Ashes of Creation

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Aperçu de la refonte du site web de Ashes of Creation (WIP).[1]

Ashes of Creation prend place dans un cadre médiéval fantastique, mêlant imagination et graphismes de pointe. Nous remettons le mot massif au centre du "massivement multijoueur" avec des mécanismes uniques et novateurs qui donneront un sens à l'action des joueurs. Ashes of Creation intégrera les meilleurs éléments des MMORPG traditionnels avec des concepts sandbox innovants. Vous choisirez votre destin à chaque occasion. Les lignes de quêtes s'ouvriront et se fermeront en fonction des interactions des joueurs avec leur monde, car il s'agit d'un monde où les choix ont des conséquences. Des monstres errent et deviennent de plus en plus féroces à mesure que la civilisation perturbe l'ordre naturel des choses. De l'emplacement des villes à leur taille, vous déterminerez le paysage de votre monde. Il sera unique par sa culture, son écologie et son économie.[2]

Ashes of Creation est un MMORPG à venir qui se déroule dans un monde de "haute fantaisie" où les différents choix des joueurs façonnent et définissent le monde qui les entoure.[3]

Ashes of Creation à une approche unique de l'expérience MMO. La structure de notre monde est dynamique et conçue pour réagir aux actions de nos joueurs. Les cités s'élèveront et s'effondreront, leurs populations étant basées sur l'histoire du monde telle que les joueurs l'ont créée. Les quêtes se débloquent au fur et à mesure que ces populations grossissent, que leurs besoins augmentent et que des secrets soient révélés. Étant donné que l'environnement des PNJ à travers le jeu est établie en temps réel, les joueurs auront donc la possibilité de détruire ce qu'ils ont créé, ouvrant la voie à un nouveau développement, à de nouvelles populations et à un véritable changement. Les luttes et intrigues politiques joueront un rôle très important dans la structure de votre monde. L'époque des mondes statiques est révolue, le changement est là pour rester.[2]

Le nom original du projet pour Ashes of Creation était The World of Origins.[4]

JUST ANNOUNCED on our Development Update - Alpha Two is coming to you in 2024![5]Cody Peterson

The Ashes of Creation release schedule is subject to change.[6]

Spot testing has begun, some limited NDA'd testers are participating in spot tests and December will see more, including some major headless client testing. Also those of you that still have the A1 launcher may see an update in the next couple weeks.[7]Steven Sharif
The NDA spot testing that will be before Alpha-2: We will have first one with our PI members, then we'll have some with our Alpha-1 users, and then our Alpha-2 users; and of course Alpha-2 will not be NDA, but that spot testing will be NDA.[8]Margaret Krohn
Phase Release Estimated/Actual date
Pre‑alpha Alpha-0.[9] December 15, 2017.[10]
APOC Ashes of Creation Apocalypse battle royale stress test (NDA).[11] September 7, 2018.[12]
Ashes of Creation Apocalypse battle royale stress test (NDA lifted).[13] October 19, 2018.[13]
Ashes of Creation Apocalypse battle royale open beta.[14] December 18, 2018.[15]
Ashes of Creation Apocalypse battle royale early access.[16] September 24, 2019.[17]
Ashes of Creation Apocalypse castle siege mode PI closed testing.[18] December 19, 2019.[18]
Ashes of Creation Apocalypse battle royale testing ends.[19] March 10, 2020.[20]
Alpha Alpha-1 early preview livestream.[21] March 27, 2020.[22]
Alpha-1 limited QA testing (NDA).[23][24] May 28, 2020.[25][26]
Alpha-1 preview pre-test 1 (NDA).[27] Dec 18 - Dec 21 2020.[27]
Alpha-1 preview pre-test 2 (NDA).[27] Feb 19 - Feb 22 2021.[28][29]
Alpha-1 preview intermittent spot testing (NDA).[30][31] Mar 19 - Jul 9 2021.[30][31]
Alpha-1 preview weekend (no NDA).[30] July 9 - July 11 2021.[32][33][30]
Alpha-1 (no NDA).[30] July 14 - August 15 2021.[34][35]
Alpha-2 spot testing (NDA).[8][36][37][38] November 2023.[7]
Alpha-2 (No NDA).[8][37][39][40] 2024.[8][5]
Beta Beta-1. To be announced.[35]
Beta-2. To be announced.[35]
Pre‑release Head start for crowdfunding backers at the Founder level and above.[41] 1-2 days before launch.[41][42]
Release Launch (live) release. To be announced.[35][43]
Post‑launch Major releases (DLC expansions). Quarterly or six-monthly.[44][45]
Minor releases. Monthly.[44][45]

Design

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.[46]Steven Sharif

Ashes of Creation is a PvX game built on the foundational principle of risk versus reward. The developers may seek feedback and make changes to portions of the game, but the core design pillars of the game will never be changed.[47][48][49][50][51]

We will refine systems, we will iterate on systems, but we will never change the core identity of the intent and philosophical approach to what Ashes of Creation as an MMO brings to the MMO genre space... What we want to do is express that Ashes of Creation is endeavoring to build a risk-versus-reward centric PvX style game. And that intent and purpose will be delivered upon, and it will not change.[50]Steven Sharif
  • Ashes of Creation is referred to by the developers as a "themebox" or "sandpark" game as they aim to create a reactive player-driven world accompanied by curated content.[3][46]
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.[3]
Q: How do you go about designing some of the more old school systems such as XP debt, minimal fast travel, and open world raiding that have really gone away for the most part in modern MMOs?
A: When looking at the reasoning behind why some of those old systems existed, a lot of it was centralized around the idea of risk versus reward. I mean, let's take a look at the three that you name, XP debt, minimal fast travel, and open world raiding. Experience debt is a cost of failure. Experience debt is the bite of not achieving success. If I die to a monster because my strategy was bad, because my performance was bad, because my planning was bad: all of that means that debt is the cost I pay for the bad choice... Minimal fast travel: My location matters; and the time it travels there is the cost I pay. Open world raiding: I'm not the only person interested in completing this objective. I have competition. That competition represents pressure. That pressure represents a desire to succeed and perform. All of those are touch points on player emotional connectivity. There is a reason why I want to succeed: Part of that reason can be incentivization through reward; part of that reason can be distance; it can be incentivization through failure. So that I think are one of the core fundamental philosophies as to how you design some of the more old-school systems.[52]Steven Sharif

Piliers de conception

The design of Ashes of Creation adheres to five main pillars.[53]

  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.[53]

Inspiration

Ashes of Creation puise son inspiration dans plusieurs MMORPGS.[54]

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.[54]Jeffrey Bard

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.[55]Steven Sharif

Nœuds

Un Nœud Métropole lors de la pré-alpha.[56]

Les Nœuds ont un emplacement prédéfini, entourés d'une zone d'influence dans notre monde qui peuvent prendre la forme de villes de différentes tailles. Ces tailles vont d'un petit camp à une métropole étendue. La taille des villes dépend de la contribution des joueurs et de la progression du Nœud. Les joueurs ne créent pas l'empreinte d'un Nœud, mais dans cette empreinte, ils ont la possibilité de posséder des terres. Les joueurs qui font partie du gouvernement d'un Nœud spécifique auront la possibilité de modifier davantage les types de bâtiments et les services, mais la plupart du temps, un Nœud se développera le long de son propre chemin spécifique (pensez davantage à des PNJs construisant ces villes, plutôt qu’à des joueurs érigeant individuellement des bâtiments et des murs). La zone de contribution d'un Nœud est plus grande que la ville elle-même, ce qui permet aux joueurs de partir à l'aventure tout en offrant leur appui à la ville. Nous appelons la zone de contribution la "zone d'influence" du Nœud et c'est la zone où les joueurs aident à faire progresser le Nœud dans lequel ils se trouvent.[57]

Au sein de chaque serveur sont soigneusement placés des points de développement appelés Nœuds.[3]

Les Nœuds sont le cœur du monde, ils créent le flux et le reflux de la vie. Ce sont des lieux prédéfinis, entourés d'une zone d'influence et de zones géographiques changeant au fil du temps selon la participation des joueurs. La carte du monde est divisée en plusieurs régions, chaque région contenant plusieurs Nœuds. Au fur et à mesure qu'un Nœud progresse, il influence les types de contenus en son enceinte et dans les zones environnantes. Les joueurs ne créent pas de Nœuds, mais s'ils font partie du gouvernement d'un Nœud spécifique, ils ont la possibilité d'influencer la diplomatie et de modifier les types de bâtiments/constructions ainsi que les services au sein de ce Nœud. Il y aura 103 emplacements de Nœuds au lancement, chacun ayant leur propre impact sur le récit et le développement du monde.[62]Margaret Krohn

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.[66]Steven Sharif

Les nœuds sont assignés un type de nœuds sur quatre (4), chacun contenant une spécialisation unique.[62]

  • Les joueurs pourront identifier le type d'un nœud lors de la première étape de développement (Expédition) basé sur sa population de PNJs.[66]
Type de Nœud.[62] Spécialisation.[62] PNJs.[62]
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 ?[67]

Les types de nœuds sont prédéterminés et sont les mêmes pour chaque serveur.[62]

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.[62]Margaret Krohn

Les types de Nœuds affectent divers services et systèmes à chaque niveau d'avancement de nœud.[62]

Node stages

Illustration of node advancement from Région sauvage (organiser 0) to Métropole (organiser 6).

Nodes advance by collecting experience from the actions of players nearby. As players complete content inside of a Node’s Zone of Influence (the area around the node), they contribute that experience toward the Node’s development. The experience given to the Node may then be modified based on certain Events and Accomplishments. When a Node reaches the experience required, it undergoes the process of advancing to the next stage. There are a few exceptions where a Node cannot advance even though it has the required experience - most commonly, a Node can not advance if a Node is a Vassal of another Node and would advance to the same stage as its Parent Node.[68]Margaret Krohn

Nœuds have seven (7) stages of advancement, with experience thresholds for each stage. When a Node reaches the experience required for its current stage, it advances to the next stage.[62]

Node stage.[3] Symbol Alternate name.[69] Timeframe to advance.[3] Habitation de joueur.[70]
0. Région sauvage -
1. Expédition Expedition symbol.png Crossroads Few hours -
2. Encampment Encampment symbol.png Camp Many hours -
3. Village Village symbol.png - Few days Small houses
4. Town - Many days Medium houses
5. City - Few weeks Large houses
6. Métropole Metro Many weeks Mansions

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.[68]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).[3] 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.[62]

Étape de Nœud.[3] Nom alternatif.[69] Période pour avancer.[3] Habitation de joueur.[70]
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.[68]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.[71] 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.[62]Margaret Krohn

L'avancement d'un nœud débloque son contenu unique, au prix du verrouillage de la progression d'avancement des nœuds voisins.[72]

  • 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.[73]
  • Plus le Nœud est avancé, plus sa ZI devient large.[56]
  • 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.[71]
    • 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.[74]
  • 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.[75]
    • 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.[76]

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.[75]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.[71]
  • Les joueurs sont déplacés à l'abri s'ils intersectent avec des nouveaux objets apparaissants lors de l'avancement d'un nœud.[77]
  • Les citoyens d'un nœud peuvent contribuer à l'avancement d'autres nœuds.[78]
  • 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.[79]

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.[79]Steven Sharif

Sièges de Nœuds

Sièges de Nœuds (Extraits de la Pre-alpha).[80]

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.[68]Margaret Krohn

Les Sièges de Nœuds permettent aux joueurs de détruire des nœuds.[68] 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.[3]

Assiéger les nœuds ne sera pas une tâche facile pour les attaquants. Les Cités et Métropoles auront un avantage défensif considérable.[3]

Si vous possédez une maison dans un nœud et que vous ne souhaitez pas la voire détruite, vous devriez défendre la ville ![81]Steven Sharif

Les nœuds peuvent régresser en niveau basé sur l'Atrophie de Nœud.[68]

Read more...

Combat

Combat JcE lors de l'avant-première de l'Alpha-1[83]

Le combat est le système le plus palpable du jeu. C'est la chose que vous allez expérimenter le plus souvent; et en dehors du système et des mécanismes qui vont être présentes dans l'entièreté des fonctionnalités de base du gameplay, le combat doit d'être réactif. Il ne doit pas donner un effet flottant. Il doit être ressenti comme mobile. Il faut que ce soit fluide. Il se doit de donner un sentiment de satisfaction. Le son, les effets, les animations, les types de compétences et toutes ces choses : tout cela est vraiment notre objectif pour affiner notre approche sur le combat dans Ashes of Creation.[84]Steven Sharif

Le combat dans Ashes of Creation se concentre sur la stratégie et la tactique.[85]

  • Il s'agit du système le plus palpable du jeu. Il se doit d'être ressenti comme réactif, mobile et fluide. Il se doit de donner un sentiment de satisfaction. [84]

Nous voulons que le combat soit engageant, amusant... Actuellement nous avons débuté le sprint vers la première phase de déploiement de l'Alpha-1, donc nous nous penchons vraiment sur l'aspect action du combat et nous développons des systèmes en ce sens. La raison pour laquelle nous faisons cela c'est parce que le tab-targeting (système de ciblage automatisé par la touche tab) est depuis très longtemps un élément de base aux MMORPG, même si maintenant il y a un grand intérêt pour l'action dans les MMORPG et qu'il y a eu des titres à succès orientés vers l'action, comme TERA et BDO. Nous voulons vraiment nous plonger pleinement dans ce développement pour comprendre davantage comment fusionner le tab-targeting et l'action-combat dans un même jeu, car ce sont deux styles de jeu très différents.[86]Steven Sharif

Un remaniment du système de combat sera déployé durant et après le test de l'Alpha-1.[87][88]

  • Les tests de l'Alpha-1 sont initialement axés sur les fonctionnalités de base plutôt que sur l'équilibrage du combat.[89].

Read more...

Hybrid combat

Démo de combat hybride en Alpha-1.[90]

Vous remarquerez que lorsque j'entre en mode action, j'ai un réticule et lorsqu’il survole une cible ennemie, il deviendra rouge, disant en gros "Hey on sait que tu as une cible valide" que vous pouvez voir; et quand vous pressez 'Q' vous pouvez verrouiller cette cible. Vous pouvez aussi maintenir tab pour alterner entre les cibles. Ceci est un aspect important du combat que nous essayons d'incorporer, qui est une mélange de ciblage et d'action, pour que vous ayez toujours des éléments d'actions tout en vous permettant d'utiliser des compétences à ciblage.[91]Steven Sharif

Le combat hybride fait référence au choix entre le combat en ciblage tab et le ciblage action dans Ashes of Creation.[91][92]

  • Un boutton d'activation (Z par defaut mais peut être associé à une autre touche) permet au joueur de passer du mode tab au mode action.[93][94][90][95]
  • Le mode action utilise un réticule de visée et est très proche d'un jeu de tir à la troisième personne.[91][90][95][96]
    • Le joueur n'a pas besoin d’être en mode réticule pour utiliser des compétences de combat d'action.[97]
    Si vous utilisez une compétence de combat d'action qui cible une direction, vous n'avez pas besoin d’être en mode réticule pour l'utiliser. Ça tirera là ou le réticule devrait être. Donc si vous jouez au feeling et que vous êtes en mode ciblage tab, vous pouvez quand même utiliser vos compétences orientées action.[97]Steven Sharif
    • Le réticule va mettre en surbrillance/changer de couleur (en rouge) pour indiquer si la cible actuelle peut être attaquée par la compétence préparée.[91][90]
    • Les compétences d'action n'auront pas de fonctions de verrouillage mais appuyer sur Q en étant en mode action verrouillera sur la cible actuelle pour permettre d’utiliser des compétences orientées ciblage tab en mode action.[93][91]
    Les compétences de combat d'action n'auront pas de verrouillage à proprement parler. Certaines d'entre elles seront seulement des tirs. Cependant comme vous pouvez avoir un mélange de compétence tab qui ont besoins d'une cible, vous pourrez aussi verrouiller en mode action. Pour le moment c'est associé à la touche Q par défaut, mais vous pouvez bien sûr l'associer à la touche que vous voulez, même la souris; et quand votre réticule survole une cible et que vous la verrouillez, si vous avez des compétences orientées ciblage tab, elle seront utilisées contre cette cible.[93]Steven Sharif
    • Maintenir Tab en mode action alternera entre les cibles.[91]
    • Un clic droit en mode action passera en mode tab pour la cible en surbrillance.[90]
    • La camera d'action est liée au réticule du joueur. Il y aura surement une touche qui si maintenue permettra des mouvement de camera libre.[98]
    • A l’avenir l'utilisateur pourra choisir entre différentes apparences de réticules.[99]
  • Le mode tab (MMO mode) facilitera le combat en ciblage tab[90][95] A tab-targeted ability requires a target in order to utilize that skill.[93][96]
    • Un clic gauche en mode tab attaquera la cible (avec l'arme actuellement selectionnée).[90]
    • Il y aura une possibilités de fonction "cible de la cible" dans l'interface utilisateur.[100]

Le combat hybride est en cours de test dans l'Alpha-1.[91][101]

  • Les modes de ciblage peuvent être atteints par le choix des compétences/capacités.[93][101][102]
    • Il ne sera peut-être pas possible de se spécialiser entièrement dans les compétences ciblées ou d'action. Il peut y avoir un plafond de 75 % sur le choix des compétences de n'importe quel type.[102]
    • Différents rangs de la même capacité peuvent changer le mode de visée de tab à action ou vice-versa.[103]

La progressions des compétences, l'attribution des points de compétence est déterminée par le joueur. Le joueur pourra choisir soit des compétences plus axées sur le ciblage, soit des compétences plus basées sur l'action et personnaliser son expérience de jeu en fonction de ses préférences. D'un point de vue d'équilibrage pour nous, les développeurs, nous devons nous assurer que certaines capacités hébergent certaines fonctions afin qu'il y ait un équilibre entre les tirs de compétences et les capacités de ciblage tab.[102]Steven Sharif

Les versions de capacités orientées action et tab auront des caractéristiques différentes. Les variables changeront en fonction de la version choisie.[104]

  • Dégâts.[104]
  • Temps de charge.[104]
  • Effets de CC (contrôles de foules).[104]
  • Temps de recharge.[105]
  • Consommation d’énergie.[105]
  • Coût d'utilisation.[105]
  • La portée d'attaque restera probablement la même; car elle dépend de la capacité ou de l'arme elle-même.[106]

Par exemple : disons que vous jouez une classe à distance. Vous pourriez avoir un tir puissant axé sur l'action dans votre arbre de compétences ou vous pourriez avoir un tir puissant à cible unique qui augmente et fait plus de dégâts.[104]Steven Sharif

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

À des fins d'équilibrage, certains types de compétences seront des compétences orientées tab ou action. Par exemple :[105]

  • Les hard CC peuvent être logés dans des compétences orientées vers l'action, car ce sont des coups plus difficiles à placer.[105][102]
  • Des CC plus doux seraient logés dans des capacités ciblées par tab.[105]

PvX

Nous préférons grandement nous qualifier de jeu JcX, car dans ce systèmes JcJ, JcE et artisanat sont tous interconnectés: ils sont co-dépendants l'un avec l'autre... Notre système nécessite réellement quelques co-dépendances entre ces éléments. Vous aurez besoin d'un artisan pour vous fournir les meilleurs objets. Vous aurez besoin de JcJ pour sécuriser les villes et châteaux. vous aurez besoin de JcE pour vaincre les world bosses pour les ressources d'artisanat.[107]Steven Sharif

Ashes of Creation est un jeu JcX.[108] Les joueurs seront naturellement confrontés au éléments JcJ et JcE.[109][110] Il est très peu probable qu'un joueur puisse se concentrer uniquement sur le JcJ ou le JcE.[110]

Nous sommes très clair sur notre objectif et philosophie sur le jeu et nous comprenons que ça ne plaira peut être pas à tout le monde. Mais vous savez que c'est une relation réciproque importante entre le contenu qui est orienté JcE et celui orienté JcJ et qu'ils s'alimentent l'un l'autre. Ils sont les catalyseurs pour un changement: leur progression, leur développement. Ce sont des choses que les gens apprécient quand ils voient quelque chose de gagné et quelque chose de perdu. Cela entraine une réponse émotionnelle des joueurs: le fait qu'ils aient investis du temps pour réussir ou échouer; et le JcJ permet à cet élément d'être introduit dans la partie. Et nous sommes très clair que c'est notre objectif: cette relation entre le risque et la récompense, cette mentalité basée sur les succès. tout le monde ne sera pas un gagnant et c'est normal.[51]Steven Sharif

Open world

Alpha-1 open world dungeon entrance.[113]

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.[114]Steven Sharif

Ashes of Creation will be a seamless open-world experience.[115]

There will be an approximately 80/20 split between open world vs instanced encounters.[116][49][114][117][118]

  • Around 80% of the content is open-world, where healthy competition is an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[116][119][49]
In situations where we want to contain a particular type of raid, we will utilize instancing; and that can protect certain engagements with certain bosses. But that's really more on the 20% of the scenarios will have instancing protection like that. Around 80% of the content is open-world, where competition is- healthy competition is an instigator for soft player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. So that's an intended part of the PvX design of Ashes. It's a core philosophical point. And just to be clear, that is not for everyone. We are not trying to make a product that appeals to every MMO gamer. That's impossible; and so we've been very upfront and forthright with what we are trying to accomplish and what our core pillars of philosophical design are.[49]Steven Sharif
  • Castle and node sieges may contain instanced locations where specific groups can participate in certain objective-based waypoints.[120]
  • Donjons and raids will maintain an open world feel while also capitalizing on the benefits of instanced mechanics.[121] Instancing is only going to happen in certain dungeons where the desire is to have greater narrative appeal.[49][122] Outside of these and arenas there will not be too much instancing anywhere else.[115]
There will be some open dungeons that have bosses at the end of the dungeons. There will be some open dungeons that just have a multitude of dungeon bosses, not necessarily world raids or something; and there will be lots of different rooms and they'll be progressive in the sense that in the earlier parts of the dungeon they'll be lower level and then at the later parts of the dungeons deeper down they'll be higher level and more difficult; and that creates again I think an ecosystem of where players across a multitude of levels have an opportunity to coexist within certain areas of the world; and that's good from a social dynamic. It's good from a recruitment dynamic. It's good from just a liveliness and relevance of particular areas. So that you don't end up with these locations that once you pass a certain level like it's empty.[123]Steven Sharif
We're probably going to do instancing only in certain dungeons and in arenas. You probably won't see instancing too much anywhere else. What you see is gonna be what you get.[115]Jeffrey Bard

The PvP flagging and corruption system is in place to safeguard against griefing without limiting opportunities for open conflict.[125][49][126]

  • Healthy competition is seen as an instigator for player friction; for potential cooperation; for the ability to yield alliances; and the political theater that comes with it. This is an intended part of the PvX design of Ashes of Creation.[125][49]
  • This friction presents an opportunity to engage in the political aspects of the game, which is the lifeblood of what keeps players interested and invested in the game.[125][49][123]
Q: When you reach the bosses in [open world] dungeons can you be jumped?
A: For the most part if there are bosses at the end of dungeons, it is possible for you to get jumped.[123]Steven Sharif
Q: In an open world dungeon, what prevents others from just waiting until you're at the boss and then killing you and taking your boss's loot? What prevents mega guilds from just owning an area and preventing you from accessing or enjoying it?
A: In a majority of cases, we do not want to prevent another group from engaging potentially in PvP. We disincentivize it by creating safeguards within the flagging system that make that decision very concerning for the people that might go corrupt; and if you're in the large enough group of numbers I doubt you're going to experience that unless there's some rivalry between guilds. In which case there's apparatuses like Guild Wars that are more opt-in. You can drop guild tag if you want. But anyways, the competitive nature of this environment is a PvX element.[49]Steven Sharif

JcE

Alpha-1 Elder Dragon of the Tundra raid boss.[127]

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.[128]

Elder Dragon of the Wood raid boss gameplay.[129]

Whenever you have a player versus environment setting you don't want a stagnant overly repetitive because its lackluster. It does not have that a component that engages.[130]Steven Sharif

The Node system facilitates the generation of new JcE content such as Quêtes, Donjons, Raids and Pièces de Monstres.[131]

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.[132]Steven Sharif

JcE content adapts to the development of the world to avoid repetition.[130]

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JcJ

Alpha-1 open world caravan JcJ.[133]

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.[128]

JcJ (Player versus player combat) is the catalyst for change in Ashes of Creation.[134] Player combat is intended to be meaningful, ranging from Caravan battles to vast open world conflicts fought for the pride of Rois et Reines.[131]

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.[81]Jeffrey Bard
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.[139]Steven Sharif
Q: Have you considered a high-stakes loot drop PvP zone/area in Verra?
A: We have not; and the reason for that is our current PvP systems already allow for material risk essentially that's either through the flagging system or through other event-based pvp opt-in systems as well.[149]Steven Sharif

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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.[151]

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.[153]Steven Sharif

Armes and armor are not race locked, but armor will take on a racial appearance.[156][157]

Weapon types

Different weapon types offer different passive skills and proc effects from their weapon skill tree as well as different waterfall stats.[159]

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

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

There is an even split between melee and ranged weapons.[160]

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Armor types

Les types d'armure dans Ashes of Creation.

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Races

Eight of the nine races in Ashes of Creation.[184]

Ashes of Creation offre 9 races jouables.[185]

Parent race Races
Aela Humans Kaelar.[185] Vaelune.[185]
Dünzenkell Dwarves Dünir.[185] Niküa.[185]
Kaivek Orcs Ren'Kai.[185] Vek.[185]
Pyrian Elves Empyrean.[185] Py'Rai.[185]
Tulnar.[186]

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..[187]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.[188]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.[189]Steven Sharif

Once selected, a character's race should be final.[190]

Your primary archetype selection and your race selection should be - because they have gameplay influences - should be final.[190]Steven Sharif

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Factions

Il n'y a pas de factions prédéfinies dans Ashes of Creation.[191]

Nous offrons au joueur ces événements de friction légère et ensuite cela détermine qui sont vos amis et vos ennemis.[192]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.[193]Steven Sharif

Classes

Avec 8 archétypes à combiner, les joueurs peuvent choisir parmi un total de 64 combinaisons pour créer leur classe.[194][195][196]

Secondaires
Barde Clerc Combattant Mage Rôdeur Rogue Invocateur Tank
Barde Ménestrel Tisseur d'Ames Epée Révélatrice Magicien Veilleur de Chansons Illusionniste Appel-Chants Sirène
Clerc Clairvoyant Grand Prêtre Templier Oracle Protecteur Disciple de l'Ombre Chaman Apôtre
Combattant Danseur de Lames Haute Epée Maître d'Armes Epée de Sorts Chasseur Lame de l'Ombre Appel-Lames Cuirassé
Mage Sorcier Acolyte Mage de Bataille Archisorcier Chasseur de Sorts Lanceur d'Ombres Démoniste Pierre de Sorts
Rôdeur Chanteur d'Arcs Arc de l'Ame Arpenteur Scion Oeil de Faucon Eclaireur Fauconnier Sentinelle
Rogue Charlatan Cultiste Dueliste Sort de Nuit Prédateur Assassin Seigneur de l'Ombre Gardien de l'Ombre
Invocateur Enchanteur Nécromancien Lame Sauvage Ensorceleur Maître des Bêtes Ombremancien Conjureur Veilleur du Nid
Tank Argent Paladin Chevalier Bouclier Anti-sorts Veilleur Bouclier de Nuit Détenteur Gardien

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Rôles

Ashes of Creation a la trinité traditionnelle des rôles de Tank, DPS et Support/soigneur.[197][198]

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.[199]Steven Sharif

Religions

Il y a six religions principales ainsi qu'une religion de l'Underrealm.[200][201]

  • La religion est envisagée comme étant une source de motivation et non d'esthétique.[202]
  • Choisir une religion permet au joueur de suivre un chemin lumineux ou sombre.[203]

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.[203]Jeffrey Bard

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Personnage

info-orange.pngCette section contient des informations sur les tests Alpha-1. Il sera mis à jour lorsque de nouvelles informations seront disponibles.
Personnage stats and attributes.[204][178]
Stat Base stat Level 1 Cleric Level 1 Mage Level 1 Tank
Santé.[205][206] Santé 224
Mana.[205] Mana 293
Power.[205][204][178] Power 10
Dexterity.[205][204][178] Dexterity 10
Constitution.[205][204][178] Constitution 10
Will.[205] Will 12
Wisdom.[205][204][178] Wisdom 14
Mentality.[205][204][178] Mentality 13
Physical Damage Bonus.[205] Power 13
Physical Disable Modifier.[205] Power 12
Physical Critical Damage Bonus.[205] Power 12
Physical Skill Cooldown.[205] Dexterity 6
Physical Critical Rate Bonus.[205] Dexterity 6
Physical Evasion Bonus.[205] Dexterity 7
Physical Accuracy.[205] Dexterity 192
HP Regeneration.[205] Constitution 3
Physical Defense Mitigation.[205] Constitution 7
Physical Disable Defense Constitution 7
Physical Block Chance.[204][178][207] Constitution 17
Magical Attack Damage.[204][178] Will 24
Magical Critical Damage Will 23
Magical Disable Chance Will 13
Magical Casting Speed Wisdom 6
Magical Cooldown Modifier Wisdom 7
Magical Critical Rate.[207] Wisdom 7
Magical Accuracy Wisdom 8
Mana Regeneration Mentality 3
Magical Defense Mitigation Mentality 8
Magical Disable Defense Mentality 8
Magical Block Chance.[204][178][207] Mentality 18

Players will have significant agency over the allocation of their stat progression.[208]

Alts

Il n'y a pas particulièrement de barrières aux alts.[210] L'équipement pourra être transféré entre les personnages.[211]

Créateur de personnages

Scars in the Alpha-2 character creator (first pass).[212]

The cool thing about this character creator is that it's not just intended for your character. It has application with NPCs that you might hire.[213]Steven Sharif

We're gonna use similar tech for implementing things like Animal husbandry.[214]Zachary Mallet

Kaelar Alpha-2 character creation (first pass).[215]

This tech is 100% created in-house at Intrepid and is not metahuman.[216]Steven Sharif

We'll be adding many, many more customization options to the character creator.[217]Cody Peterson

The character creator (or character customization system) allows players to define the look of their in-game characters, hired PNJs; and potentially creatures raised by the animal husbandry profession.[213][218]

The Ashes of Creation character creator is 100% developed in-house by Intrepid Studios and is not MetaHuman.[216]

Additional character creator features include.

  • There will be unlockable features for character customization.[222]
You have that scar because you participated in this siege, or these many sieges; or you have this tattoo because of your of a cultural background, or because of a quest that was accomplished where you're able to get that.[222]Steven Sharif
  • The ability to save and potentially to share characters with other players.[212][223]
The beauty of it is that you can save your character- and we already have some of those features available- and load them; and in the future we want people to be able to share those characters amongst each other.[212]Margaret Krohn
  • The ability to undo changes (Ctrl + Z) will be supported, including undoing changes that were made several edits earlier.[224][225]
  • Choosing base idle animations of characters will be possible in future.[226]
    • Certain animations, such as blinking, will be present when they don't interfere with the customization process.[227]
  • Adjusting the background scene and lighting is a planned feature.[227]
There's going to be a lot of environmental controls that are offered to the character creator so that people can set it up their scene the way they want to grab screenshots or to grab recordings or whatever they want to do.[228]Steven Sharif
  • Asymmetry in terms of manipulating different components of the body or different body features such as hair, beard, and eyes.[229]
Asymmetry is going to be functionality that's possible in manipulating either different components of the body or different features like hair. The beard we saw a little bit of that blending with highlights that you can do. Margaret talked a little bit about the eye asymmetry that you can include. Obviously those are going to exist within certain parameters that we want to define on a per-race basis, but it is something that we think is cool.[229]Steven Sharif
  • Body adornments, such as piercings will be possible within cultural limits.[230]
  • The developers are considering whether to allow custom tattoos to be uploaded by users.[231]

The aim is for the character creator to be on par if not much better than that of BDO.[232][233]

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.[236]Steven Sharif

L'apparence du personnage peut être customisée via le créateur de personnage (CC)[237] et par les salons/barbershops.[238]

  • Les modèles des personnages se veulent réalistes.[239]
  • Le joueur verra un personnage générique avant de débuter la customisation.[240]
  • Les joueurs peuvent faire des personnages en surpoids, maigres, musclés.[241]
  • Les designs des personnages s'inspirent d'un grand panel de cultures, Européennes, Africaines et Asiatiques.[242]
  • Il n'y aura pas de Lolis dans le jeu.[243]

Des curseurs permettront une certaine flexibilité dans la customisation.[244]

  • Des variantes pour les coupes de cheveux.[236]
    • Ajouter de la pilosité sur certaines parties du corps.
  • De la peinture corporelle.[236]
  • Modifier les traits du visage.[236]
  • Modifier la structure osseuse.[236]
  • Modifier la taille.[236]
    • Soyons sérieux, vous ne pourrez pas faire un personnage faisant 3cm de haut.[245]
  • Modifier la morphologie.[236]
  • Ajuster le pourcentage de graisse.[236]

Ces ajustements permettront de faire transparaître un personnage plus féminin ou masculin.[246]

  • La hauteur des sourcils.[246]
  • Ajuster le menton.[246]
  • Modifier les cheveux.[246]
  • Modifier la pilosité faciale.[247]
    • Les barbes des Naines ne seront pas aussi développées que celles des Nains. Cela prendra la forme d'un tressage peu volumineux.[236]
    • La pilosité faciale est une caractéristique des Dünir, pas des Niküa.[236]
  • La morphologie.[246]
  • Il y aura des curseurs pour les seins.[245]
    • Ils dépendront de la race du personnage.
    • L'échelle sera réaliste.

Vous pourrez enregistrer l'apparence de votre personnage sur votre disque dur.[223]

Body appearance

Vaelune, Dünir and Empyrean Alpha-1 early character model rendus 3D.[248]

So many options coming down the road. Our character team continues to refine our customization options![249]Steven Sharif

Head appearance

Alpha-2 character creator hair and beard customization (first pass).[258]

Every hair color uses the accent and the fill differently, but usually the fill is the root color and the accent is the tip color.[258]Zachary Mallet

Face appearance

Vek presets in the Alpha-2 character creator (first pass).[265]

Heads will be relatively proportional to the body size, with some limited variability.[266]

Appearance details

A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[272][273][274]

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Cosmétiques

Rime and Regal‎ pre-order pack cosmetics.[275]

We are very transparent in the business model of subscription with cosmetic only marketplace... I respect and understand the opinion of rather having a box price in-place of cosmetics, but that is not the direction I’ve decided to take. After weighing the benefits to the game and its population, I believe a lower barrier to entry is healthier in the long run, and the steady content release and quality of the product will sustain the retention for subscription and in-turn provide a healthier content release strategy for Ashes.[276]Steven Sharif

Cosmétiques provide a wide array of customization in Ashes of Creation.[277]

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.[275]
  • Equitable cosmetics, both from a quantity and quality standpoint, are achievable through in-game means.[279] Cosmetics achievable in-game will be on-par, and in the case of legendary skins, even more elaborate than shop items.[280][281][276]
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.[279]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.[282]Steven Sharif
The most grand looking cosmetics will be from in-game achievment only.[283]Steven Sharif
From an armor standpoint, we cut armor sets up into many different pieces. These pieces can sometimes be used as part of other sets, that may include helmets, wrists, gloves etc. So while you will not see an achievable white version of the corvid castigator set in the game for example, you may see its shoulder piece used in another set, or its leggings, or wrist piece used in another set (not every piece as to form the whole set, but perhaps a couple pieces). This would be difficult to notice at first glance, due to the material, texture and color variation used, but this modular approach to content creation makes achieving a wide variety of looks achievable for an MMORPG of our size.[280]Steven Sharif
While the exact same skin will not be available again in the future once it's gone from the Shop, these skins are all variants of creatures that you can expect to see across Verra - so perhaps you will find one with a similar style in-game![285]Sarah Flanagan
  • Cosmétiques can be used by all races but there may be slight variations to make them work with the body builds of each race.[287][288]
  • There will not be mascot looking/furry cosmetics.[289]
It's important to remember, Ashes is a NO-BOX COST subscription only game, with an optional cosmetic marketplace. This achieves a few things from a monetization model. Having a lower barrier to entry for players to try the game when they don't have to fork out $60 for the box price is good, our box price is 0$. This also places an emphasis on the game's retention and our continual updates and content creation to keep players playing and staying subscribed (a put your money where your mouth is sort of philosophy for us as a company). It also means players don't have to spend $60 every time there is an expansion.[280]Steven Sharif
Is there an answer that satisfies everyone? Nope. And that's ok. We are open and transparent with our philosophies and business model. You know what you are getting with Ashes and to me, given my experiences in other games, it is a nice breath of fresh air.[280]Steven Sharif
I know there have been quite a few questions regarding cosmetics over the years. As we get further along in development, we'll be providing more specific information regarding what specific buildings, items, etc., you can place each cosmetic on. We'll update this for all past items.[292]Margaret Krohn

Obtaining cosmetics

Some cosmetics can be obtained in-game:[295]

Succès may unlock some cosmetics.[295]

Not all cosmetics are obtainable through in-game means. These will be purchasable through the cosmetic store.[295]

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.[296]Steven Sharif

Cosmetic items

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Cosmetic items allow players to customize their character in-game.[219]

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

Cosmetic items that produce in-game cosmetic effects will also be available.[297]

Apparences d'équipements

Rendu 3D de l'armure de plaque féminine dans l'Alpha-1.[298]

Nous voulons être réalistes avec l'application de types particuliers d'armures, telles que les armures en plaques. À cet égard, pour les différents sexes, il faut tracer une ligne fine entre accentuer la forme du corp et le rendre quelque peu réaliste et réellement applicable à l'environnement.[298]Steven Sharif

L'équipement est destiné à être d'apparence réaliste.[299][300]

  • Il n'y aura pas d'armes "surdimensionnées".[301]
  • L'armure ne sera pas trop sexualisée en apparence.[300]

Nous allons vers une sorte de look plus réaliste; pas nécessairement un cadre réaliste, mais nous voulons que nos personnages aient du poids et se sentent comme s'ils étaient là.[299]Jeffrey Bard

Je pense plutôt que cela ne servirait à rien d'avoir une armure de plaque de bikini, tout comme la réalité, si vous voulez avoir une armure, elle devrait être protectrice. Je pense que le coté esthétique est agréable pour certaines personnes, mais c'est une sorte de problème immersif.[299]Steven Sharif

L'armure prendra une apparence raciale.[302]

  • Les cosmétiques peuvent être utilisés par toutes les races, mais il peut y avoir de légères variations pour les faire fonctionner avec la morphologie de chaque race.[287]

Les joueurs peuvent changer les couleurs de leur équipement à l'aide de colorants.[303][304]

L'affichage du casque peut être activé et désactivé.[177]

  • Les cheveux seront probablement masqués si l'affichage du casque est activé.[305]

Les effets de particules sont utilisés pour indiquer l'importance et la rareté de certaines armes.[306]

Les armes peuvent être rengainées.[307]

Les artisans peuvent influencer l'apparence de leurs objets fabriqués.[308][309]

Appearance slots/Transmogs

Les Equipement auront des appearance slots (Transmutation/Transmog/cosmetic slots) qui permetront de copier l'apparence d'un objet (dans certains cas).[310][311]

  • Il y a des règles pour appliquer des cosmétiques sur des objets spécifiques, contrairement aux costumes, qui n'ont pas de restrictions de niveau. [291]
  • Les Cosmetic slots peuvent être activés ou désactivés par le joueur.[312]
  • une "apparence par défaut du joueur" peut être automatiquement appliquée durant des sieges ou autres combats à grande echelle pour améliorer la performance du serveur.[272][273]

Gear attachments

Attachments are able to be unlocked as flair pieces to armor to create a customizable look.[313]

  • There will be hundreds of attachments available ranging from a small clasp to the front plate of a breast plate.[313]

Read more...

Histoire et traditions

Ashes of Creation logo.[314]

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.[315]Jeffrey Bard

The Phoenix is the celestial avatar of the Goddess of creation. Her sacrifice protected the people of Verra during the apocalypse.[316]Steven Sharif

There are different parts to the Histoire et traditions in Ashes of Creation.[317]

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.[318]Jeffrey Bard

Arcs Narratifs drive one or more storyline quests within the game.[319][320][321][322][317] Story arcs branch into different stories with multiple possible endings depending on the quest objectives that players complete during each chapter.[319][320][322]

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.[323]Steven Sharif

Arcs Narratifs

Alpha-2 early preview of the story arc UI.[324]

Story arcs are like a pre-packaged tabletop campaign. They contain all of the NPCs and quests and monsters- all the things you need to make a cool fantasy story. They're not procedurally generated... We write all the dialogue and we construct all the narrative beats and everything like that, but they will enter the world dynamically depending on the state that the world is currently in; how players have built up specific nodes, what races control various nodes. We have plans to include lots of different things on top of that, but we don't have any quest hubs or anything like that in this game, because players build up all the cities. So we had to get a system that looks at what players are doing and can inject content into the world that makes sense for what they're doing.[325]Skott B

The Blood Still Due story arc unlocking at The Tower of Carphin.[326]

When story arcs come online, they change a lot the environment. They update what monsters are in the world. They create quest NPCs... and then new Pathways can open up through the environment.[327]Skott B

Arcs Narratifs are unlocked by multiple types of player activity within each server.[328][326][325][329]

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.[329]Steven Sharif
Even player driven mechanics will still have story components. There will be a reason why the player driven mechanic is available or required of the player; so every system that's created touches a story.[332]Steven Sharif
  • If there are too many other major arcs happening at the same time in the same zone, a story arc may need to wait its turn, even if conditions are right for it to be unlocked.[328]
  • There will be a variety of different types of story arc content at different scales, with different cooldowns to suit different types of players in the game.[335]
We must provide enough of this content at varying scales such that it isn't worthwhile or economical to control every single story arc in the world. Some will be smaller in scale and production value, and thus, will move faster and have shorter cooldowns before they're reintroduced.[335]Skott B
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

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.[339]

Read more...

Progression

Progression occurs through a variety of pathways.[340][341]

Having the ability to gain power at a sacrifice... That's a way to 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.[344]Steven Sharif
Multiple playstyles should be relevant and viable. Additionally, you have a spread between casual players and hard-core players; and most of us exist somewhere on that spectrum. The progression path in a society or religion is more conducive to the time we have to play. Whereas, someone else may be playing several hours a day, and they have a better opportunity for the raid/level progression that might require some more dedication. So we want to have these different progression paths available to accommodate the different times in our lives that we have to play the game. And all of those types of progressions will make us relevant in some way shape or form to the general world.[347]Steven Sharif
The way that Ashes is constructed is there are multiple paths of progression from a from a PvX perspective, a wide net perspective that players have interest in; and you're not going to be able to become the master of everything. So you're going to have to pick and choose, but even picking and choosing that gives you a place within that aspect of the world at a place that's going to be something that you can build up a reputation around.[340]Steven Sharif
  • The ratio that various progression systems influence player power will evolve over time. In the early game adventuring level may be the dominant influence on player power. Equipement may become more influential on player power closer toward endgame.[349]
Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power?
A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power.[349]Steven Sharif
The game hosts a wide array of progression paths, and some of those paths will grant additional paths to augmenting your threat generation. This can be in the form of enchantments and stats ... and even in the form of augments granted from societies and religions. Gear and skills choice are also a big component.[351]Steven Sharif
Alpha-1 early iteration of the level-up effect by Jim Sanders.[352]

One of the cool abilities we all love seeing and gives us a major dopamine response is when our character levels up.[352]Steven Sharif

Nivellement won't follow a traditional linear path, although classic mechanics for leveling exist.[343][353]

Leveling: the act of of going out and adventuring, of killing monsters, and combat in general is the most tactile and moment-to-moment type of gameplay that you're going to experience in Ashes of Creation; and I think at every step of the way in that adventure it should be fun, and it should be something that you enjoy doing, and it should be something that's rewarding, and it should be something that teaches you more about the immersive world that you're in and allows you to follow a compelling storyline.[354]Steven Sharif
  • Some levels may offer more rewards than others.[358]
I think you can emphasize some levels more than others and that's a great way to do progression. But I think ultimately that you should see a reward for your progress or effort spent.[358]Steven Sharif
As part of our ideals as a game we're not going to give boosts away. We're not going to auto-level up a character. You have to spend time acclimating yourself to what this game is, to what the world that you're part of is; and that's an investment- a time investment; and that plays towards our ideas of risk-versus-reward; and I've always said our game's not going to be for everybody and that's okay.[359]Steven Sharif
If I have a skill that does a thousand damage to a target of equal level I don't want my skill to do zero damage to a target that's five levels above me.[361]Steven Sharif
  • A player could in theory level to max level at a single node, providing that node was at a high-enough stage, but it would not be the most effective means of leveling.[362]

Read more...

End game

Ashes of Creation will not have a typical end-game where content is essentially static and repetitive. Instead, max-level characters will be able to engage with many different gameplay loops that open up based on how the world progresses over time.[363][364]

Endgame to me communicates static. It is static structure. Okay, you've entered this loop, now and this is your end-game loop that you will repeat over and over. Whereas instead, the approach for Ashes is you have now reached a point where all of these loops are relevant; and the loops are present to you depending on how the community engages the world. And it's up to you to identify the most promising loops because you have a finite amount of time and resources in which you can engage with them. And that's then where strategy becomes a part of the picture: How will I choose to engage with these loops to maximize my return, or to maximize the specific benefit I wish to bring in individual, group, myself, or guild.[363]Steven Sharif
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.[364]Jeffrey Bard

Level cap

The level cap at launch is expected to be level 50.[365][366]

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.[371]

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 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.[367]Steven Sharif

Grinding

Repetition will not be part of progression in Ashes of Creation.[372]

  • There will be no "grindy" quests.[372]
  • There will not be repetitive quest lines through a single dungeon to obtain gear.[153]
  • The aspiration is to have more things to do in the game than a player has time to do.[372]

AFK leveling

Il n'y aura pas d'AFK leveling dans Ashes of Creation.[360]

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. [360]Jeffrey Bard

Level scaling

Levels, stats, or skills will not be scaled to allow low level players to participate in encounters with higher level players or world bosses.[373][374][364]

Q: Will world bosses scale when it comes to player levels and is it based on players or the zone itself leveling?
A: They will not scale based on player level, no.[373]Steven Sharif

Class progression

Si un Combattant choisissait Mage comme archétype secondaire, le Combattant deviendrait un Spellsword. Cette combinaison débloque des améliorations qui peuvent être appliquées aux compétences de leur arbre de compétences primaire. Les Combattants ont une compétence Rush leur permettant de se ruer sur une cible; et en atteignant la cible, d'infliger un certain nombre de dégâts avec une chance de renverser la cible. Une amélioration d'évasion d'un Mage pourrait être appliquée à la compétence de rush, qui téléporterait le joueur vers la cible à la place; éliminant ainsi le temps de charge de la compétence.[375]

La progression de la classe est indépendante de la progression artisanale.[381]

Les événements du monde n'impactent pas directement l'efficacité des classes mais peuvent avoir des effets liés aux disponibilités d'équipements, d'enchantements ou de tatouages.[382]

Weapon progression

In-game achievable sword and polearm rendus 3D.[383]

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.[384]Steven Sharif

Armes have their own progression paths.[385][386]

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.[380]Sarah Flanagan

Ashes of Creation is all about providing many progression paths... The reason why we don't like the term endgame is because with the amount of progression that's available with the amount of diversity and player agency that impacts the world... We want the weapon system [to] add an element of that as well... You can determine special effects that proc from currently the combo system; you can determine ancillary effects that proc based on enchantment types; you can power stone weapons to add different either elemental types of damage and/or energy that 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.[395]Steven Sharif

Pet progression

Familiers de combat will be levelable and will have gear available to them.[397][398]

  • Familiers de combat will incorporate some of their owner's power in a way that keeps the power progression horizontal.[399][400][401]
    • Power is delegated to the pet when it is summoned and returned to the player immediately when the pet despawns.[402]

Summoner summons (Summoner pets) do add to the summoner's power when they are summoned.[399]

Combat pets, which can be acquired by any archetype- and this is essentially an item that exists within your backpack- you cast the item to summon your pet. When it is summoned it's not intended to be a vertical gain of power, because when you make combat pets a vertical power gain, then it becomes a no choice solution: you must have a combat pet if you want to play efficiently- you must have a combat pet; and I wanted to steer clear of that because the way I wanted to approach combat pets was more of a horizontal power choice; meaning: depending on the type of encounter you're facing, depending on the threat assessment you have, a combat pet might be relevant, or it might not. One combat combat pet might be more relevant than another combat pet and that's part of your gear acquisition, your item chase to attain this more comprehensive selection of combat pets that you can have available to you and can be summoned in the event that you want to engage an encounter with a different aspect of your power curve: Not vertical, but horizontal.[399]Steven Sharif

Artisan progression

Les joueurs doivent choisir un chemin dans l'arbre de compétences d'artisan pour chaque personnage.[403] Pour chaque chemin d'artisan (Collecte, Traitement et Artisanat) il y a plusieurs professions. Un personnage ne pourra suivre qu'un seul chemin entièrement.[404][405]

  • Les joueurs peuvent s'essayer à chaque profession en tant que "débutants" avant de décider quel chemin ils suivront.[406]
  • Choisir un chemin particulier dans l'arbre de compétences donne l'opportunité aux joueurs de se spécialiser dans un certain domaine. Cela crée de l'inter-dépendance entre les joueurs, améliorant l'expérience en tant qu'artisan.[407]
  • Il est possible de maîtriser chaque profession du chemin d'artisan choisi, mais cela sera une épreuve longue et laborieuse, coûteuse en ressources.[408]
    • Les joueurs ne pourront maîtriser une profession que lorsqu'ils auront achevé la maîtrise de leur chemin d'artisan.[409]
    • Après des tests, il pourrait être décidé d'utiliser une valeur fixe pour certifier la maîtrise d'une profession.[409][410]
  • 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. [411]
  • Choisir une profession n'affecte pas les stats des joueurs.[412]
  • Les personnages d'un même compte (Alts) pourront avoir différentes professions.[404]

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 ils préfèrent s'orienter et quelle profession ils veulent maîtriser.[406]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.[405]Steven Sharif

Religion progression

Il y a des voies de progression du joueur au sein d'une religion.[413][202]

  • Les joueurs ne peuvent pratiquer qu'une seule religion à la fois.[413][202]
  • La progression religieuse est basée sur des quêtes qui ne sont offertes qu'aux disciples de cette religion.[413]
  • Les religions ont un système de classement basé sur la performance du joueur dans ces quêtes et le nombre de quêtes terminées.[413][414]
  • Un changement de religion entraînera une perte de progression dans la précédente religion du joueur.[413][202]

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. [415]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.[416][417]

The benefits of having Mariner expertise is not just related to activities you can do on the ships, but will also incorporate skills that become available when you're piloting ships as well. There's a few things that Mariner classes provide: interaction with attachments on the ship, driving the ship itself, utilizing the ship's components—like furling the sails or not—as well as repairing ships when damage is taken—the speed at which you can do it, the health you regenerate when you do it.[416]Steven Sharif

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.[419][420][62]

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.[421]Steven Sharif

Guild progression

Guild perks UI. Alpha-1 capture d'écran. Crédit image: Guild:Overlord

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[422]Steven Sharif

Guild progression occurs through participation in different systems.[422]

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.[422][424][425]

  • 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.[422]
  • Augmentation may apply at the upper tiers of guild progression.[422]
    • This applies to guilds that have opted for the non-expansive member route.[422]
    • It benefits guild members with a classification of officer or knight.[422]
  • Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[426]
  • Guild size can be traded off for guild progression.[422][427]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[428]
    • Guild alliances may be a key part in creating a larger "guild".[427]
  • Salles de guilde can be unlocked at a certain stage of guild advancement.[424]
  • Guilds cannot respec their skill points once allocated. This is subject to testing.[429]
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 put together and give your guild its own identity.[422]Jeffrey Bard

Social organization progression

Social organization progression is achieved through accomplishing tasks or quests within that social organization.[430]

  • Some progression is static, but more competitive achievements will be seasonal, based on a ladder system.[431]
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

There are hierarchical paths pertaining to specific questlines for the organization's thematic.[430] These quests will either be cooperative with or adversarial against other nodes based on their mutual war status.[432]

- For example, a Guilde des voleurs may have objectives and quests toward securing a particular item to enable players to advance within the organization.[430]
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 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.[433]Steven Sharif

Alliance progression

Ashes of Creation aura du contenu original centré sur les alliances.[434]

  • Les alliances offriront des chemins de progression en plus.[434]
  • Les guildes pourront partager des services entre membres d'une même alliance.[434]
  • Les alliances peuvent nouer des relations avec les nodes.[434]

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.[434]Steven Sharif

Freehold progression

Freehold progression unlocks new bonuses, abilities and capabilities for freeholds.[435]

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.[435]Steven Sharif

The longer a tavern is in business and the more patrons served, the faster the tavern will level up.[436][437]

Q: What benefits do players receive for taking on the role of a tavern owner?
A: You will get noticeability with regards to your creations because that will be displayed to the characters that consume those things; but, in addition, you can get certain types of itemization rewards depending on the number of patrons that you serve. You can also reap economic rewards, such as gold from the inn that you are selling your goods at. And then you can unlock access to certain types of recipes and or vendors based on the level of reputation you build up in that particular node.[436]Steven Sharif
  • Taverns have tech trees that allow the tavern owner to specialize and upgrade specific bonuses and services provided by the business.[438][437]
info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.
  • There may be quests that can only be gathered from player-owned taverns.[437]

Monster coin progression

There is a progression system that levels a player's monster skills based on how often they participate in monster events.[439]

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.[440]Steven Sharif

As nodes advance, so does the scale of the monsters.[441] There are tiers of events denoting the caliber of the monsters being spawned.[442]

  • The tier of the monster coin dictates how powerful the monster is.[443][444]
Q: Will World bosses like the like Tumok take part in the NPC sieges on nodes and will players be able to use a monster coin to play as one of those world bosses in an event?
A: That is the intent, is that we will have varying quality of monster coins available creatures like Tumok may participate in certain atrophy events or other types of events; and if you have the very rare and legendary type of monster coin that's available to be used on a creature type like Tumok then yes, you could inhabit him. That's the intent of the system.[443]Steven Sharif

First-time user experience

A first-time user experience system is expected to be implemented during the beta testing phases.[445]

The first-time user experience is something that's going to have a lot of love and attention during Betas, but is not going to have much attention during Alpha-2. But it is intended for us to have a very in-depth first-time user experience to introduce players to the number of different systems. They're not going to be super in-depth. We don't believe that first-time user experiences should handhold players through all of the processes and reveal the world, so to speak, but just to give them a shallow touch for these systems so that they understand the concepts and essentially how to navigate.[445]Steven Sharif

Mentor program

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

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.[364]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[447]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.[446]Steven Sharif

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.[448]Steven Sharif

Siege balance

There are points of balance that we want to incorporate, such as the defense mechanisms that the defenders have, the types of buffs that are acquired through completing killing the bosses, or capturing control points, the stages before a siege when it comes to those node progressions in the preceding weeks: Those are all going to be balanced considering all things being equal between the two sides. But obviously we're not going to control the state of gear acquisition that one side might have as an advantage over the other. There might be a much better geared team over there. There might be a much better coordinated team. There might be a higher number of individuals who are part of the attacking or the defense. Those are components that we aren't necessarily going to put on railroads so-to-speak. But the aspects of design that we can talk about like the hit point health of a particular wall or door, or mercenaries that can be hired; what's their cost, what's their damage output: Those are things yes we're going to balance. But obviously anything that's player dependent or that has player interaction and activity and determination you can't always balance; and you don't want to balance. Those aspects you leave those to the players.[449]Steven Sharif

Class balance

Les soixante-quatre (64) classes sont décomposées en 8 principaux archétypes. L'équilibrage des compétences actives ne concerne que ces 8 archétypes primaires.[450][451]

  • Il existe 4 principaux groupes d'améliorations assignés à chaque archétype de base. L'équilibrage des améliorations concerne les groupes de chacun des 8 archétypes primaires.[451]

Même si les améliorations changent radicalement les capacités de vos compétences actives, l'accent est toujours mis sur l'archétype de base lui-même et non sur les 64 classes entières.[450]Steven Sharif

Nous ne parlons pas vraiment de 64 vraies classes, nous parlons de huit classes avec 64 variantes...Il n'y a pas autant de variance entre les 64 classes qu'on pourrait s'y attendre. Ce n'est pas comme s'il y avait 64 versions différentes de... classes radicalement différentes.[450]Jeffrey Bard

L'équilibrage dans Ashes of Creation est axé sur le jeu en groupe et non sur le combat à 1 contre 1.[450][452]

Il y aura des affrontements à 1 contre 1 où une classe sera supérieure à une autre; et cela prendra la forme d'une dynamique de pierre-papier-ciseaux. Nous voulons qu'il y ait des contres-jeu entre les différentes classes... Au lieu de cela, ce sera un équilibre axé sur le groupe, où tant que la diversité des classes est présente, ce sera un terrain de jeu égal. Cela dépendra beaucoup des compétences et de la stratégie.[452]Steven Sharif

Certains archétypes secondaires sont capables de "combler le fossé" entre leur homologue.[453]

Certains archétypes sont capables de réduire l'écart entre leur homologue. Si je suis un archétype de Tank et qu'un Mage est mon contre, je peux prendre un secondaire Mage et en quelque sorte combler légèrement le fossé; et ensuite mouvoir mon identité très légèrement dans cette direction.[453]Steven Sharif

Le test de l'Alpha-1 se concentre initialement sur les fonctionnalités de base plutôt que sur l'équilibrage des combats.[89]

Excès de puissance

The developers intend to limit power creep via item sinks, the lack of gear binding, and the absence of pay-to-win or pay-to-convenience in Ashes of Creation.[384]

Read more...

Méta

L'efficacité des classes, des compétences et de l'équipement dépendra de l'adversaire ou de la rencontre. Il y aura des builds optimaux pour différents défis et niveaux de difficultés. Cette conception vise à éviter tout build méta évident ou universel dans Ashes of Creation.​[382]

  • L'augmentation des niveaux de difficulté inspire davantage une progression de puissance verticale traditionnelle qui est courante dans d'autres MMOs.[382]

Souvent, vous avez juste une échelle de puissance très verticale et cela détermine la chasse, mais lorsque vous avez une variété d'intérêts pour certains types d'adversaires et que cette variété change au fil du temps en raison de l'activité du joueur, cela affecte alors l'économie et le système d'artisan et qui produisait quoi pour quelle demande - et tout est chamboulé. C'est un environnement très amusant dans lequel exister. Il présente une situation plus dynamique plutôt qu'une sélection universelle.[382]Steven Sharif

Synergies

Synergies exist between class skills, weapon skills, passive skills, proc effects, and status conditions.[454][455][387][388][389][390][391][392][393][394][385][380][395] These synergies also apply to active skills from other characters.[454][456]

Q: How much do you intend for those sort of synergy things to be done within one class, one character's kit, versus how much do you intend for them to be working with the other characters, the other archetypes and specializations to promote their things, or to also make sure you don't step on their feet and accidentally promote something they're trying to maximize?
A: When we talk about status conditions or keyword conditions and the promotion of those effects, there is going to be the bread and butter that each class kid has access to; and when they're creating the type of rotation with their ability system, they're going to want to emphasize those interactions that amplify or promote a particular type of status condition. So they'll have within the kit to their own interactions that they'll be able to leverage. But then in addition to that, they're going to have keyword status effects that help to either promote other classes' keyword status effects, or are the executed promotions of other classes initial status conditions. And when you think about the intent of the design: the intent of the design is that players are servicing themselves from a solo perspective when they want to go out and solo grind and solo experience and fulfill the quests. But when they come together to form a party to encounter group content, or a raid to encounter raid content: that the interconnectivity between those classes synergizes with these keyword promotions and/or effects; and there's a way to execute on that, that is successful and is effective, or a way that's not. And that's the skill ceiling/skill cap that requires interaction and cooperation and synchronization between, because there are limited time windows in which those keywords can get emphasized or executed upon when utilizing the ability.[454]Steven Sharif
When you think about it, it's very much a musical endeavor. When you think about a symphony or a concert, those instruments working with eachother to formulate this highly effective and very visceral experience of this music chain. When you accomplish that in combat, it's going to be noticeable; and that's the desire, is let's reward- let's dopamine hit when players are effective in their skill when executing on these ideas.[457]Steven Sharif

Payment model

Box cost

Il n'y a rien à payer d'avance pour accéder à Ashes of Creation.[458]

Subscription model

Game time is currently purchasable in Packs de précommande.[459]

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.[460]

Ashes of Creation (the MMORPG) is a subscription based game.[460]

Certain regions will have "harmonized" subscription prices that better reflect their local economies. Harmonized regions will be segregated from other regions.[463]Ry Schueller
  • Subscriptions will begin at launch or, subject to change, a user may be able to choose to activate their subscription to start at a particular point in time.[468]
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.[281]Steven Sharif
There is no P2W in Apocalypse or the MMORPG![471]

Expansions

DLC expansions (post-launch releases) are planned on a monthly, quarterly, or six-monthly basis.[44][45]

  • The frequency and size of expansions will be based on the popularity and subscription base of the game.[44]
  • New content will primarily be introduced through the node system. The goal is for existing content to remain relevant alongside the new content.[475]
  • Expansions provide an opportunity for the developers to evaluate ways to unlock content that was not readily experienced by players in the previous release.[476]
Each inflection point, which is those updates as expansions... you get to go back reevaluate. Hey, it seems like 89% of the servers out there never opened this door. Well, maybe the predicates were too granular. Maybe they were too focused. Maybe there's a reason why that didn't happen? Let's expand on that for the next expansion so that this content has an opportunity to come out and see the light of day.[476]Steven Sharif

Pay to win

Ashes of Creation will not be pay to win.[477][281][478]

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.[478]

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.[281]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.[477]Steven Sharif

Inventaire slots, RNG loot boxes and XP potions are considered pay-to-win.[479][480][481][482]

We will not use a loot box system for cosmetics either. We currently have a cosmetic store that offers limited time, limited quantity items to help sustain game development. These items are purely decorative and do not offer any in-game benefits.[479]

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.[481]Steven Sharif

Q: Will there be RNG boxes?
A: I dislike RNG. Archeage made me loath rng monetization gimmicks.[482]Steven Sharif

Publishers

Intrepid Studios will self-publish Ashes of Creation in the NA (North American), OCE (Oceanic) and SEA (Southeast Asia) regions.[485][486]

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.[487]Steven Sharif

The Ashes of Creation MMORPG will not be published on the Steam platform.[488]

NFTs

Intrepid Studios does not plan to introduce NFTs or any other type of play-to-earn mechanics into Ashes of Creation.[489][490]

To be really clear, we have no plans to have NFTs in Ashes of Creation, or any other "play-to-earn" mechanics.[489]

Cosmetic store (micro transactions)

Ashes of Creation cosmetic store.[491]

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.[281]Steven Sharif

The Magasin cosmétique enables players to purchase Cosmétiques for use in Ashes of Creation.[295] The cosmetic store offers limited time, limited quantity items to help sustain game development.[279]

Nothing in our shop will ever be pay to win as we believe this practice greatly hurts the MMORPG genre.[278]

  • Cash shop cosmetics will offer a diverse selection of unique looks.[282]

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.[279]Steven Sharif

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.[492]Steven Sharif

Apparences

Cinderhorn Steer pre-order pack cosmetic mount skin.[493]

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.[477]Steven Sharif

Accessories/armor, Bâtiments, Caravanes, Montures, Pets, and Navires sold in the cosmetic store are skins.[494][495][496]

Owning cosmetics does not guarantee the acquisition of the item the cosmetic can be used on. Players must still achieve the corresponding item/building.[497]Steven Sharif
  • The lore on store cosmetics is flavor text.[275]
  • The best skins will be in-game achievable.[503]
The best skins will be in-game achievable (obviously “best” is subjective, so I’d say the most ornate and detailed/unique).[503]Steven Sharif

Read more...

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".[504]

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.[504]Steven Sharif

Artistic influences

Les Empyreans donnent un sentiment gréco-romain impérialiste.[508]

Les Niküa ont une influence polynésienne.[508]

Les Py'Rai possèdent une influence amérindienne navajo.[508] L'architecture Py'Rai présente une inspiration forestière.[509]

Les Vek ont une influence mésoaméricaine.[511]

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.[512]Steven Sharif

Il faut trouver un élément de base venant du monde réel et l'utiliser comme point de départ puis fantasmer autour.[506]Steven Sharif

Cultural references

There will be real-world cultural references, particularly with regards to real-world holidays and historical events.[513]

  • These won't be out of place in terms of immersion. They will be homages.[513]

ESRB rating

Dead bodies in a Pre-alpha raid encounter.[514]

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.[515]

  • There may be an option to turn off blood and gore in the game.[516]
  • There probably won't be swearing in quests.[517]

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.[517]Jeffrey Bard

Game difficulty

Ashes of Creation will be on the higher side of difficulty when it comes to engagements.[518]

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 that's the way we really want that emergent gameplay to 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.[519]Jeffrey Bard
There's a ton of room for difficulty on whatever scale... In a living world everything becomes much more difficult.[519]Peter Pilone

Learning curve

Ashes of Creation will be easy to understand yet hard to master.[520]

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.[521]Steven Sharif

Target demographic

The developers want Ashes of Creation to appeal to both younger and older generations of MMO gamers.[522]

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 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.[522]Steven Sharif

Player types

Ashes of Creation will cater for a variety of player types from Raiders or PvPers to Role players and Crafters.[523]

The most compelling design argument for how those different sects of gamers interact with each other is dependant from the design standpoint of interdependencies in the systems. So, for example if as a Raider or as a PvPer you're looking for the best gear, you're going to devote your time towards leveling up and going out and participating in the things you enjoy like pvping, perhaps going for caravans or sieging cities and castles and all that type stuff. If you want the best gear, you're going to have to rely on a person who's devoted their time towards crafting potentially; and they may not be a PvPer but they have a place in your wheelhouse because you need their services. And then that crafter is going to need a person who is either a gatherer or plays the economy as a merchant in the nodes with the auction houses that are regionalized. They're going to have to work with a person who specializes in trade that takes caravans with either mercenary groups or other guilds that are PvPers between the nodes to get the resources they need. Building dependencies on different groups or factions of players that exist within a large world like this MMORPG is what 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.[523]Steven Sharif

Casual vs. hardcore players

Les joueurs casuals auront un impact car tout ce qu'ils feront sera nécessaire et bénéfique.[524]

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.[524]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.[525]

  • Une performance élevée dans les premières phases de la confrontation augmentera la difficulté des phases suivantes.[525]
  • Plus élevée est la difficulté, meilleures seront les tables de butin.[525]
  • Les Bosses et monstres se seront pas calibrés automatiquement sur la base de la taille du groupe.[526]

Mentor program

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

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.[364]

There will be activities that are present for higher level players to mentor lower level players. Let's say you have a friend who joins later on and you still want to do things with them, there will be things to do. Will he be able to enter a dungeon of your level and participate? No, because we don't want to inflate or deflate characters and manipulate that type of skill or power. We want that to be something that makes sense for them in a progression standpoint.[447]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.[446]Steven Sharif

Solo players

Ashes of Creation provides gameplay options for solo oriented players.[528]

For those solo players who don't really care about finding a community to play with but they want to have one when they need it, there's going to be a lot of opportunities from a dialogue perspective, in-game chat options; you can join as part of citizenships: there's a lot of pseudo factions there- social organizations that give you an in to other players without the strong bonds that typically come with guild-oriented organizations; and I think that that's a comfortable medium between the two.[528]Steven Sharif

Open development

Intrepid Studios has embraced an open (transparent) development approach, rather than sharing information through carefully curated press releases and announcements.[531]

Player feedback is important, however the identity and the vision of the game is not up for discussion; and so when we talk about the core systems and tenets and philosophies behind what the game that we're trying to make is, we believe that the game we are trying to make resonates with a large enough section of the MMORPG player base that it is a sustainable and profitable venture for us to create that core game. Now, the ancillary systems that live around the core philosophy of Ashes of Creation, or the subtleties and what we need to do in order to make a particular system or feature better... that we want to collect player feedback.[48]Steven Sharif
  • Some game aspects will be more polished than others before they are presented.[532]
The delicate blend between a transparent development process, but also understanding that [the] majority of your player audience will not grasp, or will not take into context, what a work in progress looks like. So certain things we have to polish to the point where they're presentable; where they can be understood- again in its own context without my verbal support or Margaret's verbal support.[532]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.[531]Steven Sharif
  • The purpose of transparent development is to enable participation and feedback from the community without the need to purchase access.[533]
The whole purpose of our development process being transparent being open is that you don't have to buy a package actually to participate. You can be a voice from the community. You can observe people playing. You can give your experiences and feedback.[533]Steven Sharif
I don't answer to a board. I don't answer to a publisher. We answer to our players; and we try to be as transparent as possible with showing our progress; and showing it in a timely manner.[534]Steven Sharif
  • Certain aspects of the game will not be revealed early to avoid spoilers.[535][536]
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.[535]Steven Sharif

Localization/Translation

Ashes of Creation is aiming to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese.[537][538][539][540]

The current plan is for Ashes of Creation to be available in the following languages: English, French, German, Russian, Italian, Polish, Spanish, and Portuguese. Although this may not be the final list of languages we support, we are still looking at which other languages into which the game may be translated.[537]

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Serveurs won't be language locked.[539]

  • There may be separate servers in the EU region based on language type.[538]

Platforms

Ashes of Creation will be released on the Windows PC platform.[543][544]

Q: Will the upgrade to UE5 affect the supported systems? A lot of people are like linux question mark.[543]
A: It's something that we'll evaluate in the future. I haven't ruled it out necessarily- would see how much work it would take to do that, but really like less than one percent of the player base is using Linux.[543]Steven Sharif

Performance

Performance optimization when rendering 1300 simulated actors utilizing merged materials and meshes in Unreal Engine 5 Nanite.[546] This test was confirmed post-stream to be running on a RTX 3070.[547]

What you're seeing here showcases the new modular appearance component which can combine any set of meshes and materials into a single mesh and single material at run-time. What you're looking at is over 1300 different entities, different actors. These are simulated players essentially. Previously you saw the example they were just standing still. There was no animation, there was no effects, there was no environment and it was a thousand. This is thirteen hundred playing animations, playing effects, plus the environment which is Nanite in this example. So what you're seeing is all of these players moving around and doing something and you're seeing the frame rate at about 30 on Clayton's rig.[548]Steven Sharif

Here you see that the FPS in the top right corner is like seven or eight on average, so not too good from a rendering perspective... So by merging now you can see that the same thousand players who are wearing the same armors as previously are actually having a 300 percent increase- 300 to 400 increase- in the performance of the of the FPS. So it went from 7 to about 21 on average and that is a significant optimization point that obviously this is just the beginning of the optimization efforts.[549]Steven Sharif

Ashes of Creation was performing at 50-60 FPS on a 1080 Ti during early Alpha-1 testing.[550]

  • A "default player appearance" may be automatically applied during sieges or other large scale battles to improve client-side performance.[272][273][274]
I think you guys will agree with me here that effects now are, as opposed to where they were in Alpha-1, we've taken into account what people's feedback were, although it was always the case we were going to address them; and we've implemented them in such a way where they're more conducive to large player battles.[551]Steven Sharif

Alpha system requirements

Test de performance de l'Alpha 1, 17 Mars 2021.[553]

Histoire amusante, hier, alors que nous faisions des tests de stress/densité avec nos testeurs NDA, j'ai accidentellement invoqué 5 000 ours autour de quelques centaines de joueurs. Mais bon, ça n'a pas planté ! Pouvez-vous trouver Lt. Toast ici ?[553]Steven Sharif

Ce sont des PNJ pleinement opérationnels. Ils ont des arbres de comportement, ils ont des tableaux d'IA ; ils fonctionnent comme un PNJ le ferait ; à ma surprise et à la surprise de tout le monde en fait, le serveur a très bien géré cela : 5 000 entités, toutes dans une zone très étroite.[554]Steven Sharif

Configuration minimale requise pour l'Alpha-test de Ashes of Creation.[555] Ces spécifications système n'ont pas été changées pour l'Unreal Engine 5.[556][557]

  • Système d'exploitation : Windows 10 64-Bit
  • Processeur : Intel Core i3-2125 3.3GHz / AMD Phenom II X4 3.3GHz
  • Carte graphique : Nvidia GeForce GTX 460 / AMD Radeon 6870 HD avec 1GB et DirectX 12
  • Mémoire vive : 6 GB RAM
  • Réseau : Connexion internet haut débit
  • Stockage: 35 GB d'espace disque disponible
  • Carte de son : Carte son compatible DirectX

Configuration recommandée.[555]

  • Système d'exploitation : Windows 10 64-Bit
  • Processeur : Intel Core i7-6700K 4.0GHz / AMD FX-9590 4.7GHz
  • Carte graphique : Nvidia GeForce GTX 1060 / AMD Radeon R9 Fury avec 4GB et DirectX 12
  • Mémoire vive : 16 GB RAM
  • Réseau : Connexion internet haut débit
  • Stockage: 35 GB d'espace disque disponible
  • Carte de son : Carte son compatible DirectX

Unreal Engine 5

Unreal Engine 5 walkthrough.[558]

Lumen has done a great job in really bringing to to life this area. As you can see, there's light bouncing off of the surfaces and casting into the rest of the cave... I love how you can also see the detail in the costume and the cloth that we have now.[558]Steven Sharif

unreal-engine-logo.png

Unreal Engine 5 is the graphical engine for Ashes of Creation.[558][559] The game was originally developed in Unreal Engine 4.[560] Migrating to UE5 required early is expected to save time the long run compared to upgrading closer to release, or post-release.[561][562]

What it provides in my opinion as person who enjoys PvP is it adds additional dynamics to what is possible from your opponent or from yourself. You know, if there is a ledge and jumping off that ledge is going to deal a lot of damage to me when I hit the ground and that puts me at a significant disadvantage, maybe I have an option to jump off the ledge at a point where I can mantle onto the side of a cliff or something. Now the give and take there is I won't be able to use my skills while I'm mantled. I won't be able to react easily, but I didn't have to take the fall damage per-se. Or if there's an obstruction and I'm going to take a significant reduction in speed so that I can crouch and make it past that, and now I have a effective line of sight has been obstructed as a result of that decision. I think it adds interesting elements to the battlefield and the key here is going to be making sure that it's not cumbersome- that it doesn't feel opposite of the flow of combat.[563]Steven Sharif
Lumen is going to greatly improve the visual fidelity and performance of the game with the reduced work and effort that's required by the art team, making Ashes of Creation much more beautiful than in UE4.[565]Steven Sharif
Nanite brings us really an entirely new approach to rendering and art workflows. Now we can render more actors with extremely high detail while eliminating the need to bake out normal map textures. For artists essentially what this means is that they can import high quality sculpted meshes directly into Unreal 5 without really having to reduce the poly count, making the workflow more efficient while simultaneously improving the quality of the art.[568]Steven Sharif
  • Features (such as World partitions and One file per actor) make it much easier for multiple developers to work together.[561]
    • World partitions also enable Unreal Engine 5 maps to exceed the map size constraints of UE4 (~20 kilometers squared).[561]
Q: How does this upgrade to UE5 affect the Ashes of Creation release timeline?[561]
A: While UE4 is a great engine, there are certain focuses and technological endeavors that Epic is doing on UE5 that won't necessarily be supported by UE4; and we want to make sure given the lifespan of Ashes and how long we intend this MMO to last, that when we made this decision early on during the development process that we weren't going to exacerbate the amount of effort it would take to move over later in the lifespan or after launch.[561]Steven Sharif
  • As of January 24, 2022 all teams have moved over to Unreal Engine 5.[572]
    • The developers were able to transition to Unreal Engine 5.1.1 in February 2023 as part of milestone 4.[573][574][575]
    • The upgrade to Unreal Engine 5.2 was completed. The developers expect to start upgrading to 5.3 around the end of 2023.[576][577]
    • At some point the developers intend to stop updating Unreal Engine until post-launch. This decision will be based on careful consideration of potential delays and other risks.[578]
Q: What is your stance in regards to focusing on delivering an MVP versus continuously upgrading your tools and engine to deliver a better product with new tech, even if that results in delays or additional years of development like UE 5.2, maybe 5.3 etc?
A: Our technical teams, especially our network team, our ICS teams, our gameplay engineering teams, they convene and weigh when our next update should be on the engine side: What new technologies might bring benefit overall. My perspective on how we balance the need for integration of new technology versus the responsibility we have in a timely manner to provide testing sessions that get us closer to the launch date; that's a delicate balance. I would say generally our disposition is not to incorporate new technologies that yield some significant amount of delay on the development side. We very much take the perspective that we're capable of adjusting and/or integrating those new technologies post-milestone, post-launch if necessary. At some point we'll stop updating the Unreal Engine in development until launch. That point hasn't come yet, but of course the larger the project grows and on the more custom we make the engine for our back-end needs; and for whatever else merge conflicts can occur- those mergers can become big and painful; and the update process gets more painful. So to answer your question shortly, we have a team that evaluates what direction we need to take there; and at the top of my mind is always, let's not incorporate delays as a result of leveraging new technologies.[578]Steven Sharif

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.[579][580][46]

To answer your question about "what stops all servers from from progressing the same nodes," the answer to that question is "other players." Certain content is locked behind different nodes that develop. If we assume that at some point all of the information regarding node progression is available, not all players on a server may agree on what content they want access to, or that they want other players to have access to. Even if a certain perks from node progression are considered "best value" to players trying to solve a node meta, that doesn't mean all players on a server benefit from that in the same way. Because of this, some players make act against your best interests, because it isn't their best interest. Nodes define (and redefine) the world around you, influence points of interest, world quest lines, story arcs, drop tables, resource pools, and even spawn tables for NPCs and bosses. The cycle of nodes leveling and triggering events is something we expect to see play out in a variety of different ways, across different servers, based on how players choose to play Ashes of Creation.[579]Ry Schueller
  • There will be a multitude of servers located throughout the various regions of the world.[582]
    • Server selection will show the region where the server is located and/or the ping to that server.[582]
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.[582]Steven Sharif

Regions

Ashes of Creation will launch with the following server regions:[585][586]

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.[592]Steven Sharif

Other server regions will be considered based on interest.[587][586]

  • South America is under consideration due to traffic from that region.[593]

Once we get closer to launch we'll update this information, which may include additional regions.[587]

Certain regions will have "harmonized" subscription prices that better reflect their local economies. These regions will be segregated from other regions.[464]

  • Players will be able to make characters on any server they wish. There will be no region locking (outside of harmonized regions).[465]

Folks have always been able to make characters on any server they wish. We are not region locking anyone.[465]Margaret Krohn

Server population

Des limites de population seront appliquées pour chaque serveur.[594]

  • Environ 8 à 10 000 utilisateurs simultanés par serveur sont anticipés.[592][595][596] Ceci représente environ 50 000 comptes enregistrés par serveur.[597]
  • Les développeurs entendent gérer de manière prudente les populations des serveurs pour éviter d'avoir à les fusionner.[76] 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.[597]

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.[597]Steven Sharif

Server history

L'histoire de chaque serveur sera suivie et visible par les joueurs.[598]

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.[598]Jeffrey Bard

Server instancing

There won't be server channels (sharding) on a server.[599][600]

Server types

Server transfers

Server transfers, outside of server merges, will not be possible initially.[603][380]

  • The developers intend to assess the impact on housing and other systems closer to launch.[380]

Esports

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

eSports is not the main focus, but the game will naturally move in that direction if the game play is compelling, competitive and fun.[604]

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.[604]Steven Sharif

Voice acting

Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[605]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.[609]Steven Sharif

Music

Le chef compositeur de Ashes of Creation est Bear McCreary. Sa musique sera dévoilée dans la Beta-1.[610]

L'archétype Barde est prévu pour avoir des compétences musicales.[611]

  • Les Bardes pourraient savoir jouer des instruments de musique, tels que le flûte ou la cornemuse.[612][613]

Game masters

Game masters (GMs) will be present and active on Ashes of Creation servers.[614][615][616][617]

On the customer service side, we do plan to have in game GMs. We do plan to service people in the best way possible. And we will grow our service team as much as we need as our player base grows.[615]Margaret Krohn
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.[617]Steven Sharif
  • 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.[617]
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 seriousness of the infraction you could go anywhere from being stripped and to being banned for a period of time to being permanently banned.[617]Steven Sharif
  • Botters, cheaters, gold sellers, and RMTers, will face harsh penalties from the GM and community teams.[616][618]
When a player takes their play experience to the point of harassing another player, and doing so on a repetitive basis, in order to diminish their play experience, it is a ticketable offense. If you are following around a streamer or you're following around a player and your intent is to keep them from playing the game or to force them to quit, that is a dirty player mindset. It's a bad player mindset. It's a griefer's mindset. It's not something that's desired in the ecosphere in the community of Ashes of Creation. And as a result, it is a serviceable customer service situation. That is where warnings are given and actions can be taken against the account holder of an individual whose sole purpose is to disrupt and affect negatively the gameplay experience of the game.[615]Steven Sharif
I believe that so far in development we have demonstrated the level of customer service and community engagement that will be on display after our live launch. You are right however in saying that many of these problems that can arise on the fringe of certain systems will require an active GM support team available to address problems that the user base encounters[620]
  • The volunteer moderator program will continue (post-launch).[621]

Security systems

Security systems will be in place to combat cheating, exploiting, botting, gold selling/real money transactions (RMT), item duplication and other things that affect the economy starting from Alpha-0.[622][623][614][624][625][626][618]

  • A broad spectrum of approaches are going to be utilized in order to try to protect the integrity of the game once it launches. Testing of these systems will begin leading up towards Alpha-2.[623]
Security is always at the top of any concern when you have a closed system like an MMO is... We've seen a lot of MMO is launch without security in place and the economy gets ruined as a result thereafter. And every band-aid that's slapped on top of that wound is just making things worse. And so part of why you take the time in order to ensure that things are done correctly is also the security component of things; and that's where testing with a live audience is a bit different also than testing with a Q&A audience as well, because you're going to get those bad actors- and we call them bad actors because ultimately they're attempting to destroy the fun for others... So what we've done is we've hired some security experts who've worked on massive other MMOs like World of Warcraft and other games, and they bring with them lot of experience; and we're going to be testing that in leading up towards Alpha-2. It's a very important part of Alpha-2. It's not something that we really addressed with Alpha-1 because again, that was a much more barebones functional testing experience. We did see some issues during Alpha-1 and we made it important for Alpha-2 to test those systems. We have a broad spectrum of approaches that we're going to be utilizing in order to try to protect the integrity of the game once it launches.[623]Steven Sharif
  • These systems collect user data and flag abnormal activities for investigation. This combined with player reporting functions generates a live "heat map" that draws attention to unusual behavior.[622][614][624][618]
We do have already built into the game on the outset is essentially behavioral metrics. So in the game, as a player does normal things and they acquire normal gold, that's all good and well, but if there starts to be item IDs that appear on the player account that are out of the norm, like either a large amount of gold, or significant legendary items, what it does in the back-end it flags the account for view so that we can take a look at where did this item come from. Is it coming from a known gold seller or a flagged bot, or whatever; and then we investigate. So we're going to be pretty hard on the ability for players to subvert the natural economy systems by RMT or botting.[624]Steven Sharif
  • Botters, cheaters, gold sellers, and RMTers, will face severe penalties from the active GM/community team.[622][627][616][618]
It's important to note that there is a sanctity that must be protected within the game from RMTing; and let me just go into a little diatribe about this: But in games that I've played where the company or the publisher does not enforce rules, it becomes the standard that you buy gold if you want to be competitive. If you want to compete at the top tier levels in certain games, and everyone's buying gold, you almost either have to buy the gold or you're just not going to be able to compete with those people and that's a really shitty feeling to have. Excuse my French, I apologize. That is sucky; and in order for that not to be the case it is the responsibility of the publisher or the developers both to make sure that we have stringent practices from a CS- from a customer customer service perspective- to enforce our rules and to make sure that players are aware if they partake in this there is a huge risk in doing so. It's not going to be a slap on the hand. It's not going to be a "we told you once, we told you twice, we told you three, four, five six times okay. We're just taking some gold away", that thing. We have got to ensure that it is feared to do those things because that ashes has active GMS, it has active customer service, it has an active community team.[616]Steven Sharif

Two-factor authentication

info-orange.pngCertaines des informations suivantes n'ont pas été récemment confirmées par les développeurs et peuvent ne pas figurer sur la feuille de route de développement actuelle.

Token-based two-factor authentication (2FA) may be in place for Alpha-1.[628]

Addons/mods

En général, les addons ne seront pas autorisés.[629]

  • Les développeurs ne veulent pas que les addons/mods soient nécessaire pour vivre une bonne expérience de jeu.[630]
  • Les développeurs pensent que les DPS Meters peuvent avoir des effets négatifs.[629]
  • Le design de l'API du jeu est toujours en développement.[632]
    • 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.[633]

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.[633]Steven Sharif

Nous voulons que le studio puisse offrir le plus possible par lui-même... Nous ne voulons pas d'addons.[630]Steven Sharif

Journal de combat

There are combat logs in Ashes of Creation.[634]

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.[521]Steven Sharif

Étapes

December 2015 First team members were hired.[635]
February 2016 Ashes of Creation design documentation and prototyping.[636][635]
December 10, 2016 Official website was launched and project announced.[635]
January 18, 2017 Official discord was launched.[637]
May 2, 2017 Kickstarter crowdfunding campaign launched with $750,000 funding goal.[638]
June 3, 2017 Kickstarter crowdfunding campaign completed with 19,576 backers raising $3,271,809.[184]
June 2017 Game production began with a team size of 15-20.[636]
June 21, 2017 Summer crowdfunding campaign launched.[639]
July 22, 2017 Summer crowdfunding campaign completed with 2,485 backers.[640]
September 1, 2017 PAX West 2017.[641][642]
November 4, 2017 Raised $16,500 for Extra Life children's hospitals.[643]
December 15, 2017 Alpha-0 released on schedule.[10]
March 19-23, 2018 Game Developers Conference (GDC) 2018.[644]
April 5, 2018 PAX East 2018.[645]
August 15, 2018 Last day for purchases of Alpha-1 through Intrepid pre-order packs.[101]
August 20, 2018 At Gamescom with My.com.[646]
August 27, 2018 100 developers working on Ashes of Creation.[647]
September 1, 2018 PAX West 2018 panel.[648]
October 19, 2018 Ashes of Creation Apocalypse battle royale (previously called Alpha-1 phase 1 battlegrounds).[13]
November 4, 2018 Raised $20,518 for Rady Children's hospital with Extra Life.[649]
April 15, 2019 60 developers working on Ashes of Creation at San Diego offices (following disengagement with Malaysian art team).[650]
November 3, 2019 Raised $20,901 for Rady Children's hospital with Extra Life.[651]
August 21, 2020 Announced a mutual parting of ways with publisher My.games.[487]
October 17, 2020 Almost 3,000,000 registered accounts for Ashes of Creation.[652]
October 17, 2020 ~87 developers working on Ashes of Creation.[653]
November 8, 2020 Raised $88,546 for Rady Children's hospital with Extra Life.[654]
February 26, 2021 Official ashesofcreation.com website redesign.[655]
May 5, 2021 Alpha-1 sales resumed with the announcement of the Adventurer pre-order pack.[656]
May 17, 2021 Verbal NDA was lifted from Alpha-1 testing.[657]
July 9, 2021 Alpha-1 no-NDA preview weekend began on schedule.[33]
July 11, 2021 Alpha-1 no-NDA preview weekend completed on schedule.[32]
July 14, 2021 Alpha-1 no-NDA month long test began on schedule.[658][659]
August 15, 2021 Alpha-1 no-NDA month long test completed on schedule.[34]
November 7, 2021 Raised $34,485 for Rady Children's hospital with Extra Life.[660]
December 23, 2021 Announced that Ashes of Creation is moving to Unreal Engine 5.[558][559]
January 14, 2022 Over 120 people working on Ashes of Creation.[661]
November 5, 2022 Raised $77,939 for Rady Children's hospital with Extra Life.[662]
August 31, 2023 Over 150 people working on Ashes of Creation.[663]
November 5, 2023 Raised $76,964 for Rady Children's hospital with Extra Life.[664]

Accomplishments

  • MMORPG le plus financé sur Kickstarter.[665]
  • 7ème jeu vidéo le plus financé sur Kickstarter.[666]
  • MMO le plus attendu – MMORPG.com's Best of 2017 Awards.[667]
  • Accès anticipé le plus attendu pour un MMORPG – MMOs World.[668]
  • Gamescom 2018: Meilleur jeu indépendant.[669]
  • Gamescom 2018: Meilleur jeu en ligne.[669]
  • Meilleur MMO indépendant de 2020 – sondage des lecteurs de massivelyop.com.[670]
  • MMO le plus attendu de 2021 et au-delà – sondage des lecteurs de massivelyop.com.[671]

Franchise

Ashes of Creation will be a franchise.[672]

Q: Given that you said that these story arcs are a module that get placed into the world, do you plan to sell or release your Ashes of Creation themed TTRPG module for other DMs to use?
A: There's a lot of things I want to do when we launch Ashes. One is, of course, a module that's set in the world of Ashes of Creation. Yes, I would love to release a throwback to the original campaign. It's very different from where Ashes of Creation is today. But I think it's- there's a lot of overlap between gamers who enjoy tabletop RPGs and MMOs and one of the benefits of telling a story through different venues, mediums and systems is that you reach a broader audience, because not all of us like the same things; and I think the story of Ashes is a rich one. And because of that, telling it through multiple mediums is definitely a desire. From a board game perspective, I'm a huge board game nerd. I love playing board games. A lot of us at the office do. I would love to tell the story of Ashes through a board game as well. I would love to tell the story of Ashes through a RTS. I would love to tell it through film and television. There's a lot of ways I think that the story can be told. It doesn't all have to be focused around the return to Verra. There's a lot of different opportunities across the many thousands of years of timeline that Verra's existed that we can tell the story and even other aspects of that.[674]Steven Sharif

Ashes of Creation Apocalypse

Ashes of Creation Apocalypse early access trailer.[677][678]

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.[677]

Ashes of Creation Apocalypse (also referred to as APOC)[673] was a free-to-play[470] matchmaking-based arena game with three primary modes.[679]

Ashes of Creation Apocalypse utilizes action-based combat.[679][101][104]

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

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.[675]

Juste pour être clair, un jeu de plateau n'impacte pas le développement d'un MMO. Ce sont deux genres de développeurs totalement différents.[685]Steven Sharif

C'est un jeu de gestion de ressources et de combat avec une économie qui évolue au fil de la partie.[675]

  • 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.[675]
  • 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.[675]

  • 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.[675]

  • 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.[675]

  • 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.[675]

Le joue se joue de 2 à 5.[675]

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

Des extensions sortiront après la sortie du jeu, mais le jeu peut se jouer sans.[675]

  • 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.[675]

Le prix du jeu sera entre 50 et 100 US Dollars.[675]

Il se pourrait que certaines versions alternatives contiennent des cosmétiques.[675]

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.[686]Steven Sharif

Gameplay videos

External links

Voir également

Les références

  1. Direct, 2021-01-29 (46:48).
  2. 2.0 2.1 Ashes of Creation MMO.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 A reactive world - Nodes.
  4. Podcast, 2021-04-11 (46:44).
  5. 5.0 5.1 vaknar-a2.png
  6. kickstarter release schedule.png
  7. 7.0 7.1 steven-a2-spot-testing-started.png
  8. 8.0 8.1 8.2 8.3 Direct, 2023-09-29 (55:34).
  9. alpha-0 pre-alpha.png
  10. 10.0 10.1 Direct, 2018-01-18 (2:48).
  11. Direct, 2018-09-01 (54:06).
  12. alpha-1-stress-test-3.png
  13. 13.0 13.1 13.2 alpha1-phase-1-update.png
  14. Press release - Ashes of Creation Apocalypse Launches December 18.
  15. apoc-beta.png
  16. Blog: Ashes of Creation Apocalypse heads into early access.
  17. @AoCApocalypse on Twitter.
  18. 18.0 18.1 Direct, 2019-12-17 (18:33).
  19. Blog: Early Access for Ashes of Creation Apocalypse Battle Royale Testing Ends.
  20. 20.0 20.1 20.2 20.3 apoc-offline.png
  21. March 2020 newsletter.
  22. Vidéo, 2020-03-23 (0:01).
  23. alpha-1-nda-2.png
  24. alpha-1-nda-1.png
  25. steven-a1-testing-start.png
  26. Creative Director's Letter, 2020-04-1.
  27. 27.0 27.1 27.2 Blog: Creative Director's Letter, October 16 2020
  28. Direct, 2021-02-26 (14:58).
  29. Blog: Creative Director's Letter, January 2021.
  30. 30.0 30.1 30.2 30.3 30.4 Alpha One Schedule Update, May 10 2021.
  31. 31.0 31.1 An Update on Alpha One Schedule, March 12 2021
  32. 32.0 32.1 steven-a1preview-end.png
  33. 33.0 33.1 Ashes of Creation Twitter - Alpha-1 Preview Weekend Begins
  34. 34.0 34.1 alpha-1-end.png
  35. 35.0 35.1 35.2 35.3 release-dates.png
  36. Entrevue, 2023-07-09 (26:35).
  37. 37.0 37.1 Direct, 2023-03-31 (5:57).
  38. Direct, 2022-10-14 (17:05).
  39. Direct, 2018-01-18 (25:22).
  40. alpha and beta phases.png
  41. 41.0 41.1 founder.png
  42. 42.0 42.1 braver of worlds.png
  43. Direct, 2019-03-08 (57:26).
  44. 44.0 44.1 44.2 44.3 44.4 44.5 44.6 44.7 44.8 Entrevue, 2021-02-07 (21:57).
  45. 45.0 45.1 45.2 Direct, 2017-05-08 (11:14).
  46. 46.0 46.1 46.2 MMOGames interview, January 2017
  47. 47.0 47.1 Direct, 2023-07-28 (1:30:11).
  48. 48.0 48.1 48.2 48.3 Direct, 2023-04-07 (55:22).
  49. 49.00 49.01 49.02 49.03 49.04 49.05 49.06 49.07 49.08 49.09 49.10 Direct, 2023-03-31 (1:00:16).
  50. 50.0 50.1 50.2 50.3 Direct, 2022-10-28 (32:52).
  51. 51.0 51.1 51.2 51.3 Direct, 2017-06-01 (37:39).
  52. Direct, 2023-04-07 (40:30).
  53. 53.0 53.1 design pillars.png
  54. 54.0 54.1 Entrevue, 2018-08-24 (8:35).
  55. Direct, 2020-07-25 (1:31:44).
  56. 56.0 56.1 56.2 Node series part II – the Metropolis.
  57. Node series part I
  58. Ashes of Creation - Screenshots.
  59. Blog: 10 facts about castle sieges in the MMORPG.
  60. castle nodes.png
  61. Podcast, 2018-04-23 (15:14).
  62. 62.00 62.01 62.02 62.03 62.04 62.05 62.06 62.07 62.08 62.09 62.10 62.11 62.12 62.13 Blog - Know Your Nodes - The Basics.
  63. Entrevue, 2018-08-24 (3:44).
  64. 64.0 64.1 Direct, 2020-11-30 (37:16).
  65. alpha-1-nodes.png
  66. 66.0 66.1 Direct, 2017-05-04 (15:15).
  67. Know Your Nodes: Economic Node Type.
  68. 68.0 68.1 68.2 68.3 68.4 68.5 Blog - Know Your Nodes - Advance and Destroy.
  69. 69.0 69.1 Direct, 2018-12-12 (14:48).
  70. 70.0 70.1 Entrevue, 2020-07-20 (3:45).
  71. 71.0 71.1 71.2 Direct, 2017-10-16 (50:20).
  72. Vidéo, 2017-04-20 (0:02).
  73. Npc vending.jpg
  74. jahlon-steven-vassal-nodes-quote.png
  75. 75.0 75.1 Entrevue, 2020-07-08 (1:00:15).
  76. 76.0 76.1 Entrevue, 2020-07-18 (10:04).
  77. Direct, 2017-11-17 (55:27).
  78. node xp.png
  79. 79.0 79.1 Direct, 2017-05-26 (28:16).
  80. Vidéo, 2016-12-04 (0:02).
  81. 81.0 81.1 Vidéo, 2017-04-30 (5:31).
  82. 82.0 82.1 Vidéo, 2021-05-28 (25:44).
  83. 83.0 83.1 Vidéo, 2020-03-23 (0:41).
  84. 84.0 84.1 Direct, 2020-08-28 (1:19:24).
  85. Direct, 2017-05-03 (17:59).
  86. Direct, 2018-04-8 (PM) (41:44).
  87. steven-combat-revamp-update.png
  88. Vidéo, 2021-02-26 (6:17).
  89. 89.0 89.1 Direct, 2021-05-28 (1:13:05).
  90. 90.0 90.1 90.2 90.3 90.4 90.5 90.6 Direct, 2020-08-28 (1:15:39).
  91. 91.0 91.1 91.2 91.3 91.4 91.5 91.6 Direct, 2021-06-25 (22:34).
  92. Direct, 2017-11-16 (30:45).
  93. 93.0 93.1 93.2 93.3 93.4 Direct, 2021-06-25 (27:43).
  94. steven-combat-revamp-update-2.png
  95. 95.0 95.1 95.2 Direct, 2020-04-30 (1:09:51).
  96. 96.0 96.1 Entrevue, 2019-04-15 (38:03).
  97. 97.0 97.1 Direct, 2021-06-25 (27:10).
  98. Direct, 2021-03-26 (59:21).
  99. Direct, 2021-06-25 (26:11).
  100. Direct, 2020-04-30 (40:19).
  101. 101.0 101.1 101.2 101.3 101.4 101.5 101.6 Newsletter, 2018-08-7
  102. 102.0 102.1 102.2 102.3 Direct, 2018-04-8 (PM) (37:57).
  103. Direct, 2020-08-28 (1:12:50).
  104. 104.0 104.1 104.2 104.3 104.4 104.5 Podcast, 2018-08-04 (1:07:59).
  105. 105.0 105.1 105.2 105.3 105.4 105.5 Podcast, 2018-08-04 (1:11:05).
  106. steven-action-tab-attack-range.png
  107. Vidéo, 2018-04-16 (1:32).
  108. PvX definition.
  109. 109.0 109.1 Direct, 2017-05-12 (24:52).
  110. 110.0 110.1 110.2 110.3 Direct, 2017-05-05 (33:25).
  111. Direct, 2017-05-15 (14:05).
  112. pvx stats.png
  113. Direct, 2020-04-30 (1:05:34).
  114. 114.0 114.1 Entrevue, 2020-07-19 (11:04).
  115. 115.0 115.1 115.2 115.3 Direct, 2017-05-22 (20:59).
  116. 116.0 116.1 Entrevue, 2023-09-10 (58:47).
  117. openworldinstancedsplit.png
  118. Direct, 2020-03-28 (1:48:36).
  119. Direct, 2023-05-31 (45:47).
  120. Direct, 2022-01-28 (17:50).
  121. dungeon open.png
  122. Podcast, 2021-09-29 (34:11).
  123. 123.0 123.1 123.2 Podcast, 2021-09-29 (35:17).
  124. steven-siege-zone.png
  125. 125.0 125.1 125.2 Direct, 2023-04-28 (2:06).
  126. Direct, 2017-05-19 (24:17).
  127. Vidéo, 2021-05-28 (5:40).
  128. 128.0 128.1 128.2 About Ashes of Creation.
  129. Vidéo, 2021-04-30 (4:51).
  130. 130.0 130.1 Podcast, 2018-07-09 (22:24).
  131. 131.0 131.1 Ashes of Creation FAQ.
  132. Direct, 2018-04-8 (PM) (1:14:01).
  133. Vidéo, 2020-05-31 (1:09:50).
  134. pvp catalyst.png
  135. 135.0 135.1 Direct, 2022-10-28 (1:41:55).
  136. 136.0 136.1 136.2 136.3 136.4 136.5 136.6 Direct, 2022-10-28 (24:28).
  137. Direct, 2022-04-29 (41:27).
  138. 138.0 138.1 138.2 138.3 Direct, 2017-05-05 (14:26).
  139. 139.0 139.1 139.2 139.3 139.4 139.5 139.6 pvp meaningful.png
  140. Podcast, 2021-04-11 (49:40).
  141. Direct, 2017-11-17 (45:19).
  142. Direct, 2022-08-26 (1:00:14).
  143. Direct, 2021-04-30 (1:06:41).
  144. Direct, 2023-02-24 (1:29:45).
  145. 145.0 145.1 Direct, 2022-06-30 (1:14:52).
  146. 146.0 146.1 Direct, 2021-08-27 (1:22:56).
  147. Direct, 2020-12-22 (1:13:51).
  148. 148.0 148.1 Direct, 2022-10-28 (13:53).
  149. Direct, 2022-03-31 (1:12:27).
  150. Direct, 2022-10-14 (51:25).
  151. Direct, 2017-05-15 (13:06).
  152. 152.0 152.1 Entrevue, 2020-07-18 (52:57).
  153. 153.0 153.1 153.2 153.3 Entrevue, 2018-08-24 (4:15).
  154. weapon augments.png
  155. class weapons.png
  156. Direct, 2017-05-26 (44:11).
  157. Direct, 2017-05-26 (20:46).
  158. Direct, 2022-09-30 (1:05:25).
  159. Direct, 2022-10-14 (18:34).
  160. 160.00 160.01 160.02 160.03 160.04 160.05 160.06 160.07 160.08 160.09 160.10 Direct, 2017-05-24 (14:15).
  161. clubs.png
  162. Direct, 2017-07-28 (45:21).
  163. Lances.jpg
  164. 164.0 164.1 164.2 steven-a2-weapon-types.png
  165. Direct, 2018-05-04 (33:27).
  166. Direct, 2019-09-27 (1:06:44).
  167. Direct, 2017-05-24 (18:40).
  168. Rapiers.png
  169. Direct, 2017-12-15 (59:49).
  170. steven-crossbows.png
  171. Direct, 2023-02-24 (1:05:54).
  172. Direct, 2019-05-30 (58:28).
  173. 173.0 173.1 Direct, 2018-05-04 (33:56).
  174. steven-potion-launchers.png
  175. Podcast, 2021-09-29 (56:50).
  176. Direct, 2018-05-04 (54:58).
  177. 177.0 177.1 helmet.jpg
  178. 178.00 178.01 178.02 178.03 178.04 178.05 178.06 178.07 178.08 178.09 178.10 178.11 178.12 Direct, 2018-02-09 (7:31).
  179. no capes!.jpg
  180. Direct, 2018-02-09 (15:01).
  181. Polymorphic Breastplate.png
  182. 182.0 182.1 Direct, 2017-07-28 (31:30).
  183. belt items.jpg
  184. 184.0 184.1 Ashes of Creation Kickstarter.
  185. 185.0 185.1 185.2 185.3 185.4 185.5 185.6 185.7 185.8 Ashes of Creation race breakdown.
  186. Kickstarter $2,500,000 New Player Race Achieved.
  187. Direct, 2018-11-03 (0:00:54).
  188. Direct, 2018-11-03 (0:01:57).
  189. Direct, 2018-11-03 (0:02:35).
  190. 190.0 190.1 Direct, 2021-01-29 (1:15:44).
  191. Direct, 2017-05-26 (39:36).
  192. 192.0 192.1 192.2 192.3 192.4 Entrevue, 2020-07-18 (22:26).
  193. Direct, 2018-04-8 (PM) (11:27).
  194. 194.0 194.1 194.2 194.3 194.4 Entrevue, 2020-07-18 (1:05:04).
  195. 195.0 195.1 195.2 Ashes of Creation class list.
  196. 196.0 196.1 archetypeclass.png
  197. 197.0 197.1 197.2 197.3 Group dynamics blog.
  198. 198.0 198.1 198.2 198.3 Direct, 2017-05-22 (46:04).
  199. 199.0 199.1 Entrevue, 2018-10-20 (2:40:16).
  200. Entrevue, 2020-07-19 (23:15).
  201. religions2.jpg
  202. 202.0 202.1 202.2 202.3 Direct, 2017-05-08 (44:51).
  203. 203.0 203.1 203.2 Direct, 2017-05-26 (15:37).
  204. 204.0 204.1 204.2 204.3 204.4 204.5 204.6 204.7 204.8 Direct, 2020-01-30 (25:39).
  205. 205.00 205.01 205.02 205.03 205.04 205.05 205.06 205.07 205.08 205.09 205.10 205.11 205.12 205.13 205.14 205.15 205.16 Direct, 2020-08-28 (15:21).
  206. Direct, 2020-01-30 (1:40:48).
  207. 207.0 207.1 207.2 Direct, 2017-05-30 (16:25).
  208. 208.0 208.1 Direct, 2023-01-27 (1:27:42).
  209. Direct, 2021-03-26 (1:02:08).
  210. Direct, 2017-05-15 (18:25).
  211. Direct, 2017-05-15 (19:15).
  212. 212.0 212.1 212.2 Vidéo, 2022-03-31 (34:16).
  213. 213.0 213.1 213.2 Vidéo, 2022-03-31 (18:47).
  214. Vidéo, 2022-03-31 (19:14).
  215. Vidéo, 2022-03-31 (0:00).
  216. 216.0 216.1 steven-cc-metahuman.png
  217. vaknar-cc-options.png
  218. 218.0 218.1 Direct, 2017-06-30 (09:43).
  219. 219.00 219.01 219.02 219.03 219.04 219.05 219.06 219.07 219.08 219.09 219.10 Direct, 2017-05-08 (48:49).
  220. Vidéo, 2022-03-31 (29:14).
  221. Vidéo, 2022-03-31 (16:23).
  222. 222.0 222.1 Direct, 2022-04-29 (5:05).
  223. 223.0 223.1 Direct, 2017-05-24 (28:22).
  224. Ashes of Creation Reddit - Ctrl + Z in the Character Creator (1).
  225. Ashes of Creation Reddit - Ctrl + Z in the Character Creator (2).
  226. Direct, 2022-01-28 (39:30).
  227. 227.0 227.1 Direct, 2022-03-31 (56:40).
  228. Direct, 2022-03-31 (4:57).
  229. 229.0 229.1 Direct, 2022-03-31 (58:47).
  230. Direct, 2022-03-31 (59:36).
  231. Direct, 2022-03-31 (1:01:08).
  232. 232.0 232.1 Direct, 2020-07-25 (1:11:52).
  233. character creator BDO.png
  234. Direct, 2017-10-16 (15:18).
  235. Ashes of Creation - The visuals.
  236. 236.00 236.01 236.02 236.03 236.04 236.05 236.06 236.07 236.08 236.09 236.10 236.11 236.12 236.13 236.14 236.15 236.16 236.17 236.18 236.19 Direct, 2018-04-8 (PM) (13:39).
  237. Direct, 2017-05-08 (47:35).
  238. Direct, 2017-05-15 (51:19).
  239. Direct, 2017-06-30 (11:21).
  240. Direct, 2017-06-30 (10:04).
  241. 241.0 241.1 Direct, 2017-06-30 (10:27).
  242. Direct, 2017-06-30 (12:39).
  243. Lollis.jpg
  244. Direct, 2017-06-30 (13:13).
  245. 245.0 245.1 245.2 Direct, 2017-05-24 (48:45).
  246. 246.0 246.1 246.2 246.3 246.4 246.5 246.6 246.7 246.8 246.9 Direct, 2017-05-22 (54:32).
  247. 247.0 247.1 beards.jpg
  248. Direct, 2020-10-30 (46:22).
  249. steven-friday-sneak-peek.png
  250. Vidéo, 2022-03-31 (7:05).
  251. 251.0 251.1 251.2 251.3 Direct, 2022-01-28 (59:48).
  252. Vidéo, 2022-03-31 (9:23).
  253. Vidéo, 2022-03-31 (7:50).
  254. Direct, 2020-04-30 (1:10:46).
  255. Vidéo, 2022-03-31 (8:54).
  256. 256.0 256.1 256.2 256.3 Vidéo, 2022-03-31 (7:49).
  257. 257.0 257.1 257.2 257.3 257.4 Vidéo, 2022-03-31 (10:00).
  258. 258.0 258.1 Twitter - A little salt and pepper never hurt anyone!
  259. Twitter - We took our Vek to the barbershop for some fresh new cuts!
  260. 260.0 260.1 Vidéo, 2022-03-31 (11:02).
  261. Direct, 2020-04-30 (46:51).
  262. 262.0 262.1 262.2 262.3 262.4 262.5 262.6 Vidéo, 2022-03-31 (11:04).
  263. 263.00 263.01 263.02 263.03 263.04 263.05 263.06 263.07 263.08 263.09 263.10 263.11 Vidéo, 2022-03-31 (11:52).
  264. Ashes of Creation Twitter.
  265. Vidéo, 2022-03-31 (39:29).
  266. steven-cc-heads.png
  267. 267.0 267.1 267.2 Vidéo, 2022-03-31 (13:31).
  268. 268.0 268.1 268.2 268.3 268.4 268.5 268.6 Vidéo, 2022-03-31 (13:56).
  269. 269.0 269.1 269.2 Vidéo, 2022-03-31 (13:59).
  270. 270.0 270.1 270.2 270.3 270.4 270.5 Vidéo, 2022-03-31 (19:49).
  271. Vidéo, 2022-03-31 (21:03).
  272. 272.0 272.1 272.2 Direct, 2020-07-25 (54:10).
  273. 273.0 273.1 273.2 Direct, 2019-11-22 (1:08:05).
  274. 274.0 274.1 274.2 Direct, 2018-08-17 (1:07:51).
  275. 275.0 275.1 275.2 275.3 Rime and Regal.
  276. 276.0 276.1 276.2 276.3 Ashes of Creation Reddit - Heat and Harmony.
  277. Direct, 2017-05-08 (48:52).
  278. 278.0 278.1 278.2 kickstarter microtransactions.png
  279. 279.0 279.1 279.2 279.3 279.4 Direct, 2018-04-8 (PM) (58:29).
  280. 280.0 280.1 280.2 280.3 280.4 280.5 280.6 280.7 steven-cosmetic-variants.png
  281. 281.0 281.1 281.2 281.3 281.4 281.5 Direct, 2020-07-25 (1:53:46).
  282. 282.0 282.1 equitable-cosmetics-quote.png
  283. steven-grand-cosmetics.png
  284. steven-cosmetics.png
  285. 285.0 285.1 toast-creature-variants.png
  286. Direct, 2019-06-28 (1:25:55).
  287. 287.0 287.1 margaret-gear-appearance.png
  288. Direct, 2020-06-26 (1:42:55).
  289. Podcast, 2020-11-15 (49:02).
  290. 290.0 290.1 cosmetic-levels.png
  291. 291.0 291.1 291.2 Direct, 2020-11-30 (57:50).
  292. freehold-skin-clarification.png
  293. steven-cosmetic-reassignment.png
  294. 294.0 294.1 cash shop non tradable.jpg
  295. 295.0 295.1 295.2 295.3 cosmetics obtaining.png
  296. Direct, 2018-07-09 (55:20).
  297. Direct, 2017-05-26 (32:14).
  298. 298.0 298.1 Direct, 2020-05-29 (50:20).
  299. 299.0 299.1 299.2 Direct, 2017-05-26 (19:51).
  300. 300.0 300.1 300.2 Reddit Q&A, 2019-01-8.
  301. oversized.jpg
  302. Podcast, 2018-08-04 (53:43).
  303. Direct, 2017-07-18 (54:56).
  304. Direct, 2017-07-28 (9:47).
  305. Direct, 2020-10-30 (1:13:22).
  306. Sparkly.jpg
  307. Direct, 2017-09-03 (48:56).
  308. Direct, 2020-11-30 (1:05:22).
  309. Direct, 2017-05-24 (24:19).
  310. Entrevue, 2018-08-24 (5:28).
  311. Direct, 2017-11-17 (22:33).
  312. Direct, 2018-02-09 (50:29).
  313. 313.0 313.1 Entrevue, 2018-10-20 (3:34:46).
  314. Ashes of Creation Press Kit.
  315. Interview, 2016-12-7.
  316. steven-phoenix.png
  317. 317.0 317.1 317.2 317.3 317.4 317.5 317.6 317.7 317.8 317.9 Direct, 2018-01-18 (39:08).
  318. Vidéo, 2018-04-05 (37:13).
  319. 319.0 319.1 319.2 319.3 319.4 Direct, 2023-04-07 (58:39).
  320. 320.0 320.1 320.2 320.3 Vidéo, 2023-03-31 (14:20).
  321. 321.0 321.1 Vidéo, 2023-03-31 (12:47).
  322. 322.0 322.1 322.2 Entrevue, 2018-10-20 (2:36:25).
  323. Vidéo, 2018-04-05 (37:50).
  324. Vidéo, 2023-03-31 (14:14).
  325. 325.0 325.1 325.2 325.3 Vidéo, 2023-03-31 (3:32).
  326. 326.0 326.1 Vidéo, 2023-03-31 (1:22).
  327. Vidéo, 2023-03-31 (6:30).
  328. 328.0 328.1 skotty-story-arc-2.png
  329. 329.0 329.1 329.2 Vidéo, 2018-04-05 (35:01).
  330. 330.0 330.1 330.2 330.3 Direct, 2022-04-29 (1:05:37).
  331. 331.0 331.1 331.2 Direct, 2022-03-31 (1:15:29).
  332. 332.0 332.1 Direct, 2019-05-30 (1:18:16).
  333. Direct, 2017-05-26 (15:37).
  334. Vidéo, 2023-09-29 (2:59).
  335. 335.0 335.1 335.2 skotty-story-arc-1.png
  336. Entrevue, 2023-07-09 (47:05).
  337. Direct, 2023-03-31 (59:10).
  338. Vidéo, 2023-03-31 (16:42).
  339. 339.0 339.1 339.2 339.3 Direct, 2017-10-31 (29:50).
  340. 340.0 340.1 340.2 Direct, 2021-12-23 (1:32:10).
  341. 341.0 341.1 Direct, 2017-05-19 (51:52).
  342. 342.0 342.1 Podcast, 2023-07-15 (13:51).
  343. 343.0 343.1 343.2 343.3 Direct, 2022-10-14 (23:15).
  344. 344.0 344.1 344.2 Entrevue, 2018-10-20 (2:53:53).
  345. 345.0 345.1 345.2 Entrevue, 2018-10-20 (1:55).
  346. Podcast, 2021-04-11 (18:35).
  347. 347.0 347.1 Direct, 2018-04-8 (PM) (28:38).
  348. Direct, 2021-04-30 (1:17:40).
  349. 349.0 349.1 Direct, 2023-10-31 (1:36:15).
  350. Direct, 2017-05-12 (42:17).
  351. Official Livestream - May 4th @ 3 PM PST - Q&A
  352. 352.0 352.1 Direct, 2020-07-31 (1:05:58).
  353. leveling.png
  354. Direct, 2023-10-31 (5:27).
  355. Direct, 2017-05-24 (46:27).
  356. Direct, 2022-05-27 (1:11:10).
  357. Direct, 2020-07-25 (1:33:37).
  358. 358.0 358.1 Direct, 2022-07-29 (1:24:58).
  359. 359.0 359.1 359.2 Entrevue, 2021-06-13 (48:27).
  360. 360.0 360.1 360.2 Direct, 2018-09-27 (52:41).
  361. 361.0 361.1 Direct, 2020-07-25 (1:34:55).
  362. Direct, 2022-04-29 (1:06:34).
  363. 363.0 363.1 Entrevue, 2023-07-09 (42:51).
  364. 364.0 364.1 364.2 364.3 364.4 Vidéo, 2018-04-05 (40:08).
  365. 365.0 365.1 Podcast, 2023-07-15 (11:21).
  366. Direct, 2017-12-15 (58:48).
  367. 367.0 367.1 Entrevue, 2020-07-08 (1:07:59).
  368. Direct, 2017-05-24 (19:25).
  369. Direct, 2021-04-30 (41:18).
  370. Direct, 2022-01-28 (15:35).
  371. Entrevue, 2020-07-08 (1:12:51).
  372. 372.0 372.1 372.2 Direct, 2017-05-15 (26:13).
  373. 373.0 373.1 Direct, 2023-05-31 (43:55).
  374. Entrevue, 2021-06-13 (24:14).
  375. 375.0 375.1 375.2 375.3 progression.png
  376. 376.0 376.1 Entrevue, 2020-07-29 (54:44).
  377. 377.0 377.1 Direct, 2017-07-28 (19:05).
  378. Direct, 2017-05-03 (50:50).
  379. Direct, 2017-07-18 (37:43).
  380. 380.0 380.1 380.2 380.3 380.4 380.5 380.6 February 8, 2019 - Questions and Answers.
  381. Direct, 2020-07-31 (1:31:11).
  382. 382.0 382.1 382.2 382.3 382.4 Podcast, 2021-04-11 (54:35).
  383. Direct, 2021-04-30 (53:08).
  384. 384.0 384.1 Entrevue, 2018-10-20 (2:53:52).
  385. 385.0 385.1 385.2 385.3 Direct, 2020-01-30 (1:28:40).
  386. Direct, 2018-05-04 (45:37).
  387. 387.0 387.1 Direct, 2022-06-30 (1:12:38).
  388. 388.0 388.1 Direct, 2022-09-30 (53:15).
  389. 389.0 389.1 Direct, 2022-09-30 (43:45).
  390. 390.0 390.1 Vidéo, 2022-09-30 (24:49).
  391. 391.0 391.1 Podcast, 2021-09-29 (47:57).
  392. 392.0 392.1 Entrevue, 2021-02-07 (49:18).
  393. 393.0 393.1 Entrevue, 2020-07-19 (53:59).
  394. 394.0 394.1 Entrevue, 2020-07-18 (1:07:51).
  395. 395.0 395.1 395.2 395.3 395.4 395.5 Direct, 2018-06-04 (1:11:19).
  396. Direct, 2021-06-25 (1:29:39).
  397. 397.0 397.1 Direct, 2020-11-30 (1:26:00).
  398. Pets.jpg
  399. 399.0 399.1 399.2 Entrevue, 2022-01-14 (42:18).
  400. Direct, 2020-10-30 (1:21:14).
  401. Direct, 2019-06-28 (1:24:27).
  402. Direct, 2021-07-30 (1:15:29).
  403. artisan skill tree.png
  404. 404.0 404.1 Direct, 2017-05-24 (32:07).
  405. 405.0 405.1 Direct, 2019-07-26 (1:09:46).
  406. 406.0 406.1 Entrevue, 2020-03-27 (5:25).
  407. Direct, 2017-05-10 (6:12).
  408. artisan mastery1.png
  409. 409.0 409.1 artisan mastery5.png
  410. artisan mastery3.png
  411. artisan mastery4.png
  412. Direct, 2017-07-18 (37:25).
  413. 413.0 413.1 413.2 413.3 413.4 Direct, 2020-07-25 (57:02).
  414. religions.jpg
  415. Direct, 2017-06-01 (33:40).
  416. 416.0 416.1 416.2 416.3 416.4 416.5 416.6 Direct, 2022-09-30 (1:24:54).
  417. 417.0 417.1 417.2 417.3 417.4 417.5 417.6 Direct, 2018-07-09 (36:05).
  418. Direct, 2018-07-09 (36:05).
  419. Entrevue, 2020-07-19 (19:35).
  420. Direct, 2017-05-15 (30:53).
  421. Interview: Ashes of Creation on Building Their Virtual World, 2017-04-13.
  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 Direct, 2018-09-27 (55:39).
  423. 423.0 423.1 423.2 Direct, 2017-05-19 (22:10).
  424. 424.0 424.1 Entrevue, 2020-07-19 (36:07).
  425. guild size.jpg
  426. Direct, 2020-06-26 (1:31:53).
  427. 427.0 427.1 Direct, 2017-05-05 (23:26).
  428. Entrevue, 2018-08-08 (9:36).
  429. Direct, 2020-10-30 (1:11:13).
  430. 430.0 430.1 430.2 Direct, 2017-05-17 (7:27).
  431. Direct, 2023-09-29 (1:07:50).
  432. Entrevue, 2020-07-19 (24:34).
  433. 433.0 433.1 433.2 433.3 Podcast, 2018-05-11 (18:52).
  434. 434.0 434.1 434.2 434.3 434.4 Podcast, 2018-05-11 (21:07).
  435. 435.0 435.1 435.2 Podcast, 2018-05-11 (48:29).
  436. 436.0 436.1 Direct, 2022-12-02 (1:22:30).
  437. 437.0 437.1 437.2 Podcast, 2018-04-23 (29:56).
  438. Direct, 2023-06-30 (27:52).
  439. monster coin leveling.png
  440. Direct, 2017-05-03 (31:46).
  441. Direct, 2017-05-03 (36:25).
  442. kickstarter monster coins.png
  443. 443.0 443.1 Direct, 2023-06-30 (1:50:52).
  444. Monster coins2.jpg
  445. 445.0 445.1 Direct, 2023-11-30 (1:51:22).
  446. 446.0 446.1 446.2 446.3 446.4 446.5 446.6 446.7 446.8 446.9 Direct, 2020-09-30 (1:07:22).
  447. 447.0 447.1 Entrevue, 2018-08-24 (8:52).
  448. Vidéo, 2018-04-05 (49:36).
  449. Direct, 2021-06-25 (1:10:52).
  450. 450.0 450.1 450.2 450.3 Direct, 2020-10-30 (33:26).
  451. 451.0 451.1 Entrevue, 2018-10-20 (2:40:17).
  452. 452.0 452.1 452.2 Podcast, 2018-04-23 (59:28).
  453. 453.0 453.1 Podcast, 2018-04-23 (1:01:01).
  454. 454.0 454.1 454.2 Entrevue, 2023-07-09 (1:14:09).
  455. Direct, 2022-12-02 (56:09).
  456. Entrevue, 2020-07-29 (55:44).
  457. Entrevue, 2023-07-09 (1:16:45).
  458. kickstarter box cost.png
  459. Packs de précommande
  460. 460.0 460.1 kickstarter subscription.png
  461. toast-subscription.png
  462. Direct, 2018-05-04 (53:34).
  463. 463.0 463.1 roshen-harmonized.png
  464. 464.0 464.1 Direct, 2020-07-25 (1:21:03).
  465. 465.0 465.1 465.2 margaret-region-locking.png
  466. Summer Braver of Worlds.png
  467. steven-lifetime.png
  468. Direct, 2021-02-26 (1:08:47).
  469. alpha-1-and-game-time.png
  470. 470.0 470.1 Direct, 2018-10-31 (38:47).
  471. 471.0 471.1 Blog: Steam Announce And Play Test FAQ For Ashes of Creation Apocalypse
  472. screenshot 328.png
  473. Direct, 2018-08-17 (1:02:38).
  474. 474.0 474.1 474.2 474.3 474.4 Direct, 2020-06-26 (1:26:54).
  475. Entrevue, 2021-06-13 (42:22).
  476. 476.0 476.1 Entrevue, 2023-07-09 (1:02:27).
  477. 477.0 477.1 477.2 Direct, 2020-11-30 (56:02).
  478. 478.0 478.1 kickstarter p2w.png
  479. 479.0 479.1 479.2 loot-boxes.png
  480. 480.0 480.1 Direct, 2020-07-25 (48:28).
  481. 481.0 481.1 Podcast, 2018-08-04 (1:57:56).
  482. 482.0 482.1 RNG boxes.png
  483. steven-multi-boxing-3.png
  484. steven-multiple-accounts.png
  485. steven-publishing-oce-sea.png
  486. Entrevue, 2018-08-21 (11:20).
  487. 487.0 487.1 487.2 Blog: New Adventure Awaits.
  488. ashes-steam.png
  489. 489.0 489.1 Reddit - Developer response regarding play-to-earn mechanics.
  490. margaret-nfts.png
  491. Ashes of Creation cosmetic store.
  492. 492.0 492.1 Entrevue, 2018-05-11 (32:36).
  493. Ashes of Creation Store: Ashes of Creation.
  494. cosmetic skins.png
  495. Cygnus.png
  496. Pimp your caravan.jpg
  497. 497.0 497.1 497.2 steven-cosmetic-skins.png
  498. Direct, 2018-12-06 (41:43).
  499. Direct, 2023-06-30 (1:15:34).
  500. Direct, 2020-08-28 (2:14:06).
  501. 501.0 501.1 toast-caravan-skins.png
  502. 502.0 502.1 margaret-caravan-skins.png
  503. 503.0 503.1 steven-best-skins.png
  504. 504.0 504.1 Entrevue, 2018-10-20 (2:17:43).
  505. Entrevue, 2018-10-20 (2:28:08).
  506. 506.0 506.1 Entrevue, 2018-10-20 (3:47:17).
  507. dunirinfluence.png
  508. 508.0 508.1 508.2 Entrevue, 2018-05-11 (1:03:21).
  509. py'rai archetecture.jpg
  510. Direct, 2017-10-16 (15:58).
  511. Podcast, 2018-05-11 (31:35).
  512. Entrevue, 2018-05-11 (1:04:27).
  513. 513.0 513.1 Podcast, 2018-05-11 (36:28).
  514. Direct, 2017-11-17 (23:00).
  515. Entrevue, 2018-08-17 (31:09).
  516. Direct, 2017-11-17 (33:56).
  517. 517.0 517.1 Direct, 2018-05-04 (49:45).
  518. Direct, 2022-12-02 (1:05:51).
  519. 519.0 519.1 Direct, 2018-06-04 (7:25).
  520. Podcast, 2018-05-11 (33:09).
  521. 521.0 521.1 Ashes of Creation Forums - No participation trophy.
  522. 522.0 522.1 Podcast, 2018-05-11 (33:09).
  523. 523.0 523.1 Vidéo, 2018-04-05 (44:06).
  524. 524.0 524.1 Vidéo, 2018-04-05 (48:03).
  525. 525.0 525.1 525.2 Entrevue, 2020-07-19 (14:51).
  526. Entrevue, 2020-07-19 (17:12).
  527. Vidéo, 2022-09-30 (23:13).
  528. 528.0 528.1 528.2 528.3 Direct, 2022-09-30 (2:40).
  529. Direct, 2017-05-08 (28:48).
  530. 530.0 530.1 solo.png
  531. 531.0 531.1 A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
  532. 532.0 532.1 Direct, 2022-04-29 (21:00).
  533. 533.0 533.1 Direct, 2021-12-23 (1:23:41).
  534. Entrevue, 2018-10-20 (3:43:52).
  535. 535.0 535.1 transparency.png
  536. Direct, 2018-05-04 (39:41).
  537. 537.0 537.1 537.2 What languages will Ashes of Creation be in?
  538. 538.0 538.1 538.2 Entrevue, 2018-08-24 (2:35).
  539. 539.0 539.1 539.2 Direct, 2017-05-17 (1:09:22).
  540. 540.0 540.1 Direct, 2017-05-24 (45:49).
  541. spanish.png
  542. Entrevue, 2018-08-24 (3:19).
  543. 543.0 543.1 543.2 543.3 543.4 Direct, 2021-12-23 (48:45).
  544. 544.0 544.1 Direct, 2017-05-26 (38:30).
  545. Direct, 2017-05-24 (23:50).
  546. Direct, 2021-12-23 (1:10:09).
  547. RTX3070clarification.png
  548. Direct, 2021-12-23 (1:08:42).
  549. Direct, 2021-09-24 (52:48).
  550. alpha-1-fps.png
  551. 551.0 551.1 Direct, 2023-04-28 (1:03:41).
  552. Direct, 2023-01-27 (1:07:12).
  553. 553.0 553.1 steven-a1-stress-test.png
  554. Direct, 2021-03-26 (12:34).
  555. 555.0 555.1 What are the minimum requirements for Alpha?
  556. 556.0 556.1 Direct, 2021-12-23 (49:39).
  557. 557.0 557.1 Direct, 2021-12-23 (42:09).
  558. 558.0 558.1 558.2 558.3 Vidéo, 2021-12-23 (0:00).
  559. 559.0 559.1 Direct, 2021-12-23 (19:59).
  560. unreal.jpg
  561. 561.0 561.1 561.2 561.3 561.4 561.5 561.6 Direct, 2021-12-23 (40:53).
  562. Direct, 2021-12-23 (50:50).
  563. 563.0 563.1 Direct, 2021-12-23 (55:32).
  564. Vidéo, 2021-12-23 (23:53).
  565. 565.0 565.1 565.2 Direct, 2021-12-23 (54:00).
  566. 566.0 566.1 Direct, 2021-12-23 (52:52).
  567. 567.0 567.1 Vidéo, 2021-12-23 (2:54).
  568. Direct, 2021-12-23 (52:58).
  569. Direct, 2023-10-31 (1:37:17).
  570. Direct, 2017-05-03 (26:50).
  571. Direct, 2021-12-23 (47:51).
  572. Direct, 2022-01-28 (7:26).
  573. Direct, 2023-03-31 (1:10:30).
  574. Direct, 2023-02-24 (1:14:41).
  575. Direct, 2023-01-27 (1:07:46).
  576. steven-ue5.jpg
  577. Direct, 2023-04-07 (1:21:29).
  578. 578.0 578.1 Direct, 2023-03-31 (1:27:15).
  579. 579.0 579.1 roshen servers.png
  580. Direct, 2017-05-19 (37:03).
  581. Official Livestream - May 4th @ 3 PM PST - Q&A
  582. 582.0 582.1 582.2 Direct, 2018-09-27 (48:13).
  583. 583.0 583.1 Direct, 2021-11-19 (52:35).
  584. Direct, 2023-01-27 (4:18).
  585. Entrevue, 2017-05-08 (22:06).
  586. 586.0 586.1 Direct, 2017-05-24 (40:50).
  587. 587.0 587.1 587.2 587.3 587.4 587.5 server-locations.png
  588. 588.0 588.1 na and eu servers.jpg
  589. 589.0 589.1 589.2 589.3 Ashes of Creation FAQ: Where will your servers be?
  590. 590.0 590.1 servers SEA OCE.png
  591. steven-oce-servers.png
  592. 592.0 592.1 Direct, 2018-04-8 (AM) (26:41).
  593. Direct, 2018-07-09 (47:54).
  594. Direct, 2017-05-17 (59:25).
  595. Vidéo, 2018-09-06 (4:25).
  596. server population.png
  597. 597.0 597.1 597.2 Entrevue, 2020-07-18 (12:56).
  598. 598.0 598.1 Entrevue, 2018-04-20 (9:20).
  599. Direct, 2017-05-08 (36:26).
  600. Direct, 2017-07-28 (35:42).
  601. Direct, 2017-05-10 (35:27).
  602. MMORPG Interview, 2016-12-12.
  603. Direct, 2022-10-14 (2:53).
  604. 604.0 604.1 Direct, 2018-04-8 (PM) (39:48).
  605. 605.0 605.1 605.2 605.3 Entrevue, 2018-10-20 (2:22:09).
  606. Direct, 2018-04-8 (AM) (25:12).
  607. Direct, 2023-05-31 (45:26).
  608. Forums - Livestream Q&A - May 31, 2023.
  609. Direct, 2018-04-8 (AM) (24:14).
  610. steven-bear-beta-1.png
  611. Direct, 2019-06-28 (1:21:02).
  612. Direct, 2017-07-28 (40:15).
  613. Direct, 2018-04-8 (PM) (1:18:37).
  614. 614.0 614.1 614.2 steven-rmt.png
  615. 615.0 615.1 615.2 Direct, 2022-10-28 (29:32).
  616. 616.0 616.1 616.2 616.3 Direct, 2022-08-26 (1:32:45).
  617. 617.0 617.1 617.2 617.3 Entrevue, 2020-07-08 (48:30).
  618. 618.0 618.1 618.2 618.3 Direct, 2018-02-09 (20:40).
  619. steven-aggro-griefing.png
  620. steven-gm-tickets.png
  621. Forums - Livestream Q&A 2022-08-26.
  622. 622.0 622.1 622.2 steven-anti-cheat.png
  623. 623.0 623.1 623.2 Entrevue, 2023-07-09 (1:47:04).
  624. 624.0 624.1 624.2 Entrevue, 2020-07-19 (1:12:37).
  625. Direct, 2017-11-17 (38:35).
  626. Massively OP, 2017-06-1
  627. steven-penalties.png
  628. Entrevue, 2018-08-21 (40:44).
  629. 629.0 629.1 Direct, 2017-05-10 (20:02).
  630. 630.0 630.1 Entrevue, 2018-10-20 (6:29).
  631. Direct, 2017-05-10 (43:27).
  632. Direct, 2017-05-10 (21:41).
  633. 633.0 633.1 Entrevue, 2018-05-11 (49:03).
  634. Ashes of Creation Forums - No Damage Meter?
  635. 635.0 635.1 635.2 MASSIVELY OP interview: Ashes of Creation on a new way to MMO.
  636. 636.0 636.1 steven-milestones.png
  637. Ashes Discord.png
  638. Ashes of Creation Kickstarter campaign
  639. Summer Crowdfunding.png
  640. summerended.png
  641. PAX West 2017 Schedule.
  642. PAX West 2017 Map.
  643. Intrepid Studios Dev Team.
  644. GDC.png
  645. PAX East.png
  646. gamescom.png
  647. Ashes of Creation Gamescom 2018 Interview: Responding to Criticism.
  648. Newsletter, 2018-08-7
  649. Intrepid Studios Extra Life 2018 (@MediaAoC).
  650. Entrevue, 2019-04-15 (5:09).
  651. extralife2019.png
  652. Entrevue, 2020-10-17 (18:36).
  653. Entrevue, 2020-10-17 (56:55).
  654. extralife2020.png
  655. Direct, 2021-02-26 (9:51).
  656. Ashes of Creation Store: May cosmetics.
  657. steven-a1-verbal-nda.png
  658. toast-a1-launch.png
  659. Guide to Alpha One.
  660. extralife2021.png
  661. Entrevue, 2022-01-14 (9:11).
  662. extralife2022.png
  663. Direct, 2023-08-31 (2:16:45).
  664. extralife2023.png
  665. kickstarter most funded MMORPG.png
  666. kickstarter most funded video game.png
  667. MMORPG.com's Best of 2017 Awards.
  668. Most Anticipated MMORPGs For 2018.
  669. 669.0 669.1 DualShockers’ Gamescom 2018 Awards
  670. MassivelyOP 2020 awards reader's poll.
  671. MassivelyOP reader's poll.
  672. 672.0 672.1 Direct, 2017-05-17 (41:27).
  673. 673.0 673.1 Direct, 2018-10-31 (35:00).
  674. 674.0 674.1 674.2 Direct, 2023-04-07 (1:24:36).
  675. 675.00 675.01 675.02 675.03 675.04 675.05 675.06 675.07 675.08 675.09 675.10 675.11 675.12 Direct, 2018-11-03 (0:00:17).
  676. Ashes of Creation Apocalypse official site.
  677. 677.0 677.1 Ashes of Creation Apocalypse Early Access.
  678. Vidéo, 2019-09-24 (0:10).
  679. 679.0 679.1 Entrevue, 2018-08-24 (13:17).
  680. 680.0 680.1 680.2 Direct, 2018-08-17 (30:29).
  681. 681.0 681.1 681.2 Direct, 2018-09-01 (1:05:10).
  682. alpha-1-news.png
  683. Direct, 2018-09-27 (9:08).
  684. Forest of Erinthia.png
  685. stevenboardgame.png
  686. Ashes of Creation Forums - Has Intrepid considered a physical collectors edition box for us box collectors?