Ashes of Creation

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

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

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

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

I am happy to announce the dates for Alpha One testing. This schedule will include Alpha One testers for a 4-day stress test starting on December 18, 2020. Now this first test will remain under NDA, as there will still likely be some considerable polish and bug fixing necessary. I will of course provide some recorded footage of the event so the community at large can see the testing. The gap between the December test and the February test will provide our team with the time necessary to iterate and fix bugs, then in March we will aim to have a 1-week test stood up in preparation for the final month-long test in April.[3]Steven Sharif

The Ashes of Creation release schedule is subject to change.[4]

We have a very, very busy 4th quarter ahead of us, and the team will be hard at work preparing for the Alpha One test dates. The content push is well underway internally for the Alpha Two and Beta test periods. Plus, much of what Alpha One brings will help us identify areas of reworking that are necessary, and will prompt many community discussions.[3]Steven Sharif

Phase Release Estimated/Actual date
Pre‑alpha Alpha-0.[5] December 15, 2017.[6]
APOC Ashes of Creation Apocalypse battle royale stress test (NDA).[7] September 7, 2018.[8]
Ashes of Creation Apocalypse battle royale stress test (NDA lifted).[9] October 19, 2018.[9]
Ashes of Creation Apocalypse battle royale open beta.[10] December 18, 2018.[11]
Ashes of Creation Apocalypse battle royale early access.[12] September 24, 2019.[13]
Ashes of Creation Apocalypse castle siege mode PI closed testing.[14] December 19, 2019.[14]
Ashes of Creation Apocalypse battle royale testing ends.[15] March 10, 2020.[16]
Ashes of Creation Apocalypse castle siege mode.[7] After Alpha-1.[17][15]
Ashes of Creation Apocalypse horde mode.[7] After Alpha-1.[17][15]
Alpha Alpha-1 early look livestream.[18] March 27, 2020.[19]
Alpha-1 limited QA testing (NDA).[20][21] May 28, 2020.[22][23]
Alpha-1 preview pre-test 1 (NDA).[3] Dec 18 - Dec 21 2020.[3]
Alpha-1 preview pre-test 2 (NDA).[3] Feb 19 - Feb 22 2021.[3]
Alpha-1 preview pre-test 3 (no NDA).[3] Mar 19 - Mar 26 2021.[3]
Alpha-1 release (no NDA).[3][24] April 6 - May 6 2021.[3]
Alpha-2 (persistent alpha).[25][26] -
Beta Betas won through the weekly drawings ("Beta-0").[27] After Alphas, but before Betas.[27]
Beta-1. -
Beta-2. -
Pre‑release Head start for crowdfunding backers at the Founder level and above.[28] 1-2 days before launch.[28][29]
Release Launch (live) release. To be announced.[30]
Post‑launch Major releases (DLC expansions). Quarterly.[31]
Minor releases. Monthly.[31]

Sommaire

Nœuds

Au sein de chaque serveur sont soigneusement placés des points de développement appelés Nœuds.[1]

Les Nœuds sont des lieux prédéfinis, englobés dans une zone d'influence, dans notre monde qui peuvent se transformer dans des villes de plusieurs tailles. Ces tailles peuvent aller d'un petit camp à une métropole étendue. La taille des villes dépend de la contribution des joueurs et à quel point ils ont pu faire avancer le Nœud. Les joueurs ne créaient pas le territoire d'un Nœud, mais à l'intérieur de ce territoire, ils ont la possibilité de posséder des terres. Les joueurs qui font partie d'un gouvernement pour un Nœud en particulier pourront modifier les types de bâtiments et les services, mais principalement, un Nœud évoluera en suivant son propre chemin (imaginez plutôt des PNJs qui bâtissent ces villes, plutôt que des PCs construisant individuellement des bâtiments et les murailles). La zone de contribution pour un Nœud est plus large que la ville elle-même, permettant aux joueurs de s'aventurer à l'extérieur tout à la construisant. Nous appelons la zone de contribution, la Zone d'Influence d'un Nœud, il s'agit de la zone où les joueurs aident à l'évolution du Noeud dans lequel ils se trouvent.[41]

Les Nœuds existent partout dans le monde et leurs emplacements détermineront leurs types; mais ce type sera... vu à la première étape de développement lorsqu'un nœud propagera des objets en temps réel; est basiquement ces PNJs, ces marchands qui s'installent dans une zone et qui offrent leurs services et/ou leurs magasins ou peu importe leur offre. Vous observerez la saveur du nœud d'après ces marchands. Donc si il s'agit d'un nœud militaire vous verez des militaires. Si c'est... un nœud économique vous verez des marchands. Si c'est un nœud scientifique vous verez des érudits; et si c'est un nœud divin vous verez des prêtres ou des moines. Les joueurs comprendront facilement de quel type de nœud il s'agit de façon à savoir comment le faire progresser.[42]Steven Sharif

Les nœuds sont assignés un type de nœuds sur quatre (4), chacun contenant une spécialisation unique.[39]

  • Les joueurs pourront identifier le type d'un nœud lors de la première étape de développement (Expédition) basé sur sa population de PNJs.[42]
Type de Nœud.[39] Spécialisation.[39] PNJs.[39]
Nœuds divins Centré sur la foi et les compétences/augmentation d'équipement Prêtres
Nœuds économiques Centré sur le commerce et les marchands Marchands
Nœuds militaires Centré sur le combat et l'entrainement de classe Gardes
Nœuds scientifiques Centré sur l'artisanat et la construction Érudits

Ashes of Creation vous permet à vous, le joueur, de décider de la destinée du monde qui vous entoure. Avec chaque type de nœud, vous pouvez changer le courant de ressources et de matériaux qui circulent dans le monde. Construirez-vous la plus grande Métropole Économique et guiderez-vous les richesses de Verra, ou choisirez-vous un autre chemin débloquant de nouvelles histoires remplies d'alliés et d'ennemis ?[43]

Les types de nœuds sont prédéterminés et sont les mêmes pour chaque serveur.[39]

Par exemple, si un Nœud Scientifique de niveau 4 est détruit, il redeviendra un Nœud Scientifique de niveau 0. Il ne sera jamais d'un autre type que Scientifique. L'emplacement de ces types dépend de l'influence des zones autour du Nœud.[39]Margaret Krohn

Les types de Nœuds affectent divers services et systèmes à chaque niveau d'avancement de nœud.[39]

Avancement de Nœud

Illustration d'un Avancement de Nœud depuis l'étape sauvage (étape 0) vers l'étape Métropole (étape 6).

Les Nœuds avancent en collectant de l'expérience depuis les actions des joueurs proches. Lorsque les joueurs complètent des activités à l'intérieur d'une Zone d'Influence d'un Nœud (la zone autour du Nœud), ils contribuent cette expérience vers le développement du Nœud. L'expérience reçue par le Nœud peut être ensuite modifiée en fonction de certains événements et accomplissements. Lorsqu'un Nœud atteint l'expérience requise, il entreprend le processus d'avancement à l'étape suivante. Il existe quelques exceptions où un Nœud ne peut pas avancer même s'il a l'expérience requise - la plupart du temps, un Nœud ne peut pas avancer si ce Nœud est un Vassal d'un autre Nœud tentant d'avancer à la même étape que son Nœud parent.[44]Margaret Krohn

Les activités des joueurs citoyens et des non-citoyens (quêtes, récolte, raids, etc.) à l'intérieur de la ZI d'un nœud participe à son avancement(progression).[1] Les Nœuds ont sept (7) étapes d'avancement, avec des paliers d'expérience pour chaque étape. Lorsqu'un Nœud atteint l'expérience requise de son étape actuelle, il avance à l'étape suivante.[39]

Étape de Nœud.[1] Nom alternatif.[45] Période pour avancer.[1] Habitation de joueur.[46]
0. Sauvage -
1. Expédition Croisée des chemins Quelques heures -
2. Campement Camp Nombreuses heures -
3. Village - Quelques jours Petites maisons
4. Ville - Nombreux jours Maisons moyennes
5. Cité - Quelques semaines Grandes maisons
6. Métropole Metro Nombreuses semaines Manoirs

La zone de développement d'un Nœud est l'endroit où la civilisation apparaîtra lorsque le Nœud avancera. Lorsque l'étape de Nœud augmente, différents bâtiments, PNJs, et services deviendront disponibles dans la zone de Développement. Plus l'étape de Nœud est élevée, plus la Zone de Développement deviendra complexe et peuplée. Les Zones de développement varient également en fonction du Type de Nœud - Economique, Militaire, Scientifique, ou Divin ; nous entrerons dans les détails sur chacun de ces Types de Nœuds dans de futures articles dans cette série.[44]Margaret Krohn

Illustration conceptuelle. Les Nœuds à l'intérieur d'une ZI d'autres nœuds plus avancés ont leur progression bloquée par un nœud plus avancé.[47] Les ZI auront sans doute des formes irrégulières dans le jeu, les cercles représentés ici servent uniquement à illustrer l'intention.

A partir de la 3e étape de Nœud, lorsqu'un nœud avance, il asservit les autres Nœuds proches et les transforme en vassaux. Les Nœuds vassaux sont possédés par le Nœud Parent et seront toujours au moins une étape de Nœud en dessous du Nœud Parent. Cela signifie qu'un Nœud Vassal ne peut plus grandir tant que le Nœud Parent n'a pas avancé à l'étape suivante. Les Nœuds Vassaux redistribuent le surplus d'expérience à leur Nœud Parent, et sont capables d'avoir leurs propres Vassaux, tant qu'ils se trouvent encore à l'intérieur de la Zone d'Influence de leur Nœud Parent. Ils sont dépendants du gouvernement, des alliances, guerres, taxes, et commerce de leur Nœud Parent, et peuvent recevoir des aides fédérales de leur part. Un Nœud Vassal ne peut pas déclarer la guerre à son Nœud Parent, ni à ses Vassaux. Les Citoyens Vassaux sont liés aux états diplomatiques de leur Nœud Parent.[39]Margaret Krohn

L'avancement d'un nœud débloque son contenu unique, au prix du verrouillage de la progression d'avancement des nœuds voisins.[48]

  • Les Nœuds avancent à la première étape rapidement. Ceci permet de débloqué des services de PNJ tel que des vendeurs ou des objets de Banque.[49]
  • Plus le Nœud est avancé, plus sa ZI devient large.[33]
  • Les Nœuds moins avancés (appelés ici Nœuds vassaux) qui appartiennent à une ZI d'un Nœud plus avancé peuvent toujours gagner de l'EXP, mais resteront à une étape d'avancement plus basse que le nœud dominant.[47]
    • Le système de Vassalité débute lorsqu'un nœud atteint l'étape 3 (village), toutefois les nœuds voisins en dessous de l'étape 3 bloquent également la croissance de leurs voisins immédiats.[50]
  • Due à la manière dont l'algorythme de progression calcule l'expansion territoriale de la (ZI) lors de l'avancement d'un nœud, il existe une faible possibilité que deux nœuds à la même étape d'avancement se retrouve proche l'un de l'autre.[51]
    • L'algorythme d'expansion de territoire prend en compte la côte la plus proche, les nœuds voisins, et la carte de chaleur des joueurs des zones alentours des dernières semaines ou mois.[52]

Normalement l'algorithme qui est appliqué à l'expansion territoriale d'un nœud devrait empêcher les nœuds importants de se retrouver proche les uns des autres... Il pourrait toutefois y avoir un concours de circonstance où tous les algorythmes de progression de territoire ammènent à la situation où ces nœuds se retrouve proche les uns des autres car il existe certains pré-requis qui doivent être disponible pour satisfaire l'acquisition de nœuds vassaux ; et il est possible que deux nœuds ne se prennent pas en tant que vassaux les uns les autres et se retrouvent plutôt proches et étendent leurs territoires dans des directions opposées : Le Conte de deux Cités si on veut.[51]Steven Sharif

  • Un Nœud ne reçoit pas d'EXP des autres nœuds à l'intérieur de sa ZI tant que ces nœuds n'ont pas atteint leurs limites.[47]
  • Les joueurs sont déplacés à l'abri s'ils intersectent avec des nouveaux objets apparaissants lors de l'avancement d'un nœud.[53]
  • Les citoyens d'un nœud peuvent contribuer à l'avancement d'autres nœuds.[54]
  • Le pourcentage exact d'avancement en obtenant des objets ou en tuant des monstres ne sera pas connu explicitement pour éviter de "jouer" avec le système.[55]

Différentes personnes ont investies différentes ressources la progression d'un nœud et il serait un peu trop "facile" s'il était possible de savoir exactement ce qui est nécessaire à ce moment-là car celà découragerais les gens de participer.[55]Steven Sharif

Sièges de Nœuds

Sièges de Nœuds (Extraits de la Pre-alpha).[56]

Tandis que certaines zones dans le monde vont grandir, d'autres vont tomber. C'est la fondation du monde vivant, respirant qu'est Ashes of Creation, où les joueurs auront la possibilité de prendre des décisions importantes qui impacteront la longévité d'une zone qui se développera en ville, ou au contraire assiéger une ville rivale. Relevez-vous des cendres, créez le monde qui vous entoure, et faites partis de l'histoire qui se déroulera grâce à vos actions et vos décisions.[44]Margaret Krohn

Les Sièges de Nœuds permettent aux joueurs de détruire des nœuds.[44] Cela pavera le chemin pour de nouveaux développements et accéder au contenu verrouillé dans les nœuds alentours. Grâce à cette dynamique, les conflits politiques et les intrigues jouent un rôle important dans la structure du monde.[1]

Assiéger les nœuds ne sera pas une tâche facile pour les attaquants. Les Cités et Métropoles auront un avantage défensif considérable.[1]

Si vous possédez une maison dans un nœud et que vous ne souhaitez pas la voire détruite, vous devriez défendre la ville ![57]Steven Sharif

Les nœuds peuvent régresser en niveau basé sur l'Atrophie de Nœud.[44]

En savoir plus...

Combat

Alpha-1 JcE combat early preview.[58]

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.[59]Steven Sharif

Combat in Ashes of Creation is focused on strategy and tactics.[60]

  • 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.[59]

We want combat to be engaging, fun... Right now we've begun the sprint toward Alpha-1 first phase deployment, so we're really looking into the action side of combat right now; and we're building systems for that. And the reason why we are doing that is because tab-targeting has been a staple of MMORPGs for a very long time, even though there's a large interest now in action for MMORPGs and there has been some successful titles with action-oriented, like TERA and BDO. We want to be able to really delve into that development so that we can better understand how to merge tab and action together in the same game, because they are vastly different play-styles.[61]Steven Sharif

En savoir plus...

Factions

Il n'y a pas de factions prédéfinies dans Ashes of Creation.[62]

Nous offrons au joueur ces événements de friction légère et ensuite cela détermine qui sont vos amis et vos ennemis.[63]Steven Sharif

Parce que nous ne sommes pas basés sur des factions, vous voulez accorder à l'utilisateur la possibilité de faire des choses qui sont soit « mauvaises » soit « bonnes », donc il doit y avoir une pléthore de choix du côté maléfique auxquels participer.[64]Steven Sharif

Open world

Alpha-1 open world dungeon entrance.[65]

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.[66]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[67]

  • No loading time or loading screens between regions.

There will be open world dungeons and raids. The aspiration is to maintain the open world feel while being able to capitalize on the benefits of instanced mechanics.[68]

  • Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal. Outside of these and arenas there will not be too much instancing anywhere else.[67]
  • There will be an 80/20 split between open world vs instanced encounters.[66][69][70]

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.[67]Jeffrey Bard

The PvP flagging system presents an opportunity for open conflict.[71]

JcE

Pre-alpha PAX East 2018 JcE Developer playthrough, 4 April 2018.[72]

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.[73]

The Node system facilitates the generation of new JcE content such as Quêtes, Donjons, Raids and Pièces de Monstres.[74]

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.[75]Steven Sharif

JcE content adapts to the development of the world to avoid repetition.[76]

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.[76]Steven Sharif

En savoir plus...

JcJ

Alpha-1 open world caravan JcJ.[77]

Player combat in Ashes of Creation is both vast and intimate. It spans many aspects of the game itself. From great political battles held on the fields of massive castles, to open world conflicts fought for the pride of Guild Leaders. A player can choose to participate in the fate of the world by swaying the tide of battle with his or her combat prowess. Our PvP mechanics follow a flagging system, as well as static PvP zones at certain points of interest; fight for control over cities, castles, caravans, or hunting grounds. Our PvP is designed to offer the players a well-balanced and fair world to shape through the pen, or sword should they choose.[73]

JcJ (Player versus player combat) is the catalyst for change in Ashes of Creation.[78] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Rois et Reines.[74]

Because players are motivated by different things, because they want something from the game that other players don't want, that's going to cause people to butt heads. Different players are going to want different experiences and the conflict between the two of them will create a bigger and better thing. Out of strife comes rebirth and that's a core symbol, it's a core theme that occurs throughout the game.[57]Jeffrey Bard

There are many reasons to engage in open world PvP in Ashes of Creation.[79]

Just because our flagging system gives corruption to pkers, doesn't mean PvP won't happen. There is plenty of reason for PvP to occur open-world. Scarce resources, open world hunting grounds, caravans, sieges, guild wars etc.[79]Steven Sharif

En savoir plus...

Equipement

Il pourra y avoir de l'équipement lié (BoE ou BoP) mais ça sera plutôt l'exception que la règle, puisque ça n'encourage pas les objectifs pour l'économie.[80]

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.[82]Steven Sharif

Weapon types

There is an even split between melee and ranged weapons.[87]

En savoir plus...

Armor types

Les types d'armure dans Ashes of Creation.

En savoir plus...

Races

Eight of the nine races in Ashes of Creation.[103]

Ashes of Creation offre 9 races jouables.[104]

Parent race Races
Aela Humans Kaelar.[104] Vaelune.[104]
Dünzenkell Dwarves Dünir.[104] Niküa.[104]
Kaivek Orcs Ren'Kai.[104] Vek.[104]
Pyrian Elves Empyrean.[104] Py'Rai.[104]
Tulnar.[105]

Verra est un monde aux cultures riches et diverses. Une grande partie de son histoire importante a été dominée par les races principales. Les Humains de la côte et des plaines, les Orcs dans les collines et les marais, les Elfes de la forêt et des rivières, et les estimés Nains des montagnes. Les grandes races ont dominé à travers d'innombrables guerres et escarmouches entre les races mineures de Verra. Des décennies peuvent s'écouler entre ces flambées de violence. Il existe de nombreuses races mineures sur Verra. Certaines races mineures existent dans des villages ou des tribus de fortune, si vous voulez. Certains des principaux villages parmi les races mineures sont composés principalement de géants, de sectes moins réputées d'Humains, de Gnomes et d’Halfelins. Les Halfelins ne sont pas des Halfelins au sens traditionnel mais en fait des sang-mêlés de races différentes..[106]Steven Sharif

Errant dans les endroits les plus sombres du monde se trouvent de véritables abominations sinistres de la création. Les grandes églises de civilisation envoient souvent des héros de l'État pour éliminer ces menaces contre les mortels. Il existe actuellement quatre grandes nations sur Verra. C'est 25 ans à peu près avant la chute: l'Empire Aelan, le Royaume Pyrian, le Protectorat Kaivek et la nation de Dünzenkell. Il n'y a pas toujours eu seulement quatre grandes nations. Il y a longtemps, les races étaient davantage divisées en plusieurs nations et cités-états.[107]Steven Sharif

Au cours des 7 000 ans d'histoire attestée, des guerres après guerres ont été menées. Certaines pour la terre, d'autres pour les ressources, beaucoup pour les croyances. Les maisons royales se sont levées et sont tombées au fil des ans. Certaines sont désormais dépourvues de seigneurie. De nombreuses cités-États existent à Verra. Certaines semblables à des bastions autogérés de la démocratie et des républiques. D'autres sont des États vassaux à l'ordre de leurs bienfaiteurs.[108]Steven Sharif

En savoir plus...

Classes

Avec 8 Archétypes à combiner, les joueurs peuvent choisir parmi un total de 64 combinaisons pour créer leurclasse.[109][110][111]

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

En savoir plus...

Rôles

Ashes of Creation a la trinité traditionnelle des rôles de Tank, DPS et Support/soigneur.[112][113]

Nous avons nos huit archétypes; et la trinité est d'une grande influence envers les huit classes de base. Cependant cette zone dans laquelle on commence à jouer avec les frontières de la trinité est la classe secondaire que vous pouvez choisir. C'est là qu'on commence à mélanger ces espaces et qu'on permet aux gens un peu d'influence sur leur rôle et si oui ou non ils collent parfaitement à une catégorie de la trinitée.[114]Steven Sharif

Religions

Il y a six religions principales ainsi qu'une religion de l'Underrealm.[115][116]

  • La religion est envisagée comme étant une source de motivation et non d'esthétique.[117]
  • Choisir une religion permet au joueur de suivre un chemin lumineux ou sombre.[118]

Nous parlons ici d'un panthéon, pas nécessairement de religions distinctes. Il y a toutes sortes de ramifications sur qui est le meilleur dieu, ou quel est le dieu qui vous correspond le mieux.[118]Jeffrey Bard

En savoir plus...

Personnage

Personnage stats and attributes.[120][97]

  • Physical Damage Bonus.[121]
  • Physical Disable Modifier.[121]
  • Physical Critical Damage Bonus.[121]
  • Physical Skill Cooldown.[121]
  • Physical Critical Rate Bonus.[121]
  • Physical Evasion Bonus.[121]
  • Physical Accuracy.[121]
  • HP Regeneration.[121]
  • Physical Defense Mitigation.[121]

Character nameplate

A character's nameplate is displayed above their head.[124]

  • This can be the first or last name (family name).[124]
  • The name of the character's Guild is displayed next to their name.[125]
  • The character's nameplate will deteriorate to give an indication of how much damage they have taken.[126][122][127]
  • An icon will identify the character's class.[128]
  • Hovering over the user's nameplate will show information such as level, their class name and archetype combo.[128]
  • A buff icon indicates the character's gear and grade.[128][129][130]

Alts

Il n'y a pas particulièrement de barrières aux alts.[131] L'équipement pourra être transféré entre les personnages.[132]

Créateur de personnages

Alpha-1 launcher/character selection.[133]

The character creator (or character customization screen) allows players to define the look of their character in Ashes of Creation.[135]

We're gonna have a wide array of character customization.[136]Steven Sharif

The goal is to have a character creator that is on par with if not much better than what BDO provided.[137]

If I had to give a comparison, I would use BDO as an example of what our Character Creation is going for.[138]Steven Sharif

A character's voice may be able to be selected from preset options.[139]

There is a chance that the character creator will be released early.[137][140]

Character appearance

Nous voulons que vous puissiez exprimer votre identité propre, que vous puissiez roleplay même au niveau esthétique. Il y aura des outils et des paramètres permettant la customisation des personnages. Nous voulons que la culture et l'identité de chaque race soient présentes au point qu'elles soient facilement identifiables par les joueurs et distinguables des autres cultures. A cette fin, il est nécessaire d'avoir un spectre large sur lequel vous puissiez vous placer. Il y aura beaucoup de coupes de cheveux différentes, beaucoup de tatouages. Vous pourrez modifier les traits du visages, la structure osseuse, la taille, la morphologie, le pourcentage de graisse. Vous pourrez ajouter des poils sur différents parties du corps. Si vous voulez des poils sur les pieds, vous pourrez en avoir.[143]Steven Sharif

L'apparence du personnage peut être customisée via le créateur de personnage (CC)[144] et par les salons/barbershops.[145]

  • Les modèles des personnages se veulent réalistes.[146]
  • Le joueur verra un personnage générique avant de débuter la customisation.[147]
  • Les joueurs peuvent faire des personnages en surpoids, maigres, musclés.[148]
  • Les designs des personnages s'inspirent d'un grand panel de cultures, Européennes, Africaines et Asiatiques.[149]
  • Il n'y aura pas de Lolis dans le jeu.[150]

Des curseurs permettront une certaine flexibilité dans la customisation.[151]

  • Des variantes pour les coupes de cheveux.[143]
    • Ajouter de la pilosité sur certaines parties du corps.
  • De la peinture corporelle.[143]
  • Modifier les traits du visage.[143]
  • Modifier la structure osseuse.[143]
  • Modifier la taille.[143]
    • Soyons sérieux, vous ne pourrez pas faire un personnage faisant 3cm de haut.[152]
  • Modifier la morphologie.[143]
  • Ajuster le pourcentage de graisse.[143]

Ces ajustements permettront de faire transparaître un personnage plus féminin ou masculin.[153]

  • La hauteur des sourcils.[153]
  • Ajuster le menton.[153]
  • Modifier les cheveux.[153]
  • Modifier la pilosité faciale.[154]
    • Les barbes des Naines ne seront pas aussi développées que celles des Nains. Cela prendra la forme d'un tressage peu volumineux.[143]
    • La pilosité faciale est une caractéristique des Dünir, pas des Niküa.[143]
  • La morphologie.[153]
  • Il y aura des curseurs pour les seins.[152]
    • Ils dépendront de la race du personnage.
    • L'échelle sera réaliste.

Vous pourrez enregistrer l'apparence de votre personnage sur votre disque dur.[155]

En savoir plus...

Cosmétiques

Rime and Regal‎ pre-order pack cosmetics.[156]

All skin cosmetic items are cosmetic items only and do not grant the user any other benefit. The lore text is flavor text, and background of the creatures and items in the world of Verra. (Note: Costumes and Mounts may be accessible in Ashes of Creation Apocalypse. We'll notify you when these items have been added.)[156]

Cosmétiques provide a wide array of customization in Ashes of Creation.[157]

The most grand looking cosmetics will be from in-game achievment only.[160]Steven Sharif

  • Cash shop cosmetics will offer a diverse selection of unique looks.[161]
  • There will not be mascot looking/furry cosmetics.[162]

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.[159]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.[161]Steven Sharif

Obtaining cosmetics

Some cosmetics can be obtained in-game:[163]

Réalisations may unlock some cosmetics.[163]

Not all cosmetics are obtainable through in-game means. These will be purchasable through the cosmetic store.[163]

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.[164]Steven Sharif

Cosmetic items

Cosmetic items allow players to customize their character in-game.[136]

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

Cosmetic items that produce in-game cosmetic effects will also be available.[165]

Armor appearance

Alpha-1 female plate armor Rendu 3D.[166]

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.[166]Steven Sharif

Gear is intended to be realistic in appearance.[167][168]

  • There will not be "oversized" weapons.[169]
  • Armor will not be overly sexual in appearance.[168]

We're going for kind of a more realistic look; not necessarily realistic setting, but we want our characters to have weight and kind of feel like they're there.[167]Jeffrey Bard

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.[167]Steven Sharif

Equipement will have appearance slots (Transmutation/Transmog/cosmetic slots) that are used to copy the appearance of an item (in some cases).[170][171]

Players can change gear colors using dyes.[177][178]

Helmet display can be toggled on and off.[96]

  • Hair will likely be masked if helmet display is toggled on.[179]

Particle effects are used to denote the importance and rarity of some weapons.[180]

Armes are able to be sheathed.[181]

Gear attachments

Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[182]

  • There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[182]

En savoir plus...

Histoire et traditions

Ashes of Creation logo.[183]

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.[184]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[185]Steven Sharif

There are different parts to the Histoire et traditions in Ashes of Creation.[186]

These story arcs drive one or more quest lines.[186]

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.[187]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.[188]Jeffrey Bard

Arcs Narratifs

Arcs Narratifs drive one or more quest lines in Ashes of Creation.[186]

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

All of the events are based around storytelling. All of the the narrative quests are based around storytelling. All the organizational quests are based around storytelling. You know the game is built from a story basically, so we want to make sure that there's context and relevancy for all of the actions that you're doing in the game.[189]Jeffrey Bard

The overarching narrative is that players are the returning children of Verra. They will not be characterized individually as "saviors".[190]

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.[189]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.[191]Steven Sharif

Certain story arcs can be unlocked through the bulletin board system. Certain requirements would need to be met in order to access story arc quests.[192]

En savoir plus...

Progression

Progression occurs through a variety of pathways.[193]

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.[196]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.[194]Steven Sharif

Alpha-1 early iteration of the level-up effect by Jim Sanders.[197]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[197]Steven Sharif

Nivellement won't follow a traditional linear path, although classic mechanics for leveling exist.[198] Experience (XP) is gained through a variety of activities:[199]

A character's level will be visible to other players.[126]

There won't be any damage dampening due to differences in levels in either JcJ or JcE.[200]

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.[200]Steven Sharif

En savoir plus...

End game

There is not going to be a typical end-game in Ashes of Creation.[201]

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.[201]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.[202]Sarah Flanagan

Level cap

The level cap at launch is expected to be around level 50.[203]

The developers anticipate max level should be attainable in approximately 45 days if you play roughly 4-6 hours per day.[204][205]

  • Lower level characters will have usefulness in mass combat (such as Sièges de Nœuds) 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.[206]

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.[204]Steven Sharif

Grinding

Repetition will not be part of progression in Ashes of Creation.[207]

  • There will be no "grindy" quests.[207]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[82]
  • The aspiration is to have more things to do in the game than a player has time to do.[207]

AFK leveling

Il n'y aura pas d'AFK leveling dans Ashes of Creation.[208]

Nous voulons que ce jeu soit joué. S'il y a des choses que vous pouvez faire pour ne pas jouer au jeu et continuer à progresser, nous avons mal fait quelque chose. [208]Jeffrey Bard

Level scaling

Levels or skills will not be scaled to allow low level players to participate in dungeons with higher level players.[201]

  • 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.[201]
  • Certain node buildings and organizations offer quests that can be initiated by a mentor to assist new players. Rewards are offered to both the mentor and the mentee upon completion.[209]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will you he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[210]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.[209]Steven Sharif

Class progression

Lors de la Progression d'un joueur avec son Archétype principal, il aura la possibilité d'en choisir un secondaire pour améliorer ses compétences principales avec les effets de son archétype secondaire.[109][211] La combinaison des archétypes principal et secondaire défini comme classe.[109][110][111]

  • Un joueur pourra choisir son archétype secondaire lorsqu'il atteindra le niveau 25.[109]

Si un Fighter choisit Mage comme archétype secondaire, le fighter deviendra un Spellsword. cette combinaison débloquera des améliorations qui pourront être appliquées à ses compétences dans l'arbre de compétences principal. Les fighters ont la compétence rush qui leur permet de foncer sur leur cible; et en l'atteignant, lui inflige un montant de dégâts avec une chance de la faire tomber. L'amélioration de téléportation pourrait être appliquée à rush, qui téléporterai le joueur à la cible et éliminerai le temps de charge sur la compétence. [211]

Chaque compétences dans l'arbre principal aura plusieurs possibilités d'améliorations dans le secondaire. c'est un exemple de progression horizontale.[211]

  • Les améliorations aux compétences principales changeront de manière fondamentale leur façon de fonctionner - adaptant ce que faisait la compétence faisait pour y inclure l'identité de l'archétype ou la classe secondaire.[202]
  • Une classe secondaire de fournit pas de compétences supplémentaires.[212]

Les joueurs reçoivent des Points de compétence Lorsqu'ils gagnent en niveau. Ceux-ci peuvent être utilisés pour améliorer leurs compétences dans leur arbre de compétences.[213]

  • Il ne sera pas possible d'atteindre le niveau maximum dans chaque compétences de l'arbre.[213]

La progression de classe n'est pas liée à la progression d'artisanat.[214]

Weapon progression

Armes will have their own progression paths and their own applicable types of skills.[216][217]

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.[202]Sarah Flanagan

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that that impacts the world... We kind of want the the weapon system and add an element of that as well... You can determine special effects that proc from currently the combo system right; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that kind of play rock paper scissor with player defenses ... and then you can skill tree out how those effects that are granted ... you can make them better you can branch them off into a different direction.[218]Steven Sharif

Pet progression

Combat pets will be levelable and will have gear available to them.[219][220]

Artisan progression

Les joueurs doivent choisir un chemin dans l'arbre de compétences d'artisan pour chaque personnage.[222] Pour chaque chemin d'artisan (Collecte, Traitement et Artisanat) il y a plusieurs professions. Un personnage ne pourra suivre qu'un seul chemin entièrement.[223][224]

  • Les joueurs peuvent s'essayer à chaque profession en tant que "débutants" avant de décider quel chemin ils suivront.[225]
  • Choisir un chemin particulier dans l'arbre de compétences donne l'opportunité aux joueurs de se spécialiser dans un certain domaine. Cela crée inter-dépendance entre les joueurs, améliorant l'expérience en tant qu'artisan.[226]
  • Il est possible de maîtriser chaque profession du chemin d'artisan choisi, mais cela sera une épreuve longue et laborieuse, coûteuse en ressources.[227]
    • Les joueurs ne pourront maîtriser une profession que lorsqu'ils auront achevé la maîtrise de leur chemin d'artisan.[228]
    • Après des tests, il pourrait être décidé d'utiliser une valeur fixe pour certifier la maîtrise d'une profession.[228][229]
  • La maîtrise n'est pas qu'une question de création d'item. Elle donne accès à beaucoup de choses, même des titres, accès à des items, des négociations, et des quêtes. [230]
  • Choisir une profession n'affecte pas les stats des joueurs.[231]
  • Les personnages d'un même compte (Alts) pourront avoir différentes professions.[223]

Les joueurs auront l'opportunité de tâter chaque profession à un niveau très bas celà leur donne un avant-goût de chaque profession et leur permet de savoir vers laquelle il préfère s'orienter et quelle profession ils veulent maîtriser.[225]Steven Sharif

Quand on dit que vous ne pourrez pas tout maîtriser nous ne disons pas que vous ne serez pas maître au sein de votre propre arbre d'artisan, qui sont l'artisanat, la collecte et le traitement. Vous serez un maître d'un des trois, mais vous ne serez pas un maître des deux autres.[224]Steven Sharif

Religion progression

Il y a des voies de progression du joueur au sein d'une religion.[232][117]

  • Les joueurs ne peuvent pratiquer qu'une seule religion à la fois.[232][117]
  • La progression religieuse est basée sur des quêtes qui ne sont offertes qu'aux disciples de cette religion.[232]
  • Les religions ont un système de classement basé sur la performance du joueur dans ces quêtes et le nombre de quêtes terminées.[232][233]
  • Un changement de religion entraînera une perte de progression dans la précédente religion du joueur.[232][117]

Cela dépend de leur implication dans la religion elle-même ; leur performance dans certains objectifs religieux de la religion ; leur contribution au développement de cette religion dans le monde. Il y a de nombreux repères différents que nous utilisons à chaque étape pour déterminer comment ils progressent dans la religion. [234]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 artisanales. As a player gains experience in these different skills they become more adept at using them.[236]

You can spec into and kind of create your own class based on what things you're doing on the boat... It's gonna be very similar to in structure to like the artisanship trees, so you'll you'll have your mariner class: You'll have different trees in that class.[236]Jeffrey Bard

Zones et progression

Donjons, Raids, Bosses d'extérieur, Monstres, Quêtes, Événements, Ressources, Narration et tout autre contenu à l'intérieur d'une ZI d'un nœud auront des niveaux divers et variés ; mais avanceront en même temps que l'avancement de ce nœud et seront dépendants de l'influence raciale.[237][238][39]

Nous n'avons pas de zone de niveau 25 à strictement parler. A la place, cette zone pourra avoir des créatures de niveau 10 près de la route, des créatures de niveau 20 au plus profond de la forêt, et d'autres créatures de niveau 30 en haut de la montagne. Ces ratios changeront en fonction des informations reçues par leurs Nœuds, devenant en général plus dangereux tandis que le nœud évolue. Toute cette civilisation attire l'attention de Choses-Qui-Ne-Devraient-Pas-Être. Cela ne veut pas dire que les zones sauvages sont sans danger, en aucun cas. Certaines seront moins dangereuse, mais toutes auront des dangers que même le voyageur le plus expérimenté devra surveiller.[239]Steven Sharif

Guild progression

Guild progression occurs through participation in different systems.[240]

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.[240][242][243]

  • 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.[240]
  • Augmentation may apply at the upper tiers of guild progression.[240]
    • This applies to guilds that have opted for the non-expansive member route.[240]
    • It benefits guild members with a classification of officer or knight.[240]
  • Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[244]
  • Guild size can be traded off for guild progression.[240][245]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[246]
    • Guild alliances may be a key part in creating a larger "guild".[245]
  • Salles de guilde can be unlocked at a certain stage of guild advancement.[242]
  • Guilds cannot respec their skill points once allocated. This is subject to testing.[247]

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.[240]Steven Sharif

It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can kind of put together and kind of give your guild its own identity.[240]Jeffrey Bard

Social organization progression

A player progresses through a social organization by accomplishing tasks or quests.[248] There are hierarchical paths pertaining to specific questlines for the organization's thematic.[248] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[249]

- For example, a Guilde des voleurs may have objectives and quests toward securing a particular item to enable players to advance within the organization.[248]

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.[250]Steven Sharif

You're gonna see arguments being used a lot throughout a lot of our systems. When we're talking about the guild system, when we're talking about social organizations, when we're talking about religions. A lot of those things are going to affect how and what you have available to augment your skills with.[251]Jeffrey Bard

Alliance progression

Ashes of Creation aura du contenu original centré sur les alliances.[252]

  • Les alliances offriront des chemins de progression en plus.[252]
  • Les guildes pourront partager des services entre membres d'une même alliance.[252]
  • Les alliances peuvent nouer des relations avec les nodes.[252]

Il y aura du contenu centré sur les alliances spécifiquement et la progression du développement des ces alliances; et la possibilité de partager des services entre guildes d'une même alliance. Je pense qu'il est bénéfique de laisser les alliances nouer des relations avec les nodes. Cela va générer une dynamique intéressante pour les joueurs membres du node et ceux membres de l'alliance. Pour moi, il est certain que constuire des systèmes c'est aussi créer des canaux par lesquels les joueurs pourront créer des liens, et plus il y a de couches autour de ces canaux, plus les relations seront durables.[252]Steven Sharif

Freehold progression

Freehold buildings are able to be levelled up based on the length of time and productivity of the freehold.[253]

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.[253]Steven Sharif

Tavernes provide tiered services.[254]

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

The longer the tavern is in business and the more patrons served, the faster the tavern will level up.[254]

Monster coin progression

There is a progression system that levels a player's monster skills based on how often they participate in monster events.[255]

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.[256]

As nodes advance, so does the scale of the monsters.[257] There are tiers of events denoting the caliber of the monsters being spawned.[258]

  • The tier of the monster coin dictates how powerful the monster is.[259]

Equilibre du jeu

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.[260]Steven Sharif

Class balance

Les soixante-quatres (64) classes sont décomposées en 8 principaux archétypes. L'équilibrage des compétences actives ne se fait que pour ces 8 premiers archétypes.[261]

  • Il existe 4 principaux groupes d'améliorations assignés à chaque archétype de base. L'équilibrage des améliorations se fait en fonction des groupes pour chacun des 8 archétypes principaux.[261]

L'équilibrage est un aspect tellement crucial du système de classe que nous voulons faire en sorte qu'il y ait une raison de jouer chaque combinaison.[262]Steven Sharif

On ne crée pas 64 classes pour n'en jouer que 4.[262]Peter Pilone

L'équilibrage dans Ashes of Creation est "pensé pour le jeu en groupe".[263]

Il y aura des affrontements en 1vs1 ou une classe sera supérieure à l'autre; cette implémentation devrait prendre la forme d'un pierre-papier-ciseaux . Nous voulons qu'il y ait des contres...Dans ce but il y aura un système pensé pour le jeu en groupe, où temps que la diversité de classes est présente, il y aura un équilibre. Cela demandera beaucoup de skill et de stratégie.[263]Steven Sharif

Certains archétypes secondaires pourront rattraper l'écart entre eux et la classe qui les contrent naturellement.[264]

Certains archétypes sont capables de combler l'écart avec la classe qui les dominent. Si j'ai un archétype de Tank et que l'archétype qui me domine est le mage, alors je peux prendre mage en second archétype et ainsi je peux partiellement combler l'écart de puissance; tout en ne changeant quasiment pas ma manière de jouer.[264]Steven Sharif

Power creep

Power creep is a balance issue... When it comes to gear progression specifically, the idea is to create an open market that is not heavily dependent on soulbound items; and having many item sinks and gold sinks within that economy that allows for the potential degradation and loss of assets within that closed economy; and not introduce items from the market that companies put in from a pay-to-win perspective or from a pay-to-convenience perspective that undermines the economy that players have built. That is a huge mistake that companies have made in the past and that lends to the imbalancing of what designers maybe have actually balanced well.[265]Steven Sharif

En savoir plus...

Design

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

In order for sandbox mechanics to mean something, there must be curated content to accompany the player’s choices. Which means, as the developers, we must create that Themebox style content but for every possible path the community may take.[266]Steven Sharif

Piliers de conception

The design of Ashes of Creation adheres to five main pillars.[267]

  1. Histoire engageante et immersive
  2. Monde réactif
  3. Interaction joueur
  4. Agence de joueur
  5. Risk vs reward

In designing Ashes of Creation, we adhere every detail to five main pillars: Engaging and Immersive Story, a Reactive World, Player Interaction, Player Agency, and Risk vs Reward. Even in the environment, everything you as the player do will tie into these pillars, while everything your guild does, everything your server does will ultimately keep the world fresh, ever-changing, and most importantly... exciting.[267]

Inspiration

Ashes of Creation puise son inspiration dans plusieurs MMORPGS.[268]

Lorsque l'on s'interroge sur ce qui a été fait avant, on regarde toujours qui a fait quoi le mieux et on essaie de s'en inspirer: Faire avancer le genre; mettre les choses au goût du jour.[268]Jeffrey Bard

End-game

There is not going to be a typical end-game in Ashes of Creation.[201]

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.[201]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.[202]Sarah Flanagan

Scope creep

I have a very very very clear vision of all of the systems designs mechanics that are present within the game and we're sticking to that vision and we're not adding additional features and prolonging the development due to that scope creep.[269]Steven Sharif

Open development

Intrepid Studios has embraced an open (transparent) development approach, rather than sharing information through carefully curated press releases and announcements.[270]

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.[271]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.[270]Steven Sharif

There are obviously going to be some aspects of the development that we will not reveal, like lore and some system mechanics in order not to spoil the game for release.[272][273]Steven Sharif

Payment model

Box cost

Il n'y a rien à payer d'avance pour accéder à Ashes of Creation.[274]

Subscription model

Game time is currently purchasable in Packs de précommande.[275]

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.[276]

Ashes of Creation (the MMORPG) is a subscription based game.[276]

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.[282]Steven Sharif

Ashes of Creation Apocalypse is free-to-play.[283][284]

There is no P2W in Apocalypse or the MMORPG![284]

Expansions

DLC expansions (post-launch releases) are planned on a quarterly basis.[31]

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.[290]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.[290]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.[288]Steven Sharif

Pay to win

Ashes of Creation will not be pay to win.[291][282][292]

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.[292]

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.[282]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.[291]Steven Sharif

Inventaire slots, RNG loot boxes and XP potions are considered pay-to-win.[293][294][295]

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.[294]Steven Sharif

Q: Will there be RNG boxes?
A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[295]Steven Sharif

Publishers

Intrepid Studios will self-publish Ashes of Creation in the NA (North American), OCE (Oceanic) and SEA (Southeast Asia) regions.[298][299]

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.[300]Steven Sharif

The Ashes of Creation MMORPG will not be published on the Steam platform.[301]

My.games FAQ

Q: What does this mean for my Ashes of Creation account with MY.GAMES moving forward?
A: In the coming weeks, we will announce the migration steps for moving your account to Intrepid Studios, rest assured all purchases and achievements will remain with your account.[300]
Q: What happens to my purchases on my MY.GAMES account moving forward?
A: The purchases and achievements you have on your MY.GAMES account will be migrated to the Intrepid Studios account management system.[300]
Q: What happens if I already have both a MY.GAMES account and an Ashes of Creation account?
A: If you currently own both an Intrepid Account and MY.GAMES account that you intend to migrate, you will be able to submit a support ticket and we will help to consolidate your accounts into one, if you so desire.[300]
Q: If I was a MY.GAMES customer, how can I purchase the individual monthly cosmetics that were not available through their website?
A: If you owned a pre-order package during the time of a desired individual monthly cosmetic, you will be able to submit a ticket through our customer support system, where we will then verify your eligibility to purchase the cosmetics and help to facilitate that purchase.[300]
Q: What will I need to do to play on European or Russian servers in the future?
A: You will need to ensure your migration in the coming weeks, and use your Intrepid account to access the game.[300]
Q: What does this mean for your regional and language support moving forward?
A: Intrepid Studios will be working to ensure proper localization in our supported languages as we build out our publishing operations in the EU.[300]
Q: If I don't want to transfer or migrate my MY.GAMES account, can I get a refund?
A: Any players who previously purchased their pre-order through MY.GAMES can submit a support request through MY.GAMES for a full refund.[300]
Q: What happens to my personal information associated with my MY.GAMES account?
A: When you migrate your account to Intrepid Studios, you will also be migrating the personal information associated with your account. If you would like to request that MY.GAMES removes your personal information, please reach out to their support team directly here.[300]

Read more...

Cosmetic store (micro transactions)

Ashes of Creation cosmetic store.[302]

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.[282]Steven Sharif

The Magasin cosmétique enables players to purchase Cosmétiques for use in Ashes of Creation.[163] The cosmetic store offers limited time, limited quantity items to help sustain game development.[159]

I want to incentivize purchase in the cosmetic shop for sustainability of what expansions we have intended, since we are not a box cost. I want to incentivize purchase by offering limited items: limited time, limited quantity, so you have confidence that when you purchase them, they won't be offered later on in some other way.[159]Steven Sharif

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.[291]Steven Sharif

Pets, Supports, Costumes, Armure, Bâtiments and Accessories sold in the cosmetic store are skins.[303]

We plan to include a shop for micro transactions. The shop will only include cosmetic items. Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[158]

All cosmetic store items will be non-tradeable.[310] There will be no gifting mechanism for cosmetic items.[311]

I don't want cosmetic items that can be purchased from the market to be transferable... because it is in a way a transfer of money for potentially something in-game.[311]Steven Sharif

En savoir plus...

Artistic style

Ashes of Creation jouira d'un réalisme graphique plus poussé tous les autres MMO occidentaux. Ce ne sera ni trop stylisé ni "cartoon".[312]

On arrive à se rapprocher un peu plus du réalisme au niveau des graphismes, notamment grâce à l'Unreal Engine 4... Je voulais éviter le cartoon. Je ne suis d'ailleur pas un grand fan des jeux trop stylisés.[312]Steven Sharif

Artistic influences

En tant que joueur vous verrez les différentes influences qui renvoient à plein de cultures chez chaque race disponible: pas qu'Européenne, pas que l'Afrique, Ni même que la MésoAmérique. Toutes ces cultures seront présentes chez plusieurs des races.[320]Steven Sharif

Il faut trouver un élément de base venant du monde réel et l'utiliser comme point de départ puis fantasmer autour.[314]Steven Sharif

Cultural references

There will be real-world cultural references, particularly with regards to real-world holidays and historical events.[321]

  • These won't be out of place in terms of immersion. They will be homages.[321]

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.[321]Steven Sharif

ESRB rating

Dead bodies in a Pre-alpha raid encounter.[322]

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.[323]

  • There may be an option to turn off blood and gore in the game.[324]
  • There probably won't be swearing in quests.[325]

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.[325]Jeffrey Bard

Game difficulty

People who put more time and effort into it are definitely going to get more out of it but that doesn't mean that person who logs in once a week won't be able to have fun so it's just a matter of the scale of stuff that you're going after... Running a caravan is not gonna be the same thing every time you do it. You might be able to find like a super secret path that nobody knows about... and you exploit it for a while and nobody knows and then eventually somebody sees you and suddenly that route becomes a lot more difficult so you know that's kind of the way we really want that emergent gameplay to kind of come out of those options that we give you guys; and a lot of it is gonna come down to other players making it more or less difficult for you.[326]Jeffrey Bard

There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[326]Peter Pilone

Learning curve

Ashes of Creation will be easy to understand yet hard to master.[327]

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.[328]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.[327]Steven Sharif

Player types

Ashes of Creation will cater for a variety of player types; from Raiders or PvPers to Role players and Crafters.[329]

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.[329]Akil Hooper

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what kind of solidifies the bonds that allow for them to exist either harmoniously, or at least in a way that they know you need those types of players.[329]Steven Sharif

Casual vs. hardcore players

Les joueurs casuals auront un impact car tout ce qu'ils feront sera nécessaire et bénéfique.[330]

Il y aura des événements dans le monde du jeu sur lesquels les joueurs peuvent avoir un impact et auxquels ils peuvent participer sans être joueurs hardcore. Par exemple, les événements PVE d'attaques de villes; les échanges entre caravanes; ce genre d'événements existent naturellement; comme les sièges de forteresses. Il y a plusieurs systèmes permettant aux joueurs de simplement se connecter, participer, s'amuser, avoir de l'impact et se déconnecter.[330]Steven Sharif

PvE difficulty

La difficulté du contenu JcE, tel que les raids et les dongeons, s'adaptera sur la base de la performance du raid du groupe contre les bosses précédents dans cette confrontation.[331]

  • Une performance élevée dans les premières phases de la confrontation augmentera la difficulté des phases suivantes.[331]
  • Plus élevée est la difficulté, meilleures seront les tables de butin.[331]
  • Les Bosses et monstres se seront pas calibrés automatiquement sur la base de la taille du groupe.[332]

Mentor program

Levels or skills will not be scaled to allow low level players to participate in dungeons with higher level players.[201]

  • 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.[201]
  • Certain node buildings and organizations offer quests that can be initiated by a mentor to assist new players. Rewards are offered to both the mentor and the mentee upon completion.[209]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will you he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[210]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.[209]Steven Sharif

Localization/Translation

Ashes of Creation will be initially available in English, French, German, and Russian.[333][334]

  • Italian, Polish and Spanish localization will then be added.[334]
    • Spanish will be added in the near future.[335]
  • Other languages are being considered.[333]

Serveurs won't be language locked.[336]

  • There may be separate servers in the EU region based on language type.[334]

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.[334]Steven Sharif

Efforts will be made to translate Ashes of Creation into multiple languages.[336][337]

Platforms

Ashes of Creation will be released on the Windows PC platform.[339]

Performance

Ashes of Creation alpha testing minimum system specification.[342]

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

Recommended specification.[342]

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

The game will be highly customizable from a settings standpoint. If you don't quite have the rig necessary to run it, you can dial the game settings down.[343]

  • Highly scalable options to adjust rendering and particle effects will be offered.[344]
  • Motion blur will be togglable on and off.[345]

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[175][176][343]

Unreal Engine 4

unreal-engine-logo.png

Unreal Engine 4 is the graphical engine for Ashes of Creation.[346]

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.[350]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.[351]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.[351]Steven Sharif

Ashes of Creation Apocalypse system requirements

Ashes of Creation Apocalypse minimum system specification.[352][353]

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

Recommended specification.[352][353]

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

Serveurs

The world will be the same on each server, but Nœuds will develop differently. Different servers will have different narratives. Things that happen on one server may not happen on another.[354]

There will be a multitude of servers located throughout the various regions of the world.[356]

  • Post launch, users will be able to select their server by the ping or the region that's notated next to the server.[356]
  • Ashes of Creation Apocalypse server selection is driven by the party leader. Whatever region they have selected will apply to their friends and squad.[356]

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.[356]Steven Sharif

Regions

Ashes of Creation will launch with the following server regions:[357][358]

Other server regions will be considered based on interest.[358]

  • South America is under consideration due to traffic from that region.[363]

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.[364]Steven Sharif

Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[279]

  • Players will be able to make characters on any server they wish. There will be no region locking.[365]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[365]Margaret Krohn

Server population

Des limites de population seront appliquées pour chaque serveur.[366]

  • Environ 8 à 10 000 utilisateurs simultanés par serveur sont anticipés.[364][367][368] Ceci représente environ 50 000 comptes enregistrés par serveur.[369]
  • Les développeurs entendent gérer de manière prudente les populations des serveurs pour éviter d'avoir à les fusionner.[52] Il pourra y avoir des files d'attente pour entrer dans les serveurs à population élevée, mais l'objectif est d'éviter les files d'attente excessivement longues.[369]

Cela fait partie de l'équation que de surveiller en fait, pour s'assurer qu'on ne surpeuple pas la sélection de serveur, mais en même temps faire en sorte qu'il n'y ait pas un système de file d'attente qui soit si long que ça pénalise la volonté des joueurs de jouer simultanément, pour ainsi dire. C'est un numéro d'équilibre difficile.[369]Steven Sharif

Server history

L'histoire de chaque serveur sera suivie et visible par les joueurs.[370]

Nous allons garder la trace de l'histoire du monde afin de pouvoir raconter aux gens le récit jusqu'à ce jour. Un tout nouveau joueur, qui arrive après six mois, peut jeter un œil à chaque serveur, ce que chaque serveur a réalisé, comment le serveur a abordé l'intrigue ; et ils peuvent décider par eux-mêmes quelle communauté ils veulent rejoindre, à quelle version du monde ils veulent prendre part.[370]Jeffrey Bard

Server instancing

There won't be server channels (sharding) on a server.[371][372]

Server types

Server transfers

Server transfers will not be possible initially. The developers intend to assess the impact on housing and other systems closer to launch.[202]

Esports

eSports is not the main focus, but the game will naturally move in that direction if the game play is compelling, competitive and fun.[375]

If we make the gameplay compelling, competitive and fun, that naturally it will move in that direction; and then we will find the ability to support it afterwards.[375]Steven Sharif

Voice acting

PNJs will have voice acted audio greetings.[376][377]

  • Narrated quest lines are not currently planned.[376]
  • Adding voice acting into the game at a later point is a fairly cosmetic change.[376]

Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[376]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.[378]Steven Sharif

Music

Le chef compositeur de Ashes of Creation est Bear McCreary. Sa musique sera dévoilée dans la Beta-1.[379]

L'archétype Barde est prévu pour avoir des compétences musicales.[380]

  • Les Bardes pourraient savoir jouer des instruments de musique, tels que le flûte ou la cornemuse.[381][382]

Tavern music

Music within taverns can be set by players.[383]

Game masters

Game masters (GMs) will be present and active on Ashes of Creation servers.[384]

  • There will be a standard escalation system, where different actions are taken based on the seriousness of each infraction. Actions could range anywhere from being stripped (of the illegitimate items or currency) to being banned for a period of time, or being permanently banned.[384]

The direction that I'm taking Intrepid as a company in is that a significant portion of the revenue created by the game goes into not only creating additional content and updates for the game but also goes into I think caretaking, as I like to call it; and that caretaking is multiple things: It's having active and present GM's on servers. It's having a an interacting community team that is always present and on-call for participating in forum discussions and streams and updates.[384]Steven Sharif

Following a standard approach to an escalation system where certain infractions are immediate and automatic bans and some infractions provide a path forward where action is taken that might ban the account or strip the account or provide some chat bans or the ability to play over a week or so... If you buy gold and depending on the the seriousness of the infraction you could go anywhere from being stripped and to being banned for a period of time to being permanently banned.[384]Steven Sharif

Security systems

Security systems will be in place to combat cheating, exploiting, botting, gold selling, item duplication and other things that affect the economy starting from Alpha-0.[385][386][387]

  • These systems collect user data and flag abnormal activities for inspection. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.[387]
  • Players caught cheating will be banned.[387]

Two-factor authentication

Token-based two-factor authentication (2FA) may be in place for Alpha-1.[388]

Addons/mods

En général, les addons ne seront pas autorisés.[389]

  • Les développeurs ne veulent pas que les addons/mods soient nécessaire pour vivre une bonne expérience de jeu.[390]
  • Les développeurs pensent que les DPS Meters peuvent avoir des effets négatifs.[389]
  • Le design de l'API du jeu est toujours en développement.[392]
    • Il y aura des outils disponible pour le streaming notamment pour Twitch et quelques autres services, mais ces outils ne seront pas accessibles depuis un API.[393]

nous voulons rendre l'UI et la représentation des données customisables, mais nous ne voulons pas rendre le jeu moddable pour l'instant. Nous changerons peut-être d'avis, mais ce n'est pas prévu à la sortie.[393]Steven Sharif

Nous voulons que le studio puisse offrir le plus possible par lui-même... Nous ne voulons pas d'addons.[390]Steven Sharif

Combat logs

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

We will be providing combat data for individual players in their chat window, that players can filter and analyze for themselves. The goal is to mitigate and make the practice less prevalent through the ease that DPS meters provide. Also to place actionable enforcement for players who attempt to circumvent the decision by use of 3rd party programs, for which we will be monitoring.[328]Steven Sharif

Étapes

Accomplishments

  • Kickstarter's most funded MMORPG.[415]
  • Kickstarter's #7 most funded video game.[416]
  • Most anticipated MMO – MMORPG.com's Best of 2017 Awards.[417]
  • Most anticipated early access hands-on MMORPG – MMOs World.[418]
  • Gamescom 2018: Best Independent game.[419]
  • Gamescom 2018: Best Online game.[419]

Franchise

Ashes of Creation will be a franchise.[420]

Ashes of Creation Apocalypse

Ashes of Creation Apocalypse early access trailer.[424][425]

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.[424]

Ashes of Creation Apocalypse (also referred to as APOC)[421] was a free-to-play[283] matchmaking-based arena game with three primary modes.[426]

Ashes of Creation Apocalypse utilizes action-based combat.[426][405][428]

Ashes of Creation Apocalypse battle royale early access testing ended on March 10, 2020.[16]

Ashes of Creation board game

Un jeu de plateau Ashes of Creation devrait sortir à peu près au même moment que le MMO, vers la phase de Beta.[422]

Juste pour être clair, un jeu de plateau n'impacte pas le développement d'un MMO. Ce sont deux genres de développeurs totalement différents.[431]Steven Sharif

C'est un jeu de gestion de ressources et de combat avec une économie qui évolue au fil de la partie.[422]

  • Chaque joueur choisit une classe et tente de créer une guilde qui doit s'imposer sur un serveur éponyme à ceux sur Ashes of Creation.[422]
  • Plus la guilde comptera de membres, plus elle recevra de jetons d'action. Ces jetons peuvent être dépensés pour effectuer des actions sur le plateau du jeu et pendant les combats.
  • Les guildes reçoivent de l'agent en construisant des caravanes.
  • Les joueurs ont une réserve de ressources qu'ils doivent garder secrète.
    • Des membres.
    • De l'or.
    • Des ressources de combat (obtenues par les guildes s'adonnant au JcJ).

Il y a plusieurs types de combat dans le jeu.[422]

  • L'attaque de caravanes.
  • Les arènes (instanciées).
  • Les guerres de guildes.
  • Les raids de boss.
    • Attaquer un boss de raid fait passer la partie en mode coopération. Les autres guildes peuvent se joindre au combat de boss.
    • Le niveau du boss est basé sur le niveau auquel la partie se trouve.

Le jeu est livré en un set complet avec une carte ajustable que les joueurs construisent à chaque partie.[422]

  • La carte est formée par 6 modules qui s'emboîtent.
  • Le plateau du jeu est formé de zones qui évoluent selon les actions des joueurs.
  • Plus de 40 bâtiments peuvent être construits.

Le jeu est livré avec 6 figurines faisant office de personnages.[422]

  • Les joueurs ont une fiche de personnage avec des compétences et des capacités ayant des niveaux.
  • Plus un personnage monte en niveau, plus il devient fort.

Les joueurs se battent pour compléter en premier les achievements.[422]

Le joue se joue de 2 à 5.[422]

  • La partie durera entre 1h et 3h environ.

Des extensions sortiront après la sortie du jeu, mais le jeu peut se jouer sans.[422]

  • Les extensions apporteront des nouveaux morceaux de carte amenant de nouveaux lieux à découvrir et de nouvelles ressources à exploiter.
    • Les morceaux de carte venant des extensions sont interchangeables.
  • Les extensions offrent de nouveaux bâtiments à construire.
  • Les extensions auront des personnages faisant parti de races d'Ashes of Creation.

Le jeu ne se fera sûrement pas par financement participatif.[422]

Le prix du jeu sera entre 50 et 100 US Dollars.[422]

Il se pourrait que certaines versions alternatives contiennent des cosmétiques.[422]

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.[432]Steven Sharif

Gameplay videos

External links

Voir également

Les références

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 A reactive world - Nodes.
  2. 2.0 2.1 Ashes of Creation MMO.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Blog: Creative Director's Letter, October 16 2020
  4. kickstarter release schedule.png
  5. alpha-0 pre-alpha.png
  6. 6.0 6.1 Direct, 2018-01-18 (2:48).
  7. 7.0 7.1 7.2 Direct, 2018-09-01 (54:06).
  8. alpha-1-stress-test-3.png
  9. 9.0 9.1 9.2 alpha1-phase-1-update.png
  10. Press release - Ashes of Creation Apocalypse Launches December 18.
  11. apoc-beta.png
  12. Blog: Ashes of Creation Apocalypse heads into early access.
  13. @AoCApocalypse on Twitter.
  14. 14.0 14.1 Direct, 2019-12-17 (18:33).
  15. 15.0 15.1 15.2 Blog: Early Access for Ashes of Creation Apocalypse Battle Royale Testing Ends.
  16. 16.0 16.1 16.2 16.3 apoc-offline.png
  17. 17.0 17.1 alpha-1-nda-3.png
  18. March 2020 newsletter.
  19. Vidéo, 2020-03-23 (0:01).
  20. alpha-1-nda-2.png
  21. alpha-1-nda-1.png
  22. steven-a1-testing-start.png
  23. Creative Director's Letter, 1 April 2020.
  24. Direct, 2018-01-18 (49:26).
  25. Direct, 2018-01-18 (25:22).
  26. alpha and beta phases.png
  27. 27.0 27.1 beta 0.png
  28. 28.0 28.1 Founder.png
  29. 29.0 29.1 Braver of Worlds.png
  30. Direct, 2019-03-08 (57:26).
  31. 31.0 31.1 31.2 Direct, 2017-05-08 (11:14).
  32. Vidéo, 2017-04-30 (0:00).
  33. 33.0 33.1 33.2 Node series part II – the Metropolis.
  34. Ashes of Creation - Screenshots.
  35. Direct, 2017-12-15 (1:11:52).
  36. Blog: 10 facts about castle sieges in the MMORPG.
  37. castle nodes.png
  38. Podcast, 2018-04-23 (15:14).
  39. 39.00 39.01 39.02 39.03 39.04 39.05 39.06 39.07 39.08 39.09 39.10 39.11 Blog - Know Your Nodes - The Basics.
  40. Entrevue, 2018-08-24 (3:44).
  41. Node series part I
  42. 42.0 42.1 Direct, 2017-05-04 (15:15).
  43. Know Your Nodes: Economic Node Type.
  44. 44.0 44.1 44.2 44.3 44.4 Blog - Know Your Nodes - Advance and Destroy.
  45. Direct, 2018-12-12 (14:48).
  46. Entrevue, 2020-07-20 (3:45).
  47. 47.0 47.1 47.2 Direct, 2017-10-16 (50:20).
  48. Vidéo, 2017-04-20 (0:02).
  49. Npc vending.jpg
  50. jahlon-steven-vassal-nodes-quote.png
  51. 51.0 51.1 Entrevue, 2020-07-08 (1:00:15).
  52. 52.0 52.1 Entrevue, 2020-07-18 (10:04).
  53. Direct, 2017-11-17 (55:27).
  54. node xp.png
  55. 55.0 55.1 Direct, 2017-05-26 (28:16).
  56. Vidéo, 2016-12-04 (0:02).
  57. 57.0 57.1 Vidéo, 2017-04-30 (5:31).
  58. Vidéo, 2020-03-23 (0:41).
  59. 59.0 59.1 Direct, 2020-08-28 (1:19:24).
  60. Direct, 2017-05-03 (17:59).
  61. Direct, 8 April 2018 (PM) (41:44).
  62. Direct, 2017-05-26 (39:36).
  63. 63.0 63.1 63.2 63.3 63.4 Entrevue, 2020-07-18 (22:26).
  64. Direct, 8 April 2018 (PM) (11:27).
  65. Direct, 2020-04-30 (1:05:34).
  66. 66.0 66.1 Entrevue, 2020-07-19 (11:04).
  67. 67.0 67.1 67.2 Direct, 2017-05-22 (20:59).
  68. dungeon open.png
  69. openworldinstancedsplit.png
  70. Direct, 2020-03-28 (1:48:36).
  71. Direct, 2017-05-19 (24:17).
  72. Vidéo, 2018-04-04 (0:01).
  73. 73.0 73.1 About Ashes of Creation.
  74. 74.0 74.1 Ashes of Creation FAQ.
  75. Direct, 8 April 2018 (PM) (1:14:01).
  76. 76.0 76.1 Podcast, 2018-07-09 (22:24).
  77. Vidéo, 2020-05-31 (1:09:50).
  78. pvp catalyst.png
  79. 79.0 79.1 79.2 79.3 79.4 79.5 79.6 pvp meaningful.png
  80. Direct, 2017-05-15 (13:06).
  81. 81.0 81.1 Entrevue, 2020-07-18 (52:57).
  82. 82.0 82.1 82.2 82.3 Entrevue, 2018-08-24 (4:15).
  83. weapon augments.png
  84. class weapons.png
  85. Direct, 2017-05-26 (44:11).
  86. Direct, 2017-05-26 (20:46).
  87. 87.00 87.01 87.02 87.03 87.04 87.05 87.06 87.07 87.08 87.09 87.10 Direct, 2017-05-24 (14:15).
  88. clubs.png
  89. 89.0 89.1 Direct, 2018-05-04 (33:56).
  90. Direct, 2017-07-28 (45:21).
  91. Lances.jpg
  92. Direct, 2018-05-04 (33:27).
  93. Direct, 2017-05-24 (18:40).
  94. Rapiers.png
  95. Direct, 2017-12-15 (59:49).
  96. 96.0 96.1 helmet.jpg
  97. 97.00 97.01 97.02 97.03 97.04 97.05 97.06 97.07 97.08 97.09 97.10 97.11 97.12 Direct, 2018-02-09 (7:31).
  98. no capes!.jpg
  99. Direct, 2018-02-09 (15:01).
  100. Polymorphic Breastplate.png
  101. 101.0 101.1 Direct, 2017-07-28 (31:30).
  102. belt items.jpg
  103. 103.0 103.1 Ashes of Creation Kickstarter.
  104. 104.0 104.1 104.2 104.3 104.4 104.5 104.6 104.7 104.8 Ashes of Creation race breakdown.
  105. Kickstarter $2,500,000 New Player Race Achieved.
  106. Direct, 2018-11-03 (0:00:54).
  107. Direct, 2018-11-03 (0:01:57).
  108. Direct, 2018-11-03 (0:02:35).
  109. 109.0 109.1 109.2 109.3 Entrevue, 2020-07-18 (1:05:04).
  110. 110.0 110.1 Ashes of Creation class list.
  111. 111.0 111.1 archetypeclass.png
  112. 112.0 112.1 112.2 112.3 Group dynamics blog.
  113. 113.0 113.1 113.2 113.3 Direct, 2017-05-22 (46:04).
  114. 114.0 114.1 Entrevue, 2018-10-20 (2:40:16).
  115. Entrevue, 2020-07-19 (23:15).
  116. religions2.jpg
  117. 117.0 117.1 117.2 117.3 Direct, 2017-05-08 (44:51).
  118. 118.0 118.1 118.2 Direct, 2017-05-26 (15:37).
  119. Direct, 2020-08-28 (1:15:02).
  120. 120.0 120.1 120.2 120.3 120.4 120.5 120.6 120.7 120.8 Direct, 2020-01-30 (25:39).
  121. 121.00 121.01 121.02 121.03 121.04 121.05 121.06 121.07 121.08 121.09 121.10 121.11 121.12 121.13 121.14 121.15 121.16 Direct, 2020-08-28 (15:21).
  122. 122.0 122.1 Direct, 2020-01-30 (1:40:48).
  123. 123.0 123.1 123.2 Direct, 2017-05-30 (16:25).
  124. 124.0 124.1 Entrevue, 2018-05-11 (2:45).
  125. Direct, 2017-05-22 (51:00).
  126. 126.0 126.1 Direct, 2020-07-25 (1:33:37).
  127. steven-health-nameplate.png
  128. 128.0 128.1 128.2 Direct, 2020-08-28 (2:07:26).
  129. Direct, 2020-07-25 (53:08).
  130. Direct, 2020-06-26 (1:28:10).
  131. Direct, 2017-05-15 (18:25).
  132. Direct, 2017-05-15 (19:15).
  133. steven-launcher-leak.png
  134. steven-ren'kai-leak.png
  135. Direct, 2017-06-30 (09:43).
  136. 136.0 136.1 Direct, 2017-05-08 (48:49).
  137. 137.0 137.1 Direct, 2020-07-25 (1:11:52).
  138. character creator BDO.png
  139. Direct, 2017-05-26 (53:40).
  140. Direct, 2019-07-26 (1:10:44).
  141. Direct, 2017-10-16 (15:18).
  142. Ashes of Creation - The visuals.
  143. 143.0 143.1 143.2 143.3 143.4 143.5 143.6 143.7 143.8 143.9 Direct, 8 April 2018 (PM) (13:39).
  144. Direct, 2017-05-08 (47:35).
  145. Direct, 2017-05-15 (51:19).
  146. Direct, 2017-06-30 (11:21).
  147. Direct, 2017-06-30 (10:04).
  148. Direct, 2017-06-30 (10:27).
  149. Direct, 2017-06-30 (12:39).
  150. Lollis.jpg
  151. Direct, 2017-06-30 (13:13).
  152. 152.0 152.1 Direct, 2017-05-24 (48:45).
  153. 153.0 153.1 153.2 153.3 153.4 Direct, 2017-05-22 (54:32).
  154. beards.jpg
  155. Direct, 2017-05-24 (28:22).
  156. 156.0 156.1 156.2 156.3 Rime and Regal
  157. Direct, 2017-05-08 (48:52).
  158. 158.0 158.1 158.2 kickstarter microtransactions.png
  159. 159.0 159.1 159.2 159.3 159.4 Direct, 8 April 2018 (PM) (58:29).
  160. steven-grand-cosmetics.png
  161. 161.0 161.1 equitable-cosmetics-quote.png
  162. Podcast, 2020-11-15 (49:02).
  163. 163.0 163.1 163.2 163.3 cosmetics obtaining.png
  164. Direct, 2018-07-09 (55:20).
  165. Direct, 2017-05-26 (32:14).
  166. 166.0 166.1 Direct, 2020-05-29 (50:20).
  167. 167.0 167.1 167.2 Direct, 2017-05-26 (19:51).
  168. 168.0 168.1 168.2 Reddit Q&A, 8 January 2019.
  169. oversized.jpg
  170. Entrevue, 2018-08-24 (5:28).
  171. Direct, 2017-11-17 (22:33).
  172. Direct, 2020-11-30 (57:50).
  173. Podcast, 2018-08-04 (53:43).
  174. Direct, 2018-02-09 (50:29).
  175. 175.0 175.1 Direct, 2020-07-25 (54:10).
  176. 176.0 176.1 Direct, 2019-11-22 (1:08:05).
  177. Direct, 2017-07-18 (54:56).
  178. Direct, 2017-07-28 (9:47).
  179. Direct, 2020-10-30 (1:13:22).
  180. Sparkly.jpg
  181. Direct, 2017-09-03 (48:56).
  182. 182.0 182.1 Entrevue, 2018-10-20 (3:34:46).
  183. Ashes of Creation Press Kit.
  184. Interview, 7 December 2016.
  185. steven-phoenix.png
  186. 186.0 186.1 186.2 186.3 186.4 186.5 Direct, 2018-01-18 (39:08).
  187. Vidéo, 2018-04-05 (37:50).
  188. Vidéo, 2018-04-05 (37:13).
  189. 189.0 189.1 Direct, 2019-05-30 (1:18:16).
  190. Direct, 2019-12-17 (1:10:30).
  191. Vidéo, 2018-04-05 (35:01).
  192. Direct, 2017-10-31 (29:50).
  193. Direct, 2017-05-19 (51:52).
  194. 194.0 194.1 Entrevue, 2018-10-20 (1:55).
  195. Direct, 2017-05-12 (42:17).
  196. Direct, 8 April 2018 (PM) (28:38).
  197. 197.0 197.1 Direct, 2020-07-31 (1:05:58).
  198. leveling.png
  199. Direct, 2017-05-24 (46:27).
  200. 200.0 200.1 Direct, 2020-07-25 (1:34:55).
  201. 201.0 201.1 201.2 201.3 201.4 201.5 201.6 201.7 Vidéo, 2018-04-05 (40:08).
  202. 202.0 202.1 202.2 202.3 202.4 202.5 202.6 February 8, 2019 - Questions and Answers.
  203. Direct, 2017-12-15 (58:48).
  204. 204.0 204.1 Entrevue, 2020-07-08 (1:07:59).
  205. Direct, 2017-05-24 (19:25).
  206. Entrevue, 2020-07-08 (1:12:51).
  207. 207.0 207.1 207.2 Direct, 2017-05-15 (26:13).
  208. 208.0 208.1 Direct, 2018-09-27 (52:41).
  209. 209.0 209.1 209.2 209.3 209.4 209.5 209.6 209.7 209.8 209.9 Direct, 2020-09-30 (1:07:22).
  210. 210.0 210.1 Entrevue, 2018-08-24 (8:52).
  211. 211.0 211.1 211.2 progression.png
  212. Direct, 2017-05-03 (50:50).
  213. 213.0 213.1 Direct, 2017-07-28 (19:05).
  214. Direct, 2020-07-31 (1:31:11).
  215. Direct, 2019-05-30 (58:28).
  216. 216.0 216.1 216.2 216.3 Direct, 2020-01-30 (1:28:40).
  217. Direct, 2018-05-04 (45:37).
  218. 218.0 218.1 218.2 218.3 218.4 Direct, 2018-06-04 (1:11:19).
  219. 219.0 219.1 Direct, 2020-11-30 (1:26:00).
  220. Pets.jpg
  221. Direct, 2019-06-28 (1:24:27).
  222. artisan skill tree.png
  223. 223.0 223.1 Direct, 2017-05-24 (32:07).
  224. 224.0 224.1 Direct, 2019-07-26 (1:09:46).
  225. 225.0 225.1 Entrevue, 2020-03-27 (5:25).
  226. Direct, 2017-05-05 (6:12).
  227. artisan mastery1.png
  228. 228.0 228.1 artisan mastery5.png
  229. artisan mastery3.png
  230. artisan mastery4.png
  231. Direct, 2017-07-18 (37:25).
  232. 232.0 232.1 232.2 232.3 232.4 Direct, 2020-07-25 (57:02).
  233. religions.jpg
  234. Direct, 2017-06-01 (33:40).
  235. Direct, 2020-09-30 (41:13).
  236. 236.0 236.1 236.2 236.3 236.4 236.5 236.6 236.7 236.8 Direct, 2018-07-09 (36:05).
  237. Entrevue, 2020-07-19 (19:35).
  238. Direct, 2017-05-15 (30:53).
  239. Interview: Ashes of Creation on Building Their Virtual World, 13 April 2017.
  240. 240.00 240.01 240.02 240.03 240.04 240.05 240.06 240.07 240.08 240.09 240.10 240.11 Direct, 2018-09-27 (55:39).
  241. 241.0 241.1 241.2 Direct, 2017-05-19 (22:10).
  242. 242.0 242.1 Entrevue, 2020-07-19 (36:07).
  243. guild size.jpg
  244. Direct, 2020-06-26 (1:31:53).
  245. 245.0 245.1 Direct, 2017-05-05 (23:26).
  246. Entrevue, 2018-08-08 (9:36).
  247. Direct, 2020-10-30 (1:11:13).
  248. 248.0 248.1 248.2 Direct, 2017-05-17 (7:27).
  249. Entrevue, 2020-07-19 (24:34).
  250. 250.0 250.1 250.2 250.3 Podcast, 2018-05-11 (18:52).
  251. Direct, 2017-06-01 (31:47).
  252. 252.0 252.1 252.2 252.3 252.4 Podcast, 2018-05-11 (21:07).
  253. 253.0 253.1 253.2 Podcast, 2018-05-11 (48:29).
  254. 254.0 254.1 Podcast, 2018-04-23 (29:56).
  255. monster coin leveling.png
  256. Direct, 2017-05-03 (31:46).
  257. Direct, 2017-05-03 (36:25).
  258. kickstarter monster coins.png
  259. Monster coins2.jpg
  260. Vidéo, 2018-04-05 (49:36).
  261. 261.0 261.1 Entrevue, 2018-10-20 (2:40:17).
  262. 262.0 262.1 Direct, 2017-05-24 (35:11).
  263. 263.0 263.1 Podcast, 2018-04-23 (59:28).
  264. 264.0 264.1 Podcast, 2018-04-23 (1:01:01).
  265. Entrevue, 2018-10-20 (2:53:52).
  266. MMOGames interview, January 2017
  267. 267.0 267.1 design pillars.png
  268. 268.0 268.1 Entrevue, 2018-08-24 (8:35).
  269. Direct, 2020-07-25 (1:31:44).
  270. 270.0 270.1 A chat with Ashes of Creation's Steven Sharif, 7 June 2017.
  271. Entrevue, 2018-10-20 (3:43:52).
  272. transparency.png
  273. Direct, 2018-05-04 (39:41).
  274. kickstarter box cost.png
  275. Packs de précommande
  276. 276.0 276.1 kickstarter subscription.png
  277. toast-subscription.png
  278. Direct, 2018-05-04 (53:34).
  279. 279.0 279.1 Direct, 2020-07-25 (1:21:03).
  280. Summer Braver of Worlds.png
  281. lifetime sub server.png
  282. 282.0 282.1 282.2 282.3 Direct, 2020-07-25 (1:53:46).
  283. 283.0 283.1 283.2 Direct, 2018-10-31 (38:47).
  284. 284.0 284.1 284.2 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
  285. 285.0 285.1 285.2 285.3 Direct, 2018-09-01 (1:05:10).
  286. 286.0 286.1 alpha-1-news.png
  287. screenshot 328.png
  288. 288.0 288.1 Direct, 2018-08-17 (1:02:38).
  289. Direct, 2020-06-26 (1:26:54).
  290. 290.0 290.1 Direct, 2017-06-01 (19:12).
  291. 291.0 291.1 291.2 Direct, 2020-11-30 (56:02).
  292. 292.0 292.1 kickstarter p2w.png
  293. 293.0 293.1 Direct, 2020-07-25 (48:28).
  294. 294.0 294.1 Podcast, 2018-08-04 (1:57:56).
  295. 295.0 295.1 RNG boxes.png
  296. steven-multi-boxing-3.png
  297. steven-multiple-accounts.png
  298. steven-publishing-oce-sea.png
  299. Entrevue, 2018-08-21 (11:20).
  300. 300.00 300.01 300.02 300.03 300.04 300.05 300.06 300.07 300.08 300.09 300.10 Blog: New Adventure Awaits.
  301. ashes-steam.png
  302. Ashes of Creation cosmetic store.
  303. cosmetic skins.png
  304. Direct, 2018-12-06 (41:43).
  305. Direct, 2020-11-30 (58:24).
  306. Direct, 2019-06-28 (1:25:55).
  307. costumes-weapons-quote.png
  308. 308.0 308.1 toast-caravan-skins.png
  309. 309.0 309.1 margaret-caravan-skins.png
  310. cash shop non tradable.jpg
  311. 311.0 311.1 Entrevue, 2018-05-11 (32:36).
  312. 312.0 312.1 Entrevue, 2018-10-20 (2:17:43).
  313. Entrevue, 2018-10-20 (2:28:08).
  314. 314.0 314.1 Entrevue, 2018-10-20 (3:47:17).
  315. dunirinfluence.png
  316. 316.0 316.1 316.2 Entrevue, 2018-05-11 (1:03:21).
  317. py'rai archetecture.jpg
  318. Direct, 2017-10-16 (15:58).
  319. Podcast, 2018-05-11 (31:35).
  320. Entrevue, 2018-05-11 (1:04:27).
  321. 321.0 321.1 321.2 Podcast, 2018-05-11 (36:28).
  322. Direct, 2017-11-17 (23:00).
  323. Entrevue, 2018-08-17 (31:09).
  324. Direct, 2017-11-17 (33:56).
  325. 325.0 325.1 Direct, 2018-05-04 (49:45).
  326. 326.0 326.1 Direct, 2018-06-04 (7:25).
  327. 327.0 327.1 Podcast, 2018-05-11 (33:09).
  328. 328.0 328.1 Ashes of Creation Forums - No participation trophy.
  329. 329.0 329.1 329.2 Vidéo, 2018-04-05 (44:06).
  330. 330.0 330.1 Vidéo, 2018-04-05 (48:03).
  331. 331.0 331.1 331.2 Entrevue, 2020-07-19 (14:51).
  332. Entrevue, 2020-07-19 (17:12).
  333. 333.0 333.1 What languages will Ashes of Creation be in?
  334. 334.0 334.1 334.2 334.3 Entrevue, 2018-08-24 (2:35).
  335. spanish.png
  336. 336.0 336.1 336.2 Direct, 2017-05-17 (1:09:22).
  337. 337.0 337.1 Direct, 2017-05-24 (45:49).
  338. Entrevue, 2018-08-24 (3:19).
  339. Direct, 2017-05-26 (38:30).
  340. Direct, 2017-05-24 (23:50).
  341. Direct, 2019-12-17 (51:20).
  342. 342.0 342.1 What are the minimum requirements for Alpha?
  343. 343.0 343.1 Direct, 2018-08-17 (1:07:51).
  344. game system.jpg
  345. Direct, 2018-05-04 (43:35).
  346. unreal.jpg
  347. Direct, 2017-05-03 (26:50).
  348. steven-networking.png
  349. Direct, 2020-05-29 (1:07:14).
  350. Direct, 2017-12-15 (39:23).
  351. 351.0 351.1 Direct, 2017-05-24 (54:54).
  352. 352.0 352.1 Ashes of Creation Apocalypse: What are the minimum system requirements?
  353. 353.0 353.1 Ashes of Creation Apocalypse Open Beta on Steam.
  354. Direct, 2017-05-19 (37:03).
  355. Official Livestream - May 4th @ 3 PM PST - Q&A
  356. 356.0 356.1 356.2 356.3 Direct, 2018-09-27 (48:13).
  357. Entrevue, 2017-05-08 (22:06).
  358. 358.0 358.1 Direct, 2017-05-24 (40:50).
  359. 359.0 359.1 na and eu servers.jpg
  360. 360.0 360.1 360.2 360.3 Ashes of Creation FAQ: Where will your servers be?
  361. 361.0 361.1 servers SEA OCE.png
  362. steven-oce-servers.png
  363. Direct, 2018-07-09 (47:54).
  364. 364.0 364.1 Direct, 8 April 2018 (AM) (26:41).
  365. 365.0 365.1 margaret-region-locking.png
  366. Direct, 2017-05-17 (59:25).
  367. Vidéo, 2018-09-06 (4:25).
  368. server population.png
  369. 369.0 369.1 369.2 Entrevue, 2020-07-18 (12:56).
  370. 370.0 370.1 Entrevue, 2018-04-20 (9:20).
  371. Direct, 2017-05-08 (36:26).
  372. Direct, 2017-07-28 (35:42).
  373. Direct, 2017-05-05 (35:27).
  374. MMORPG Interview, 12 December 2016.
  375. 375.0 375.1 Direct, 8 April 2018 (PM) (39:48).
  376. 376.0 376.1 376.2 376.3 Entrevue, 2018-10-20 (2:22:09).
  377. Direct, 8 April 2018 (AM) (25:12).
  378. Direct, 8 April 2018 (AM) (24:14).
  379. steven-bear-beta-1.png
  380. Direct, 2019-06-28 (1:21:02).
  381. Direct, 2017-07-28 (40:15).
  382. Direct, 8 April 2018 (PM) (1:18:37).
  383. The mighty beard!
  384. 384.0 384.1 384.2 384.3 Entrevue, 2020-07-08 (48:30).
  385. Direct, 2017-11-17 (38:35).
  386. Massively OP, 1 June 2017
  387. 387.0 387.1 387.2 Direct, 2018-02-09 (20:40).
  388. Entrevue, 2018-08-21 (40:44).
  389. 389.0 389.1 Direct, 2017-05-05 (20:02).
  390. 390.0 390.1 Entrevue, 2018-10-20 (6:29).
  391. Direct, 2017-05-05 (43:27).
  392. Direct, 2017-05-05 (21:41).
  393. 393.0 393.1 Entrevue, 2018-05-11 (49:03).
  394. Ashes of Creation Forums - No Damage Meter?
  395. 395.0 395.1 395.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
  396. Ashes Discord.png
  397. Ashes of Creation Kickstarter campaign
  398. Summer Crowdfunding.png
  399. summerended.png
  400. Intrepid Studios Dev Team.
  401. PAX West 2017 Schedule.
  402. PAX West 2017 Map.
  403. GDC.png
  404. PAX East.png
  405. 405.0 405.1 405.2 405.3 405.4 Newsletter, 7 August 2018
  406. gamescom.png
  407. Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
  408. Newsletter, 7 August 2018
  409. Intrepid Studios Extra Life 2018 (@MediaAoC).
  410. Entrevue, 2019-04-15 (5:09).
  411. extralife2019.png
  412. Entrevue, 2020-10-17 (18:36).
  413. Entrevue, 2020-10-17 (56:55).
  414. extralife2020.png
  415. kickstarter most funded MMORPG.png
  416. kickstarter most funded video game.png
  417. MMORPG.com's Best of 2017 Awards.
  418. Most Anticipated MMORPGs For 2018.
  419. 419.0 419.1 DualShockers’ Gamescom 2018 Awards
  420. 420.0 420.1 Direct, 2017-05-17 (41:27).
  421. 421.0 421.1 Direct, 2018-10-31 (35:00).
  422. 422.00 422.01 422.02 422.03 422.04 422.05 422.06 422.07 422.08 422.09 422.10 422.11 422.12 Direct, 2018-11-03 (0:00:17).
  423. Ashes of Creation Apocalypse official site.
  424. 424.0 424.1 Ashes of Creation Apocalypse Early Access.
  425. Vidéo, 2019-09-24 (0:10).
  426. 426.0 426.1 Entrevue, 2018-08-24 (13:17).
  427. 427.0 427.1 427.2 Direct, 2018-08-17 (30:29).
  428. Podcast, 2018-08-04 (1:07:59).
  429. Direct, 2018-09-27 (9:08).
  430. Forest of Erinthia.png
  431. stevenboardgame.png
  432. Ashes of Creation Forums - Has Intrepid considered a physical collectors edition box for us box collectors?