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The world will be the same on each server, but Bases will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[1]

There will be a multitude of servers located throughout the various regions of the world.[3]

  • Post launch, users will be able to select their server by the ping or the region that's notated next to the server.[3]
  • Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region they have selected will apply to their friends and squad.[3]

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.[3]Steven Sharif


Ashes of Creation will launch with the following server regions:[4][5]

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.[12]Steven Sharif

Other server regions will be considered based on interest.[6][5]

  • South America is under consideration due to traffic from that region.[13]

Once we get closer to launch we'll update this information, which may include additional regions.[6]

Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[14]

  • Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[15]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[15]Margaret Krohn


Ashes of Creation will be initially available in English, French, German, and Russian.[16][17]

  • Italian, Polish and Spanish localization will then be added.[17]
    • Spanish will be added in the near future.[18]
  • Other languages are being considered.[16]

Servers won't be language locked.[19]

  • There may be separate servers in the EU region based on language type.[17]

There's localization that will be present in the German and French Russian languages to start; and then we intend to also localize in Italian, Polish and Spanish. So servers will be allocated within the region as being one of those language type servers. So it's not going to be per country per se as it might be per language.[17]Steven Sharif

Efforts will be made to translate Ashes of Creation into multiple languages.[19][20]

Alpha-1 servers

Alpha-1 servers are provisioned in the following regions.[22]

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap for Alpha-1.

Alpha-1 servers will support 1,500 concurrently connected users per server.[24][25][26]

Testing server wipes

Alpha and Beta servers will be wiped prior to launch.[27]

  • Alpha-1 testing phases will include full wipes.[28]
  • Servers may also be wiped between individual tests, unless the developers require progression to be saved for certain spot tests.[29]

As a general rule, if the testing phase contains the word Alpha, it is safe to assume there will likely be wipes.[30]Steven Sharif

Server population

Population limits will be enforced on each server.[31]

  • Around 8-10k concurrent users per server is projected.[12][32][33]
    • Initially there will be a limited number of registered accounts (approximately 15,000) per server to help mitigate login queues.[34]
    • This limit will increase over time to around 50,000 registered accounts per server.[34][35][36]
  • The developers intend to carefully manage server populations via the use of character creation throttles to avoid the need to merge servers.[35][37] There may be queues to get into high population servers, but the aim is to avoid excessively long queues.[36]

Part of the equation of essentially watching to make sure that we don't over populate the server selection, but at the same time making sure that there's not a queue system in place that's so long it's detrimental to the concurrency of the player's will to play so to speak. It's a tough balancing act.[36]Steven Sharif

Population based scaling

The prices that NPCs sell items for will scale based on the economic activity on a server. Prices will rise to combat inflation and fall as a population diminishes.[38]

The node system allows the developers to scale the experience needed to level a node and the attrition that delevels a node based on activity.[38]

Things that NPCs buy and sell kind of scale based on the economic activity that exists on that server... As inflation rises, prices rise and everything kind of ends up being equal, even though there might be a couple of extra zeros. So that can go up and it can also go down so as a population leaves, things become less expensive and players don't have to do as much to earn that. On the other side of things we look at the node system and the node system is set up in this really flexible way that allows us to scale the experience needed to level a node and the attrition that delevels a node to scale based on activity too. So you know it's just a matter of adjusting a couple of constants and that goes up and down and the server can watch it and change those on the fly as it needs to.[38]Jeffrey Bard

Server reservations

Server reservations allow guild members as well as unaffiliated players to reserve character slots on a server starting in the Beta testing stages of the game.[39]

This would likely be utilized more so by guilds than that would be solo or unaffiliated players; and I believe that the solo player they may have friends that they want to play with. That's fine, they can also still with those friends do the reservation system, but the player who is just joining the game fresh and doesn't have a community that they're part of, I don't think they really mind in that regard and will not utilize that system.[39]Steven Sharif

Name reservations

As reservas de nomes foram recompensas pelos apoiadores no nível Pioneer e superior e estão atualmente disponíveis através do pacote Voyager plus pre-order pack.[40][41]

  • As contas terão fichas de reserva de nome, que dão ao seu titular o direito de reservar um nome em um servidor específico quando chegar o momento da reserva.[42]

Server prime-time

Objective-based events such as Cercos de base, Cercos do castelo, Guerras Guild, and Node wars will occur within a prime-time window somewhere between 3PM and 9PM server time. This is subject to testing.[43][44][45]

Server transfers

Server transfers will not be possible initially. The developers intend to assess the impact on housing and other systems closer to launch.[42]

Server instancing

There won't be server channels (sharding) on a server.[46][47]

Dungeons and Raids

Alpha-1 open world dungeon entrance.[48]

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.[49]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[50]

  • No loading time or loading screens between regions.[50]

There will be open world dungeons and raids. The aspiration is to maintain the open world feel while being able to capitalize on the benefits of instanced mechanics.[51]

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.[52]Steven Sharif
  • Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[53] Outside of these and arenas there will not be too much instancing anywhere else.[50]
  • There will be an 80/20 split between open world vs instanced encounters.[49][54][55]
  • There is no instancing in Alpha-1.[56]

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.[50]Jeffrey Bard

The PvP flagging system presents an opportunity for open conflict.[57]

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.[52]Steven Sharif

PvP Arenas

As arenas são cenários de Pvp instanciados e não fazem parte do PvP de mundo aberto.[59]

Server vs server

O sistema de arena poderá suportar o combate cross-server, ou entre servidores.[65]

  • Poderá haver competições mensais onde o servidor vencedor e a equipe vencedora recebem buffs benéficos para o mês.[67]

Definitivamente, gostamos de jogo cross-server. Eu acho legal porque é algo em que os jogadores podem participar.[68]Steven Sharif

Quando você está falando especialmente de jogos de Arena, um servidor pode não ser capaz de suportar isso dependendo do que está acontecendo com ele, mas juntando todos os servidores daí temos muitos jogadores para parear.[68]Jeffrey Bard


Ashes of Creation reúne dados de rastreio para facilitar conquistas, títulos e outras distinções num servidor.[69]

  • Número de defesas de cerco bem sucedidas.[69]
  • Número de ataques a cerco bem sucedidas.[69]
  • Número de abates no Pvp.[69]
  • Pontos de participação em raids.[69]
  • Número de firsts (primeiro do servidor).[69]

A visibilidade deste tipo de coisas no servidor ajuda a promover uma atmosfera competitiva. Se houver uma conquista atingível para a qual possa trabalhar, para que outros conheçam o seu sucesso, tem mais vontade de ser bem sucedido.[69]Steven Sharif

Leader boards

Haverá masmorras e tabelas de classificação em raid.[70]

  • Algumas tabelas de classificação estarão em todos os servers.[71]

Server types


We like to really refer to ourselves as a PvX game, because in those systems of PvP, PvE, crafting they're all intertwined: They're interdependent on each other... Our system of development really requires some interdependence there between those things. You're going to need a crafter to give you the best items. You're going to need PvPers to secure cities and castles. You're gonna need PvErs to take down those world bosses for those materials to craft.[74]Steven Sharif

Ashes is a comprehensive game. It is not a PvP focused or a PvE focused, it is a comprehensive PvX game and as a result these systems are all interconnected and have to coexist with one another with certain types of mechanisms that can provide that give and take, that push and shove.[75]Steven Sharif

Ashes of Creation is a PvX game. Players will naturally encounter both Pvp and PvE elements.[75][76][77] It is unlikely that a player could purely focus on just Pvp or just PvE.[77]

We're very clear with our objective and philosophy on the game and we understand that they may not appeal to everybody. But you know it is an important reciprocal relationship between the content that's related to PvE and the content that's related to PvP and they feed off of each other. They're catalysts for change: Their progression, their development. It's things that people can value when they see something earned and they see something lost. That elicits an emotional response from the player: That they've invested time in to either succeed or fail; and PvP allows for that element to be introduced into gameplay. And we're very clear that is our objective: That risk versus reward relationship, that achievement-based mentality. Not everybody's going to be a winner and that's okay.[80]Steven Sharif

Headstart servers

The number of head start servers is estimated to be three. This is subject to change.[81]

  • There will be an OCE headstart server.[82]

Server maintenance

Scheduled server downtime will occur on a weekly basis.[83]

Server-wide announcements

There will be global (server-wide) announcements/notifications of important events.[84]

Evolução de Base notifications will be broadcast depending on the node's stage.[86]

New citizens of a node may be announced in a dedicated node citizen chat channel.[87]

  • Election notices will be mailed to the accounts of citizens.[87]

Local node events, such as Caravanas will not be announced. These will rely on player word-of-mouth.[84]

Whether it be like a siege or a triggered event against a city or like a unique dungeon opportunity... those types of things are going to involve notifications. Especially to the citizens of the city; where you'll be informed of an impending event. Basically it will give you time.[85]Steven Sharif

Server history

The history of each server will be tracked and visible to players.[88]

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.[88]Jeffrey Bard


At Vilarejo (estágio 3) the scientific node's unique building is the Library. Players can use the Library to access information, including (but not limited to) the following:[89]

Reports of information to the library may expire after a period of time (say one week). After which new reports will be required to update the existing information.[90]

You'll get that shroud of war functionality for the week after a report but if it doesn't receive a follow-up report after that expiration period then it will not be updating real time.[90]Steven Sharif

Unreal engine 4 (Custom back-end)


Unreal Engine 4 is the graphical engine for Ashes of Creation.[91]

Unreal engine makes it really fast to iterate... Compared to other gaming engines, I can do something in a hour that would take eight hours to do in another engine.[96]Jeffrey Bard

We're ripping out most of the network code that Unreal has and putting in our own just so that it works with our game and so everything is as efficient as possible. We're not going to have any replication problems because we're building it ourselves.[97]Jeffrey Bard

One of the most important things about Epic Games as the creators of Unreal Engine is the way they've allowed developers to have access to the source code. To be able to do that makes the engine very versatile.[97]Steven Sharif

Procedural generation

Verra will not be randomly generated, but the starting resource points may be different on each server.[98]

Server hosting

Ashes of Creation servers are being hosted by Amazon Web Services (AWS).[99]

Ver também


  1. Transmissão ao vivo, 2017-05-19 (37:03).
  2. Official Livestream - May 4th @ 3 PM PST - Q&A
  3. 3.0 3.1 3.2 3.3 Transmissão ao vivo, 2018-09-27 (48:13).
  4. Entrevista, 2017-05-08 (22:06).
  5. 5.0 5.1 Transmissão ao vivo, 2017-05-24 (40:50).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 server-locations.png
  7. 7.0 7.1 na and eu servers.jpg
  8. 8.0 8.1 8.2 8.3 Ashes of Creation FAQ: Where will your servers be?
  9. 9.0 9.1 servers SEA OCE.png
  10. steven-oce-servers.png
  11. Reddit Q&A, 8 January 2019.
  12. 12.0 12.1 Transmissão ao vivo, 8 April 2018 (AM) (26:41).
  13. Transmissão ao vivo, 2018-07-09 (47:54).
  14. Transmissão ao vivo, 2020-07-25 (1:21:03).
  15. 15.0 15.1 margaret-region-locking.png
  16. 16.0 16.1 What languages will Ashes of Creation be in?
  17. 17.0 17.1 17.2 17.3 Entrevista, 2018-08-24 (2:35).
  18. spanish.png
  19. 19.0 19.1 19.2 Transmissão ao vivo, 2017-05-17 (1:09:22).
  20. 20.0 20.1 Transmissão ao vivo, 2017-05-24 (45:49).
  21. Entrevista, 2018-08-24 (3:19).
  22. 22.00 22.01 22.02 22.03 22.04 22.05 22.06 22.07 22.08 22.09 22.10 22.11 Alpha-1 screenshot.
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 Alpha-1 screenshot.
  24. alpha-1-participation.png
  25. Entrevista, 2020-07-19 (1:21:49).
  26. alpha-1-phase-2.png
  27. server wipe.jpg
  28. Alpha one test schedule, Mar 12, 2021.
  29. Transmissão ao vivo, 2020-11-30 (7:27).
  30. server-wipes.png
  31. Transmissão ao vivo, 2017-05-17 (59:25).
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  33. server population.png
  34. 34.0 34.1 steven-jahlon-accounts-per-server.jpg
  35. 35.0 35.1 steven-server-accounts.png
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  51. dungeon open.png
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  53. Podcast, 2021-09-29 (34:11).
  54. openworldinstancedsplit.png
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  82. head-start-oce-2018-8-8.png
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  85. 85.0 85.1 85.2 Entrevista, 2018-08-17 (24:48).
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  98. procedural generation.png
  99. server-hosting.png
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  101. google servers.jpg