal between the two sides. But obviously we're not going to control the state of gear acquisition that one side might have as an advantage over the other. There might be a much better geared team over there. There might be a much better coordinated team. There might be a higher number of individuals who are part of the attacking or the defense. Those are components that we aren't necessarily going to put on railroads so-to-speak. But the aspects of design that we can talk about like the hit point health of a particular wall or door, or mercenaries that can be hired; what's their cost, what's their damage output: Those are things yes we're going to balance. But obviously anything that's player dependent or that has player interaction and activity and determination you can't always balance; and you don't want to balance. Those aspects you leave those to the players.[408]Steven Sharif

Class balance

As sessenta e quatro (64) classes são divididas em oito arquétipos primários. O balançeamento de habilidades ativas se relaciona apenas a estes oito arquétipos primários.[409][410]

  • Há quatro grupos primários de aprimoramentos atribuídos a cada arquétipo base. O balanceamento dos aprimoramentos está relacionado aos quatro grupos de aprimoramentos para cada um dos oito arquétipos.[410]

Embora os aprimoramentos mudem radicalmente a forma como suas habilidades ativas funcionam, ainda há um foco principal no arquétipo base em si e não em todas as 64 classes.[409]Steven Sharif

Não estamos realmente falando de 64 classes distintas, estamos falando de oito classes com 64 variantes... Não há tanta variação entre as 64 classes como vocês podem pensar. Não é como se você conhecesse 64 versões diferentes de... classes radicalmente diferentes.[409]Jeffrey Bard

O balanceamento em Ashes of Creation é focado em grupo não é baseado em combate 1vs1.[409][411]

Haverá encontros de 1vs1 onde uma classe será superior a outra; e essa será uma dinâmica de pedra-papel-tesoura. Queremos que hajam "counters" entre as diferentes classes. Em vez disso, será um equilíbrio focado no grupo, onde, enquanto houver diversidade de classes presentes, será um campo de jogo igualitário. Vai ser muito dependente de habilidade e estratégia.[411]Steven Sharif

Alguns arquétipos secundários serão capazes de "encurtar a distância" que tem os seus counters.[412]

Alguns arquétipos são capazes de compensar a desvantagem de suas contrapartes. Se eu sou um arquétipo de Tanque e um Mage é meu counter, eu posso pegar um Mage secundário e diminuir a distância; e então chegar ligeiramente mais perto.[412]Steven Sharif

Alpha-1 testing é inicialmente focado na funcionalidade base em vez de combate ou balanceamento.[81]

Power creep

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[345]

Read more...

Meta

A efetividade das classes, skills e equipamento irá depender do adversário ou do encontro. Irão existir builds melhores para certos tipos de desafios ou níveis de dificuldade. Esse design tem como objetivo evitar metas óbvios ou builds padrões no Ashes of Creation.​[413]

  • A dificuldade crescente inspira uma progressão vertical mais tradicional que é comum em outros MMOs.[413]

Muitas vezes você apenas tem uma escala de poder muito vertical e isso determina essa busca, mas quando você tem uma variedade de relevância entre certos tipos de adversários e essa variedade muda com o tempo por causa da atividade do jogador - e então isso afeta a economia e o sistema de crafting e quem estava produzindo o que para qual demanda - e tudo fica abalado. Esse é um ambiente muito divertido para existir nele apresenta uma situação mais dinâmica do que uma seleção mais padrão.[413]Steven Sharif

Design

Quando se trata de como os MMO's têm sido projetados tradicionalmente, a maioria dos jogadores está familiarizada com dois tipos distintos de loops de jogo: o "Theme park", e o "Sandbox". A grande maioria dos MMO's que todos vimos entrar e sair na indústria de jogos tem sido da variedade de theme parks - estes jogos colocam o jogador em um caminho específico, guiando-o, com muitas vistas bonitas entre os mesmos velhos quest hubs, muito pouco em caminhos divergentes, praticamente sem liberdade na progressão do jogador. Recentemente o gênero MMO tem visto alguns jogos da natureza sandbox entrarem em cena, mas apesar da liberdade final que a sandbox proporciona aos jogadores, muitos ficam querendo mais, pois não há por definição nenhum conteúdo mundial pré-construído, nenhum toque humano, apenas a vastidão da "areia" (sandbox) por falta de um termo melhor. Assim, muitos jogadores de MMO muitas vezes se encontram presos entre a rocha repetitiva do theme park ou os vastos espaços mortos do lugar duro do sandbox. Este abismo entre o estado dos loops de jogo MMO é onde pretendemos injetar o sistema de Nodes do Ashes of Creation.[3]

Para que a mecânica do sandbox tenha algum significado, deve haver um conteúdo curado para acompanhar as escolhas do jogador. O que significa que, como desenvolvedores, devemos criar esse conteúdo no estilo themebox, mas para cada caminho possível que a comunidade possa tomar.[414]Steven Sharif

Pilares de design

O design de Ashes of Creation adere a cinco Pilares de Design.[415]

  1. História imersiva
  2. Mundo reativo
  3. Interação entre jogadores
  4. Agência do Jogador
  5. Risco vs Recompensa

Ao projetar o Ashes of Creation, nós aderimos cada detalhe a cinco pilares principais: História Imersiva, um Mundo Reativo, Interação entre Jogadores, Agência do Jogador, e Risco vs Recompensa. Mesmo no ambiente, tudo o que você, como jogador, faz, vai amarrar a estes pilares, enquanto tudo o que sua guilda faz, tudo o que seu servidor faz, no final das contas, vai manter o mundo fresco, sempre em mudança e, o mais importante... excitante.[415]

Inspiration

Ashes of Creation has taken inspiration from various other MMORPG titles.[416]

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.[416]Jeffrey Bard
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.[418]Steven Sharif

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.[420]Steven Sharif

Open development

Estúdios intrépidos has embraced an open (transparent) development approach, rather than sharing information through carefully curated press releases and announcements.[421]

  • Some game aspects will be more polished than others before they are presented.[422]
The delicate blend between a transparent development process, but also understanding that [the] majority of your player audience will not grasp, or will not take into context, what a work in progress looks like. So certain things we have to polish to the point where they're presentable; where they can be understood- again in its own context without my verbal support or Margaret's verbal support.[422]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.[421]Steven Sharif
  • The purpose of transparent development is to enable participation and feedback from the community without the need to purchase access.[423]
The whole purpose of our development process being transparent being open is that you don't have to buy a package actually to participate. You can be a voice from the community. You can observe people playing. You can give your experiences and feedback.[423]Steven Sharif
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.[424]Steven Sharif
  • Certain aspects of the game will not be revealed early to avoid spoilers.[425][426]
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.[425]Steven Sharif

Payment model

Box cost

There is no upfront box cost associated with Ashes of Creation.[427]

Nobody should feel that they have to back the project to see it come to life. It's coming to life regardless of that. You do it because you want to support us and that's fine; and if you don't want to, that's also fine as well. We want to hear your voice and we want you to be part of the community, so that's a very important aspect. Nothing we offer in the pre-order packages are power driven. They don't give any competitive advantage to an individual who backs the game.[423]Steven Sharif

Subscription model

Game time is currently purchasable in Pre-order packs.[428]

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.[429]

Ashes of Creation (the MMORPG) is a subscription based game.[429]

  • Subscriptions will begin at launch or, subject to change, a user may be able to choose to activate their subscription to start at a particular point in time.[436]
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.[264]Steven Sharif
There is no P2W in Apocalypse or the MMORPG![439]

Expansions

DLC expansions (post-launch releases) are planned on a monthly, quarterly, or six-monthly basis.[43][44]

  • The frequency and size of expansions will be based on the popularity and subscription base of the game.[43]
  • New content will primarily be introduced through the node system. The goal is for existing content to remain relevant alongside the new content.[443]

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.[444]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.[444]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.[441]Steven Sharif

Pay to win

Ashes of Creation will not be pay to win.[445][264][446]

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.[446]

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.[264]Steven Sharif

Because we are a non-box purchase game, meaning there is no box price to play Ashes of Creation, it is only a subscription; and that's beneficial because it reduces the barrier of entry and we want a high population obviously; but at the same time one of the ways we augment the revenue flows to sustain constant updates and new chapter releases and additional content within the game is through a cosmetic-only marketplace; and that means absolutely no pay-to-win whatsoever; and that will be adhered to forever.[445]Steven Sharif

Inventário slots, RNG loot boxes and XP potions are considered pay-to-win.[447][448][449][450]

We will not use a loot box system for cosmetics either. We currently have a cosmetic store that offers limited time, limited quantity items to help sustain game development. These items are purely decorative and do not offer any in-game benefits.[447]

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.[449]Steven Sharif

Q: Will there be RNG boxes?
A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[450]Steven Sharif

Publishers

Estúdios intrépidos will self-publish Ashes of Creation in the NA (North American), OCE (Oceanic) and SEA (Southeast Asia) regions.[453][454]

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.[455]Steven Sharif

The Ashes of Creation MMORPG will not be published on the Steam platform.[456]

NFTs

Estúdios intrépidos does not plan to introduce NFTs or any other type of play-to-earn mechanics into Ashes of Creation.[457][458]

To be really clear, we have no plans to have NFTs in Ashes of Creation, or any other "play-to-earn" mechanics.[457]

Cosmetic store (micro transactions)

Ashes of Creation cosmetic store.[459]

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.[264]Steven Sharif

A Loja de cosméticos permite aos jogadores compras de Cosméticos para uso em Ashes of Creation.[277] A loja de cosméticos oferece itens disponíveis por tempo limitado e em quantidade limitada, que ajudam a manter o desenvolvimento sustentável do jogo.[262]

Nada na nossa loja jamais será pay to win (pagar para ter vantagens no jogo), já que acreditamos que essa prática fere fervorosamente o gênero dos MMORPGS..[261]

  • Cosméticos da loja oferecerão uma diversa seleção de visuais únicos. [265]

Eu quero incentivar a compra de cosméticos na loja pela sustentabilidade das expansões que tenho planejadas, já que não temos valor de venda nelas. Eu quero incentivar a compra oferecendo itens limitados: Tempo limitado para compra, quantidade limitada, assim você sente confiança de que quando você compra quaisquer skins, elas não serão oferecidas novamente de alguma outra maneira.[262]Steven Sharif

Eu não quero que itens cosméticos comprados pelo mercado sejam transferíveis... porque essa seria uma possibilidade de transformar dinheiro real em vantagens no jogo.[460]Steven Sharif

Skins

Cinderhorn Steer pre-order pack cosmetic mount skin.[461]

Providing these limited options that collectors out there like when it comes to achieving and/or purchasing cosmetics. It means something I think when players make that decision to purchase or they go through the rigorous portion of achieving those things in game that it is not just everywhere around them and becomes meaningless at that point.[445]Steven Sharif

Pets, Montarias, Vestuário, Armadura, Edificações e Acessórios vendidos na loja de cosméticos são skins.[462]

As melhores skins serão obteníveis dentro do jogo (obviamente "melhor" é subjetivo, então eu diria as mais ornamentadas e detalhadas/únicas).[468]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".[469]

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.[469]Steven Sharif

Artistic influences

Character races are super important. These are the choices that we make at the onset of our adventure in an MMORPG: what race- not just mechanically aligns with our decisions, if those races have game mechanics behind them from a stat perspective, but visually and culturally and historically: What are these? What do these races represent? So it's important that visually they're distinct. And everyone's seen fantasy games do Elves, so everyone's seen them do Humans, everyone's seen them do Orcs: There's an established expectation almost behind what these traditional fantasy races represent; and there's a risk, because whenever you're creating a new IP or a new story or a new world- a new Universe; a realm in which things don't have to always be the norm, you can take a little bit of creative liberty to redefine some of the aspects of a particular race; and that can be a good thing, because it's something that is new to players. It's something that is unique to the realm that we're building- the surroundings that you have. So what we wanted to do was push a little bit more on the unique side of what the Py'rai would look like from a visual perspective.[470]Steven Sharif

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.[480]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.[471]Steven Sharif

Cultural references

There will be real-world cultural references, particularly with regards to real-world holidays and historical events.[481]

  • These won't be out of place in terms of immersion. They will be homages.[481]

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.[482]Steven Sharif

ESRB rating

Dead bodies in a Pre-alpha raid encounter.[483]

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.[484]

  • There may be an option to turn off blood and gore in the game.[485]
  • There probably won't be swearing in quests.[486]

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.[486]Jeffrey Bard

Game difficulty

Ashes of Creation will be on the higher side of difficulty when it comes to engagements.[487]

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.[488]Jeffrey Bard
There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[488]Peter Pilone

Learning curve

Ashes of Creation will be easy to understand yet hard to master.[489]

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.[490]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.[491]Steven Sharif

Player types

Ashes of Creation will cater for a variety of player types; from Raiders or PvPers to Role players and Crafters.[492]

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.[492]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 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.[492]Steven Sharif

Casual vs. hardcore players

The multiple progression paths in Ashes of Creation offer different "lanes" for players depending on the time they have available to play.[493]

  • Some progression paths will be more immediately achievable, which are more suited to casual players.[493]
    • Triggered events such as cravans and sieges will allow casual players to participate in impactful events without significant time investment.[494]
    • Lower level characters will have usefulness in mass combat that does not depend 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.[336]

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.[494]Steven Sharif

  • Other progression paths will require a significant time investment, which casual players will take longer to achieve than hardcore players.[493]
    • The contribution of a large mass of casual players working together may have a greater impact on node progression than hardcore players. Hardcore players may be able to progress into to late-game content faster than casual players, but may lack the numbers to influence the nodes in those locations as quickly as the larger population of casual players.[493]

Traditionally in MMORPGs you're going to see a larger population of casual players than you do of hardcore players; and that's just the way the cookie crumbles from a population standpoint. And because of that and the way that nodes collect experience and advance as a result of player activity, those casual players will actually have more impact on node progression than the hardcore players will: at least as I predict, because of the sheer quantity disproportionate between the two different groups of people... You may see in Ashes the smaller hardcore group of players progress further into the late-game content, right. But they don't have the numbers to influence the nodes in those locations as quickly as the more casual... larger population has near the outskirts.[493]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.[495]

  • Higher performance in earlier phases will increase the difficulty of subsequent phases of the encounter.[495]
Raid bosses are aware of the number of combatants within an area in proximity to them and that awareness is part of an indicator to which behaviors they're going to utilize as part of their behavior tree. So as it's assessing the types of combatants that are facing it, the number of those combatants, the position of those combatants, the abilities and totals of those combatants, it weighs certain actions in its behavior tree and then it acts on those actions; and in the scenario where you're bringing overwhelming odds to a particular fight, that might weigh heavier the AoE options that the boss has access to, where they're utilizing a lot more AoE abilities during an engagement due to that overage of of players. So in that sense it's a bit adaptive. It's a bit dynamic based on the encounter scenario.[496]Steven Sharif
Q: How challenging will raid boss mechanics be given the given that players may need to simultaneously fight other players while also fighting the boss?
A: It depends. The great thing about our encounter system is that it has a wide scalability from encounters that some might consider easy given their composition to encounters that some might consider impossible until they get their gear level to a certain stage. The level of interaction with other players is really predicated on the encounter itself. We may have some encounters that are in instances although the predominant portion of those will be in the open world, in which case they do have the potential being contested; and these encounters, especially the big ones that might land in contention, are giving some of the best-in-slot gear you can get in the game. So it's important that they are contested because it is a significant victory point; and one of our core pillars is risk versus reward: and the higher that risk the higher that reward should be. So those two things seem fitting and then in addition we do have the concept of winners and losers. Not everybody in Ashes of Creation is going to be a winner; and that sucks if you're not I guess, but there is opportunity for you to continue to excel and become one. But it gives much more meaning to an achievement when not everybody gets the achievement. That's our philosophy.[499]Steven Sharif

Mentor program

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.[329]

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 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.[340]Steven Sharif

The mentorship program provides individual quests that can be initiated by the mentor based off of what node that they are part of. So these are like quests that are determined by either certain buildings and/or organizations or the mayor; and there are specific ones that are available for mentors to provide mentees; and they can also participate in some of those quest lines as well: Whether that be leading your mentee through a dungeon or providing a location for them to arrive with you at, or escort quests for the NPC caravans. These types of things, when done together with your mentor, will provide benefits both for the mentor and the mentee as well, so you're incentivized to participate with new players.[339]Steven Sharif

Solo players

Ashes of Creation provides gameplay options for solo oriented players.[500]

For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two.[500]Steven Sharif

Localization/Translation

Ashes of Creation is aiming to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese.[503][504][505][506]

The current plan is for Ashes of Creation to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese. Although this may not be the final list of languages we support, we are still looking at which other languages into which the game may be translated.[503]

info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Servers won't be language locked.[505]

  • There may be separate servers in the EU region based on language type.[504]

Platforms

Ashes of Creation will be released on the Windows PC platform.[509][510]

Q: Will the upgrade to UE5 affect the supported systems? A lot of people are like linux question mark.[509]

A: It's something that we'll evaluate in the future. I haven't ruled it out necessarily- would see how much work it would take to do that, but really like less than one percent of the player base is using Linux.[509]Steven Sharif

Performance

Performance optimization when rendering 1300 simulated actors utilizing merged materials and meshes in Unreal Engine 5 Nanite.[512] This test was confirmed post-stream to be running on a RTX 3070.[513]

What you're seeing here showcases the new modular appearance component which can combine any set of meshes and materials into a single mesh and single material at run-time. What you're looking at is over 1300 different entities, different actors. These are simulated players essentially. Previously you saw the example they were just standing still. There was no animation, there was no effects, there was no environment and it was a thousand. This is thirteen hundred playing animations, playing effects, plus the environment which is Nanite in this example. So what you're seeing is all of these players moving around and doing something and you're seeing the frame rate at about 30 on Clayton's rig.[514]Steven Sharif

Here you see that the FPS in the top right corner is like seven or eight on average, so not too good from a rendering perspective... So by merging now you can see that the same thousand players who are wearing the same armors as previously are actually having a 300 percent increase- 300 to 400 increase- in the performance of the of the FPS. So it went from 7 to about 21 on average and that is a significant optimization point that obviously this is just the beginning of the optimization efforts.[515]Steven Sharif

Ashes of Creation was performing at 50-60 FPS on a 1080 Ti during early Alpha-1 testing.[517]

  • 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.[518][257]
  • Highly scalable options to adjust rendering and particle effects will be offered.[519]
  • Motion blur will be togglable on and off.[520]
There's a lot of bells-and-whistles that are intended on the client rendering side for these types of features that players will have the ability to scale up or down or off from a performance perspective.[518]Steven Sharif

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[255][256][257]

We have taken into consideration the rendering and server performance expectations with regards to our character density for events and battles. While testing will help with these performance profiles, we feel good where it is at for the moment, and do not feel we need to compromise our design goals atm.[521]Steven Sharif

Alpha system requirements

Alpha-1 stress testing, March 17, 2021.[522]

Funny story; So yesterday as we are stress/density testing with our NDA testers, I accidentally summoned 5k bears around our few hundred players. But hey, it didn’t crash! Can you spot Lt. Toast here?[522]Steven Sharif

These are fully operational NPCs. They have behavior trees, they have AI blackboards; you know they are functioning as an NPC would; and to my surprise, to everyone's surprise actually, the server handled it quite well: 5000 entities all within a very dense area.[523]Steven Sharif

Ashes of Creation alpha testing minimum system specification.[524] These system specs have not changed for Unreal Engine 5.[525][526]

  • Operating System: Windows 10 64-Bit
  • Processor: Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
  • Graphics Card: Nvidia GeForce GTX 750 Ti or AMD Radeon R9 270
  • Memory: 8 GB RAM
  • Network: Broadband Internet connection
  • Storage: 50 GB of available space
  • Sound Card: DirectX Compatible Sound Card

Recommended specification.[524]

  • 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: 50 GB of available space
  • Sound Card: DirectX Compatible Sound Card

Unreal Engine 5

Unreal Engine 5 walkthrough.[527]

Lumen has done a great job in really bringing to to life this area. As you can see, there's light bouncing off of the surfaces and casting into the rest of the cave... I love how you can also see the detail in the costume and the cloth that we have now.[527]Steven Sharif

unreal-engine-logo.png

Unreal Engine 5 is the graphical engine for Ashes of Creation.[527][528] The game was originally developed in Unreal Engine 4.[529] Migrating to UE5 required some front-end work, but in the long run it will be easier to do so in the alpha phases of the game, rather than closer to release, or post-release.[530][531] The developers expect that the transition to Unreal Engine 5.1.1 to be complete in February 2023.[532][533] This was previously slated for January 2023.[534]

What it provides in my opinion as person who enjoys PvP is it adds additional dynamics to what is possible from your opponent or from yourself. You know, if there is a ledge and jumping off that ledge is going to deal a lot of damage to me when I hit the ground and that puts me at a significant disadvantage, maybe I have an option to jump off the ledge at a point where I can mantle onto the side of a cliff or something. Now the give and take there is I won't be able to use my skills while I'm mantled. I won't be able to react easily, but I didn't have to take the fall damage per-se. Or if there's an obstruction and you know I'm going to take a significant reduction in speed so that I can crouch and make it past that, and now I have a effective line of sight has been obstructed as a result of that decision. I think it adds interesting elements to the battlefield and the key here is going to be making sure that it's not cumbersome- that it doesn't feel opposite of the flow of combat.[535]Steven Sharif

Nanite brings us really an entirely new approach to rendering and art workflows. Now we can render more actors with extremely high detail while eliminating the need to bake out normal map textures. For artists essentially what this means is that they can import high quality sculpted meshes directly into Unreal 5 without really having to reduce the poly count, making the workflow more efficient while simultaneously improving the quality of the art.[540]Steven Sharif

Lumen is going to greatly improve the visual fidelity and performance of the game with the reduced work and effort that's required by the art team, making Ashes of Creation much more beautiful than in UE4.[537]Steven Sharif

  • Unreal Engine 5 features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[530]
    • World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[530]

Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[530]

A: While UE4 is a great engine, there are certain focuses and technological endeavors that Epic is doing on UE5 that won't necessarily be supported by UE4; and we want to make sure given the lifespan of Ashes and how long we intend this MMO to last, that when we made this decision early on during the development process that we weren't going to exacerbate the amount of effort it would take to move over later in the lifespan or after launch.[530]Steven Sharif

Ashes of Creation features a custom Unreal Engine back-end with proprietary networking code to enable mass combat in the open world: such as Pvp, Cercos de base, Cercos do castelo, Masmorras and Chefes mundiais.[541]

  • The networking solution dynamically distributes processes and scales up necessary server instances to accommodate player density across the world.[542]

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.[543]Steven Sharif

  • The upgrade to Unreal Engine 5 is primarily a change to the front-end side of the game. The custom back-end networking code remains largely unaffected.[544]

Over October and November, that's when McP and the engineers began to do the base migration of our custom code-base into UE5 see where there were any major issues. The great thing about UE5 is that it's mainly focused around updating the renderer- giving access to Nanite, Lumen global illumination- those are big components. There's other great aspects of it, but really it's a front-end change and it doesn't affect our networking layer. It doesn't affect our back-end code.[544]Steven Sharif

  • As of January 24, 2022 all teams have moved over to Unreal Engine 5.[545]

Servers

The world will be the same on each server, but Nodes will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[546]

There will be a multitude of servers located throughout the various regions of the world.[548]

  • Post launch, users will be able to select their server by the ping or the region that's notated next to the server.[548]
  • Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region they have selected will apply to their friends and squad.[548]

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.[548]Steven Sharif

Regions

Ashes of Creation will launch with the following server regions:[549][550]

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.[556]Steven Sharif

Other server regions will be considered based on interest.[551][550]

  • South America is under consideration due to traffic from that region.[557]

Once we get closer to launch we'll update this information, which may include additional regions.[551]

Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[432]

  • Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[433]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[433]Margaret Krohn

Server population

Population limits will be enforced on each server.[558]

  • Around 8-10k concurrent users per server is projected.[559][556][560][561]
  • Initially there will be a limited number of registered accounts (approximately 15,000) per server to help mitigate login queues.[562]
    • This limit will increase over time to around 50,000 registered accounts per server.[562][563][564]
  • There may be queues to get into high population servers, but the aim is to avoid excessively long queues.[564]
  • The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[563][64]
  • The developers may occasionally release stats relating to server populations and archetype/class makeup, but there isn't going to be an official page that surfaces this information.[565]

Server history

The history of each server will be tracked and visible to players in a node's library.[567][568]

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.[568]Jeffrey Bard
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
  • Scribes may be able to collect and record information about the events of the world as they see it from their point of view.[569]

Server instancing

There won't be server channels (sharding) on a server.[570][571]

Server types

Server transfers

Server transfers, outside of server merges, will not be possible initially.[574][330]

  • The developers intend to assess the impact on housing and other systems closer to launch.[330]

Esports

Os eSports não são o foco principal, mas se o jogo for convincente, competitivo e divertido, o jogo naturalmente se moverá nessa direção.[575]

Se tornarmos o jogo convincente, competitivo e divertido, que naturalmente se moverá nessa direção; e então encontraremos a capacidade de apoiá-lo depois.[575]Steven Sharif

Voice acting

NPCs will have voice acted audio greetings.[576][577]

  • Narrated quest lines are not currently planned.[576]
  • Adding voice acting into the game at a later point is a fairly cosmetic change.[576]

Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[576]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.[578]Steven Sharif

Music

Ashes of Creation's Lead Composer is Bear McCreary. His music will be unveiled in Alpha-2 and Beta-1.[579][580]

The soundtrack is going to incorporate either elements of intrigue or mystery or horror that's part of winding through that level to get to that boss, it's building up to the crescendo of the fight. Music is such an important part of setting the scene- the emotional presence of what you are doing in this immersive world. It elicits emotional responses. And we have a great composer Bear McCreary who has worked on God of War, Battlestar Galactica, Outlander, Black Sails; a lot of great franchises and great IPs; and I think he is going to do an awesome job in capturing the essence of what that emotional response should be from a player.[581]Steven Sharif
When we put out any music in our game... we want content creators to be able to create content utilizing our game. So just message us and we'll try to resolve any of those [DMCA] problems if you encounter any.[583]Margaret Krohn

Tavern music

Music within taverns can be set by players.[584]

Game masters

Game masters (GMs) estarão presentes e ativos em todos os servidores de Ashes of Creation.[585][586]

A direção em que estou levando a Intrepid como empresa é que uma parte significativa da receita criada pelo jogo não só vai para a criação de conteúdo adicional e atualizações para o jogo, mas também vai para o cuidado do jogo, como eu gosto de chamá-lo; e o cuidado são muitas coisas: É ter GM's ativos nos servidores. É ter uma equipe interativa da comunidade que está sempre presente e de plantão para participar das discussões do fórum, lives e atualizações.[586]Steven Sharif
  • Haverá um sistema de escalonamento padrão, onde diferentes ações são tomadas com base na gravidade de cada infração. As ações podem variar de ser retirados os itens ilegitimos ou o gold) até as contas serem banidas por um período de tempo, ou permanentemente.[586]
Seguindo uma abordagem padrão para um sistema de escalonamento onde certas infrações resultam em bans imediatos e algumas infrações fornecem um caminho para o futuro onde são tomadas medidas que podem banir ou limpar a conta ou fornecer algumas proibições de chat ou a capacidade de jogar durante uma semana ou mais... Se você comprar ouro e dependendo da gravidade da infração, você pode ir desde ter o gold retirado e ser banido por um período de tempo até ser banido permanentemente.[586]Steven Sharif
  • Botters, trapaceiros, vendedores de Gold e RMTers, enfrentarão duras penalidades por parte das equipes GM e da comunidade.[585][587]
De uma perspectiva de aplicação das regras e da nossa política, precisamos de "estar no ponto" quando se trata de banir Bots ou RMT porque a santidade e a conquista do jogador dentro do jogo ao valorizar o risco vs recompensa, essas coisas têm que acompanhá-lo ou então isso não terá significado.[585]Steven Sharif
  • O programa de moderadores voluntários também continuará (pós-lançamento).[588]

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.[589][590][587]

  • 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.[587]
  • Jogadores pegos usando hacks serão banidos.[587]

Two-factor authentication

info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.

Token-based two-factor authentication (2FA) may be in place for Alpha-1.[591]

Addons/mods

Addons, DPS meters, and threat meters will not be supported.[592][593][594]

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.[593]Steven Sharif
  • The developers do not want addons/mods to be necessary to experience the game.[595]
  • The developers believe that DPS meters (parsers) can cause toxicity and other negative behaviors.[592][596][594]
What role DPS meters provide in online communities that I've noticed in the past my experiences: they can be a bit toxic, they can be a bit exclusionary; and that's why we don't want the DPS meters.[592]Steven Sharif
  • Threat meters will also not be present in the game. There will instead be visual in-game queues to indicate threat.[592]
Meters in my opinion are a removal from the the game immersion; and what I mean by that isn't necessarily even the fact that having the meter takes you out of the game per-se, but it is- there's a lot of diegetic approach that you can take that doesn't rely on UI elements like a meter to indicate how you should do a thing; and when you're not utilizing those types of meters you can do different types of strategies and encounter design. You can have things that can be more subtle and aren't going to be immediately given away by a meter indicating something; and that's the type of gameplay that we think that I believe we want to emphasize; and for that reason, we're not going to be including threat meters. What we will be including however are animation indicators. We're going to be including ability indicators to show the tank "hey I might be losing aggro here." I'm observing in the world these immersive elements that are not tied to any specific type of UI, but indicate to me that this monster might be moving off to attack somebody else in a very immediate future; and now I should be using the abilities that I'm saving to regain that aggro, or to lock them down with a taunt or something. That to me is a bit more representative of the type of gameplay we want to to bring in our encounter design.[592]Steven Sharif
info-orange.pngAlgumas das informações a seguir não foram confirmadas recentemente pelos desenvolvedores e podem não estar no roteiro de desenvolvimento atual.
  • 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.[597]
  • The design of the game API is still under consideration.[598]

Combat logs

There are combat logs in Ashes of Creation.[599]

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.[490]Steven Sharif

Marcos

December 2015 First team members were hired.[600]
February 2016 Ashes of Creation design documentation and prototyping.[601][600]
December 10, 2016 Official website was launched and project announced.[600]
January 18, 2017 Official discord was launched.[602]
May 2, 2017 Kickstarter crowdfunding campaign launched with $750,000 funding goal.[603]
June 3, 2017 Kickstarter crowdfunding campaign completed with 19,576 backers raising $3,271,809.[604]
June 2017 Game production began with a team size of 15-20.[601]
June 21, 2017 Crowdfunding do verão campaign launched.[605]
July 22, 2017 Summer crowdfunding campaign completed with 2,485 backers.[606]
September 1, 2017 PAX West 2017.[607][608]
November 4, 2017 Raised $16,500 for Extra Life children's hospitals.[609]
December 15, 2017 Alpha-0 released on schedule.[9]
March 19-23, 2018 Game Developers Conference (GDC) 2018.[610]
April 5, 2018 PAX East 2018.[611]
August 15, 2018 Last day for purchases of Alpha-1 through Intrepid pre-order packs.[612]
August 20, 2018 At Gamescom with My.com.[613]
August 27, 2018 100 developers working on Ashes of Creation.[614]
September 1, 2018 PAX West 2018 panel.[615]
October 19, 2018 Ashes of Creation Apocalypse battle royale (previously called Alpha-1 phase 1 battlegrounds).[12]
November 4, 2018 Raised $20,518 for Rady Children's hospital with Extra Life.[616]
April 15, 2019 60 developers working on Ashes of Creation at San Diego offices (following disengagement with Malaysian art team).[617]
November 3, 2019 Raised $20,901 for Rady Children's hospital with Extra Life.[618]
August 21, 2020 Announced a mutual parting of ways with publisher My.games.[455]
October 17, 2020 Almost 3,000,000 registered accounts for Ashes of Creation.[619]
October 17, 2020 ~87 developers working on Ashes of Creation.[620]
November 8, 2020 Raised $88,546 for Rady Children's hospital with Extra Life.[621]
February 26, 2021 Official ashesofcreation.com website redesign.[622]
May 5, 2021 Alpha-1 sales resumed with the announcement of the Adventurer pre-order pack.[623]
May 17, 2021 Verbal NDA was lifted from Alpha-1 testing.[624]
July 9, 2021 Alpha-1 no-NDA preview weekend began on schedule.[32]
July 11, 2021 Alpha-1 no-NDA preview weekend completed on schedule.[31]
July 14, 2021 Alpha-1 no-NDA month long test began on schedule.[625][626]
August 15, 2021 Alpha-1 no-NDA month long test completed on schedule.[33]
November 7, 2021 Raised $34,485 for Rady Children's hospital with Extra Life.[627]
December 23, 2021 Announced that Ashes of Creation is moving to Unreal Engine 5.[527][528]
January 14, 2022 Over 120 people working on Ashes of Creation.[628]
November 5, 2022 Raised $77,939 for Rady Children's hospital with Extra Life.[629]

Accomplishments

  • Kickstarter's most funded MMORPG.[630]
  • Kickstarter's #7 most funded video game.[631]
  • Most anticipated MMO – MMORPG.com's Best of 2017 Awards.[632]
  • Most anticipated early access hands-on MMORPG – MMOs World.[633]
  • Gamescom 2018: Best Independent game.[634]
  • Gamescom 2018: Best Online game.[634]
  • Best indie MMO of 2020 – massivelyop.com reader's poll.[635]
  • Most anticipated MMO of 2021 and beyond – massivelyop.com reader's poll.[636]
  • Top 10 Best Upcoming New MMORPGs For 2021 And Beyond – Forbes.[637]
  • 2022 Best MMO Studio – MMOGames.[638]

Franchise

Ashes of Creation will be a franchise.[639]

Ashes of Creation Apocalypse

Ashes of Creation Apocalypse early access trailer.[643][644]

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.[643]

Ashes of Creation Apocalypse (also referred to as APOC)[640] was a free-to-play[438] matchmaking-based arena game with three primary modes.[645]

Ashes of Creation Apocalypse utilizes action-based combat.[645][612][647]

Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020.[19]

Ashes of Creation board game

An Ashes of Creation board game is scheduled for release at around the time of the MMORPG Beta phase.[641]

Just to be clear, a board game doesn’t impact any mmo development. They are 2 very different sets of employees.[652]Steven Sharif

It is a resource management and combat game with an action economy.[641]

  • Each player chooses a Class and attempts to build a Guild that takes over a server on Ashes of Creation.[641]
  • 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.[641]

  • 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.[641]

  • 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.[641]

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

Players compete for server firsts.[641]

The game is playable by two to five players.[641]

  • The game will last about 30 minutes per player.

There will be expansions, but the base game can be played stand-alone.[641]

  • 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.[641]

The estimated retail price is between $50 and $100 US.[641]

It is undecided if certain editions of the game will come with Cosméticos.[641]

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.[653]Steven Sharif

Gameplay videos

External links

Ver também

Referências

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  16. @AoCApocalypse on Twitter.
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  249. steven-cc-heads.png
  250. 250.0 250.1 250.2 Vídeo, 2022-03-31 (13:31).
  251. 251.0 251.1 251.2 251.3 251.4 251.5 251.6 Vídeo, 2022-03-31 (13:56).
  252. 252.0 252.1 252.2 Vídeo, 2022-03-31 (13:59).
  253. 253.0 253.1 253.2 253.3 253.4 253.5 Vídeo, 2022-03-31 (19:49).
  254. Vídeo, 2022-03-31 (21:03).
  255. 255.0 255.1 255.2 255.3 Transmissão ao vivo, 2020-07-25 (54:10).
  256. 256.0 256.1 256.2 Transmissão ao vivo, 2019-11-22 (1:08:05).
  257. 257.0 257.1 257.2 Transmissão ao vivo, 2018-08-17 (1:07:51).
  258. 258.0 258.1 258.2 258.3 Rime and Regal.
  259. 259.0 259.1 259.2 259.3 Ashes of Creation Reddit - Heat and Harmony.
  260. Transmissão ao vivo, 2017-05-08 (48:52).
  261. 261.0 261.1 261.2 kickstarter microtransactions.png
  262. 262.0 262.1 262.2 262.3 262.4 Transmissão ao vivo, 2018-04-8 (PM) (58:29).
  263. 263.0 263.1 263.2 263.3 263.4 263.5 263.6 263.7 steven-cosmetic-variants.png
  264. 264.0 264.1 264.2 264.3 264.4 264.5 Transmissão ao vivo, 2020-07-25 (1:53:46).
  265. 265.0 265.1 equitable-cosmetics-quote.png
  266. steven-grand-cosmetics.png
  267. steven-cosmetics.png
  268. 268.0 268.1 toast-creature-variants.png
  269. Transmissão ao vivo, 2019-06-28 (1:25:55).
  270. 270.0 270.1 margaret-gear-appearance.png
  271. Transmissão ao vivo, 2020-06-26 (1:42:55).
  272. Podcast, 2020-11-15 (49:02).
  273. cosmetic-levels.png
  274. 274.0 274.1 Transmissão ao vivo, 2020-11-30 (57:50).
  275. freehold-skin-clarification.png
  276. 276.0 276.1 cash shop non tradable.jpg
  277. 277.0 277.1 277.2 277.3 cosmetics obtaining.png
  278. Transmissão ao vivo, 2018-07-09 (55:20).
  279. Transmissão ao vivo, 2017-05-26 (32:14).
  280. 280.0 280.1 Transmissão ao vivo, 2020-05-29 (50:20).
  281. 281.0 281.1 Transmissão ao vivo, 2017-05-26 (19:51).
  282. 282.0 282.1 282.2 Reddit Q&A, 2019-01-8.
  283. oversized.jpg
  284. 284.0 284.1 Transmissão ao vivo, 2021-12-23 (1:34:07).
  285. Podcast, 2018-08-04 (53:43).
  286. Transmissão ao vivo, 2022-10-28 (1:41:06).
  287. Transmissão ao vivo, 2021-09-24 (1:25:27).
  288. Transmissão ao vivo, 2017-07-18 (54:56).
  289. Transmissão ao vivo, 2017-07-28 (9:47).
  290. Transmissão ao vivo, 2020-10-30 (1:13:22).
  291. Sparkly.jpg
  292. Transmissão ao vivo, 2020-11-30 (1:05:22).
  293. Transmissão ao vivo, 2017-05-24 (24:19).
  294. Transmissão ao vivo, 2017-09-03 (48:56).
  295. Entrevista, 2018-08-24 (5:28).
  296. Transmissão ao vivo, 2017-11-17 (22:33).
  297. Transmissão ao vivo, 2018-02-09 (50:29).
  298. 298.0 298.1 Entrevista, 2018-10-20 (3:34:46).
  299. Ashes of Creation Press Kit.
  300. Interview, 2016-12-7.
  301. steven-phoenix.png
  302. 302.0 302.1 302.2 302.3 302.4 302.5 302.6 302.7 302.8 302.9 Transmissão ao vivo, 2018-01-18 (39:08).
  303. Vídeo, 2018-04-05 (37:50).
  304. Vídeo, 2018-04-05 (37:13).
  305. Forums - Dev Discussion #49 - Lore Characters.
  306. 306.0 306.1 306.2 306.3 306.4 Transmissão ao vivo, 2022-04-29 (1:05:37).
  307. 307.0 307.1 307.2 307.3 307.4 Transmissão ao vivo, 2022-03-31 (1:15:29).
  308. 308.0 308.1 Transmissão ao vivo, 2019-05-30 (1:18:16).
  309. Transmissão ao vivo, 2017-05-26 (15:37).
  310. 310.0 310.1 Vídeo, 2018-04-05 (35:01).
  311. 311.0 311.1 311.2 311.3 Transmissão ao vivo, 2017-10-31 (29:50).
  312. 312.0 312.1 Transmissão ao vivo, 2021-12-23 (1:32:10).
  313. Transmissão ao vivo, 2017-05-19 (51:52).
  314. 314.0 314.1 Entrevista, 2018-10-20 (1:55).
  315. Transmissão ao vivo, 2017-05-12 (42:17).
  316. Official Livestream - May 4th @ 3 PM PST - Q&A
  317. Transmissão ao vivo, 2018-04-8 (PM) (28:38).
  318. Entrevista, 2018-10-20 (2:53:53).
  319. 319.0 319.1 Transmissão ao vivo, 2020-07-31 (1:05:58).
  320. 320.0 320.1 Transmissão ao vivo, 2022-10-14 (23:15).
  321. leveling.png
  322. Transmissão ao vivo, 2017-05-24 (46:27).
  323. Transmissão ao vivo, 2022-05-27 (1:11:10).
  324. 324.0 324.1 Transmissão ao vivo, 2022-07-29 (1:24:58).
  325. 325.0 325.1 325.2 325.3 Entrevista, 2021-06-13 (48:27).
  326. 326.0 326.1 326.2 Transmissão ao vivo, 2018-09-27 (52:41).
  327. 327.0 327.1 Transmissão ao vivo, 2020-07-25 (1:34:55).
  328. Transmissão ao vivo, 2022-04-29 (1:06:34).
  329. 329.0 329.1 329.2 329.3 329.4 Vídeo, 2018-04-05 (40:08).
  330. 330.0 330.1 330.2 330.3 330.4 330.5 330.6 February 8, 2019 - Questions and Answers.
  331. Transmissão ao vivo, 2017-12-15 (58:48).
  332. 332.0 332.1 Entrevista, 2020-07-08 (1:07:59).
  333. Transmissão ao vivo, 2017-05-24 (19:25).
  334. Transmissão ao vivo, 2021-04-30 (41:18).
  335. Transmissão ao vivo, 2022-01-28 (15:35).
  336. 336.0 336.1 Entrevista, 2020-07-08 (1:12:51).
  337. 337.0 337.1 337.2 Transmissão ao vivo, 2017-05-15 (26:13).
  338. Entrevista, 2021-06-13 (24:14).
  339. 339.0 339.1 339.2 339.3 339.4 339.5 339.6 339.7 339.8 339.9 Transmissão ao vivo, 2020-09-30 (1:07:22).
  340. 340.0 340.1 Entrevista, 2018-08-24 (8:52).
  341. 341.0 341.1 341.2 progression.png
  342. Transmissão ao vivo, 2017-05-03 (50:50).
  343. 343.0 343.1 Transmissão ao vivo, 2017-07-28 (19:05).
  344. Transmissão ao vivo, 2021-04-30 (53:08).
  345. 345.0 345.1 Entrevista, 2018-10-20 (2:53:52).
  346. 346.0 346.1 346.2 Transmissão ao vivo, 2020-01-30 (1:28:40).
  347. Transmissão ao vivo, 2018-05-04 (45:37).
  348. Transmissão ao vivo, 2022-06-30 (1:12:38).
  349. Transmissão ao vivo, 2022-09-30 (53:15).
  350. Transmissão ao vivo, 2022-09-30 (43:45).
  351. Vídeo, 2022-09-30 (24:49).
  352. Podcast, 2021-09-29 (47:57).
  353. Entrevista, 2021-02-07 (49:18).
  354. Entrevista, 2020-07-19 (53:59).
  355. Entrevista, 2020-07-18 (1:07:51).
  356. 356.0 356.1 356.2 356.3 356.4 Transmissão ao vivo, 2018-06-04 (1:11:19).
  357. Transmissão ao vivo, 2021-06-25 (1:29:39).
  358. 358.0 358.1 Transmissão ao vivo, 2020-11-30 (1:26:00).
  359. Pets.jpg
  360. 360.0 360.1 360.2 Entrevista, 2022-01-14 (42:18).
  361. Transmissão ao vivo, 2020-10-30 (1:21:14).
  362. Transmissão ao vivo, 2019-06-28 (1:24:27).
  363. Transmissão ao vivo, 2021-07-30 (1:15:29).
  364. 364.0 364.1 steven-mastery-cap.png
  365. 365.0 365.1 365.2 365.3 Transmissão ao vivo, 2022-04-29 (1:13:00).
  366. 366.0 366.1 Transmissão ao vivo, 2019-07-26 (1:09:46).
  367. 367.0 367.1 Entrevista, 2020-03-27 (5:25).
  368. artisan mastery5.png
  369. artisan mastery3.png
  370. Entrevista, 2020-07-20 (18:47).
  371. artisan mastery4.png
  372. artisan mastery1.png
  373. steven-profession-mastery-all.png
  374. steven-profession-mastery.png
  375. artisan skill tree.png
  376. Entrevista, 2021-02-07 (36:38).
  377. Transmissão ao vivo, 2017-05-10 (6:12).
  378. 378.0 378.1 378.2 378.3 378.4 Transmissão ao vivo, 2020-07-25 (57:02).
  379. religions.jpg
  380. Transmissão ao vivo, 2017-06-01 (33:40).
  381. 381.0 381.1 381.2 381.3 381.4 381.5 381.6 Transmissão ao vivo, 2022-09-30 (1:24:54).
  382. 382.0 382.1 382.2 382.3 382.4 382.5 382.6 Transmissão ao vivo, 2018-07-09 (36:05).
  383. Transmissão ao vivo, 2018-07-09 (36:05).
  384. Entrevista, 2020-07-19 (19:35).
  385. Transmissão ao vivo, 2017-05-15 (30:53).
  386. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  387. 387.00 387.01 387.02 387.03 387.04 387.05 387.06 387.07 387.08 387.09 387.10 387.11 Transmissão ao vivo, 2018-09-27 (55:39).
  388. 388.0 388.1 388.2 Transmissão ao vivo, 2017-05-19 (22:10).
  389. 389.0 389.1 Entrevista, 2020-07-19 (36:07).
  390. guild size.jpg
  391. Transmissão ao vivo, 2020-06-26 (1:31:53).
  392. 392.0 392.1 Transmissão ao vivo, 2017-05-05 (23:26).
  393. Entrevista, 2018-08-08 (9:36).
  394. Transmissão ao vivo, 2020-10-30 (1:11:13).
  395. 395.0 395.1 395.2 Transmissão ao vivo, 2017-05-17 (7:27).
  396. Entrevista, 2020-07-19 (24:34).
  397. 397.0 397.1 397.2 397.3 Podcast, 2018-05-11 (18:52).
  398. Transmissão ao vivo, 2017-06-01 (31:47).
  399. 399.0 399.1 399.2 399.3 399.4 Podcast, 2018-05-11 (21:07).
  400. 400.0 400.1 400.2 Podcast, 2018-05-11 (48:29).
  401. 401.0 401.1 Podcast, 2018-04-23 (29:56).
  402. monster coin leveling.png
  403. Transmissão ao vivo, 2017-05-03 (31:46).
  404. Transmissão ao vivo, 2017-05-03 (36:25).
  405. kickstarter monster coins.png
  406. Monster coins2.jpg
  407. Vídeo, 2018-04-05 (49:36).
  408. Transmissão ao vivo, 2021-06-25 (1:10:52).
  409. 409.0 409.1 409.2 409.3 Transmissão ao vivo, 2020-10-30 (33:26).
  410. 410.0 410.1 Entrevista, 2018-10-20 (2:40:17).
  411. 411.0 411.1 411.2 Podcast, 2018-04-23 (59:28).
  412. 412.0 412.1 Podcast, 2018-04-23 (1:01:01).
  413. 413.0 413.1 413.2 413.3 Podcast, 2021-04-11 (54:35).
  414. MMOGames interview, January 2017
  415. 415.0 415.1 design pillars.png
  416. 416.0 416.1 416.2 416.3 416.4 416.5 Entrevista, 2018-08-24 (8:35).
  417. CC effects do notapply to non-combatants.png
  418. 418.0 418.1 Entrevista, 2020-07-29 (9:02).
  419. steven-l2.png
  420. Transmissão ao vivo, 2020-07-25 (1:31:44).
  421. 421.0 421.1 A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
  422. 422.0 422.1 Transmissão ao vivo, 2022-04-29 (21:00).
  423. 423.0 423.1 423.2 Transmissão ao vivo, 2021-12-23 (1:23:41).
  424. Entrevista, 2018-10-20 (3:43:52).
  425. 425.0 425.1 transparency.png
  426. Transmissão ao vivo, 2018-05-04 (39:41).
  427. kickstarter box cost.png
  428. Pre-order packs
  429. 429.0 429.1 kickstarter subscription.png
  430. toast-subscription.png
  431. Transmissão ao vivo, 2018-05-04 (53:34).
  432. 432.0 432.1 Transmissão ao vivo, 2020-07-25 (1:21:03).
  433. 433.0 433.1 433.2 margaret-region-locking.png
  434. Summer Braver of Worlds.png
  435. steven-lifetime.png
  436. Transmissão ao vivo, 2021-02-26 (1:08:47).
  437. alpha-1-and-game-time.png
  438. 438.0 438.1 Transmissão ao vivo, 2018-10-31 (38:47).
  439. 439.0 439.1 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
  440. screenshot 328.png
  441. 441.0 441.1 Transmissão ao vivo, 2018-08-17 (1:02:38).
  442. 442.0 442.1 442.2 442.3 442.4 Transmissão ao vivo, 2020-06-26 (1:26:54).
  443. Entrevista, 2021-06-13 (42:22).
  444. 444.0 444.1 Transmissão ao vivo, 2017-06-01 (19:12).
  445. 445.0 445.1 445.2 Transmissão ao vivo, 2020-11-30 (56:02).
  446. 446.0 446.1 kickstarter p2w.png
  447. 447.0 447.1 447.2 loot-boxes.png
  448. 448.0 448.1 Transmissão ao vivo, 2020-07-25 (48:28).
  449. 449.0 449.1 Podcast, 2018-08-04 (1:57:56).
  450. 450.0 450.1 RNG boxes.png
  451. steven-multi-boxing-3.png
  452. steven-multiple-accounts.png
  453. steven-publishing-oce-sea.png
  454. Entrevista, 2018-08-21 (11:20).
  455. 455.0 455.1 455.2 Blog: New Adventure Awaits.
  456. ashes-steam.png
  457. 457.0 457.1 Reddit - Developer response regarding play-to-earn mechanics.
  458. margaret-nfts.png
  459. Ashes of Creation cosmetic store.
  460. 460.0 460.1 Entrevista, 2018-05-11 (32:36).
  461. Ashes of Creation Store: Ashes of Creation.
  462. cosmetic skins.png
  463. Transmissão ao vivo, 2018-12-06 (41:43).
  464. Transmissão ao vivo, 2020-11-30 (58:24).
  465. costumes-weapons-quote.png
  466. 466.0 466.1 toast-caravan-skins.png
  467. 467.0 467.1 margaret-caravan-skins.png
  468. 468.0 468.1 steven-best-skins.png
  469. 469.0 469.1 Entrevista, 2018-10-20 (2:17:43).
  470. Transmissão ao vivo, 2022-02-25 (49:42).
  471. 471.0 471.1 Entrevista, 2018-10-20 (3:47:17).
  472. dunirinfluence.png
  473. 473.0 473.1 473.2 Entrevista, 2018-05-11 (1:03:21).
  474. Podcast, 2018-05-11 (31:35).
  475. Transmissão ao vivo, 2022-09-30 (1:08:24).
  476. Transmissão ao vivo, 2022-02-25 (44:28).
  477. py'rai archetecture.jpg
  478. Transmissão ao vivo, 2017-10-16 (15:58).
  479. 479.0 479.1 Podcast, 2018-05-11 (31:35).
  480. Entrevista, 2018-05-11 (1:04:27).
  481. 481.0 481.1 Podcast, 2018-05-11 (36:28).
  482. Podcast, 2018-05-11 (36:28).
  483. Transmissão ao vivo, 2017-11-17 (23:00).
  484. Entrevista, 2018-08-17 (31:09).
  485. Transmissão ao vivo, 2017-11-17 (33:56).
  486. 486.0 486.1 Transmissão ao vivo, 2018-05-04 (49:45).
  487. Transmissão ao vivo, 2022-12-02 (1:05:51).
  488. 488.0 488.1 Transmissão ao vivo, 2018-06-04 (7:25).
  489. Podcast, 2018-05-11 (33:09).
  490. 490.0 490.1 Ashes of Creation Forums - No participation trophy.
  491. Podcast, 2018-05-11 (33:09).
  492. 492.0 492.1 492.2 Vídeo, 2018-04-05 (44:06).
  493. 493.0 493.1 493.2 493.3 493.4 Podcast, 2021-04-11 (18:35).
  494. 494.0 494.1 Vídeo, 2018-04-05 (48:03).
  495. 495.0 495.1 495.2 Entrevista, 2020-07-19 (14:51).
  496. 496.0 496.1 496.2 Transmissão ao vivo, 2023-01-27 (1:34:06).
  497. Entrevista, 2021-06-13 (22:20).
  498. Entrevista, 2020-07-19 (17:12).
  499. Transmissão ao vivo, 2022-05-27 (1:20:35).
  500. 500.0 500.1 500.2 500.3 Transmissão ao vivo, 2022-09-30 (2:40).
  501. Transmissão ao vivo, 2017-05-08 (28:48).
  502. 502.0 502.1 solo.png
  503. 503.0 503.1 503.2 What languages will Ashes of Creation be in?
  504. 504.0 504.1 504.2 Entrevista, 2018-08-24 (2:35).
  505. 505.0 505.1 505.2 Transmissão ao vivo, 2017-05-17 (1:09:22).
  506. 506.0 506.1 Transmissão ao vivo, 2017-05-24 (45:49).
  507. spanish.png
  508. Entrevista, 2018-08-24 (3:19).
  509. 509.0 509.1 509.2 509.3 509.4 Transmissão ao vivo, 2021-12-23 (48:45).
  510. 510.0 510.1 Transmissão ao vivo, 2017-05-26 (38:30).
  511. Transmissão ao vivo, 2017-05-24 (23:50).
  512. Transmissão ao vivo, 2021-12-23 (1:10:09).
  513. RTX3070clarification.png
  514. Transmissão ao vivo, 2021-12-23 (1:08:42).
  515. Transmissão ao vivo, 2021-09-24 (52:48).
  516. Transmissão ao vivo, 2019-12-17 (51:20).
  517. alpha-1-fps.png
  518. 518.0 518.1 Transmissão ao vivo, 2023-01-27 (1:07:12).
  519. game system.jpg
  520. Transmissão ao vivo, 2018-05-04 (43:35).
  521. steven-server-performance.png
  522. 522.0 522.1 steven-a1-stress-test.png
  523. Transmissão ao vivo, 2021-03-26 (12:34).
  524. 524.0 524.1 What are the minimum requirements for Alpha?
  525. 525.0 525.1 Transmissão ao vivo, 2021-12-23 (49:39).
  526. 526.0 526.1 Transmissão ao vivo, 2021-12-23 (42:09).
  527. 527.0 527.1 527.2 527.3 Vídeo, 2021-12-23 (0:00).
  528. 528.0 528.1 Transmissão ao vivo, 2021-12-23 (19:59).
  529. unreal.jpg
  530. 530.0 530.1 530.2 530.3 530.4 530.5 Transmissão ao vivo, 2021-12-23 (40:53).
  531. Transmissão ao vivo, 2021-12-23 (50:50).
  532. Transmissão ao vivo, 2023-02-24 (1:14:41).
  533. Transmissão ao vivo, 2023-01-27 (1:07:46).
  534. Transmissão ao vivo, 2022-12-02 (55:48).
  535. 535.0 535.1 Transmissão ao vivo, 2021-12-23 (55:32).
  536. Vídeo, 2021-12-23 (23:53).
  537. 537.0 537.1 Transmissão ao vivo, 2021-12-23 (54:00).
  538. Transmissão ao vivo, 2021-12-23 (52:52).
  539. Vídeo, 2021-12-23 (2:54).
  540. Transmissão ao vivo, 2021-12-23 (52:58).
  541. Transmissão ao vivo, 2017-05-03 (26:50).
  542. steven-networking.png
  543. Transmissão ao vivo, 2017-05-24 (54:54).
  544. 544.0 544.1 Transmissão ao vivo, 2021-12-23 (47:51).
  545. Transmissão ao vivo, 2022-01-28 (7:26).
  546. Transmissão ao vivo, 2017-05-19 (37:03).
  547. Official Livestream - May 4th @ 3 PM PST - Q&A
  548. 548.0 548.1 548.2 548.3 Transmissão ao vivo, 2018-09-27 (48:13).
  549. Entrevista, 2017-05-08 (22:06).
  550. 550.0 550.1 Transmissão ao vivo, 2017-05-24 (40:50).
  551. 551.0 551.1 551.2 551.3 551.4 551.5 server-locations.png
  552. 552.0 552.1 na and eu servers.jpg
  553. 553.0 553.1 553.2 553.3 Ashes of Creation FAQ: Where will your servers be?
  554. 554.0 554.1 servers SEA OCE.png
  555. steven-oce-servers.png
  556. 556.0 556.1 Transmissão ao vivo, 2018-04-8 (AM) (26:41).
  557. Transmissão ao vivo, 2018-07-09 (47:54).
  558. Transmissão ao vivo, 2017-05-17 (59:25).
  559. Transmissão ao vivo, 2021-10-29 (1:14:00).
  560. Vídeo, 2018-09-06 (4:25).
  561. server population.png
  562. 562.0 562.1 steven-jahlon-accounts-per-server.jpg
  563. 563.0 563.1 steven-server-accounts.png
  564. 564.0 564.1 Entrevista, 2020-07-18 (12:56).
  565. Transmissão ao vivo, 2021-11-19 (52:35).
  566. Kickstarter packages.
  567. Blog: Know Your Nodes - Scientific Node Type
  568. 568.0 568.1 Entrevista, 2018-04-20 (9:20).
  569. Transmissão ao vivo, 2017-05-26 (51:37).
  570. Transmissão ao vivo, 2017-05-08 (36:26).
  571. Transmissão ao vivo, 2017-07-28 (35:42).
  572. Transmissão ao vivo, 2017-05-10 (35:27).
  573. MMORPG Interview, 2016-12-12.
  574. Transmissão ao vivo, 2022-10-14 (2:53).
  575. 575.0 575.1 Transmissão ao vivo, 2018-04-8 (PM) (39:48).
  576. 576.0 576.1 576.2 576.3 Entrevista, 2018-10-20 (2:22:09).
  577. Transmissão ao vivo, 2018-04-8 (AM) (25:12).
  578. Transmissão ao vivo, 2018-04-8 (AM) (24:14).
  579. steven-bear-a2.png
  580. steven-bear-beta-1.png
  581. 581.0 581.1 Entrevista, 2021-06-13 (11:15).
  582. roshen-a1-music.png
  583. 583.0 583.1 Transmissão ao vivo, 2021-06-25 (1:07:45).
  584. The mighty beard!
  585. 585.0 585.1 585.2 Transmissão ao vivo, 2022-08-26 (1:32:45).
  586. 586.0 586.1 586.2 586.3 Entrevista, 2020-07-08 (48:30).
  587. 587.0 587.1 587.2 587.3 Transmissão ao vivo, 2018-02-09 (20:40).
  588. Forums - Livestream Q&A 2022-08-26.
  589. Transmissão ao vivo, 2017-11-17 (38:35).
  590. Massively OP, 2017-06-1
  591. Entrevista, 2018-08-21 (40:44).
  592. 592.0 592.1 592.2 592.3 592.4 Transmissão ao vivo, 2023-02-24 (1:19:29).
  593. 593.0 593.1 Ashes of Creation Forums - No Damage Meter?
  594. 594.0 594.1 Transmissão ao vivo, 2017-05-10 (20:02).
  595. Entrevista, 2018-10-20 (6:29).
  596. Transmissão ao vivo, 2020-04-30 (1:28:19).
  597. Entrevista, 2018-05-11 (49:03).
  598. Transmissão ao vivo, 2017-05-10 (21:41).
  599. Ashes of Creation Forums - No Damage Meter?
  600. 600.0 600.1 600.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
  601. 601.0 601.1 steven-milestones.png
  602. Ashes Discord.png
  603. Ashes of Creation Kickstarter campaign
  604. Ashes of Creation Kickstarter.
  605. Summer Crowdfunding.png
  606. summerended.png
  607. PAX West 2017 Schedule.
  608. PAX West 2017 Map.
  609. Intrepid Studios Dev Team.
  610. GDC.png
  611. PAX East.png
  612. 612.0 612.1 612.2 612.3 612.4 Newsletter, 2018-08-7
  613. gamescom.png
  614. Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
  615. Newsletter, 2018-08-7
  616. Intrepid Studios Extra Life 2018 (@MediaAoC).
  617. Entrevista, 2019-04-15 (5:09).
  618. extralife2019.png
  619. Entrevista, 2020-10-17 (18:36).
  620. Entrevista, 2020-10-17 (56:55).
  621. extralife2020.png
  622. Transmissão ao vivo, 2021-02-26 (9:51).
  623. Ashes of Creation Store: May cosmetics.
  624. steven-a1-verbal-nda.png
  625. toast-a1-launch.png
  626. Guide to Alpha One.
  627. extralife2021.png
  628. Entrevista, 2022-01-14 (9:11).
  629. extralife2022.png
  630. kickstarter most funded MMORPG.png
  631. kickstarter most funded video game.png
  632. MMORPG.com's Best of 2017 Awards.
  633. Most Anticipated MMORPGs For 2018.
  634. 634.0 634.1 DualShockers’ Gamescom 2018 Awards
  635. MassivelyOP 2020 awards reader's poll.
  636. MassivelyOP reader's poll.
  637. Forbes: Top 10 Best Upcoming New MMORPGs For 2021 And Beyond
  638. Twitter - MMOGames.
  639. 639.0 639.1 Transmissão ao vivo, 2017-05-17 (41:27).
  640. 640.0 640.1 Transmissão ao vivo, 2018-10-31 (35:00).
  641. 641.00 641.01 641.02 641.03 641.04 641.05 641.06 641.07 641.08 641.09 641.10 641.11 641.12 Transmissão ao vivo, 2018-11-03 (0:00:17).
  642. Ashes of Creation Apocalypse official site.
  643. 643.0 643.1 Ashes of Creation Apocalypse Early Access.
  644. Vídeo, 2019-09-24 (0:10).
  645. 645.0 645.1 Entrevista, 2018-08-24 (13:17).
  646. 646.0 646.1 646.2 Transmissão ao vivo, 2018-08-17 (30:29).
  647. Podcast, 2018-08-04 (1:07:59).
  648. 648.0 648.1 648.2 Transmissão ao vivo, 2018-09-01 (1:05:10).
  649. alpha-1-news.png
  650. Transmissão ao vivo, 2018-09-27 (9:08).
  651. Forest of Erinthia.png
  652. stevenboardgame.png
  653. Ashes of Creation Forums - Has Intrepid considered a physical collectors edition box for us box collectors?