Talk:2023-03-31 Livestream

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Intro

  • 00:00
Hello everybody and Steven's stomach. I'm sorry. I'm so sorry. I'm sorry. What were
  • 00:23
you doing? I was trying to find the, I was trying to find the Twitch channels so I could
  • 00:29
watch chat. Oh yeah, you gotta have chat up. I have all the chats. Internal, Discord, all
  • 00:36
the social. Yes. Twitch. And by the way. I try my best. Before we even begin, I just
  • 00:41
want to, just want to touch on the fact that I am coming to you from home. I unfortunately
  • 00:51
got under the weather the other day. He's a little sick. Yes, and last night. You look
  • 00:57
so cozy though. Well, let me say I don't feel cozy. But you look cozy. Very, very comfortable.
  • 01:05
Well, welcome everybody. Salutations and welcome to our glorious Ashes of Creation March development
  • 01:10
update. We hope that you are well and safe. Hopefully you are not sick like Steven is.
  • 01:15
But we are still here. We're still gonna give you guys a great monthly update. For those
  • 01:21
of you who, you know, maybe don't follow us very closely, you might not see all the little
  • 01:24
things that we're doing all the time, but this is your little update for what we've
  • 01:27
been working on. So just to remind you of what we're covering today, we'll be going
  • 01:32
over some quick reminders. We have a little announcement. We'll be showing our carfen
  • 01:37
preview which you got a little teaser of last month. And then we also have some character
  • 01:44
art and some additional art update as well. And then studio update and Q&A. So we hope
  • 01:50
that y'all are doing well. I'm excited. We just wrapped up one of our milestones, milestone
  • 01:58
four for us internally. And for those of you who don't know, we kind of different sprints
  • 02:02
that we run. And this was a big one for us. So it's very exciting. And we're excited to
  • 02:07
start heading into our milestone five. I want to capture the little phoenixes. You got a
  • 02:14
little phoenix on each side. I know. I put a little phoenix up on each of the sides.
  • 02:20
Yeah, we had a, for these of you guys who don't know, so we follow an agile development
  • 02:27
process where we operate under sprints and milestones and whatnot. And the end of our
  • 02:31
milestone four was last week. And we tend to as a studio, obviously celebrate these
  • 02:40
milestones that we hit. And last night, Margaret organized a very awesome evening at this really
  • 02:50
cool bowling alley, brewery slash arcade. And it was really cool. The team just had
  • 02:59
an opportunity to relax and get to enjoy each other's company in a non-professional setting.
  • 03:08
And I thought that was cool. It was so cute. People hugging each other and just having
  • 03:13
a good time and chatting about work. And not work, having fun chatting about work, not
  • 03:19
stressful work. So I also just want to, before we get into things, I want to say, last night
  • 03:25
I hadn't bowled in years, probably. And I guess age is really catching up with me. And
  • 03:34
so I had this bowling ball and I was taking the first bowling swing of the night for myself.
  • 03:42
And I go up there and I have the bowling ball in the hands and I'm about to throw it down
  • 03:48
the thing. And my two fingers came out of the bowling ball just fine. But my thumb got
  • 03:58
stuck as I was about to throw the ball. And I knew immediately what was going to happen.
  • 04:05
And this was definitely, my face started to go from excited and happy to sheer terror.
  • 04:12
And the ball just keeps going up into the air, stuck to my hand. And then finally at
  • 04:17
the last possible second, when it's like at the highest point of the arc, the ball flies
  • 04:22
off my hand straight up into the air onto the other bowling lane and lands with this
  • 04:27
massive thud that the entire bowling alley was silent and all looking over at me. Like
  • 04:35
what was happening? I was so embarrassed. That was so bad.
  • 04:39
I won't name names, but one of our other developers, I don't know if he'll want me to share his
  • 04:45
name. He can DM me if he's okay with it. They decided that their last round, they were going
  • 04:51
to get the biggest, heaviest ball and throw it down the lane.
  • 04:54
Oh no.
  • 04:55
And similarly to you, also had a problem, but instead threw the ball backwards at the
  • 05:04
people instead of down the lane.
  • 05:06
Let's just say we need to stick to making games and not bowling. But regardless, we
  • 05:14
had a really fun night. It was awesome. It's always great to be able to spend time with
  • 05:18
each other and celebrate our successes. And I feel like that's what makes Ashes and Intrepid
  • 05:25
a really great place to work is that we're all passionate. We love MMOs. We love what
  • 05:30
we're doing. We love what we're building, but also we love doing it together. And that's
  • 05:35
a super, super cool experience to have, I think, from a workplace environment standpoint.
  • 05:39
Not a lot of companies foster that type of atmosphere. And I think we've done a really
  • 05:43
good job at that.
  • 05:44
Yeah. And maybe in the studio update segment, we'll talk a little bit about what was done
  • 05:49
in Milestone 4 and what we're moving towards. But let's start with some of our things that
  • 05:56
we just need to get out of the way right now, which is, first and foremost, we do have our

Reminders

  • 05:59
YouTube subscriber comment. If you don't know, if you subscribe to us over on YouTube and
  • 06:05
you comment as a subscriber on our development update video, you could be chosen to be spotlighted.
  • 06:13
And today's spotlight, I will switch over to that scene, is from Papa Smurf 6834. And
  • 06:20
their question is, are we months away from the Alpha 2 or years plural? Any kind of indication
  • 06:27
of the timetable would be greatly appreciated. And I think from my team, they would also
  • 06:31
love for us to set that expectation because they deal with this question all the time
  • 06:36
and so I'm kind of throwing it to you, Stephen.
  • 06:39
Absolutely. So, you know, this is a common question desiring minds wish to know. We are
  • 06:47
not years away from Alpha 2. But also, Alpha 2 is not right around the corner. You know,
  • 06:55
as a public project, as a project that is visible from the outside during its development,
  • 07:03
it's important that we execute well during these testing phases. And early on in the
  • 07:10
project, you know, we made, I made some missteps in when we were anticipating coming to certain
  • 07:19
testing periods. You know, obviously, I have learned a considerable amount over what it
  • 07:24
takes to build these games over the last six years. And we made a promise to the community
  • 07:30
that we would not give dates again in the future unless we were very certain that we
  • 07:35
were going to hit those dates or at least be very close to hitting them. And so, you
  • 07:39
know, as a result of that, we have our internal schedule, we have our internal milestones,
  • 07:45
you know, we have our production roadmap that we operate from and the teams operate very
  • 07:51
well from these expectations internally as well. But to answer that question, no, we're
  • 07:56
not years away from Alpha 2. Internally, you know, we're going to be doing some testing
  • 08:04
probably late this year and early next year as it relates to Alpha 2. And Alpha 2 is going
  • 08:11
to be, you know, kind of a slow roll out of testing. So our desire is to get in as quickly
  • 08:20
as possible, test some of the core systems and loops that we've integrated, you know,
  • 08:26
since our Alpha 1 and get those vetted by player feedback and experience that we can
  • 08:35
iterate upon essentially and get an opportunity. And that's going to be all public, right?
  • 08:40
You guys know that Alpha 2 is a non-NDA environment testing. But prior to Alpha 2, we will test
  • 08:48
some more spot oriented testing with some of the Alpha 1 testers and or PI leading up
  • 08:55
to what would eventually become the Alpha 2 launch.
  • 08:58
We'll probably start with PI so that we have a smaller group and then we'll add on to it
  • 09:03
with our spot testing with Alpha 1 users. And then as we're ready, we'll bring in Alpha
  • 09:08
2 users and then, you know, then we'll go more public with the big stuff.
  • 09:13
Yeah. And, you know, I think all of us have experienced, so all of us have experienced
  • 09:19
launches of games or testing platforms that we felt needed more time from a consumer,
  • 09:27
from a player's perspective. And, you know, our approach, our philosophy is that essentially
  • 09:35
the game will be ready when it's ready. We're not striving for perfection. We're striving
  • 09:41
to achieve what the core loop is anticipated to be, what we've promised, what we're building
  • 09:47
right now. That is the goal. And we understand just how important it is to succeed during
  • 09:55
these testing periods and obviously for launch because MMOs traditionally really only get
  • 10:01
one stab at that launch. And they can, you know, work to improve the game after launch
  • 10:06
if there's hiccups and whatnot that we've experienced obviously. But really we want
  • 10:10
to execute well on that initial launch. And what that means for us is we have to spend
  • 10:15
that time to ensure that what we are building is sustainable, is extensible, is performant,
  • 10:24
and represents what the core philosophy of gameplay loops are intending to be. And we're
  • 10:29
building a massive project. I mean, this is probably the most ambitious fantasy MMORPG
  • 10:36
to date at a launch frame, right? Obviously other products, other franchises have had
  • 10:42
a decade plus to introduce and trickle out content. And one of the difficulties of launching
  • 10:48
an MMO, a new MMO, is that you have to compete or try to compete and contend with all of
  • 10:55
that content that's available because it creates a really strong social elasticity for the
  • 10:59
players of those MMOs. And we want to be ensuring that our core gameplay loops are enjoyable,
  • 11:11
are fulfilling, and have content that keeps players invested for a long time to come.
  • 11:17
And because that's our goal and we have a lot of those systems to build, the team is
  • 11:22
hard at work creating them in preparation for Alpha 2, which is probably going to be,
  • 11:27
I mean, it is going to be one of our biggest test environments up until launch is Alpha
  • 11:34
2. I mean, that is a major slice of the game.
  • 11:37
I mean, like Stephen said, we only get one chance for first impressions. So it's very
  • 11:43
important for us. If Alpha 1 hadn't had gone as well as it did, people might not be as
  • 11:49
excited for Alpha 2. So thinking about the future of that and the longevity of our project
  • 11:54
and making sure that people are going to love what we're creating as much as possible. And
  • 11:59
as we've said many times, we're constantly going to take feedback. And there are decisions
  • 12:04
that we've made on the design front that we want to come to fruition. And we know that
  • 12:08
sometimes it's not what you guys are always interested in, but we were like, give us a
  • 12:12
chance, play it, give us feedback, and we will alter things as we go forward. But I
  • 12:16
think we're really excited, just as excited for you guys to join us and see what we're
  • 12:22
creating. I mean, from a developer's perspective, there's nothing greater than seeing someone
  • 12:27
enjoy the product that you've created. And I mean, obviously, we all want to enjoy it
  • 12:32
too. I think that we've had some a lot of fun internally, which we might be sharing
  • 12:37
some of that internal fun with you guys next month. But we've definitely, you know, trying
  • 12:47
to make sure that we're creating something. And I think one of the things that people
  • 12:52
might not realize is that MMOs take a really long time to make. That's why we're like,
  • 12:57
this is a journey that you're going on with us. You're getting to see what development
  • 13:01
is like. And I think that was the get go. Yeah, from the get go. And what's gonna be
  • 13:05
fun is you're gonna get to see that journey. And then when we look back on this at launch,
  • 13:09
we're gonna be like, wow, it's crazy seeing how, you know, even now looking at what was
  • 13:15
the beginning of Ashes of Creation and what is now is crazy. The cool thing is that journey
  • 13:22
is likely going to be expressed as even part of a documentary when we're done with this
  • 13:26
thing, right? We record all of our meetings, all of our sessions, everything is kept on
  • 13:31
a record. So when we're done launching this product, we have an opportunity to really
  • 13:37
give an under the hood look at what the Herculean effort it's taken to get to where we are today
  • 13:44
and where we will eventually be soon enough. So I want to bring up on that front is, you
  • 13:48
know, the feedback that you guys give us. Roshan and Vaknar are amazing. They put together
  • 13:53
these phenomenal reports. We record those meetings that we have with the designers and
  • 13:58
developers when we go over that feedback. And it's really, I can't wait for you guys
  • 14:03
to see like that side of it where you get to see like, hey, we really were taking in
  • 14:07
your feedback. And most of the time in those meetings, it's like, yeah, we're already planning
  • 14:10
on doing that and that and that. And some of the extra ideas we're like, oh, that's
  • 14:14
cool. It's validation. Yeah, it's validating like what we're saying. And the issues that
  • 14:18
you had and concerns that you guys have are also the issues and concerns we have. So it's
  • 14:22
making sure that we're all on the same page. But I think it'll be cool for you to experience
  • 14:25
that and see the other side of it. But obviously, we have to, you know, be careful what we share
  • 14:32
prior to launch just because, like we said, we only have one chance to opportunity to
  • 14:38
make an impression. Absolutely. Yeah. And just a last point on that topic. And then
  • 14:43
I think we can move on. Yeah, we got to move on. Yeah, we got a whole show for you guys.
  • 14:48
Exactly. Is that this journey is not for everyone. The patience it requires, the understanding,
  • 14:56
the vision in looking and seeing where something is at now and where it will be in the future.
  • 15:04
That is a very specific type of individual and requires unique patience, I think. You
  • 15:13
know, our development, like every development, is never going to be perfect. And we're going
  • 15:17
to have, you know, areas that slip and areas where we can improve. And hopefully, you know,
  • 15:24
those of you who have watched for a very long time now, our development progress, you will
  • 15:30
have seen those improvements from, you know, day one to today and to tomorrow. And it's
  • 15:37
okay if following development is not for you. At some point. Turn it off. Go play other
  • 15:44
games and come back when you're ready to play. And at some point, there is going to be an
  • 15:49
opportunity now to just download the game and play. And that is going to be the experience
  • 15:55
in and of itself. So. 100%. And with that, we're going to do a little announcement. Next
  • 16:04
month, you're going to get two live streams. So on April 7th at 11am Pacific, our normal
  • 16:11
time but just a little earlier, so literally next Friday, we will be doing a Creative Director
  • 16:16
Community Q&A that will be with a few content creators. Chibi Bree from the Golden Feather
  • 16:21
will be joining us. RichieSH, if you've watched any of their YouTube videos. And of course,
  • 16:26
the Merg from Ashes Pathfinders. And we're really excited. They've accumulated some amazing
  • 16:33
questions from their communities and from the community as a whole. We really wanted
  • 16:37
to kind of give some love to the people who have been really supporting us and being part
  • 16:42
of the community for so long. And we hope that you guys enjoy it. They got some good
  • 16:46
questions. Stephen hasn't read them yet. No. Maybe we'll add some spicy ones in there.
  • 16:52
I don't typically read questions prior. He doesn't like to. And my team's like, why won't
  • 16:57
he read them? I was like, he doesn't want to. I don't want to overthink the response.
  • 17:02
So I typically just, I want to answer off the cuff as much as I can. But I'm excited
  • 17:09
about that. That's going to be a fun, I think, conversation to have.
  • 17:12
Yeah. And I'm sure we'll do more of those in the future with other content creators.
  • 17:16
Don't worry. Hold your pants. Some people are spamming their favorite creators. But
  • 17:21
obviously, as we get closer to Alpha 2, there will be more opportunities for hyping things
  • 17:28
up and getting more excited. This is just more so to answer some questions from the
  • 17:31
community and make sure that we give some love to some folks. And then with that, we
  • 17:36
also have just a reminder that the cosmetics will be swapping over for flavors of ephelerin.
  • 17:43
And that will be April 12, 2023 at 11am Pacific. Reminder of that. And of course, for those
  • 17:49
of you who are content creators, we do have a content creator program that you can check
  • 17:53
out. You can go to our FAQ database and type in content creator and it'll show for you.
  • 18:01
But we are currently just taking applications for that. I know a lot of content creators
  • 18:05
have been asking when we're going to do invites. Those invites will probably be closer to when
  • 18:09
we're getting to Alpha 2. So as we start ramping that up, you'll probably be like, what's happening?
  • 18:14
But we will start sending invites closer to that timeframe. Right now, we're focused on
  • 18:18
just application phase, which is a lot of folks. And we're very excited that so many
  • 18:22
people are interested in joining us on this crazy adventure. And with that, I'm going

Carphin Preview

  • 18:29
to hand it over to Stephen to give us a little preface before we show you a little walkthrough
  • 18:34
of Carfin. So some of you might have seen maybe some leaks that I did in Margaret's
  • 18:43
absence while she was at PAX. Oh, I saw. I know, I'm sorry. But this month we wanted
  • 18:51
to showcase the Tower of Carfin from a lore perspective. And then in addition, we wanted
  • 19:00
to showcase some systems, new systems that have been brought online from a narrative
  • 19:05
perspective as well as it relates to our story arcs. So this is a deep dive in both the lore
  • 19:12
of Carfin as well as the system of our story arcs and how they change the world around
  • 19:20
you to reflect different chapters and or paths that story arcs can take based off of player
  • 19:27
activity. You'll see the world change a little bit. I want to preface that, of course, this
  • 19:33
is all a work in progress. You are taking a look at something that is still very much
  • 19:38
in the alpha phase, both visually and in particular, you'll notice before the transition of the
  • 19:48
zone, which happens about six minutes into this video, you'll see it in the non-active
  • 19:54
state. And there's some lighting there that we're still fixing and some of the materials
  • 19:59
and whatnot, but you're going to see it in the corrupt state after about the six minute
  • 20:05
mark and it is pretty gnarly. It's pretty cool. Yeah, it is absolutely. It's just, yeah,
  • 20:11
it's neat. It's different and more dynamic and I think that people are going to like
  • 20:17
it. So, yes. So you guys will enjoy. We'll see you on the flip side.
  • 20:32
Hello everyone and welcome to another stream from Vera. We have been building up, I think,
  • 20:43
to this moment a little bit in the showcase for the Tower at Carvan. And I think there's
  • 20:52
been some lore that we've released during last November's Extra Life livestream. We
  • 21:00
played through a portion, I believe, of this tower. And now we have an opportunity to take
  • 21:06
a look together, a little sneak peek, a small portion of this area and the lore behind it.
  • 21:14
And we're also going to take a focus with some of the developers that'll be joining
  • 21:19
us here in a second. I'll introduce them into the system of our story arcs and how that
  • 21:25
system works in reflecting the changes that players elicit from the world of Vera. So
  • 21:35
I want to introduce one of our senior designers, Scott. How are you doing, buddy?
  • 21:44
Doing very good. Thank you for asking.
  • 21:47
Welcome. Welcome to your design become reality.
  • 21:52
Thank you.
  • 21:55
This is Scott has been working on the narrative for this particular story arc that we're all
  • 22:00
going to see in a second with his with his team, with whom we are joined by one of our
  • 22:07
designers, Aimee. Aimee, how are you doing?
  • 22:10
Hi, I'm doing good, Stephen.
  • 22:13
Welcome. This is I think is this your first time on the stream?
  • 22:17
It is. Yeah.
  • 22:18
That is awesome. Aimee is one of our incredibly talented designers who is helping create the
  • 22:25
narrative around Vera. And you guys may have played some of her quests in Alpha One, actually.
  • 22:35
One in particular is the I believe it was the lost pages and the that spider quest.
  • 22:41
Is that right? I mean, was it were those yours?
  • 22:45
Those were my quests. Yeah. Thanks for remembering that.
  • 22:48
I know they're great.
  • 22:50
Yeah. Super excited to join today.
  • 22:54
We're very excited to have you. And then in addition, we have what is soon becoming a
  • 23:01
regular on the streams. Mr. Jeremy, one of our senior designers, how you doing, buddy?
  • 23:08
I'm doing good. Happy to show off Scott's masterpiece creation here.
  • 23:12
Yeah.
  • 23:13
Laying it on thick.
  • 23:16
I know. Wow.
  • 23:18
Love it.
  • 23:19
Pretty exciting.
  • 23:20
It is exciting. It is exciting.
  • 23:21
I mean, I've always said that nodes is the new hotness that we've been showing and story
  • 23:26
arcs are the new hotness we've been hiding.
  • 23:28
Yes. Agreed. Totally agree. So one of the first things that you guys are going to notice
  • 23:35
in this environment is that we have this perspective of the of the tower. And I think, Scott, do
  • 23:45
you want to talk a little bit about story arcs as a system?
  • 23:49
Yeah, sure. So it's helpful, I think, to think about story arcs as kind of like a like a
  • 23:56
prepackaged tabletop campaign. They contain like all of the NPCs and quests and monsters,
  • 24:02
like all the things you need to make like a cool fantasy story. They're not procedurally
  • 24:06
generated. We author them. We write all the dialog and we construct all the narrative
  • 24:10
beats and everything like that. But they will enter the world dynamically depending on the
  • 24:17
state that the world is currently in, how players have built up specific nodes, like
  • 24:22
what races control various nodes. We have plans to include lots of different things
  • 24:28
on top of that. But yeah, it's we don't have any quest hubs or anything like that in this
  • 24:34
game because players build up all the cities. So we had to get a system that kind of looks
  • 24:39
at what players are doing and can inject content into the world that makes sense for what they're
  • 24:44
doing.
  • 24:45
So we see it as like the the world decides in the state that it's in that we're going
  • 24:49
to now play this module. We're going to because of the state of the nodes being in this way
  • 24:55
and certain races have this one, we're going to play her substrata. We're going to do Blood
  • 25:00
Still Do. We're going to do those modules and things.
  • 25:04
So one of the things that I find most unique about our story arc system is that they're
  • 25:09
intended to represent change, change within the story of what Vera is telling. And we
  • 25:19
don't just do that through these new quest logs and and and dialogue, but also by literally
  • 25:27
changing the environments and showing these active states that represent what is happening
  • 25:34
and what choices the players have made previously in the different chapters, perhaps, of other
  • 25:39
story arcs. Scott, I know that we have been working hard on this. Your team has been working
  • 25:44
particularly hard and with engineering to kind of stand the system up over the last
  • 25:49
several months. But you have the ability to push us into the next chapter manually, correct?
  • 25:57
Yeah. Normally, this is a story that require us to have built up some of the nodes in the
  • 26:05
area. Either you could just build up mirrorless directly to get access to where we're going,
  • 26:10
or any of the nodes in the riverlands could have leveled up to a certain amount to have
  • 26:16
basically enabled the story to spawn. But I'll just I'll just turn this on for us now
  • 26:21
manually. Let's see. That's good. Get ready, ladies and gentlemen. All right. Welcome.
  • 26:26
I push it takes a second, but it will kick on to the Tower of Cartham. And Houston. There
  • 26:41
goes. Oh, things are getting red. The complete. What is that? The blood. Oh, the blood still
  • 27:07
do. There it is. It's paying right now. Oh, my gosh. So yeah, when StorX come online,
  • 27:16
they change a lot of the environment, they update what monsters are in the world. They
  • 27:22
create quests NPCs, you can see Orin, he's not normally here. We've moved him for the
  • 27:28
sake of this. And then yeah, new pathways can open up through the environment. Is the
  • 27:36
bridge moving? Yeah. Oh, my gosh. Oh, that's nasty. What are the vines? It's you know,
  • 27:49
it's corruption. There's so a very, a very terrible curse is sort of remaining here after
  • 27:59
a sort of desperate spell was cast during the Harbinger apocalypse. You saw a bit of
  • 28:07
that spell being replayed at the top of the tower there. But when the ancients were advancing
  • 28:13
toward the Aelin capital, where Carfin is strategically positioned between where the
  • 28:18
Harbinger Comet landed and the Aelin capital, the mages here and Carfin was known throughout
  • 28:24
the Aelin Empire for its magical prowess. The head mage here did a very desperate and
  • 28:31
dangerous spell to slow the ancients advance. And that was to buy the time for the for the
  • 28:39
capital of Aela where they were building one of the divine gateways. Yeah, exactly. Yes.
  • 28:44
I'm sort of opening people to get out. Right. They needed more time. They needed to make
  • 28:49
space for them. They did something pretty terrible to do that. It bought them the time.
  • 28:54
But as you can see, this once great city has suffered a great cost. This is I like the
  • 29:01
little jump puzzle. This is awesome. This what is that here all the time? The story
  • 29:10
are help this bridge form. This bridge might also appear if you've leveled up mirrorless
  • 29:17
enough to create kind of this pathway. Otherwise, there's other ways to get there, but more
  • 29:21
dangerous ways. Is that a what is that down there? That's a fiend golem. A fiend golem.
  • 29:29
Fiend version. Oh, I like how the light just lit up to showcase the the body. That's crazy.
  • 29:39
That's super cool. And they so now the the spawn tables around the city of Carfin have
  • 29:50
changed as a result of the story arc progression. Right. So normally when the city is not in
  • 29:58
its cursed state, you've got a whole subset of like like constructs and various other
  • 30:04
like arcane things like you saw the animated numbers and stuff like that. While the fences.
  • 30:09
Yeah. Yeah. Well, the curse is in effect. We've got these watchfuls, these seekers here
  • 30:16
who they have their own sort of story and reason for being here while the curse is active.
  • 30:21
Yeah. Yeah. Wow. And they've got their summon watchfuls watching their backs as they're
  • 30:34
doing what they're doing. Wow. The environment team did an unbelievable job here. They did
  • 30:41
a killer job on this. Yeah, this looks so good. It's a blood curse. They really took
  • 30:51
that personally. They said, oh, you want to see what corruption looks like? I know. Well,
  • 30:57
what is talk to us a little bit about blood magic versus just normal corruption. So, yeah,
  • 31:05
blood magic is a sort of illegal kind of magic and using it in any amounts creates a certain
  • 31:12
amount of corruption in the caster. And that corruption can bleed over into environments
  • 31:17
and things that they draw essence from in order to cast those spells. This was this
  • 31:23
was a blood magic that obviously consumed a whole heck of a lot of it. She wasn't intending
  • 31:30
for this kind of after effect. No, no. Yeah, the major cast this did not was not able to
  • 31:39
understand the scope of the destruction that that would cause. But also in the final, you
  • 31:45
know, the final days of, you know, ancient vera during the harbinger apocalypse, like
  • 31:50
you didn't have a lot of time to research. There was not a whole lot of deliberation.
  • 31:52
There wasn't a lot of a whole lot of like magical research and safety precautions that
  • 31:58
they could take. So, yeah, it did its job, but, you know. Yeah, it seemed to like even
  • 32:11
if it delayed a lot of the a lot of the progress they made towards the portal, it seemed like
  • 32:17
they really created a lot of destruction along the way. Carpenter itself has a lot of history
  • 32:24
built into the environment here, too. You'll see lots of statues and stuff around that
  • 32:29
go into it. One of the five of the five main city states by primary city states of the
  • 32:36
island people. And they would form into the island empire following the Great War of the
  • 32:43
Undying with King Aetrax. Right now, so many people are just like, oh, my God, we're finally
  • 32:51
getting lore. We could go all day on it if you want. We could, yeah. We don't want to
  • 32:57
give it all away. Well, the story is kind of told over the course of four phases, four
  • 33:05
chapters. Each chapter will update spawns, change the quest givers, change what quests
  • 33:12
are available. And that's across the server. It's not like your individual progress phases
  • 33:20
that is the actual quest themselves. You can progress kind of at your own pace. But as
  • 33:24
long as it's within the window of that quest phase being active. I mean, who honestly has
  • 33:29
this much blood to spare? This is crazy. This is. We're actually trying to figure out the
  • 33:36
science of like if you took an entire city's worth of people, how many cups of blood would
  • 33:40
you have? Probably not very many. Less than you think, but it wouldn't be as dramatic
  • 33:47
if we were super realistic with it. It's magic. Yeah, it's magic. Blood is persistent and
  • 33:54
eternal. Yeah. Unless we can do something about this curse. I don't know, Stephen, if
  • 34:12
you stopped and talked to Ornn and pick up that quest or not. Oh, no, I did not. Oh,
  • 34:17
that's okay. I think you still have all the quests that were in there before. Yeah, let
  • 34:21
me grab it. What do I open my journal again? What is that? It's L. L. That's right. Yeah,
  • 34:26
L to open your journal. Oh, yeah, yeah, yeah. There we go. Yeah, you can see there's other
  • 34:29
story arcs going on as well. The phase timers in there indicate how much real world time
  • 34:35
is available to like do the quests in that phase. I see. And what quests you do or the
  • 34:42
quests that you do, like it's not just a matter of completing the laundry list of things that
  • 34:46
the NPC has you do, but you pick from a whole bunch of objectives, many of them optional.
  • 34:51
Some of them, if not most of them hidden when you first undertake the quest. So, you know,
  • 34:56
go dig up a guide or blaze your own trail or whatever. But depending on which objectives
  • 35:00
you complete, those are the things that help the server aggregate what is going to happen
  • 35:05
in later phases of the story arc. And that's like across all of the players participating
  • 35:10
during that time frame, what objectives they decide to complete. That's what drives what
  • 35:15
happens in later. Awesome. What quests are available, what NPCs are pulling ahead of
  • 35:20
other NPCs in terms of their progress toward their goals. And how you complete your quest
  • 35:26
matters. Yes. Yeah. With some objectives, you know, being exclusive of one another.
  • 35:32
So helping one NPC will lock you out of helping a different NPC. So, yeah, it's we don't.
  • 35:40
Oh, no. Wow. I'm just I'm just taking in the sheer beauty, but also like a kind of gross
  • 35:48
beauty of this environment. It is so eerie. I think even the corrupted trees, you can
  • 35:59
harvest them. Find some of them that you can harvest and chop them down. Oh, really? Yeah,
  • 36:10
they're a little bit hard to spot, though. Well, also the I believe that as part of these
  • 36:21
environments changing, you're also activating rare resource spawners that might only occur
  • 36:28
during certain events. Yeah, that's correct. So, yeah, yeah. Like corrupted soul bloom.
  • 36:35
And there was one that Kory had just put in. All those things are only available during
  • 36:41
certain story arcs and every story arc has its kind of special things that you want to
  • 36:45
try and take advantage of. And that one in your backyard, swing by and pick them up for
  • 36:50
herbalism, for making certain potions. Sometimes you want to take advantage of the limited
  • 36:56
time you have during the story arcs to get some of these rare resources for crafting
  • 37:01
things, certain poisons and potions from these limited corrupted spirit blooms, right? Yep.
  • 37:10
Sorry, I just disabled my HUD right now. I want to like this area is just too crazy.
  • 37:18
Huge tower. It looks so good. Jeremy and Hal and Adam, I think. Who's all working on this?
  • 37:31
Jeremy. Zach and Brandon. Everybody. Scott. Other Scott. Yeah. Not me. Tristan. Tristan's
  • 37:39
entire team. Yeah, this is absolutely beautiful. And talk to me a little bit about the dungeon.
  • 37:48
So the dungeon we're heading to right here, that's the Tower of Carthen. That is the mage
  • 37:53
university that following the War of the Undying, the elves, that oh, these humans, there's
  • 38:00
something to them. Let's gift them the gift of magic and how. Let's show them the advanced
  • 38:08
stuff. You can see some of that story reflected here on these murals. Build them a university.
  • 38:14
Hold on to stuff and we can teach them the way we want to have them. And the human said,
  • 38:21
yeah, show us. I think we ran by the deans, the first deans of the statues back here.
  • 38:29
Oh, yeah, we should look at this. I really love how some of the ornate detail in the
  • 38:37
buildings have so much symbolism attached to them. It really makes it feel like there's
  • 38:42
a kind of steep like if you go back to the. Yeah, that's right over here. Back to the
  • 38:48
statues we ran past. Yeah. All the former headmaster. These are the former deans. Right.
  • 38:56
So this one up front here, that's Tanfileris Wren. He's the elf that came over from the
  • 39:03
elves and from the Pyrion elves at the time. And you can see he's kind of built the tower
  • 39:14
for them. Started training the first students. Then one of the other towers is his best student,
  • 39:23
Aristod. I should point out his statue in a bit here. So he was the first human dean
  • 39:30
he's this one here. You can see him kind of with the book open. That was Aristod. Wow.
  • 39:37
The first one after Tanfileris went back to the elves after a few decades. We've got
  • 39:47
Dean over here is the woman that's that's Jenica. And the good and interesting thing
  • 39:54
about her is that she never died. She was into teleportation and that was her her big
  • 40:01
area of expertise. And she just never came back. Hint, hint, hook. Oh, I see what you
  • 40:10
did. Yeah. Then we have one of Lamont's, Auron over here. That's a Daren, Daren Lamont. He
  • 40:22
was a dean of the college. He looks like a wise guy. Auron's family is quite they're
  • 40:32
quite central to the to the story here. There'll be lots of opportunities to learn lots of
  • 40:37
them in this story arc, actually. That is awesome. The final one there's a Klon Zander.
  • 40:43
He was all into alchemy. So that was his area of expertise that he really. Oh, yeah. So
  • 40:49
if you see a lot of maybe some potions in the game with a Klon or or no Zander so and
  • 40:56
so that that's the guy. What do we have here? Just a very normal looking door, probably
  • 41:04
nothing terrible. I mean, this mural. Oh, the humans asking the pyre for help with magic.
  • 41:13
The periods. Yeah. Yeah. The period. I got a teaching period teaching the ten killer
  • 41:21
or the alien at that point. Yeah. And over here. Oh, the five moons, the towers, construction
  • 41:31
and the five months phases of the moon, three months. The three phases or five phases. Yeah.
  • 41:41
Perfect. Very cool. And we also have there's yeah, the symbology for the period. You notice
  • 41:48
the doors. You have a lion head on one side representing humans and the griffin head on
  • 41:53
the other representing the elves. We're the guys pulling the doors open. Just a couple
  • 42:01
of guards. What is this sandal? Oh, my God. I'm sorry. That made me cough a storm. That
  • 42:18
is hilarious. That is hilarious. I love it. All right. So what is our objective here?
  • 42:25
What are we looking for inside right now? Now, this is just the entrance, the foyer
  • 42:31
of the tower of the university. Yeah. So we're not going to obviously take you through everything.
  • 42:39
A lot of it's still a work in progress. Always remember that this is a work in progress right
  • 42:43
now. This is part of the Alpha two experience. You'll be able to explore, delve into this
  • 42:49
dungeon. So what are we going to see in here? Even more corruption and more more blood for
  • 43:00
sure. I like the bell. The gong is cool. Yeah, I guess it is a bell. Oh, my God. Wow. This
  • 43:26
looks great. I love this interior. The lighting is so moody. Oh, my God. This is like the
  • 43:36
supreme edge lord environment. Take a look around at this. Just over there to get our
  • 43:42
loot. Even the gothic-esque lamp with the nasty like flesh environment. Oh, God. Oh,
  • 43:55
we have some loot. Is this like a treasure chest? That's a treasure chest. Whoa. Or not.
  • 44:04
Oh, no, no, no. Not like that. Nuke it from orbit. Nuke it from orbit. Oh, thank you.
  • 44:11
Perfect. Where'd it go? Where did it go? Behind us now. Oh, come here. Oh, my God. This thing
  • 44:22
is crazy. Look at it. These are just the entrance mobs? It's just the entrance, yeah. Oh, no.
  • 44:34
Oh, no. This guy is nasty. Now, these tend to do some nasty things when they die, right?
  • 44:45
I mean, this is basically like a... What is this? A hoarder? AKA mimic? No, I'm just kidding.
  • 44:51
This looks... Baron hoarder. Get away from it. Get away. Run. Get back. Get back. Get
  • 45:01
away. No. You're pulling it into the party. Oh, that is nasty. This is absolutely phenomenal.
  • 45:17
Yeah, they did an incredible job on this. It just looks so good. Well, is there anything
  • 45:25
else that you guys want to touch on from the story arc perspective? Oh, I guess there's
  • 45:34
one thing people might be curious about. I mentioned how you could do what you needed
  • 45:37
to do as long as the phase... You can do any quests available in that phase while that
  • 45:42
phase is available. So what happens if you miss something, you go on vacation or whatever,
  • 45:48
and you can't log in during the week to participate in the quests that are going on in the phase
  • 45:52
of that story arc. For most story arcs, they do repeat. After they complete, they'll go
  • 45:57
on a cool down and they will repeat again. You'll have another opportunity to get involved
  • 46:00
with them the next time they come through. For our big major world spanning story arcs
  • 46:08
that will tell your server's own story, those ones don't repeat. Those are one and done.
  • 46:15
You can replay them. There's a different system for replaying previous phases for the big
  • 46:21
main story arcs. However, decisions and objectives you make in those won't count toward your
  • 46:27
server's... What's canonized for your server, which is our way of saying what decisions
  • 46:33
they make for the objectives and stuff that you completed.
  • 46:36
And all this goes to really kind of creating that experience of player agency being seen
  • 46:47
through world building and actually changing the locations, the environment, the story,
  • 46:53
and how it influences future arcs down that path for the world to kind of reflect. It
  • 46:59
creates such a unique, I feel, environment between different servers and the histories
  • 47:06
that they create. Exactly. I think Jeremy said it really well
  • 47:11
earlier when we were trying to help figure out the right words to describe these very
  • 47:15
complicated systems. In MMO, you have different philosophies on kind of storytelling. We're
  • 47:24
going to more old school, like the world has a story and you're playing within the world
  • 47:28
story. And in our case, you're helping to guide that by the decisions that you make
  • 47:33
while doing your quests and the different players. If one goes one, if a bunch go one
  • 47:38
way and a few go the other way, that kind of canonizes down that way. More recent MMOs
  • 47:44
have just focused the story on the player and used instance and phasing to tell individual
  • 47:50
stories at different times and at different durations. We're more old school saying the
  • 47:59
world is evolving, you participate in how the world story is going. More on how you
  • 48:06
owe and EverQuest and those games. Lineage. Yeah, lineage. Everybody is playing in the
  • 48:15
same world and the state of that world is something that everybody is building together.
  • 48:19
All great games. Absolutely. Well, go ahead, Amy. Sorry. I was going to say that one of
  • 48:26
the major goals I feel like we have is to allow player decisions to have consequences
  • 48:34
and to have meaningful results from the decisions that they make. So it seems like people can
  • 48:42
really create their own stories. Absolutely. Phenomenal work, guys. Well, I want to thank
  • 48:49
you three for joining me to help kind of give players a peek, a little peek under the hood
  • 48:54
for the Tower of Carthen as I train your party. I apologize. And I cannot tell you how beautiful
  • 49:01
and unbelievable this this area is. I mean, the artists are just are phenomenal. So killer,
  • 49:08
killer job. So so fun. With that being said, we're going to go run back to the stream.
  • 49:15
Super exciting stuff. And we will be back with you in just a moment. Thank you, guys.
  • 49:35
Love seeing the reactions in chat whenever stuff started changing on the screen. I was
  • 49:40
like, yes, we hope that you are as excited as we are for the dynamic questing system
  • 49:47
and content and how it interacts with the nodes. Yeah. You know, this this particular
  • 49:53
dungeon is a big one. It is a massive one. It is the largest in the Riverlands and it
  • 50:01
is a major quest hub for Alpha 2. So this is you guys will probably be spending a lot
  • 50:10
of time in this dungeon. You know, one of the key takeaways from the system, from the
  • 50:16
system side of this with regards to story arcs, story arcs for something very early
  • 50:22
on that we decided was necessary to facilitate how players interacted and changed the world.
  • 50:31
Right. We have this context of a very world building kind of oriented game with the node
  • 50:37
system. And then we needed something complimentary on the narrative side that can actually facilitate
  • 50:43
the feeling from a player's perspective of my actions have consequences. My actions direct
  • 50:49
the way that the server goes. And it had to be adaptive. But I noticed there were some
  • 50:55
questions the questions and I apologize. Yeah, I've got some questions as well. Yeah, I apologize
  • 51:00
again for being sick for this stream. But we had some I saw we had some questions about
  • 51:06
like, you know, can I redo different chapters of the story arcs? And yeah, as that as that
  • 51:12
chapter is present, you know, these these story arc chapters, they exist for potentially
  • 51:18
days at a time so that people have an opportunity to kind of move from story arc to story arc,
  • 51:23
do things across the world. We don't want a narrative system that is like highly dependent
  • 51:29
on dailies or weeklies where you kind of feel this this need to log in to stay competitive
  • 51:37
and and you know, it becomes a chore and not really indicative of the type of gameplay
  • 51:44
I feel as MMO players we want to have. And so the story arc system is really meant to
  • 51:49
provide these many cycles of interactive and compelling stories that are occurring simultaneously
  • 51:57
around the world and direct the future story arcs that come next based off of what branch
  • 52:05
is taken as an outcome of the particular story. So for example, in the Tower of Carfin, there
  • 52:11
are two ways that this particular story arc can end that can end with a boss encounter
  • 52:16
at the top of the tower, or it can end with a boss encounter that's at the at the ground
  • 52:21
level in the supporting city around the tower. And when one of those branches gets gets decided
  • 52:30
on or gets interacted with on the on the narrative side, that dictates future branches of the
  • 52:40
story arcs that come thereafter. So players can can go back and if you know you do the
  • 52:47
boss fight and your friends log in later and they want to go to the boss fight you can
  • 52:51
participate in those in those in those chapters multiple times right you're not locked out
  • 52:56
from doing it again. The with the major story arcs when the first when the first branches
  • 53:02
decided that is a bit of a canonization for the server. And it creates a really interesting
  • 53:07
linear storyline and history that each server experiences differently from another. And
  • 53:16
that I feel is something that really has never been represented in MMOs before. One other
  • 53:21
thing I want to say is that for those of you who've been following the Ashes development
  • 53:26
since like you know 2017 and 2018, we've talked a lot about how corruption this red influence
  • 53:34
and the use of you know this evil-esque type of magic influences the world around you.
  • 53:42
And this is a great example in the city of Carthen where you can see how a variant of
  • 53:49
that corruption blood magic variant has its own style guide, its own its own you know
  • 53:57
indication of what is what is going on in this area. And we've you know we've we've
  • 54:02
always been an alpha one you kind of saw a few of that a couple places for the corruption
  • 54:06
influences back in 21. But really it's a large part of how these zones adapt and can change
  • 54:14
around you know corruption is always trying to encroach on civilization. That's a larger
  • 54:19
civilization builds. We did have some people asking questions regarding corruption and
  • 54:25
I think it kind of ties in with what you're saying. Seven Six was asking will PVP be the
  • 54:30
defining reason for corruption and you're kind of like saying that no it's not. No no
  • 54:34
no no no no. So so so PVP is tied into corruption right to a degree your mortal coil as we call
  • 54:43
it or what some might consider a soul from your character's perspective within the story
  • 54:48
can be influenced and can be changed into a shape that's that's more in tune with corruption
  • 54:55
and that's through doing PVP things you can accomplish that. But really when you think
  • 54:59
about what corruption is corruption is a representation of the ancients magic the ancients hatred
  • 55:07
the ancients desire to strike back at the creation of what their the gods who banished
  • 55:12
them to the void have tried to accomplish on Vera. And so corruption is this influence
  • 55:19
of the essence that permeates around locations in the world and tries to pervert what that
  • 55:26
creation is. That really is what corruption is. You know what that disgusting foot this
  • 55:34
is that's the one situation where I'd be okay with socks and sandals though. Just gonna
  • 55:40
say just gonna put it out there. Sandals great the environment team by the way you know I
  • 55:45
think they always sneak them in. Yes they do but I think everyone who's watching really
  • 55:50
can give some hearts and chat. Our environment team is absolutely phenomenal and you're just
  • 55:56
seeing kind of first passes on these environments with the alpha you know zones really this
  • 56:03
is still not near where we intend and you guys watch improvement month after month and
  • 56:10
in test environment after test environment. But the idea is to create a rich world that
  • 56:17
is visually stunning and compelling and I think that the mood of this particular zone
  • 56:25
is well communicated through what the environment artist team has been able to accomplish. And
  • 56:31
how it changes with the dynamic quest stuff is pretty amazing. So yeah and not just our
  • 56:37
environment team but also our tech art team as well. It did a phenomenal job in assisting
  • 56:42
creating this area. All right I have a few more questions. I did want to mention because
  • 56:49
some people were asking about the icon in the corner next to Steven's nameplate. That
  • 56:55
little icon is actually his like secondary archetype that he hasn't unlocked and that
  • 56:59
will change. Yes yeah so the idea there is to indicate through the party UI so that you
  • 57:04
can see kind of secondary class choices that are made and that can be changed of course
  • 57:10
players can can reselect different secondary archetypes through respecing but your primary
  • 57:16
archetype remains the same and that gets unlocked when you do unlock that. Yeah and so people
  • 57:22
were noticing that we had one of our folks with a sword over their shoulder and they
  • 57:27
were wondering if that's a new idle animation and when that happens or if there's going
  • 57:32
to be more stuff like that or if they can select which ones they have. So our animation
  • 57:37
team Chris Myers and a few others part of the feedback that we got from the tank demonstration
  • 57:46
when we were holding that two-handed sword was that people would like to see variants
  • 57:51
of the types of non-combat idle stances that can be had with certain weapons and so we
  • 57:57
decided to introduce you know a variant of that with having the shoulder rest on the
  • 58:01
shoulder and that is something that we'll be exploring further to see kind of just how
  • 58:08
much runway we can get out of custom and or selective idle stances. I know we want to
  • 58:16
add a lot of you know flavor to the character and the persona that you that you have and
  • 58:23
obviously idle stances can be a part of that display. All right and then Galadeon wants
  • 58:29
to know will this environment change based on season as well? Yes so the vast majority
  • 58:37
of environments in the game have some seasonal interaction. Some environments have four seasons
  • 58:44
some environments have two and you know you can see that demonstrated you know mainly
  • 58:52
through like snow and or but when it enters the corruption state outside of weather in
  • 58:58
that corrupt state you will probably see a little bit less of the influence of the season
  • 59:04
because really it's adopting that corruption which is in and of itself is kind of a season.
  • 59:11
Something in the same in this area and then Lightfoo is wondering because Aimee had mentioned
  • 59:17
oh yeah you can harvest the trees and things like that if there will be like special types
  • 59:21
of trees and things of that sort for special crafted items. You know corruption isn't all
  • 59:27
bad from a gameplay perspective from a mechanics perspective meaning that certain types of
  • 59:34
resources will have a corrupt state and it will be necessary for you to acquire you know
  • 59:40
like we have a spirit bloom which is a harvestable herbalism plant but in when a zone becomes
  • 59:49
corrupt you can potentially yield corrupted spirit blooms and those are necessary components
  • 59:56
of certain crafting recipes and so corruption also services the idea that as these zones
  • 1:00:05
change and adapt to reflect you know the different statuses of corruption or seasons so do the
  • 1:00:10
harvestables and that's that's an important part of the overall economy.
  • 1:00:15
All right and then Fireoofly wants to know this is an open world dungeon right what prevents
  • 1:00:24
others from just waiting until you're at the boss and then killing you and taking your
  • 1:00:29
boss's loot and then related to that what prevents mega guilds from just owning an area
  • 1:00:34
and preventing you from accessing or enjoying it. I did see a couple other people asking
  • 1:00:37
this in different terminology but yeah.
  • 1:00:40
So a couple things there first of all first thing is is we don't want in the majority
  • 1:00:45
of cases we do not want to prevent another group from engaging potentially in PvP we
  • 1:00:51
disincentivize it by creating safeguards within the flagging system that make that decision
  • 1:00:58
very concerning for the people that might go corrupt right and if you're in the large enough
  • 1:01:04
group of numbers I doubt you're going to experience that unless there's some rivalry between guilds
  • 1:01:10
in which case like you know there's apparatuses like Guild Wars that are more opt-in you can
  • 1:01:14
drop guild tag if you want but anyways competitive the competitive nature of this environment
  • 1:01:19
is is a PvX element however in situations where we want to contain a particular type
  • 1:01:29
of raid we will utilize instancing and that can protect certain engagements with certain
  • 1:01:34
bosses but that's really more on the 20% of 20% of the scenarios will have instancing
  • 1:01:45
protection like that around 80% of the content is open world where competition is healthy
  • 1:01:51
competition is an instigator for soft player friction for potential cooperation for the
  • 1:01:58
ability to yield alliances and the political you know theater that comes with it so that's
  • 1:02:03
an intended part of the PvX design of Ashes that's a it's a core philosophical point.
  • 1:02:08
All right and just to be clear that is not for everyone we are not trying to make a product
  • 1:02:18
that appeals to every MMO gamer that's impossible and so we've been very upfront and forthright
  • 1:02:26
with what we are trying to accomplish and what our core pillars of philosophical design
  • 1:02:31
are and that's an okay thing and if if the thought of player competition of potential
  • 1:02:38
threat and soft friction is not one that resonates with you there are plenty of games out there
  • 1:02:46
that are not focused around those philosophies and that's entirely acceptable.
  • 1:02:51
All right with that I'm going to move on to our art we have a lot of cool art to share

Character Art Update

  • 1:02:57
with you all the character and concept teams have been kicking some booty and the first
  • 1:03:04
one here actually you saw these but I think being able to see them kind of in like a 3d
  • 1:03:09
element here on their own these are the statues from Carfen that were being worked on and
  • 1:03:15
you can just see I mean you saw how massive these things are but the detail and as Jeremy
  • 1:03:20
I know was talking about the lore behind these different folks except I don't think they
  • 1:03:25
had the the ones that were holding the chain but they didn't have the lore for that but
  • 1:03:30
I'm sure they'll they'll write something up if they haven't already but yeah they've gone
  • 1:03:36
into a lot of detail for these people and like what they're wearing and what they're
  • 1:03:40
holding and the symbolization of that.
  • 1:03:42
Yeah these are great.
  • 1:03:45
Oh go ahead.
  • 1:03:47
I was just gonna say I love the massiveness that it really adds to the environment to
  • 1:03:53
have these large character statues and they are as you guys heard from a lore perspective
  • 1:03:58
they have great relevancy to the story of what came before your people so it's cool
  • 1:04:05
to kind of dig into that and it'll be weaved throughout different narratives as well.
  • 1:04:10
And then you did see in a previous live stream a few of the Carfen weapons and these are
  • 1:04:14
just some more that are being worked on very exciting so I'm sure folks will enjoy getting
  • 1:04:21
that loot I know there was questions about why the hoarder didn't have loot there will
  • 1:04:24
be loot my friends.
  • 1:04:28
Remember that remember everything you guys see you know is not going to be fully comprehensive
  • 1:04:35
of what we would expect in a finished MMO product you're getting snippets of very specific
  • 1:04:42
demonstrations and this one was about the area of Carfen and about the story arc system
  • 1:04:49
so you know we're very still in development very much so in development and because of
  • 1:04:55
that you know we're aware of what's outstanding of what we want to show that doesn't mean
  • 1:05:01
that we're not cognizant of that fact you guys are seeing it we know it exists and we
  • 1:05:06
have things that we're still working on and you know that's acceptable.
  • 1:05:10
Of course and I like Alex Xavier's they're like they're a baby hoarder they haven't found
  • 1:05:16
stuff to eat yet.
  • 1:05:17
Yeah a little baby hoarder.
  • 1:05:20
It is a small one I'm sure there's gonna be bigger ones and then of course we have like
  • 1:05:27
you saw the little pustulas in the world creepy gross stuff you can kind of see the concept
  • 1:05:33
of those we have some costumes this is the autumn collar you know they're trying to get
  • 1:05:41
this in for some NPCs that they're working on.
  • 1:05:44
Looks great.
  • 1:05:46
And then also the giant slayer.
  • 1:05:50
I love it that looks like a very painful armor to fight against.
  • 1:05:58
Well I mean there might be a reason why we need the giant slayer armor it's called giant
  • 1:06:03
slayer for a reason and then we've also got the alpine baghorn which is awesome so cool
  • 1:06:14
like oh he's cool it's so fluffy.
  • 1:06:21
Next up we have shown some of our race additions as we've gone forward and adjusted things
  • 1:06:29
and now we have another update of a couple of them so we know we got a lot of feedback
  • 1:06:34
on our dwarf friends and now you're getting to see a little bit more of the female dwarf
  • 1:06:40
here her mutton chops I love them a little bit more stout.
  • 1:06:54
Looks great.
  • 1:06:57
And if you watched our character creator or if you haven't watched our character creator
  • 1:07:01
stream I would recommend going to our YouTube channel and checking it out you can you know
  • 1:07:07
change the level of wrinkles on them as well so you could be more older looking if you'd
  • 1:07:12
like to be or younger and more useful.
  • 1:07:15
She's got some intense crow feet going on there.
  • 1:07:19
All right and next up is the veloun here to judge us she's a very judgy look on her face.
  • 1:07:33
I mean she could just be very discerning.
  • 1:07:37
In that one shot she's like.
  • 1:07:44
Love these guys they look great.
  • 1:07:46
Yeah and you're I mean we've talked about their kind of the relation to the gin and
  • 1:07:53
you're gonna get to see a little bit of that today so stick around and it's pretty sick
  • 1:07:59
looking so.
  • 1:08:03
That's the female and then we also have the male.
  • 1:08:12
Looks good and I know we showed in the past I mean these are the models but we showed
  • 1:08:16
in the past the.
  • 1:08:18
Concepts.
  • 1:08:19
Concepts so like you can see how one-to-one these concepts are to the model it's great
  • 1:08:24
artists do such a great job.
  • 1:08:26
Our artists I mean we were getting some hearts in the chat not only our environment artists
  • 1:08:31
but like our character artists it's just bonkers.
  • 1:08:35
And just so you guys know Intrepid isn't entirely independent meaning nothing that you're seeing
  • 1:08:43
here is outsourced comes from another studio this is all our internal art teams so it was
  • 1:08:51
very important to us that when defining the look and the visuals of the world that we
  • 1:08:57
create that internally and our our teams are just are phenomenal.
  • 1:09:03
Yeah thank you guys for being awesome.
  • 1:09:06
Now the gin version.
  • 1:09:10
A little little teaser.
  • 1:09:13
Oh that's cool it's got some of the some of the the darkness around the eyes got the
  • 1:09:23
emissives on the forehead and on the skin too like the tattoos very cool.
  • 1:09:33
Yeah.
  • 1:09:35
Very nice.
  • 1:09:39
Good stuff.
  • 1:09:40
I think that gets us all of all of those so hopefully you guys like a little like a little
  • 1:09:48
update and then we're gonna go to our studio update and we're I didn't forget this time

Studio Update

  • 1:09:54
you guys so I'll pass it on to you Stephen if you want to talk a little bit about maybe
  • 1:09:59
what was accomplished in M4 what we're moving towards in M5 and maybe any other studio information
  • 1:10:05
you think we should share with our folks.
  • 1:10:08
Yeah you know for us.
  • 1:10:13
Excuse me I'm sorry.
  • 1:10:19
You're okay he's a little sick guys.
  • 1:10:22
I apologize guys I didn't you know I haven't missed in a stream in ever since we started
  • 1:10:28
doing them and even though I'm I'm literally dying right now.
  • 1:10:37
So yeah M4 for us was a was a big milestone we hit some some some core some core objectives
  • 1:10:48
both around design and engineering our 5.11 update which was you know a little bit a little
  • 1:10:54
bit larger than we had anticipated but you know we took those punches you know the the
  • 1:11:03
art teams the tech art teams have been doing a lot of optimization passes and has found
  • 1:11:10
a lot of gains on that front we were dealing with a little bit of a DX issue which we got
  • 1:11:15
some clarity on.
  • 1:11:17
Also we've been fine-tuning a little bit of our architecture a bit more around some
  • 1:11:21
of the gameplay systems and where things can share there's a lot of work done there you
  • 1:11:28
know a lot of the definitions further further definitions around expanded scope of our of
  • 1:11:34
our building types and architectures within the node some of the tools have been some
  • 1:11:41
getting revamped there's been a lot of content progress that's made from the narrative teams
  • 1:11:46
win with lore side that's been doing a lot of work and then you know of course on on
  • 1:11:52
the asset creation side our character teams our animation teams the combat teams have
  • 1:11:59
been doing a lot of work and in getting some of the expanded archetype development progressed
  • 1:12:06
you guys are going to be seeing the mage next month and hopefully the Cyclops the month
  • 1:12:10
thereafter talking a little bit about raids and whatnot so a lot of a lot of stuff a lot
  • 1:12:17
of progress we you know just to give you guys an idea as we continue in production sometimes
  • 1:12:24
we try different things from a production process perspective we introduced some different
  • 1:12:32
approaches with the regards to strike teams and how we facilitate and do cross-departmental
  • 1:12:37
collaboration with our strike team formats saw a lot of success in m4 out of those a
  • 1:12:43
lot of good stuff there we have some great pickups and hires that have been facilitated
  • 1:12:49
over the course of the last few months and then in addition which is kind of where I
  • 1:12:54
think I got sick from GDC went to GDC those who don't know the game development conference
  • 1:13:00
and San Francisco had a lot of great meetings there listened to a lot of great panels got
  • 1:13:06
a little mobbed by some I spent a little bit of time on the expo floor the moment I walked
  • 1:13:12
into that expo floor there's about 40 people that surrounded me in a circle of signing
  • 1:13:17
some GDC badges and talking a little bit about acid crazier that was kind of cool that was
  • 1:13:23
fun but you know we had we've had a really good m4 so it was very very cool and yeah
  • 1:13:31
you know we're continuing to hire we have some goals this year that we want to achieve
  • 1:13:34
and and you know it's a turbulent time in the industry I view Intrepid as kind of a
  • 1:13:44
beacon project amidst the turmoil that we're seeing so you know those of you out there
  • 1:13:50
who are who are impacted and or you know someone who's impacted send them our way we do get
  • 1:13:56
a lot of applications each month you know I think we get I think our last report for
  • 1:14:01
q1 of or the q1 report for this year we had probably about 2500 or 3000 applicants and
  • 1:14:10
we hired of those I think like seven or eight I'm not sure so you know we're really selective
  • 1:14:16
in the people we bring on board but you know our focus is to grow the studio considerably
  • 1:14:22
this year so yeah and the way that I mean we are a little picky but it just goes to
  • 1:14:28
show like yesterday when we were hanging out with everybody in a group you love everyone
  • 1:14:34
you work with whenever you build that culture and ensure that the people that you're pulling
  • 1:14:38
on board are all you know hard-working people who care and love love games and are passionate
  • 1:14:45
about it and you can just see that in the work see that in the relationships that we
  • 1:14:49
have built and it really is you know it's cliche I think a lot of times when people
  • 1:14:53
say oh you're building a family but like I really think we are and there's a lot more
  • 1:14:57
love and care because it's you know we're people first and then we are you know making
  • 1:15:02
games secondary you know absolutely yeah all right anything else you want to mention on

Outro and Q&A

  • 1:15:08
the studio update side I don't think so unless I'm missing something all right let's move
  • 1:15:12
to the Q&A and then we will wrap this bad boy up on the QA Q&A front if you don't know
  • 1:15:20
we always grab questions from the forums and Vaknar is amazing he goes through and answers
  • 1:15:27
every one of your questions so if you asked a repeated question because we get a lot of
  • 1:15:32
those we usually just give you guys those answers in the thread versus obviously putting
  • 1:15:36
them on the stream here because we don't want to keep repeating ourselves too much and real
  • 1:15:42
quick just for those of you who were watching the stream and you know under understandably
  • 1:15:47
the quality of this video via the stream is not going to be as high as our 4k video which
  • 1:15:52
we'll be uploading later today of this so you guys can see it in all its awe and glory
  • 1:16:00
yeah we'll have that video up today and then we'll also have we already have a forum thread
  • 1:16:06
up so if you'd like to give us feedback on that video or feedback on just what you saw
  • 1:16:11
today yes feel free to head over to that that thread over on our forums forums.ashersofcreation.com
  • 1:16:17
and let me help kind of contextualize the type of feedback that we're looking for from
  • 1:16:21
this particular demonstration. Feedback one on the environments and what you're seeing
  • 1:16:28
the mood setting the lighting the the size you know the idea of change adaptive dynamic
  • 1:16:37
change that's an important one what do you like about that what are some of concerns
  • 1:16:41
that you might have about that what are things that you feel we should look out for there
  • 1:16:45
the second is going to be around the system of the story arcs and how they interface with
  • 1:16:51
the world and sorry and and how do you feel that that story arc is going to interface
  • 1:17:00
on the narrative side and on the world building side as well what are some concerns you have
  • 1:17:06
there what are things that you saw that other games did well that you want to see as available
  • 1:17:10
there that's it those are important points for feedback obviously the whole purpose of
  • 1:17:14
our open development is to garner that feedback so that we don't end up on day one of launch
  • 1:17:18
with with a game that you know people didn't ask for and don't you know want so this is
  • 1:17:23
our opportunity to pulse check hey is our direction correct is this resonating with
  • 1:17:28
people are these the types of ideas that you want to see in an MMORPG and that's how that's
  • 1:17:34
how we value your guys's contribution during this journey yeah and I'm sure Vackner is
  • 1:17:41
frantically updating that that thread now with those questions for context but we'll
  • 1:17:46
get into the questions and this first one is from cast I and they would like to know
  • 1:17:50
about mounts will mounts always be animals or will we have anime or inanimate objects
  • 1:17:56
like magic carpets and magic brooms too I'm sorry can you repeat that one more time yeah
  • 1:18:04
no problem will mounts always be animals or will we have inanimate objects like magic
  • 1:18:10
carpets and magic brooms mounts are generally animals in ashes I'm not going to rule out
  • 1:18:17
there's not an opportunity in the future to have and we might have in the past I'm not
  • 1:18:21
sure I would have to double check but for the most part they're animals and if there
  • 1:18:26
are non-animal type mounts then those would be very bespoke and unique yeah we have more
  • 1:18:33
caravan oriented things one thing like that yeah and one thing that we would do that we
  • 1:18:38
wouldn't do is is move into the steampunk type territory I you know it's one of the
  • 1:18:46
designers when we were going through the cosmetics and we were designing like sets and they had
  • 1:18:49
like this idea for kind of because we do have like arcane like engineering magic but they
  • 1:18:54
wanted it was getting down the steam I was like I already know Steven's gonna tell me
  • 1:18:57
no so you know yeah I mean for me I'm a very high it's not to say that people can't do
  • 1:19:04
steampunk well I've enjoyed some steampunk stuff but I'm a very high fantasy oriented
  • 1:19:11
type of storyteller and the inspiration for ashes obviously comes from my Pathfinder campaigns
  • 1:19:17
that I ran long ago and those were always set in high fantasy world so I just it just
  • 1:19:21
it just compromises what I believe is the perspective of the storytelling and the environment
  • 1:19:25
yeah I mean we have we have built a brand and we're sticking to it and of course our
  • 1:19:31
next question here is from digital daydream which is about gatherables well items in your
  • 1:19:36
inventory expire or degrade such as meats fish berries or even crafted food and if so
  • 1:19:42
will there be a way to mitigate this generally the answer is no they will not degrade we
  • 1:19:51
do have the idea of essentially buffed items so the idea that like you can create a food
  • 1:19:59
consumable and then you can potentially cook that food consumable in a piece of your home's
  • 1:20:06
furniture like a stove or something and doing so will give it a timed period in which you
  • 1:20:13
need to eat it to to get the benefits of that particular expanded buff but we don't want
  • 1:20:19
to create an environment I feel where you're having to micromanage each of the resources
  • 1:20:26
that are very vast in our game you know we have a hundred plus material system where
  • 1:20:31
you're having to play whack-a-mole with managing those things it just doesn't it's not compelling
  • 1:20:36
to me it's not meaningful I don't see the value in it it just becomes a yeah tedious
  • 1:20:44
tour our next question is about world bosses and this is from cloning and they want to
  • 1:20:49
know when it comes to world boss respawns especially legendary ones how will respond
  • 1:20:55
response work for example will it be primetime respawning or random respawn times so generally
  • 1:21:05
in my experiences when you have a fixed respond time you run into the potential situations
  • 1:21:12
where the powerhouses of the server can keep a particular boss on lockdown and you don't
  • 1:21:17
want to create that type of a situation and so one of the ways that we can help to alleviate
  • 1:21:23
that is by having windows of respond times and we've all experienced this in the MMOs
  • 1:21:28
that we've played where it's not necessarily known when exactly to to coordinate with your
  • 1:21:35
large guild who needs to be online when right and this can give a little bit of a leg up
  • 1:21:41
on the competitive advantage front for other guilds that might be more smaller knit or
  • 1:21:46
more niche to organize quickly in response to the time window of a respawn that's one
  • 1:21:52
aspect of it but in addition some of our bosses spawn off of a predicate and those predicates
  • 1:22:01
can be met at any time so it might not be necessarily a respond timer or window for
  • 1:22:06
some bosses it might be when the story arc kicks off or when another predicate in the
  • 1:22:12
world occurs the spawn happens like an event those those might not adhere to standard respond
  • 1:22:19
times all right and then this one is from frost01 about summoner the summoner archetype
  • 1:22:27
it has been said that summoners summons will be an extension of our play will this look
  • 1:22:32
like our point of view becoming the summon while an AI takes over playing our character
  • 1:22:37
basically they don't want to kind of understand what the how the system will work I'm so sorry
  • 1:22:44
I'm getting bombarded by the production team about meetings today and if I'm gonna make
  • 1:22:49
them so I was just checking that as you were reading that question you're gonna give me
  • 1:22:53
that one more time yeah it's been said that summoners summons will be an extension of
  • 1:22:58
our play will this look like our point of view becoming the summon while an AI takes
  • 1:23:03
over playing the character or how will this system work yeah no no um so two points there
  • 1:23:09
when we say that summons are a reflection of our of our play we're talking about that
  • 1:23:16
our class composition and design revolves around a holy trinity ideal the summons will
  • 1:23:25
also adhere to that aspect so summoners as they grow in level and expertise will have
  • 1:23:32
the ability to select which summon is appropriate for the particular situation that they're
  • 1:23:38
trying to address those could be a tank oriented a support oriented or dps oriented summon
  • 1:23:44
they'll have access to a multitude of them in addition the secondary question there that
  • 1:23:50
I've heard is will we be able to become our summon we do have the concept of siege summons
  • 1:23:57
being a thing with multiple summoners being required in order to to create that siege
  • 1:24:03
summon in those situations your character becomes the summon so you don't have an AI
  • 1:24:10
that takes over your previous character but instead the recipient of those additional
  • 1:24:15
spell effects become the actual summon itself all right and then bliz bub wants to know
  • 1:24:24
about alpha 2 scope I assume some features that are listed on the wiki as being in place
  • 1:24:30
for alpha 2 may be added after alpha 2 begins what features off the top of your head are
  • 1:24:35
being planned for the start of alpha 2 and what features are probably going to give are
  • 1:24:40
going to go live after the start of alpha 2 that's a long I know it's all big question
  • 1:24:50
so first I would say that when we talk about alpha 2's perspective it's really focused
  • 1:24:57
around core systems and their ancillary counterparts when we talk about what those core systems
  • 1:25:04
are it's the siege systems it's the guild war systems it's the node advancements it's
  • 1:25:11
the story arcs it's the character class progression it's the augments it's our artisanship loops
  • 1:25:18
and the gathering processing and crafting cycles it's home ownership it's vehicles and
  • 1:25:26
mounts and you know any number of professions that exist there and then also a big chunk
  • 1:25:33
of alpha 2 is obviously content the ability to ensure that the the hooks for these quest
  • 1:25:40
hubs within the nodes the points of interest are stood up and reflective of the content
  • 1:25:46
necessary to facilitate that those story arcs and commissions and buy orders that's really
  • 1:25:53
kind of the MVP of what we're what we need to achieve in order to demonstrate the loops
  • 1:26:00
collect feedback from those loops and the players who are play testing them and then
  • 1:26:04
make iteration as necessary based off of the feedback we received that's alpha 2's perspective
  • 1:26:10
now of course there are a number of ancillary systems that we also are developing as part
  • 1:26:17
of alpha 2's purview that we want to have available to test as well however those aren't
  • 1:26:22
necessary in order for us to begin testing and so alpha 2 is intended to be a very large
  • 1:26:30
section of the game as well as a long testing period and our opportunity to trickle in additional
  • 1:26:38
ancillary systems is something that we're going to be leveraging because we want to
  • 1:26:44
get in and test as quickly as possible but also cognizant of the fact that it's a public
  • 1:26:49
test period and that players are going to see what we're showcasing and it needs to
  • 1:26:54
be on par with that public display so I hope that answers the question yeah it's a lot
  • 1:27:02
I think you you gave it just of like what the core game play loops are going to be and
  • 1:27:06
that is what's going to be at the start versus like some of the ancillary things yeah that
  • 1:27:11
will patch in and of course patching even in changes to the core core loops as well
  • 1:27:17
the next question is from liniker about the minimum viable product which a lot of people
  • 1:27:22
call the MVP what is your stance in regards to focusing on delivering an MVP versus continuously
  • 1:27:29
upgrading your tools and engine to deliver a better product with new tech even if that
  • 1:27:34
results in delays or additional years of development like UE 5.2, UE 5.3 etc I'm like we actually
  • 1:27:40
just went through this a couple years ago so we are willing to take whatever it makes
  • 1:27:45
you know yeah just just so you guys are aware internally how we evaluate either new technology
  • 1:27:54
integrations or updates on the engine you know our process for doing that going forward
  • 1:28:02
is essentially that our technical teams especially our network team our ICS teams our gameplay
  • 1:28:09
engineering teams they convene and weigh when our next update should be on the engine side
  • 1:28:18
what new technologies might bring benefit overall my perspective on how we balance the
  • 1:28:27
need for integration of new technology versus the versus the responsibility we have in a
  • 1:28:38
timely manner to provide testing sessions that get us closer to the launch date that's
  • 1:28:44
a delicate balance I would say generally our disposition is not to incorporate new technologies
  • 1:28:52
that that yield some significant amount of delay on the development side we very much
  • 1:29:00
take the perspective that we're capable of adjusting and or integrating those new technologies
  • 1:29:06
post milestone post launch if necessary at some point we'll stop updating the Unreal
  • 1:29:16
engine you know in development until launch that point hasn't come yet but of course the
  • 1:29:23
larger the project grows and the more customized we have on the more custom we make the engine
  • 1:29:29
for our back end needs and for you know whatever else merge conflicts can occur those merges
  • 1:29:34
can become you know can become big and painful and the update process gets more painful so
  • 1:29:41
so to answer your question shortly we have a team that kind of evaluates what direction
  • 1:29:48
we need to take there and at the top of my mind is always let's not incorporate delays
  • 1:29:53
as a result of leveraging new technologies yeah we do a risk assessment and we decide
  • 1:29:59
what you do want to do what we don't what we're willing to move forward with there's
  • 1:30:04
a lot more that goes into those decisions and so Chancellor wants to know about passive
  • 1:30:09
skills does your choice of secondary archetype affect what passive skills you'll be able
  • 1:30:13
to have available to you or are those locked in by your primary archetype that's a good
  • 1:30:19
question it's something we've discussed actually in the past and we still haven't landed on
  • 1:30:23
a conclusion yet for the passive abilities and whether or not there are new ones that
  • 1:30:27
are introduced with the secondaries my inclination is that we will lean towards that direction
  • 1:30:33
but it's really something that we're going to be testing as probably part of Alpha 2
  • 1:30:38
and getting feedback on that all right and then flagging as a combatant is coming a question
  • 1:30:48
from nice gaming wanting to know aside from contesting open world resources or dungeons
  • 1:30:55
are incentives being considered when you flag for PvP such as you get more XP or you increase
  • 1:31:02
your resource gathering yield etc the only incentive so first of all we want to provide
  • 1:31:09
zero incentive for for murdering so there is no incentive to go corrupt there's no gameplay
  • 1:31:16
system that touches that there's there's zero incentive for a player to go red it actually
  • 1:31:21
makes you gives you negatives for doing that yes significant negatives very significant
  • 1:31:26
downsides if we're talking about flagging becoming a combatant which is not pking but
  • 1:31:32
just responding to an attack or starting to participate in an attack the incentive there
  • 1:31:37
is that you lose less if you die so if you die while flagged not corrupt but while flagged
  • 1:31:45
you will lose less experience on death excuse me you will accrue less experience dead on
  • 1:31:50
death and the death debuffs will be less so to a degree we do incentivize players to fight
  • 1:32:00
back or to participate in PvP through the flag system but not to PK not to go corrupt
  • 1:32:06
but there are other systems for PvP that will give you benefits and rewards and things of
  • 1:32:11
that sort but not just for flagging no no no so those we call our events right those
  • 1:32:19
are essentially our PvP events those are opt-in right players can participate that if you
  • 1:32:23
acquire a castle there's a lot of strength and power that comes from that if you win
  • 1:32:27
a guild war if you win a node war if you succeed in attacking a caravan those are systems that
  • 1:32:33
you can opt in there are no you know there are no death there are no death consequences
  • 1:32:40
essentially for participating in opt-in systems like experience debt stuff like that but flagging
  • 1:32:47
is its own bespoke system flagging is separate of the event-based PvP systems those are meant
  • 1:32:53
to really facilitate kind of crimes of passion you know or or the situationally strategic
  • 1:33:02
relevant things all right and then our next question is from tactical or is about tactical
  • 1:33:09
gameplay from ace1234 and they want to know how relevant will cover and terrain layouts
  • 1:33:14
be on gameplay and will environmental destruction interactions with these cover and will environmental
  • 1:33:23
destruction interact with these cover mechanics example being using cover for protection or
  • 1:33:29
hiding pushing enemies off cliffs and blowing up objects to use as makeshift cover so there's
  • 1:33:38
not really the concept of destructible terrain or meshes for cover other than in specific
  • 1:33:52
systems like castle sieges where I might be on a rampart or behind a wall and that could
  • 1:33:57
be destroyed removing my cover but not like a you know Gears of War I or something where
  • 1:34:03
I you know slide up to a piece of rock or the corner of a wall or something yeah hopefully
  • 1:34:14
that makes the next one is from armored cell this is our final question about becoming
  • 1:34:19
an avatar is it possible for a player character who has achieved the top spot in a particular
  • 1:34:24
religion to become an avatar of a deity no not an avatar you become you become a very
  • 1:34:32
prestigious member of the community in your node you have certain powers that are granted
  • 1:34:38
to you during node events if you're the highest ranking member you get unique access to certain
  • 1:34:44
vendor tables and you have some directionality over the organization or religions kind of
  • 1:34:53
path for content of the other followers you know there's some benefits there but not you
  • 1:35:00
don't become an avatar you don't you don't become a herald of the god and with that we
  • 1:35:09
have come to the end of our our March update it was a lot we hope that you enjoyed that
  • 1:35:16
and of course we want to remind you that next Friday which is April 7th I believe yes at
  • 1:35:23
11 a.m. Pacific we will be doing a creative director community Q&A with Steven who will
  • 1:35:29
be chatting with Chibi from the Golden Feather Richie sh and some Merg from Ashes Pathfinders
  • 1:35:35
and we are very excited to answer some of the community's questions beyond that we would
  • 1:35:41
like you to remind you to head on over to our forums and leave us feedback there is
  • 1:35:45
a thread already up there for forums ashes of creation comm in regards to our carfen
  • 1:35:50
preview that we showcased here so please give us your feedback your thoughts it is very
  • 1:35:55
helpful for us to make sure that we're all on the same page and of course reminding that
  • 1:36:00
flavors of fellerin our cosmetics that will be swapping over on April 12th so if you'd
  • 1:36:06
like those head on over and snack them and of course we want to extend a massive thank
  • 1:36:10
you to you all for joining us today we appreciate you taking time out of your day or some of
  • 1:36:15
you are watching while you're at work we won't tell and of course to I'm II Scott and Jeremy
  • 1:36:22
for joining us for our preview section of carfen and Steven for your time and making
  • 1:36:28
it through this even though you're sick so sorry guys I promise I will not be sick hopefully
  • 1:36:33
in the week when we do that that Q&A stuff with the yeah hopefully you're feeling better
  • 1:36:37
before then and with that we will be wrapping it up we hope that you have you stay healthy
  • 1:36:44
and safe and you have a wonderful month and we will catch you next month for another development
  • 1:36:49
update remember that the vod for this will be up on Twitch we'll also have the the high
  • 1:36:55
res vod of like the carfen preview over up on YouTube and then this full vod will be
  • 1:37:00
over on YouTube and if you leave us a comment and you are a subscriber on the development
  • 1:37:05
update video you could be spotlighted in next month's live stream where we'll answer your
  • 1:37:11
question and of course follow us in all the places Twitter Facebook Instagram everywhere
  • 1:37:15
we are constantly posting things almost daily so if you want to interact with us head on
  • 1:37:20
over there and of course on the forums and discord we're always available as well so
  • 1:37:25
please pop on over there and join our community and partake in all the fun and we will see
  • 1:37:29
you next month.
  • 1:37:30
Bye everyone.
  • 00:00
Hello everybody and Steven's stomach. I'm sorry. I'm so sorry. I'm sorry. What were
  • 00:23
you doing? I was trying to find the, I was trying to find the Twitch channels so I could
  • 00:29
watch chat. Oh yeah, you gotta have chat up. I have all the chats. Internal, Discord, all
  • 00:36
the social. Yes. Twitch. And by the way. I try my best. Before we even begin, I just
  • 00:41
want to, just want to touch on the fact that I am coming to you from home. I unfortunately
  • 00:51
got under the weather the other day. He's a little sick. Yes, and last night. You look
  • 00:57
so cozy though. Well, let me say I don't feel cozy. But you look cozy. Very, very comfortable.
  • 01:05
Well, welcome everybody. Salutations and welcome to our glorious Ashes of Creation March development
  • 01:10
update. We hope that you are well and safe. Hopefully you are not sick like Steven is.
  • 01:15
But we are still here. We're still gonna give you guys a great monthly update. For those
  • 01:21
of you who, you know, maybe don't follow us very closely, you might not see all the little
  • 01:24
things that we're doing all the time, but this is your little update for what we've
  • 01:27
been working on. So just to remind you of what we're covering today, we'll be going
  • 01:32
over some quick reminders. We have a little announcement. We'll be showing our carfen
  • 01:37
preview which you got a little teaser of last month. And then we also have some character
  • 01:44
art and some additional art update as well. And then studio update and Q&A. So we hope
  • 01:50
that y'all are doing well. I'm excited. We just wrapped up one of our milestones, milestone
  • 01:58
four for us internally. And for those of you who don't know, we kind of different sprints
  • 02:02
that we run. And this was a big one for us. So it's very exciting. And we're excited to
  • 02:07
start heading into our milestone five. I want to capture the little phoenixes. You got a
  • 02:14
little phoenix on each side. I know. I put a little phoenix up on each of the sides.
  • 02:20
Yeah, we had a, for these of you guys who don't know, so we follow an agile development
  • 02:27
process where we operate under sprints and milestones and whatnot. And the end of our
  • 02:31
milestone four was last week. And we tend to as a studio, obviously celebrate these
  • 02:40
milestones that we hit. And last night, Margaret organized a very awesome evening at this really
  • 02:50
cool bowling alley, brewery slash arcade. And it was really cool. The team just had
  • 02:59
an opportunity to relax and get to enjoy each other's company in a non-professional setting.
  • 03:08
And I thought that was cool. It was so cute. People hugging each other and just having
  • 03:13
a good time and chatting about work. And not work, having fun chatting about work, not
  • 03:19
stressful work. So I also just want to, before we get into things, I want to say, last night
  • 03:25
I hadn't bowled in years, probably. And I guess age is really catching up with me. And
  • 03:34
so I had this bowling ball and I was taking the first bowling swing of the night for myself.
  • 03:42
And I go up there and I have the bowling ball in the hands and I'm about to throw it down
  • 03:48
the thing. And my two fingers came out of the bowling ball just fine. But my thumb got
  • 03:58
stuck as I was about to throw the ball. And I knew immediately what was going to happen.
  • 04:05
And this was definitely, my face started to go from excited and happy to sheer terror.
  • 04:12
And the ball just keeps going up into the air, stuck to my hand. And then finally at
  • 04:17
the last possible second, when it's like at the highest point of the arc, the ball flies
  • 04:22
off my hand straight up into the air onto the other bowling lane and lands with this
  • 04:27
massive thud that the entire bowling alley was silent and all looking over at me. Like
  • 04:35
what was happening? I was so embarrassed. That was so bad.
  • 04:39
I won't name names, but one of our other developers, I don't know if he'll want me to share his
  • 04:45
name. He can DM me if he's okay with it. They decided that their last round, they were going
  • 04:51
to get the biggest, heaviest ball and throw it down the lane.
  • 04:54
Oh no.
  • 04:55
And similarly to you, also had a problem, but instead threw the ball backwards at the
  • 05:04
people instead of down the lane.
  • 05:06
Let's just say we need to stick to making games and not bowling. But regardless, we
  • 05:14
had a really fun night. It was awesome. It's always great to be able to spend time with
  • 05:18
each other and celebrate our successes. And I feel like that's what makes Ashes and Intrepid
  • 05:25
a really great place to work is that we're all passionate. We love MMOs. We love what
  • 05:30
we're doing. We love what we're building, but also we love doing it together. And that's
  • 05:35
a super, super cool experience to have, I think, from a workplace environment standpoint.
  • 05:39
Not a lot of companies foster that type of atmosphere. And I think we've done a really
  • 05:43
good job at that.
  • 05:44
Yeah. And maybe in the studio update segment, we'll talk a little bit about what was done
  • 05:49
in Milestone 4 and what we're moving towards. But let's start with some of our things that
  • 05:56
we just need to get out of the way right now, which is, first and foremost, we do have our
  • 05:59
YouTube subscriber comment. If you don't know, if you subscribe to us over on YouTube and
  • 06:05
you comment as a subscriber on our development update video, you could be chosen to be spotlighted.
  • 06:13
And today's spotlight, I will switch over to that scene, is from Papa Smurf 6834. And
  • 06:20
their question is, are we months away from the Alpha 2 or years plural? Any kind of indication
  • 06:27
of the timetable would be greatly appreciated. And I think from my team, they would also
  • 06:31
love for us to set that expectation because they deal with this question all the time
  • 06:36
and so I'm kind of throwing it to you, Stephen.
  • 06:39
Absolutely. So, you know, this is a common question desiring minds wish to know. We are
  • 06:47
not years away from Alpha 2. But also, Alpha 2 is not right around the corner. You know,
  • 06:55
as a public project, as a project that is visible from the outside during its development,
  • 07:03
it's important that we execute well during these testing phases. And early on in the
  • 07:10
project, you know, we made, I made some missteps in when we were anticipating coming to certain
  • 07:19
testing periods. You know, obviously, I have learned a considerable amount over what it
  • 07:24
takes to build these games over the last six years. And we made a promise to the community
  • 07:30
that we would not give dates again in the future unless we were very certain that we
  • 07:35
were going to hit those dates or at least be very close to hitting them. And so, you
  • 07:39
know, as a result of that, we have our internal schedule, we have our internal milestones,
  • 07:45
you know, we have our production roadmap that we operate from and the teams operate very
  • 07:51
well from these expectations internally as well. But to answer that question, no, we're
  • 07:56
not years away from Alpha 2. Internally, you know, we're going to be doing some testing
  • 08:04
probably late this year and early next year as it relates to Alpha 2. And Alpha 2 is going
  • 08:11
to be, you know, kind of a slow roll out of testing. So our desire is to get in as quickly
  • 08:20
as possible, test some of the core systems and loops that we've integrated, you know,
  • 08:26
since our Alpha 1 and get those vetted by player feedback and experience that we can
  • 08:35
iterate upon essentially and get an opportunity. And that's going to be all public, right?
  • 08:40
You guys know that Alpha 2 is a non-NDA environment testing. But prior to Alpha 2, we will test
  • 08:48
some more spot oriented testing with some of the Alpha 1 testers and or PI leading up
  • 08:55
to what would eventually become the Alpha 2 launch.
  • 08:58
We'll probably start with PI so that we have a smaller group and then we'll add on to it
  • 09:03
with our spot testing with Alpha 1 users. And then as we're ready, we'll bring in Alpha
  • 09:08
2 users and then, you know, then we'll go more public with the big stuff.
  • 09:13
Yeah. And, you know, I think all of us have experienced, so all of us have experienced
  • 09:19
launches of games or testing platforms that we felt needed more time from a consumer,
  • 09:27
from a player's perspective. And, you know, our approach, our philosophy is that essentially
  • 09:35
the game will be ready when it's ready. We're not striving for perfection. We're striving
  • 09:41
to achieve what the core loop is anticipated to be, what we've promised, what we're building
  • 09:47
right now. That is the goal. And we understand just how important it is to succeed during
  • 09:55
these testing periods and obviously for launch because MMOs traditionally really only get
  • 10:01
one stab at that launch. And they can, you know, work to improve the game after launch
  • 10:06
if there's hiccups and whatnot that we've experienced obviously. But really we want
  • 10:10
to execute well on that initial launch. And what that means for us is we have to spend
  • 10:15
that time to ensure that what we are building is sustainable, is extensible, is performant,
  • 10:24
and represents what the core philosophy of gameplay loops are intending to be. And we're
  • 10:29
building a massive project. I mean, this is probably the most ambitious fantasy MMORPG
  • 10:36
to date at a launch frame, right? Obviously other products, other franchises have had
  • 10:42
a decade plus to introduce and trickle out content. And one of the difficulties of launching
  • 10:48
an MMO, a new MMO, is that you have to compete or try to compete and contend with all of
  • 10:55
that content that's available because it creates a really strong social elasticity for the
  • 10:59
players of those MMOs. And we want to be ensuring that our core gameplay loops are enjoyable,
  • 11:11
are fulfilling, and have content that keeps players invested for a long time to come.
  • 11:17
And because that's our goal and we have a lot of those systems to build, the team is
  • 11:22
hard at work creating them in preparation for Alpha 2, which is probably going to be,
  • 11:27
I mean, it is going to be one of our biggest test environments up until launch is Alpha
  • 11:34
2. I mean, that is a major slice of the game.
  • 11:37
I mean, like Stephen said, we only get one chance for first impressions. So it's very
  • 11:43
important for us. If Alpha 1 hadn't had gone as well as it did, people might not be as
  • 11:49
excited for Alpha 2. So thinking about the future of that and the longevity of our project
  • 11:54
and making sure that people are going to love what we're creating as much as possible. And
  • 11:59
as we've said many times, we're constantly going to take feedback. And there are decisions
  • 12:04
that we've made on the design front that we want to come to fruition. And we know that
  • 12:08
sometimes it's not what you guys are always interested in, but we were like, give us a
  • 12:12
chance, play it, give us feedback, and we will alter things as we go forward. But I
  • 12:16
think we're really excited, just as excited for you guys to join us and see what we're
  • 12:22
creating. I mean, from a developer's perspective, there's nothing greater than seeing someone
  • 12:27
enjoy the product that you've created. And I mean, obviously, we all want to enjoy it
  • 12:32
too. I think that we've had some a lot of fun internally, which we might be sharing
  • 12:37
some of that internal fun with you guys next month. But we've definitely, you know, trying
  • 12:47
to make sure that we're creating something. And I think one of the things that people
  • 12:52
might not realize is that MMOs take a really long time to make. That's why we're like,
  • 12:57
this is a journey that you're going on with us. You're getting to see what development
  • 13:01
is like. And I think that was the get go. Yeah, from the get go. And what's gonna be
  • 13:05
fun is you're gonna get to see that journey. And then when we look back on this at launch,
  • 13:09
we're gonna be like, wow, it's crazy seeing how, you know, even now looking at what was
  • 13:15
the beginning of Ashes of Creation and what is now is crazy. The cool thing is that journey
  • 13:22
is likely going to be expressed as even part of a documentary when we're done with this
  • 13:26
thing, right? We record all of our meetings, all of our sessions, everything is kept on
  • 13:31
a record. So when we're done launching this product, we have an opportunity to really
  • 13:37
give an under the hood look at what the Herculean effort it's taken to get to where we are today
  • 13:44
and where we will eventually be soon enough. So I want to bring up on that front is, you
  • 13:48
know, the feedback that you guys give us. Roshan and Vaknar are amazing. They put together
  • 13:53
these phenomenal reports. We record those meetings that we have with the designers and
  • 13:58
developers when we go over that feedback. And it's really, I can't wait for you guys
  • 14:03
to see like that side of it where you get to see like, hey, we really were taking in
  • 14:07
your feedback. And most of the time in those meetings, it's like, yeah, we're already planning
  • 14:10
on doing that and that and that. And some of the extra ideas we're like, oh, that's
  • 14:14
cool. It's validation. Yeah, it's validating like what we're saying. And the issues that
  • 14:18
you had and concerns that you guys have are also the issues and concerns we have. So it's
  • 14:22
making sure that we're all on the same page. But I think it'll be cool for you to experience
  • 14:25
that and see the other side of it. But obviously, we have to, you know, be careful what we share
  • 14:32
prior to launch just because, like we said, we only have one chance to opportunity to
  • 14:38
make an impression. Absolutely. Yeah. And just a last point on that topic. And then
  • 14:43
I think we can move on. Yeah, we got to move on. Yeah, we got a whole show for you guys.
  • 14:48
Exactly. Is that this journey is not for everyone. The patience it requires, the understanding,
  • 14:56
the vision in looking and seeing where something is at now and where it will be in the future.
  • 15:04
That is a very specific type of individual and requires unique patience, I think. You
  • 15:13
know, our development, like every development, is never going to be perfect. And we're going
  • 15:17
to have, you know, areas that slip and areas where we can improve. And hopefully, you know,
  • 15:24
those of you who have watched for a very long time now, our development progress, you will
  • 15:30
have seen those improvements from, you know, day one to today and to tomorrow. And it's
  • 15:37
okay if following development is not for you. At some point. Turn it off. Go play other
  • 15:44
games and come back when you're ready to play. And at some point, there is going to be an
  • 15:49
opportunity now to just download the game and play. And that is going to be the experience
  • 15:55
in and of itself. So. 100%. And with that, we're going to do a little announcement. Next
  • 16:04
month, you're going to get two live streams. So on April 7th at 11am Pacific, our normal
  • 16:11
time but just a little earlier, so literally next Friday, we will be doing a Creative Director
  • 16:16
Community Q&A that will be with a few content creators. Chibi Bree from the Golden Feather
  • 16:21
will be joining us. RichieSH, if you've watched any of their YouTube videos. And of course,
  • 16:26
the Merg from Ashes Pathfinders. And we're really excited. They've accumulated some amazing
  • 16:33
questions from their communities and from the community as a whole. We really wanted
  • 16:37
to kind of give some love to the people who have been really supporting us and being part
  • 16:42
of the community for so long. And we hope that you guys enjoy it. They got some good
  • 16:46
questions. Stephen hasn't read them yet. No. Maybe we'll add some spicy ones in there.
  • 16:52
I don't typically read questions prior. He doesn't like to. And my team's like, why won't
  • 16:57
he read them? I was like, he doesn't want to. I don't want to overthink the response.
  • 17:02
So I typically just, I want to answer off the cuff as much as I can. But I'm excited
  • 17:09
about that. That's going to be a fun, I think, conversation to have.
  • 17:12
Yeah. And I'm sure we'll do more of those in the future with other content creators.
  • 17:16
Don't worry. Hold your pants. Some people are spamming their favorite creators. But
  • 17:21
obviously, as we get closer to Alpha 2, there will be more opportunities for hyping things
  • 17:28
up and getting more excited. This is just more so to answer some questions from the
  • 17:31
community and make sure that we give some love to some folks. And then with that, we
  • 17:36
also have just a reminder that the cosmetics will be swapping over for flavors of ephelerin.
  • 17:43
And that will be April 12, 2023 at 11am Pacific. Reminder of that. And of course, for those
  • 17:49
of you who are content creators, we do have a content creator program that you can check
  • 17:53
out. You can go to our FAQ database and type in content creator and it'll show for you.
  • 18:01
But we are currently just taking applications for that. I know a lot of content creators
  • 18:05
have been asking when we're going to do invites. Those invites will probably be closer to when
  • 18:09
we're getting to Alpha 2. So as we start ramping that up, you'll probably be like, what's happening?
  • 18:14
But we will start sending invites closer to that timeframe. Right now, we're focused on
  • 18:18
just application phase, which is a lot of folks. And we're very excited that so many
  • 18:22
people are interested in joining us on this crazy adventure. And with that, I'm going
  • 18:29
to hand it over to Stephen to give us a little preface before we show you a little walkthrough
  • 18:34
of Carfin. So some of you might have seen maybe some leaks that I did in Margaret's
  • 18:43
absence while she was at PAX. Oh, I saw. I know, I'm sorry. But this month we wanted
  • 18:51
to showcase the Tower of Carfin from a lore perspective. And then in addition, we wanted
  • 19:00
to showcase some systems, new systems that have been brought online from a narrative
  • 19:05
perspective as well as it relates to our story arcs. So this is a deep dive in both the lore
  • 19:12
of Carfin as well as the system of our story arcs and how they change the world around
  • 19:20
you to reflect different chapters and or paths that story arcs can take based off of player
  • 19:27
activity. You'll see the world change a little bit. I want to preface that, of course, this
  • 19:33
is all a work in progress. You are taking a look at something that is still very much
  • 19:38
in the alpha phase, both visually and in particular, you'll notice before the transition of the
  • 19:48
zone, which happens about six minutes into this video, you'll see it in the non-active
  • 19:54
state. And there's some lighting there that we're still fixing and some of the materials
  • 19:59
and whatnot, but you're going to see it in the corrupt state after about the six minute
  • 20:05
mark and it is pretty gnarly. It's pretty cool. Yeah, it is absolutely. It's just, yeah,
  • 20:11
it's neat. It's different and more dynamic and I think that people are going to like
  • 20:17
it. So, yes. So you guys will enjoy. We'll see you on the flip side.
  • 20:32
Hello everyone and welcome to another stream from Vera. We have been building up, I think,
  • 20:43
to this moment a little bit in the showcase for the Tower at Carvan. And I think there's
  • 20:52
been some lore that we've released during last November's Extra Life livestream. We
  • 21:00
played through a portion, I believe, of this tower. And now we have an opportunity to take
  • 21:06
a look together, a little sneak peek, a small portion of this area and the lore behind it.
  • 21:14
And we're also going to take a focus with some of the developers that'll be joining
  • 21:19
us here in a second. I'll introduce them into the system of our story arcs and how that
  • 21:25
system works in reflecting the changes that players elicit from the world of Vera. So
  • 21:35
I want to introduce one of our senior designers, Scott. How are you doing, buddy?
  • 21:44
Doing very good. Thank you for asking.
  • 21:47
Welcome. Welcome to your design become reality.
  • 21:52
Thank you.
  • 21:55
This is Scott has been working on the narrative for this particular story arc that we're all
  • 22:00
going to see in a second with his with his team, with whom we are joined by one of our
  • 22:07
designers, Aimee. Aimee, how are you doing?
  • 22:10
Hi, I'm doing good, Stephen.
  • 22:13
Welcome. This is I think is this your first time on the stream?
  • 22:17
It is. Yeah.
  • 22:18
That is awesome. Aimee is one of our incredibly talented designers who is helping create the
  • 22:25
narrative around Vera. And you guys may have played some of her quests in Alpha One, actually.
  • 22:35
One in particular is the I believe it was the lost pages and the that spider quest.
  • 22:41
Is that right? I mean, was it were those yours?
  • 22:45
Those were my quests. Yeah. Thanks for remembering that.
  • 22:48
I know they're great.
  • 22:50
Yeah. Super excited to join today.
  • 22:54
We're very excited to have you. And then in addition, we have what is soon becoming a
  • 23:01
regular on the streams. Mr. Jeremy, one of our senior designers, how you doing, buddy?
  • 23:08
I'm doing good. Happy to show off Scott's masterpiece creation here.
  • 23:12
Yeah.
  • 23:13
Laying it on thick.
  • 23:16
I know. Wow.
  • 23:18
Love it.
  • 23:19
Pretty exciting.
  • 23:20
It is exciting. It is exciting.
  • 23:21
I mean, I've always said that nodes is the new hotness that we've been showing and story
  • 23:26
arcs are the new hotness we've been hiding.
  • 23:28
Yes. Agreed. Totally agree. So one of the first things that you guys are going to notice
  • 23:35
in this environment is that we have this perspective of the of the tower. And I think, Scott, do
  • 23:45
you want to talk a little bit about story arcs as a system?
  • 23:49
Yeah, sure. So it's helpful, I think, to think about story arcs as kind of like a like a
  • 23:56
prepackaged tabletop campaign. They contain like all of the NPCs and quests and monsters,
  • 24:02
like all the things you need to make like a cool fantasy story. They're not procedurally
  • 24:06
generated. We author them. We write all the dialog and we construct all the narrative
  • 24:10
beats and everything like that. But they will enter the world dynamically depending on the
  • 24:17
state that the world is currently in, how players have built up specific nodes, like
  • 24:22
what races control various nodes. We have plans to include lots of different things
  • 24:28
on top of that. But yeah, it's we don't have any quest hubs or anything like that in this
  • 24:34
game because players build up all the cities. So we had to get a system that kind of looks
  • 24:39
at what players are doing and can inject content into the world that makes sense for what they're
  • 24:44
doing.
  • 24:45
So we see it as like the the world decides in the state that it's in that we're going
  • 24:49
to now play this module. We're going to because of the state of the nodes being in this way
  • 24:55
and certain races have this one, we're going to play her substrata. We're going to do Blood
  • 25:00
Still Do. We're going to do those modules and things.
  • 25:04
So one of the things that I find most unique about our story arc system is that they're
  • 25:09
intended to represent change, change within the story of what Vera is telling. And we
  • 25:19
don't just do that through these new quest logs and and and dialogue, but also by literally
  • 25:27
changing the environments and showing these active states that represent what is happening
  • 25:34
and what choices the players have made previously in the different chapters, perhaps, of other
  • 25:39
story arcs. Scott, I know that we have been working hard on this. Your team has been working
  • 25:44
particularly hard and with engineering to kind of stand the system up over the last
  • 25:49
several months. But you have the ability to push us into the next chapter manually, correct?
  • 25:57
Yeah. Normally, this is a story that require us to have built up some of the nodes in the
  • 26:05
area. Either you could just build up mirrorless directly to get access to where we're going,
  • 26:10
or any of the nodes in the riverlands could have leveled up to a certain amount to have
  • 26:16
basically enabled the story to spawn. But I'll just I'll just turn this on for us now
  • 26:21
manually. Let's see. That's good. Get ready, ladies and gentlemen. All right. Welcome.
  • 26:26
I push it takes a second, but it will kick on to the Tower of Cartham. And Houston. There
  • 26:41
goes. Oh, things are getting red. The complete. What is that? The blood. Oh, the blood still
  • 27:07
do. There it is. It's paying right now. Oh, my gosh. So yeah, when StorX come online,
  • 27:16
they change a lot of the environment, they update what monsters are in the world. They
  • 27:22
create quests NPCs, you can see Orin, he's not normally here. We've moved him for the
  • 27:28
sake of this. And then yeah, new pathways can open up through the environment. Is the
  • 27:36
bridge moving? Yeah. Oh, my gosh. Oh, that's nasty. What are the vines? It's you know,
  • 27:49
it's corruption. There's so a very, a very terrible curse is sort of remaining here after
  • 27:59
a sort of desperate spell was cast during the Harbinger apocalypse. You saw a bit of
  • 28:07
that spell being replayed at the top of the tower there. But when the ancients were advancing
  • 28:13
toward the Aelin capital, where Carfin is strategically positioned between where the
  • 28:18
Harbinger Comet landed and the Aelin capital, the mages here and Carfin was known throughout
  • 28:24
the Aelin Empire for its magical prowess. The head mage here did a very desperate and
  • 28:31
dangerous spell to slow the ancients advance. And that was to buy the time for the for the
  • 28:39
capital of Aela where they were building one of the divine gateways. Yeah, exactly. Yes.
  • 28:44
I'm sort of opening people to get out. Right. They needed more time. They needed to make
  • 28:49
space for them. They did something pretty terrible to do that. It bought them the time.
  • 28:54
But as you can see, this once great city has suffered a great cost. This is I like the
  • 29:01
little jump puzzle. This is awesome. This what is that here all the time? The story
  • 29:10
are help this bridge form. This bridge might also appear if you've leveled up mirrorless
  • 29:17
enough to create kind of this pathway. Otherwise, there's other ways to get there, but more
  • 29:21
dangerous ways. Is that a what is that down there? That's a fiend golem. A fiend golem.
  • 29:29
Fiend version. Oh, I like how the light just lit up to showcase the the body. That's crazy.
  • 29:39
That's super cool. And they so now the the spawn tables around the city of Carfin have
  • 29:50
changed as a result of the story arc progression. Right. So normally when the city is not in
  • 29:58
its cursed state, you've got a whole subset of like like constructs and various other
  • 30:04
like arcane things like you saw the animated numbers and stuff like that. While the fences.
  • 30:09
Yeah. Yeah. Well, the curse is in effect. We've got these watchfuls, these seekers here
  • 30:16
who they have their own sort of story and reason for being here while the curse is active.
  • 30:21
Yeah. Yeah. Wow. And they've got their summon watchfuls watching their backs as they're
  • 30:34
doing what they're doing. Wow. The environment team did an unbelievable job here. They did
  • 30:41
a killer job on this. Yeah, this looks so good. It's a blood curse. They really took
  • 30:51
that personally. They said, oh, you want to see what corruption looks like? I know. Well,
  • 30:57
what is talk to us a little bit about blood magic versus just normal corruption. So, yeah,
  • 31:05
blood magic is a sort of illegal kind of magic and using it in any amounts creates a certain
  • 31:12
amount of corruption in the caster. And that corruption can bleed over into environments
  • 31:17
and things that they draw essence from in order to cast those spells. This was this
  • 31:23
was a blood magic that obviously consumed a whole heck of a lot of it. She wasn't intending
  • 31:30
for this kind of after effect. No, no. Yeah, the major cast this did not was not able to
  • 31:39
understand the scope of the destruction that that would cause. But also in the final, you
  • 31:45
know, the final days of, you know, ancient vera during the harbinger apocalypse, like
  • 31:50
you didn't have a lot of time to research. There was not a whole lot of deliberation.
  • 31:52
There wasn't a lot of a whole lot of like magical research and safety precautions that
  • 31:58
they could take. So, yeah, it did its job, but, you know. Yeah, it seemed to like even
  • 32:11
if it delayed a lot of the a lot of the progress they made towards the portal, it seemed like
  • 32:17
they really created a lot of destruction along the way. Carpenter itself has a lot of history
  • 32:24
built into the environment here, too. You'll see lots of statues and stuff around that
  • 32:29
go into it. One of the five of the five main city states by primary city states of the
  • 32:36
island people. And they would form into the island empire following the Great War of the
  • 32:43
Undying with King Aetrax. Right now, so many people are just like, oh, my God, we're finally
  • 32:51
getting lore. We could go all day on it if you want. We could, yeah. We don't want to
  • 32:57
give it all away. Well, the story is kind of told over the course of four phases, four
  • 33:05
chapters. Each chapter will update spawns, change the quest givers, change what quests
  • 33:12
are available. And that's across the server. It's not like your individual progress phases
  • 33:20
that is the actual quest themselves. You can progress kind of at your own pace. But as
  • 33:24
long as it's within the window of that quest phase being active. I mean, who honestly has
  • 33:29
this much blood to spare? This is crazy. This is. We're actually trying to figure out the
  • 33:36
science of like if you took an entire city's worth of people, how many cups of blood would
  • 33:40
you have? Probably not very many. Less than you think, but it wouldn't be as dramatic
  • 33:47
if we were super realistic with it. It's magic. Yeah, it's magic. Blood is persistent and
  • 33:54
eternal. Yeah. Unless we can do something about this curse. I don't know, Stephen, if
  • 34:12
you stopped and talked to Ornn and pick up that quest or not. Oh, no, I did not. Oh,
  • 34:17
that's okay. I think you still have all the quests that were in there before. Yeah, let
  • 34:21
me grab it. What do I open my journal again? What is that? It's L. L. That's right. Yeah,
  • 34:26
L to open your journal. Oh, yeah, yeah, yeah. There we go. Yeah, you can see there's other
  • 34:29
story arcs going on as well. The phase timers in there indicate how much real world time
  • 34:35
is available to like do the quests in that phase. I see. And what quests you do or the
  • 34:42
quests that you do, like it's not just a matter of completing the laundry list of things that
  • 34:46
the NPC has you do, but you pick from a whole bunch of objectives, many of them optional.
  • 34:51
Some of them, if not most of them hidden when you first undertake the quest. So, you know,
  • 34:56
go dig up a guide or blaze your own trail or whatever. But depending on which objectives
  • 35:00
you complete, those are the things that help the server aggregate what is going to happen
  • 35:05
in later phases of the story arc. And that's like across all of the players participating
  • 35:10
during that time frame, what objectives they decide to complete. That's what drives what
  • 35:15
happens in later. Awesome. What quests are available, what NPCs are pulling ahead of
  • 35:20
other NPCs in terms of their progress toward their goals. And how you complete your quest
  • 35:26
matters. Yes. Yeah. With some objectives, you know, being exclusive of one another.
  • 35:32
So helping one NPC will lock you out of helping a different NPC. So, yeah, it's we don't.
  • 35:40
Oh, no. Wow. I'm just I'm just taking in the sheer beauty, but also like a kind of gross
  • 35:48
beauty of this environment. It is so eerie. I think even the corrupted trees, you can
  • 35:59
harvest them. Find some of them that you can harvest and chop them down. Oh, really? Yeah,
  • 36:10
they're a little bit hard to spot, though. Well, also the I believe that as part of these
  • 36:21
environments changing, you're also activating rare resource spawners that might only occur
  • 36:28
during certain events. Yeah, that's correct. So, yeah, yeah. Like corrupted soul bloom.
  • 36:35
And there was one that Kory had just put in. All those things are only available during
  • 36:41
certain story arcs and every story arc has its kind of special things that you want to
  • 36:45
try and take advantage of. And that one in your backyard, swing by and pick them up for
  • 36:50
herbalism, for making certain potions. Sometimes you want to take advantage of the limited
  • 36:56
time you have during the story arcs to get some of these rare resources for crafting
  • 37:01
things, certain poisons and potions from these limited corrupted spirit blooms, right? Yep.
  • 37:10
Sorry, I just disabled my HUD right now. I want to like this area is just too crazy.
  • 37:18
Huge tower. It looks so good. Jeremy and Hal and Adam, I think. Who's all working on this?
  • 37:31
Jeremy. Zach and Brandon. Everybody. Scott. Other Scott. Yeah. Not me. Tristan. Tristan's
  • 37:39
entire team. Yeah, this is absolutely beautiful. And talk to me a little bit about the dungeon.
  • 37:48
So the dungeon we're heading to right here, that's the Tower of Carthen. That is the mage
  • 37:53
university that following the War of the Undying, the elves, that oh, these humans, there's
  • 38:00
something to them. Let's gift them the gift of magic and how. Let's show them the advanced
  • 38:08
stuff. You can see some of that story reflected here on these murals. Build them a university.
  • 38:14
Hold on to stuff and we can teach them the way we want to have them. And the human said,
  • 38:21
yeah, show us. I think we ran by the deans, the first deans of the statues back here.
  • 38:29
Oh, yeah, we should look at this. I really love how some of the ornate detail in the
  • 38:37
buildings have so much symbolism attached to them. It really makes it feel like there's
  • 38:42
a kind of steep like if you go back to the. Yeah, that's right over here. Back to the
  • 38:48
statues we ran past. Yeah. All the former headmaster. These are the former deans. Right.
  • 38:56
So this one up front here, that's Tanfileris Wren. He's the elf that came over from the
  • 39:03
elves and from the Pyrion elves at the time. And you can see he's kind of built the tower
  • 39:14
for them. Started training the first students. Then one of the other towers is his best student,
  • 39:23
Aristod. I should point out his statue in a bit here. So he was the first human dean
  • 39:30
he's this one here. You can see him kind of with the book open. That was Aristod. Wow.
  • 39:37
The first one after Tanfileris went back to the elves after a few decades. We've got
  • 39:47
Dean over here is the woman that's that's Jenica. And the good and interesting thing
  • 39:54
about her is that she never died. She was into teleportation and that was her her big
  • 40:01
area of expertise. And she just never came back. Hint, hint, hook. Oh, I see what you
  • 40:10
did. Yeah. Then we have one of Lamont's, Auron over here. That's a Daren, Daren Lamont. He
  • 40:22
was a dean of the college. He looks like a wise guy. Auron's family is quite they're
  • 40:32
quite central to the to the story here. There'll be lots of opportunities to learn lots of
  • 40:37
them in this story arc, actually. That is awesome. The final one there's a Klon Zander.
  • 40:43
He was all into alchemy. So that was his area of expertise that he really. Oh, yeah. So
  • 40:49
if you see a lot of maybe some potions in the game with a Klon or or no Zander so and
  • 40:56
so that that's the guy. What do we have here? Just a very normal looking door, probably
  • 41:04
nothing terrible. I mean, this mural. Oh, the humans asking the pyre for help with magic.
  • 41:13
The periods. Yeah. Yeah. The period. I got a teaching period teaching the ten killer
  • 41:21
or the alien at that point. Yeah. And over here. Oh, the five moons, the towers, construction
  • 41:31
and the five months phases of the moon, three months. The three phases or five phases. Yeah.
  • 41:41
Perfect. Very cool. And we also have there's yeah, the symbology for the period. You notice
  • 41:48
the doors. You have a lion head on one side representing humans and the griffin head on
  • 41:53
the other representing the elves. We're the guys pulling the doors open. Just a couple
  • 42:01
of guards. What is this sandal? Oh, my God. I'm sorry. That made me cough a storm. That
  • 42:18
is hilarious. That is hilarious. I love it. All right. So what is our objective here?
  • 42:25
What are we looking for inside right now? Now, this is just the entrance, the foyer
  • 42:31
of the tower of the university. Yeah. So we're not going to obviously take you through everything.
  • 42:39
A lot of it's still a work in progress. Always remember that this is a work in progress right
  • 42:43
now. This is part of the Alpha two experience. You'll be able to explore, delve into this
  • 42:49
dungeon. So what are we going to see in here? Even more corruption and more more blood for
  • 43:00
sure. I like the bell. The gong is cool. Yeah, I guess it is a bell. Oh, my God. Wow. This
  • 43:26
looks great. I love this interior. The lighting is so moody. Oh, my God. This is like the
  • 43:36
supreme edge lord environment. Take a look around at this. Just over there to get our
  • 43:42
loot. Even the gothic-esque lamp with the nasty like flesh environment. Oh, God. Oh,
  • 43:55
we have some loot. Is this like a treasure chest? That's a treasure chest. Whoa. Or not.
  • 44:04
Oh, no, no, no. Not like that. Nuke it from orbit. Nuke it from orbit. Oh, thank you.
  • 44:11
Perfect. Where'd it go? Where did it go? Behind us now. Oh, come here. Oh, my God. This thing
  • 44:22
is crazy. Look at it. These are just the entrance mobs? It's just the entrance, yeah. Oh, no.
  • 44:34
Oh, no. This guy is nasty. Now, these tend to do some nasty things when they die, right?
  • 44:45
I mean, this is basically like a... What is this? A hoarder? AKA mimic? No, I'm just kidding.
  • 44:51
This looks... Baron hoarder. Get away from it. Get away. Run. Get back. Get back. Get
  • 45:01
away. No. You're pulling it into the party. Oh, that is nasty. This is absolutely phenomenal.
  • 45:17
Yeah, they did an incredible job on this. It just looks so good. Well, is there anything
  • 45:25
else that you guys want to touch on from the story arc perspective? Oh, I guess there's
  • 45:34
one thing people might be curious about. I mentioned how you could do what you needed
  • 45:37
to do as long as the phase... You can do any quests available in that phase while that
  • 45:42
phase is available. So what happens if you miss something, you go on vacation or whatever,
  • 45:48
and you can't log in during the week to participate in the quests that are going on in the phase
  • 45:52
of that story arc. For most story arcs, they do repeat. After they complete, they'll go
  • 45:57
on a cool down and they will repeat again. You'll have another opportunity to get involved
  • 46:00
with them the next time they come through. For our big major world spanning story arcs
  • 46:08
that will tell your server's own story, those ones don't repeat. Those are one and done.
  • 46:15
You can replay them. There's a different system for replaying previous phases for the big
  • 46:21
main story arcs. However, decisions and objectives you make in those won't count toward your
  • 46:27
server's... What's canonized for your server, which is our way of saying what decisions
  • 46:33
they make for the objectives and stuff that you completed.
  • 46:36
And all this goes to really kind of creating that experience of player agency being seen
  • 46:47
through world building and actually changing the locations, the environment, the story,
  • 46:53
and how it influences future arcs down that path for the world to kind of reflect. It
  • 46:59
creates such a unique, I feel, environment between different servers and the histories
  • 47:06
that they create. Exactly. I think Jeremy said it really well
  • 47:11
earlier when we were trying to help figure out the right words to describe these very
  • 47:15
complicated systems. In MMO, you have different philosophies on kind of storytelling. We're
  • 47:24
going to more old school, like the world has a story and you're playing within the world
  • 47:28
story. And in our case, you're helping to guide that by the decisions that you make
  • 47:33
while doing your quests and the different players. If one goes one, if a bunch go one
  • 47:38
way and a few go the other way, that kind of canonizes down that way. More recent MMOs
  • 47:44
have just focused the story on the player and used instance and phasing to tell individual
  • 47:50
stories at different times and at different durations. We're more old school saying the
  • 47:59
world is evolving, you participate in how the world story is going. More on how you
  • 48:06
owe and EverQuest and those games. Lineage. Yeah, lineage. Everybody is playing in the
  • 48:15
same world and the state of that world is something that everybody is building together.
  • 48:19
All great games. Absolutely. Well, go ahead, Amy. Sorry. I was going to say that one of
  • 48:26
the major goals I feel like we have is to allow player decisions to have consequences
  • 48:34
and to have meaningful results from the decisions that they make. So it seems like people can
  • 48:42
really create their own stories. Absolutely. Phenomenal work, guys. Well, I want to thank
  • 48:49
you three for joining me to help kind of give players a peek, a little peek under the hood
  • 48:54
for the Tower of Carthen as I train your party. I apologize. And I cannot tell you how beautiful
  • 49:01
and unbelievable this this area is. I mean, the artists are just are phenomenal. So killer,
  • 49:08
killer job. So so fun. With that being said, we're going to go run back to the stream.
  • 49:15
Super exciting stuff. And we will be back with you in just a moment. Thank you, guys.
  • 49:35
Love seeing the reactions in chat whenever stuff started changing on the screen. I was
  • 49:40
like, yes, we hope that you are as excited as we are for the dynamic questing system
  • 49:47
and content and how it interacts with the nodes. Yeah. You know, this this particular
  • 49:53
dungeon is a big one. It is a massive one. It is the largest in the Riverlands and it
  • 50:01
is a major quest hub for Alpha 2. So this is you guys will probably be spending a lot
  • 50:10
of time in this dungeon. You know, one of the key takeaways from the system, from the
  • 50:16
system side of this with regards to story arcs, story arcs for something very early
  • 50:22
on that we decided was necessary to facilitate how players interacted and changed the world.
  • 50:31
Right. We have this context of a very world building kind of oriented game with the node
  • 50:37
system. And then we needed something complimentary on the narrative side that can actually facilitate
  • 50:43
the feeling from a player's perspective of my actions have consequences. My actions direct
  • 50:49
the way that the server goes. And it had to be adaptive. But I noticed there were some
  • 50:55
questions the questions and I apologize. Yeah, I've got some questions as well. Yeah, I apologize
  • 51:00
again for being sick for this stream. But we had some I saw we had some questions about
  • 51:06
like, you know, can I redo different chapters of the story arcs? And yeah, as that as that
  • 51:12
chapter is present, you know, these these story arc chapters, they exist for potentially
  • 51:18
days at a time so that people have an opportunity to kind of move from story arc to story arc,
  • 51:23
do things across the world. We don't want a narrative system that is like highly dependent
  • 51:29
on dailies or weeklies where you kind of feel this this need to log in to stay competitive
  • 51:37
and and you know, it becomes a chore and not really indicative of the type of gameplay
  • 51:44
I feel as MMO players we want to have. And so the story arc system is really meant to
  • 51:49
provide these many cycles of interactive and compelling stories that are occurring simultaneously
  • 51:57
around the world and direct the future story arcs that come next based off of what branch
  • 52:05
is taken as an outcome of the particular story. So for example, in the Tower of Carfin, there
  • 52:11
are two ways that this particular story arc can end that can end with a boss encounter
  • 52:16
at the top of the tower, or it can end with a boss encounter that's at the at the ground
  • 52:21
level in the supporting city around the tower. And when one of those branches gets gets decided
  • 52:30
on or gets interacted with on the on the narrative side, that dictates future branches of the
  • 52:40
story arcs that come thereafter. So players can can go back and if you know you do the
  • 52:47
boss fight and your friends log in later and they want to go to the boss fight you can
  • 52:51
participate in those in those in those chapters multiple times right you're not locked out
  • 52:56
from doing it again. The with the major story arcs when the first when the first branches
  • 53:02
decided that is a bit of a canonization for the server. And it creates a really interesting
  • 53:07
linear storyline and history that each server experiences differently from another. And
  • 53:16
that I feel is something that really has never been represented in MMOs before. One other
  • 53:21
thing I want to say is that for those of you who've been following the Ashes development
  • 53:26
since like you know 2017 and 2018, we've talked a lot about how corruption this red influence
  • 53:34
and the use of you know this evil-esque type of magic influences the world around you.
  • 53:42
And this is a great example in the city of Carthen where you can see how a variant of
  • 53:49
that corruption blood magic variant has its own style guide, its own its own you know
  • 53:57
indication of what is what is going on in this area. And we've you know we've we've
  • 54:02
always been an alpha one you kind of saw a few of that a couple places for the corruption
  • 54:06
influences back in 21. But really it's a large part of how these zones adapt and can change
  • 54:14
around you know corruption is always trying to encroach on civilization. That's a larger
  • 54:19
civilization builds. We did have some people asking questions regarding corruption and
  • 54:25
I think it kind of ties in with what you're saying. Seven Six was asking will PVP be the
  • 54:30
defining reason for corruption and you're kind of like saying that no it's not. No no
  • 54:34
no no no no. So so so PVP is tied into corruption right to a degree your mortal coil as we call
  • 54:43
it or what some might consider a soul from your character's perspective within the story
  • 54:48
can be influenced and can be changed into a shape that's that's more in tune with corruption
  • 54:55
and that's through doing PVP things you can accomplish that. But really when you think
  • 54:59
about what corruption is corruption is a representation of the ancients magic the ancients hatred
  • 55:07
the ancients desire to strike back at the creation of what their the gods who banished
  • 55:12
them to the void have tried to accomplish on Vera. And so corruption is this influence
  • 55:19
of the essence that permeates around locations in the world and tries to pervert what that
  • 55:26
creation is. That really is what corruption is. You know what that disgusting foot this
  • 55:34
is that's the one situation where I'd be okay with socks and sandals though. Just gonna
  • 55:40
say just gonna put it out there. Sandals great the environment team by the way you know I
  • 55:45
think they always sneak them in. Yes they do but I think everyone who's watching really
  • 55:50
can give some hearts and chat. Our environment team is absolutely phenomenal and you're just
  • 55:56
seeing kind of first passes on these environments with the alpha you know zones really this
  • 56:03
is still not near where we intend and you guys watch improvement month after month and
  • 56:10
in test environment after test environment. But the idea is to create a rich world that
  • 56:17
is visually stunning and compelling and I think that the mood of this particular zone
  • 56:25
is well communicated through what the environment artist team has been able to accomplish. And
  • 56:31
how it changes with the dynamic quest stuff is pretty amazing. So yeah and not just our
  • 56:37
environment team but also our tech art team as well. It did a phenomenal job in assisting
  • 56:42
creating this area. All right I have a few more questions. I did want to mention because
  • 56:49
some people were asking about the icon in the corner next to Steven's nameplate. That
  • 56:55
little icon is actually his like secondary archetype that he hasn't unlocked and that
  • 56:59
will change. Yes yeah so the idea there is to indicate through the party UI so that you
  • 57:04
can see kind of secondary class choices that are made and that can be changed of course
  • 57:10
players can can reselect different secondary archetypes through respecing but your primary
  • 57:16
archetype remains the same and that gets unlocked when you do unlock that. Yeah and so people
  • 57:22
were noticing that we had one of our folks with a sword over their shoulder and they
  • 57:27
were wondering if that's a new idle animation and when that happens or if there's going
  • 57:32
to be more stuff like that or if they can select which ones they have. So our animation
  • 57:37
team Chris Myers and a few others part of the feedback that we got from the tank demonstration
  • 57:46
when we were holding that two-handed sword was that people would like to see variants
  • 57:51
of the types of non-combat idle stances that can be had with certain weapons and so we
  • 57:57
decided to introduce you know a variant of that with having the shoulder rest on the
  • 58:01
shoulder and that is something that we'll be exploring further to see kind of just how
  • 58:08
much runway we can get out of custom and or selective idle stances. I know we want to
  • 58:16
add a lot of you know flavor to the character and the persona that you that you have and
  • 58:23
obviously idle stances can be a part of that display. All right and then Galadeon wants
  • 58:29
to know will this environment change based on season as well? Yes so the vast majority
  • 58:37
of environments in the game have some seasonal interaction. Some environments have four seasons
  • 58:44
some environments have two and you know you can see that demonstrated you know mainly
  • 58:52
through like snow and or but when it enters the corruption state outside of weather in
  • 58:58
that corrupt state you will probably see a little bit less of the influence of the season
  • 59:04
because really it's adopting that corruption which is in and of itself is kind of a season.
  • 59:11
Something in the same in this area and then Lightfoo is wondering because Aimee had mentioned
  • 59:17
oh yeah you can harvest the trees and things like that if there will be like special types
  • 59:21
of trees and things of that sort for special crafted items. You know corruption isn't all
  • 59:27
bad from a gameplay perspective from a mechanics perspective meaning that certain types of
  • 59:34
resources will have a corrupt state and it will be necessary for you to acquire you know
  • 59:40
like we have a spirit bloom which is a harvestable herbalism plant but in when a zone becomes
  • 59:49
corrupt you can potentially yield corrupted spirit blooms and those are necessary components
  • 59:56
of certain crafting recipes and so corruption also services the idea that as these zones
  • 1:00:05
change and adapt to reflect you know the different statuses of corruption or seasons so do the
  • 1:00:10
harvestables and that's that's an important part of the overall economy.
  • 1:00:15
All right and then Fireoofly wants to know this is an open world dungeon right what prevents
  • 1:00:24
others from just waiting until you're at the boss and then killing you and taking your
  • 1:00:29
boss's loot and then related to that what prevents mega guilds from just owning an area
  • 1:00:34
and preventing you from accessing or enjoying it. I did see a couple other people asking
  • 1:00:37
this in different terminology but yeah.
  • 1:00:40
So a couple things there first of all first thing is is we don't want in the majority
  • 1:00:45
of cases we do not want to prevent another group from engaging potentially in PvP we
  • 1:00:51
disincentivize it by creating safeguards within the flagging system that make that decision
  • 1:00:58
very concerning for the people that might go corrupt right and if you're in the large enough
  • 1:01:04
group of numbers I doubt you're going to experience that unless there's some rivalry between guilds
  • 1:01:10
in which case like you know there's apparatuses like Guild Wars that are more opt-in you can
  • 1:01:14
drop guild tag if you want but anyways competitive the competitive nature of this environment
  • 1:01:19
is is a PvX element however in situations where we want to contain a particular type
  • 1:01:29
of raid we will utilize instancing and that can protect certain engagements with certain
  • 1:01:34
bosses but that's really more on the 20% of 20% of the scenarios will have instancing
  • 1:01:45
protection like that around 80% of the content is open world where competition is healthy
  • 1:01:51
competition is an instigator for soft player friction for potential cooperation for the
  • 1:01:58
ability to yield alliances and the political you know theater that comes with it so that's
  • 1:02:03
an intended part of the PvX design of Ashes that's a it's a core philosophical point.
  • 1:02:08
All right and just to be clear that is not for everyone we are not trying to make a product
  • 1:02:18
that appeals to every MMO gamer that's impossible and so we've been very upfront and forthright
  • 1:02:26
with what we are trying to accomplish and what our core pillars of philosophical design
  • 1:02:31
are and that's an okay thing and if if the thought of player competition of potential
  • 1:02:38
threat and soft friction is not one that resonates with you there are plenty of games out there
  • 1:02:46
that are not focused around those philosophies and that's entirely acceptable.
  • 1:02:51
All right with that I'm going to move on to our art we have a lot of cool art to share
  • 1:02:57
with you all the character and concept teams have been kicking some booty and the first
  • 1:03:04
one here actually you saw these but I think being able to see them kind of in like a 3d
  • 1:03:09
element here on their own these are the statues from Carfen that were being worked on and
  • 1:03:15
you can just see I mean you saw how massive these things are but the detail and as Jeremy
  • 1:03:20
I know was talking about the lore behind these different folks except I don't think they
  • 1:03:25
had the the ones that were holding the chain but they didn't have the lore for that but
  • 1:03:30
I'm sure they'll they'll write something up if they haven't already but yeah they've gone
  • 1:03:36
into a lot of detail for these people and like what they're wearing and what they're
  • 1:03:40
holding and the symbolization of that.
  • 1:03:42
Yeah these are great.
  • 1:03:45
Oh go ahead.
  • 1:03:47
I was just gonna say I love the massiveness that it really adds to the environment to
  • 1:03:53
have these large character statues and they are as you guys heard from a lore perspective
  • 1:03:58
they have great relevancy to the story of what came before your people so it's cool
  • 1:04:05
to kind of dig into that and it'll be weaved throughout different narratives as well.
  • 1:04:10
And then you did see in a previous live stream a few of the Carfen weapons and these are
  • 1:04:14
just some more that are being worked on very exciting so I'm sure folks will enjoy getting
  • 1:04:21
that loot I know there was questions about why the hoarder didn't have loot there will
  • 1:04:24
be loot my friends.
  • 1:04:28
Remember that remember everything you guys see you know is not going to be fully comprehensive
  • 1:04:35
of what we would expect in a finished MMO product you're getting snippets of very specific
  • 1:04:42
demonstrations and this one was about the area of Carfen and about the story arc system
  • 1:04:49
so you know we're very still in development very much so in development and because of
  • 1:04:55
that you know we're aware of what's outstanding of what we want to show that doesn't mean
  • 1:05:01
that we're not cognizant of that fact you guys are seeing it we know it exists and we
  • 1:05:06
have things that we're still working on and you know that's acceptable.
  • 1:05:10
Of course and I like Alex Xavier's they're like they're a baby hoarder they haven't found
  • 1:05:16
stuff to eat yet.
  • 1:05:17
Yeah a little baby hoarder.
  • 1:05:20
It is a small one I'm sure there's gonna be bigger ones and then of course we have like
  • 1:05:27
you saw the little pustulas in the world creepy gross stuff you can kind of see the concept
  • 1:05:33
of those we have some costumes this is the autumn collar you know they're trying to get
  • 1:05:41
this in for some NPCs that they're working on.
  • 1:05:44
Looks great.
  • 1:05:46
And then also the giant slayer.
  • 1:05:50
I love it that looks like a very painful armor to fight against.
  • 1:05:58
Well I mean there might be a reason why we need the giant slayer armor it's called giant
  • 1:06:03
slayer for a reason and then we've also got the alpine baghorn which is awesome so cool
  • 1:06:14
like oh he's cool it's so fluffy.
  • 1:06:21
Next up we have shown some of our race additions as we've gone forward and adjusted things
  • 1:06:29
and now we have another update of a couple of them so we know we got a lot of feedback
  • 1:06:34
on our dwarf friends and now you're getting to see a little bit more of the female dwarf
  • 1:06:40
here her mutton chops I love them a little bit more stout.
  • 1:06:54
Looks great.
  • 1:06:57
And if you watched our character creator or if you haven't watched our character creator
  • 1:07:01
stream I would recommend going to our YouTube channel and checking it out you can you know
  • 1:07:07
change the level of wrinkles on them as well so you could be more older looking if you'd
  • 1:07:12
like to be or younger and more useful.
  • 1:07:15
She's got some intense crow feet going on there.
  • 1:07:19
All right and next up is the veloun here to judge us she's a very judgy look on her face.
  • 1:07:33
I mean she could just be very discerning.
  • 1:07:37
In that one shot she's like.
  • 1:07:44
Love these guys they look great.
  • 1:07:46
Yeah and you're I mean we've talked about their kind of the relation to the gin and
  • 1:07:53
you're gonna get to see a little bit of that today so stick around and it's pretty sick
  • 1:07:59
looking so.
  • 1:08:03
That's the female and then we also have the male.
  • 1:08:12
Looks good and I know we showed in the past I mean these are the models but we showed
  • 1:08:16
in the past the.
  • 1:08:18
Concepts.
  • 1:08:19
Concepts so like you can see how one-to-one these concepts are to the model it's great
  • 1:08:24
artists do such a great job.
  • 1:08:26
Our artists I mean we were getting some hearts in the chat not only our environment artists
  • 1:08:31
but like our character artists it's just bonkers.
  • 1:08:35
And just so you guys know Intrepid isn't entirely independent meaning nothing that you're seeing
  • 1:08:43
here is outsourced comes from another studio this is all our internal art teams so it was
  • 1:08:51
very important to us that when defining the look and the visuals of the world that we
  • 1:08:57
create that internally and our our teams are just are phenomenal.
  • 1:09:03
Yeah thank you guys for being awesome.
  • 1:09:06
Now the gin version.
  • 1:09:10
A little little teaser.
  • 1:09:13
Oh that's cool it's got some of the some of the the darkness around the eyes got the
  • 1:09:23
emissives on the forehead and on the skin too like the tattoos very cool.
  • 1:09:33
Yeah.
  • 1:09:35
Very nice.
  • 1:09:39
Good stuff.
  • 1:09:40
I think that gets us all of all of those so hopefully you guys like a little like a little
  • 1:09:48
update and then we're gonna go to our studio update and we're I didn't forget this time
  • 1:09:54
you guys so I'll pass it on to you Stephen if you want to talk a little bit about maybe
  • 1:09:59
what was accomplished in M4 what we're moving towards in M5 and maybe any other studio information
  • 1:10:05
you think we should share with our folks.
  • 1:10:08
Yeah you know for us.
  • 1:10:13
Excuse me I'm sorry.
  • 1:10:19
You're okay he's a little sick guys.
  • 1:10:22
I apologize guys I didn't you know I haven't missed in a stream in ever since we started
  • 1:10:28
doing them and even though I'm I'm literally dying right now.
  • 1:10:37
So yeah M4 for us was a was a big milestone we hit some some some core some core objectives
  • 1:10:48
both around design and engineering our 5.11 update which was you know a little bit a little
  • 1:10:54
bit larger than we had anticipated but you know we took those punches you know the the
  • 1:11:03
art teams the tech art teams have been doing a lot of optimization passes and has found
  • 1:11:10
a lot of gains on that front we were dealing with a little bit of a DX issue which we got
  • 1:11:15
some clarity on.
  • 1:11:17
Also we've been fine-tuning a little bit of our architecture a bit more around some
  • 1:11:21
of the gameplay systems and where things can share there's a lot of work done there you
  • 1:11:28
know a lot of the definitions further further definitions around expanded scope of our of
  • 1:11:34
our building types and architectures within the node some of the tools have been some
  • 1:11:41
getting revamped there's been a lot of content progress that's made from the narrative teams
  • 1:11:46
win with lore side that's been doing a lot of work and then you know of course on on
  • 1:11:52
the asset creation side our character teams our animation teams the combat teams have
  • 1:11:59
been doing a lot of work and in getting some of the expanded archetype development progressed
  • 1:12:06
you guys are going to be seeing the mage next month and hopefully the Cyclops the month
  • 1:12:10
thereafter talking a little bit about raids and whatnot so a lot of a lot of stuff a lot
  • 1:12:17
of progress we you know just to give you guys an idea as we continue in production sometimes
  • 1:12:24
we try different things from a production process perspective we introduced some different
  • 1:12:32
approaches with the regards to strike teams and how we facilitate and do cross-departmental
  • 1:12:37
collaboration with our strike team formats saw a lot of success in m4 out of those a
  • 1:12:43
lot of good stuff there we have some great pickups and hires that have been facilitated
  • 1:12:49
over the course of the last few months and then in addition which is kind of where I
  • 1:12:54
think I got sick from GDC went to GDC those who don't know the game development conference
  • 1:13:00
and San Francisco had a lot of great meetings there listened to a lot of great panels got
  • 1:13:06
a little mobbed by some I spent a little bit of time on the expo floor the moment I walked
  • 1:13:12
into that expo floor there's about 40 people that surrounded me in a circle of signing
  • 1:13:17
some GDC badges and talking a little bit about acid crazier that was kind of cool that was
  • 1:13:23
fun but you know we had we've had a really good m4 so it was very very cool and yeah
  • 1:13:31
you know we're continuing to hire we have some goals this year that we want to achieve
  • 1:13:34
and and you know it's a turbulent time in the industry I view Intrepid as kind of a
  • 1:13:44
beacon project amidst the turmoil that we're seeing so you know those of you out there
  • 1:13:50
who are who are impacted and or you know someone who's impacted send them our way we do get
  • 1:13:56
a lot of applications each month you know I think we get I think our last report for
  • 1:14:01
q1 of or the q1 report for this year we had probably about 2500 or 3000 applicants and
  • 1:14:10
we hired of those I think like seven or eight I'm not sure so you know we're really selective
  • 1:14:16
in the people we bring on board but you know our focus is to grow the studio considerably
  • 1:14:22
this year so yeah and the way that I mean we are a little picky but it just goes to
  • 1:14:28
show like yesterday when we were hanging out with everybody in a group you love everyone
  • 1:14:34
you work with whenever you build that culture and ensure that the people that you're pulling
  • 1:14:38
on board are all you know hard-working people who care and love love games and are passionate
  • 1:14:45
about it and you can just see that in the work see that in the relationships that we
  • 1:14:49
have built and it really is you know it's cliche I think a lot of times when people
  • 1:14:53
say oh you're building a family but like I really think we are and there's a lot more
  • 1:14:57
love and care because it's you know we're people first and then we are you know making
  • 1:15:02
games secondary you know absolutely yeah all right anything else you want to mention on
  • 1:15:08
the studio update side I don't think so unless I'm missing something all right let's move
  • 1:15:12
to the Q&A and then we will wrap this bad boy up on the QA Q&A front if you don't know
  • 1:15:20
we always grab questions from the forums and Vaknar is amazing he goes through and answers
  • 1:15:27
every one of your questions so if you asked a repeated question because we get a lot of
  • 1:15:32
those we usually just give you guys those answers in the thread versus obviously putting
  • 1:15:36
them on the stream here because we don't want to keep repeating ourselves too much and real
  • 1:15:42
quick just for those of you who were watching the stream and you know under understandably
  • 1:15:47
the quality of this video via the stream is not going to be as high as our 4k video which
  • 1:15:52
we'll be uploading later today of this so you guys can see it in all its awe and glory
  • 1:16:00
yeah we'll have that video up today and then we'll also have we already have a forum thread
  • 1:16:06
up so if you'd like to give us feedback on that video or feedback on just what you saw
  • 1:16:11
today yes feel free to head over to that that thread over on our forums forums.ashersofcreation.com
  • 1:16:17
and let me help kind of contextualize the type of feedback that we're looking for from
  • 1:16:21
this particular demonstration. Feedback one on the environments and what you're seeing
  • 1:16:28
the mood setting the lighting the the size you know the idea of change adaptive dynamic
  • 1:16:37
change that's an important one what do you like about that what are some of concerns
  • 1:16:41
that you might have about that what are things that you feel we should look out for there
  • 1:16:45
the second is going to be around the system of the story arcs and how they interface with
  • 1:16:51
the world and sorry and and how do you feel that that story arc is going to interface
  • 1:17:00
on the narrative side and on the world building side as well what are some concerns you have
  • 1:17:06
there what are things that you saw that other games did well that you want to see as available
  • 1:17:10
there that's it those are important points for feedback obviously the whole purpose of
  • 1:17:14
our open development is to garner that feedback so that we don't end up on day one of launch
  • 1:17:18
with with a game that you know people didn't ask for and don't you know want so this is
  • 1:17:23
our opportunity to pulse check hey is our direction correct is this resonating with
  • 1:17:28
people are these the types of ideas that you want to see in an MMORPG and that's how that's
  • 1:17:34
how we value your guys's contribution during this journey yeah and I'm sure Vackner is
  • 1:17:41
frantically updating that that thread now with those questions for context but we'll
  • 1:17:46
get into the questions and this first one is from cast I and they would like to know
  • 1:17:50
about mounts will mounts always be animals or will we have anime or inanimate objects
  • 1:17:56
like magic carpets and magic brooms too I'm sorry can you repeat that one more time yeah
  • 1:18:04
no problem will mounts always be animals or will we have inanimate objects like magic
  • 1:18:10
carpets and magic brooms mounts are generally animals in ashes I'm not going to rule out
  • 1:18:17
there's not an opportunity in the future to have and we might have in the past I'm not
  • 1:18:21
sure I would have to double check but for the most part they're animals and if there
  • 1:18:26
are non-animal type mounts then those would be very bespoke and unique yeah we have more
  • 1:18:33
caravan oriented things one thing like that yeah and one thing that we would do that we
  • 1:18:38
wouldn't do is is move into the steampunk type territory I you know it's one of the
  • 1:18:46
designers when we were going through the cosmetics and we were designing like sets and they had
  • 1:18:49
like this idea for kind of because we do have like arcane like engineering magic but they
  • 1:18:54
wanted it was getting down the steam I was like I already know Steven's gonna tell me
  • 1:18:57
no so you know yeah I mean for me I'm a very high it's not to say that people can't do
  • 1:19:04
steampunk well I've enjoyed some steampunk stuff but I'm a very high fantasy oriented
  • 1:19:11
type of storyteller and the inspiration for ashes obviously comes from my Pathfinder campaigns
  • 1:19:17
that I ran long ago and those were always set in high fantasy world so I just it just
  • 1:19:21
it just compromises what I believe is the perspective of the storytelling and the environment
  • 1:19:25
yeah I mean we have we have built a brand and we're sticking to it and of course our
  • 1:19:31
next question here is from digital daydream which is about gatherables well items in your
  • 1:19:36
inventory expire or degrade such as meats fish berries or even crafted food and if so
  • 1:19:42
will there be a way to mitigate this generally the answer is no they will not degrade we
  • 1:19:51
do have the idea of essentially buffed items so the idea that like you can create a food
  • 1:19:59
consumable and then you can potentially cook that food consumable in a piece of your home's
  • 1:20:06
furniture like a stove or something and doing so will give it a timed period in which you
  • 1:20:13
need to eat it to to get the benefits of that particular expanded buff but we don't want
  • 1:20:19
to create an environment I feel where you're having to micromanage each of the resources
  • 1:20:26
that are very vast in our game you know we have a hundred plus material system where
  • 1:20:31
you're having to play whack-a-mole with managing those things it just doesn't it's not compelling
  • 1:20:36
to me it's not meaningful I don't see the value in it it just becomes a yeah tedious
  • 1:20:44
tour our next question is about world bosses and this is from cloning and they want to
  • 1:20:49
know when it comes to world boss respawns especially legendary ones how will respond
  • 1:20:55
response work for example will it be primetime respawning or random respawn times so generally
  • 1:21:05
in my experiences when you have a fixed respond time you run into the potential situations
  • 1:21:12
where the powerhouses of the server can keep a particular boss on lockdown and you don't
  • 1:21:17
want to create that type of a situation and so one of the ways that we can help to alleviate
  • 1:21:23
that is by having windows of respond times and we've all experienced this in the MMOs
  • 1:21:28
that we've played where it's not necessarily known when exactly to to coordinate with your
  • 1:21:35
large guild who needs to be online when right and this can give a little bit of a leg up
  • 1:21:41
on the competitive advantage front for other guilds that might be more smaller knit or
  • 1:21:46
more niche to organize quickly in response to the time window of a respawn that's one
  • 1:21:52
aspect of it but in addition some of our bosses spawn off of a predicate and those predicates
  • 1:22:01
can be met at any time so it might not be necessarily a respond timer or window for
  • 1:22:06
some bosses it might be when the story arc kicks off or when another predicate in the
  • 1:22:12
world occurs the spawn happens like an event those those might not adhere to standard respond
  • 1:22:19
times all right and then this one is from frost01 about summoner the summoner archetype
  • 1:22:27
it has been said that summoners summons will be an extension of our play will this look
  • 1:22:32
like our point of view becoming the summon while an AI takes over playing our character
  • 1:22:37
basically they don't want to kind of understand what the how the system will work I'm so sorry
  • 1:22:44
I'm getting bombarded by the production team about meetings today and if I'm gonna make
  • 1:22:49
them so I was just checking that as you were reading that question you're gonna give me
  • 1:22:53
that one more time yeah it's been said that summoners summons will be an extension of
  • 1:22:58
our play will this look like our point of view becoming the summon while an AI takes
  • 1:23:03
over playing the character or how will this system work yeah no no um so two points there
  • 1:23:09
when we say that summons are a reflection of our of our play we're talking about that
  • 1:23:16
our class composition and design revolves around a holy trinity ideal the summons will
  • 1:23:25
also adhere to that aspect so summoners as they grow in level and expertise will have
  • 1:23:32
the ability to select which summon is appropriate for the particular situation that they're
  • 1:23:38
trying to address those could be a tank oriented a support oriented or dps oriented summon
  • 1:23:44
they'll have access to a multitude of them in addition the secondary question there that
  • 1:23:50
I've heard is will we be able to become our summon we do have the concept of siege summons
  • 1:23:57
being a thing with multiple summoners being required in order to to create that siege
  • 1:24:03
summon in those situations your character becomes the summon so you don't have an AI
  • 1:24:10
that takes over your previous character but instead the recipient of those additional
  • 1:24:15
spell effects become the actual summon itself all right and then bliz bub wants to know
  • 1:24:24
about alpha 2 scope I assume some features that are listed on the wiki as being in place
  • 1:24:30
for alpha 2 may be added after alpha 2 begins what features off the top of your head are
  • 1:24:35
being planned for the start of alpha 2 and what features are probably going to give are
  • 1:24:40
going to go live after the start of alpha 2 that's a long I know it's all big question
  • 1:24:50
so first I would say that when we talk about alpha 2's perspective it's really focused
  • 1:24:57
around core systems and their ancillary counterparts when we talk about what those core systems
  • 1:25:04
are it's the siege systems it's the guild war systems it's the node advancements it's
  • 1:25:11
the story arcs it's the character class progression it's the augments it's our artisanship loops
  • 1:25:18
and the gathering processing and crafting cycles it's home ownership it's vehicles and
  • 1:25:26
mounts and you know any number of professions that exist there and then also a big chunk
  • 1:25:33
of alpha 2 is obviously content the ability to ensure that the the hooks for these quest
  • 1:25:40
hubs within the nodes the points of interest are stood up and reflective of the content
  • 1:25:46
necessary to facilitate that those story arcs and commissions and buy orders that's really
  • 1:25:53
kind of the MVP of what we're what we need to achieve in order to demonstrate the loops
  • 1:26:00
collect feedback from those loops and the players who are play testing them and then
  • 1:26:04
make iteration as necessary based off of the feedback we received that's alpha 2's perspective
  • 1:26:10
now of course there are a number of ancillary systems that we also are developing as part
  • 1:26:17
of alpha 2's purview that we want to have available to test as well however those aren't
  • 1:26:22
necessary in order for us to begin testing and so alpha 2 is intended to be a very large
  • 1:26:30
section of the game as well as a long testing period and our opportunity to trickle in additional
  • 1:26:38
ancillary systems is something that we're going to be leveraging because we want to
  • 1:26:44
get in and test as quickly as possible but also cognizant of the fact that it's a public
  • 1:26:49
test period and that players are going to see what we're showcasing and it needs to
  • 1:26:54
be on par with that public display so I hope that answers the question yeah it's a lot
  • 1:27:02
I think you you gave it just of like what the core game play loops are going to be and
  • 1:27:06
that is what's going to be at the start versus like some of the ancillary things yeah that
  • 1:27:11
will patch in and of course patching even in changes to the core core loops as well
  • 1:27:17
the next question is from liniker about the minimum viable product which a lot of people
  • 1:27:22
call the MVP what is your stance in regards to focusing on delivering an MVP versus continuously
  • 1:27:29
upgrading your tools and engine to deliver a better product with new tech even if that
  • 1:27:34
results in delays or additional years of development like UE 5.2, UE 5.3 etc I'm like we actually
  • 1:27:40
just went through this a couple years ago so we are willing to take whatever it makes
  • 1:27:45
you know yeah just just so you guys are aware internally how we evaluate either new technology
  • 1:27:54
integrations or updates on the engine you know our process for doing that going forward
  • 1:28:02
is essentially that our technical teams especially our network team our ICS teams our gameplay
  • 1:28:09
engineering teams they convene and weigh when our next update should be on the engine side
  • 1:28:18
what new technologies might bring benefit overall my perspective on how we balance the
  • 1:28:27
need for integration of new technology versus the versus the responsibility we have in a
  • 1:28:38
timely manner to provide testing sessions that get us closer to the launch date that's
  • 1:28:44
a delicate balance I would say generally our disposition is not to incorporate new technologies
  • 1:28:52
that that yield some significant amount of delay on the development side we very much
  • 1:29:00
take the perspective that we're capable of adjusting and or integrating those new technologies
  • 1:29:06
post milestone post launch if necessary at some point we'll stop updating the Unreal
  • 1:29:16
engine you know in development until launch that point hasn't come yet but of course the
  • 1:29:23
larger the project grows and the more customized we have on the more custom we make the engine
  • 1:29:29
for our back end needs and for you know whatever else merge conflicts can occur those merges
  • 1:29:34
can become you know can become big and painful and the update process gets more painful so
  • 1:29:41
so to answer your question shortly we have a team that kind of evaluates what direction
  • 1:29:48
we need to take there and at the top of my mind is always let's not incorporate delays
  • 1:29:53
as a result of leveraging new technologies yeah we do a risk assessment and we decide
  • 1:29:59
what you do want to do what we don't what we're willing to move forward with there's
  • 1:30:04
a lot more that goes into those decisions and so Chancellor wants to know about passive
  • 1:30:09
skills does your choice of secondary archetype affect what passive skills you'll be able
  • 1:30:13
to have available to you or are those locked in by your primary archetype that's a good
  • 1:30:19
question it's something we've discussed actually in the past and we still haven't landed on
  • 1:30:23
a conclusion yet for the passive abilities and whether or not there are new ones that
  • 1:30:27
are introduced with the secondaries my inclination is that we will lean towards that direction
  • 1:30:33
but it's really something that we're going to be testing as probably part of Alpha 2
  • 1:30:38
and getting feedback on that all right and then flagging as a combatant is coming a question
  • 1:30:48
from nice gaming wanting to know aside from contesting open world resources or dungeons
  • 1:30:55
are incentives being considered when you flag for PvP such as you get more XP or you increase
  • 1:31:02
your resource gathering yield etc the only incentive so first of all we want to provide
  • 1:31:09
zero incentive for for murdering so there is no incentive to go corrupt there's no gameplay
  • 1:31:16
system that touches that there's there's zero incentive for a player to go red it actually
  • 1:31:21
makes you gives you negatives for doing that yes significant negatives very significant
  • 1:31:26
downsides if we're talking about flagging becoming a combatant which is not pking but
  • 1:31:32
just responding to an attack or starting to participate in an attack the incentive there
  • 1:31:37
is that you lose less if you die so if you die while flagged not corrupt but while flagged
  • 1:31:45
you will lose less experience on death excuse me you will accrue less experience dead on
  • 1:31:50
death and the death debuffs will be less so to a degree we do incentivize players to fight
  • 1:32:00
back or to participate in PvP through the flag system but not to PK not to go corrupt
  • 1:32:06
but there are other systems for PvP that will give you benefits and rewards and things of
  • 1:32:11
that sort but not just for flagging no no no so those we call our events right those
  • 1:32:19
are essentially our PvP events those are opt-in right players can participate that if you
  • 1:32:23
acquire a castle there's a lot of strength and power that comes from that if you win
  • 1:32:27
a guild war if you win a node war if you succeed in attacking a caravan those are systems that
  • 1:32:33
you can opt in there are no you know there are no death there are no death consequences
  • 1:32:40
essentially for participating in opt-in systems like experience debt stuff like that but flagging
  • 1:32:47
is its own bespoke system flagging is separate of the event-based PvP systems those are meant
  • 1:32:53
to really facilitate kind of crimes of passion you know or or the situationally strategic
  • 1:33:02
relevant things all right and then our next question is from tactical or is about tactical
  • 1:33:09
gameplay from ace1234 and they want to know how relevant will cover and terrain layouts
  • 1:33:14
be on gameplay and will environmental destruction interactions with these cover and will environmental
  • 1:33:23
destruction interact with these cover mechanics example being using cover for protection or
  • 1:33:29
hiding pushing enemies off cliffs and blowing up objects to use as makeshift cover so there's
  • 1:33:38
not really the concept of destructible terrain or meshes for cover other than in specific
  • 1:33:52
systems like castle sieges where I might be on a rampart or behind a wall and that could
  • 1:33:57
be destroyed removing my cover but not like a you know Gears of War I or something where
  • 1:34:03
I you know slide up to a piece of rock or the corner of a wall or something yeah hopefully
  • 1:34:14
that makes the next one is from armored cell this is our final question about becoming
  • 1:34:19
an avatar is it possible for a player character who has achieved the top spot in a particular
  • 1:34:24
religion to become an avatar of a deity no not an avatar you become you become a very
  • 1:34:32
prestigious member of the community in your node you have certain powers that are granted
  • 1:34:38
to you during node events if you're the highest ranking member you get unique access to certain
  • 1:34:44
vendor tables and you have some directionality over the organization or religions kind of
  • 1:34:53
path for content of the other followers you know there's some benefits there but not you
  • 1:35:00
don't become an avatar you don't you don't become a herald of the god and with that we
  • 1:35:09
have come to the end of our our March update it was a lot we hope that you enjoyed that
  • 1:35:16
and of course we want to remind you that next Friday which is April 7th I believe yes at
  • 1:35:23
11 a.m. Pacific we will be doing a creative director community Q&A with Steven who will
  • 1:35:29
be chatting with Chibi from the Golden Feather Richie sh and some Merg from Ashes Pathfinders
  • 1:35:35
and we are very excited to answer some of the community's questions beyond that we would
  • 1:35:41
like you to remind you to head on over to our forums and leave us feedback there is
  • 1:35:45
a thread already up there for forums ashes of creation comm in regards to our carfen
  • 1:35:50
preview that we showcased here so please give us your feedback your thoughts it is very
  • 1:35:55
helpful for us to make sure that we're all on the same page and of course reminding that
  • 1:36:00
flavors of fellerin our cosmetics that will be swapping over on April 12th so if you'd
  • 1:36:06
like those head on over and snack them and of course we want to extend a massive thank
  • 1:36:10
you to you all for joining us today we appreciate you taking time out of your day or some of
  • 1:36:15
you are watching while you're at work we won't tell and of course to I'm II Scott and Jeremy
  • 1:36:22
for joining us for our preview section of carfen and Steven for your time and making
  • 1:36:28
it through this even though you're sick so sorry guys I promise I will not be sick hopefully
  • 1:36:33
in the week when we do that that Q&A stuff with the yeah hopefully you're feeling better
  • 1:36:37
before then and with that we will be wrapping it up we hope that you have you stay healthy
  • 1:36:44
and safe and you have a wonderful month and we will catch you next month for another development
  • 1:36:49
update remember that the vod for this will be up on Twitch we'll also have the the high
  • 1:36:55
res vod of like the carfen preview over up on YouTube and then this full vod will be
  • 1:37:00
over on YouTube and if you leave us a comment and you are a subscriber on the development
  • 1:37:05
update video you could be spotlighted in next month's live stream where we'll answer your
  • 1:37:11
question and of course follow us in all the places Twitter Facebook Instagram everywhere
  • 1:37:15
we are constantly posting things almost daily so if you want to interact with us head on
  • 1:37:20
over there and of course on the forums and discord we're always available as well so
  • 1:37:25
please pop on over there and join our community and partake in all the fun and we will see
  • 1:37:29
you next month.
  • 1:37:30
Bye everyone.