Talk:2023-04-28 Livestream

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Intro

  • 00:00
Hello, everyone. Welcome to our April development update for Ashes of Creation. We hope that
  • 00:22
everyone has been having a magnificent month. And we hope that you know, you're excited
  • 00:28
spring is in the air. I know I can't believe spring has come aka allergies. Soon to be summer too.
  • 00:37
It's been it's been wild. I think we say this every single month or like you blink and a month
  • 00:42
has gone by but I feel like an entire half a year has almost happened and I'm like how?
  • 00:47
How? Well, these are the I mean, to be fair, these streams are very much like touchpoints.
  • 00:53
Or excuse me, they're kind of like, you know, where I put my head back up and I say, Oh,
  • 00:59
a month has gone by because each of the weeks you're just kind of in the thick of it. And you
  • 01:02
don't really realize the passage of time except for these kind of staple dates where we talk with
  • 01:08
the community and we have, you know, we know it's monthly. So we're like, Oh, okay, wait,
  • 01:12
a month has gone by, you know, a moment of reflection. And you're always like, Wow, I don't
  • 01:16
know if anyone ever takes a moment of reflection. But when you stop for a moment, you're like,
  • 01:20
what have I done? Oh, that's a lot of things. For those of you who are new here, I'm just going to
  • 01:25
quickly go over what you'll be seeing today and you can probably see it below. We are going to
  • 01:31
be going over our quick reminders, our Mage update, our art update, studio update, and then
  • 01:36
questions and answers from our forums that we always pull before. So Vaknar has gone through
  • 01:41
them all and he also answers all of them for you if you didn't get your question answered here. A
  • 01:47
lot of questions are repeat questions, so he goes through and answers them. And then he also, you
  • 01:52
know, if your question didn't get answered, you can always ask it again in the future if it's one
  • 01:56
that we have not asked before. But obviously, I'm Margaret Crone, I'm your Director of

Reminders

  • 02:00
Communications and with me as always is Stephen Sharif, our Creative Director. And before we get
  • 02:07
things started, we'll quickly go over our YouTube comment that was selected. So we'll toss it over.
  • 02:13
Toss it over. Today's one is from Timma200 and they want to know, people camping open world
  • 02:20
dungeon areas was a huge problem in ESO. Please intrepid prevent this. And I don't know, Stephen,
  • 02:25
if you have thoughts on how that is going to work out.
  • 02:32
That is a good question. People camping open world dungeon areas. Well, you know, part of
  • 02:40
Ashes of Creation that's a very important aspect is that there is a competitive nature to
  • 02:46
the environments, the open world. We're a non-faction based game where your reputation
  • 02:51
matters and the relationships that you build matter and those relationships can be competitive.
  • 02:55
They can be adversarial. They can be cooperative and friendly. And camping really is a mechanism
  • 03:02
in which players are spending time at a certain location in order to either continue control over
  • 03:10
that location or to prevent others from having access. And so one of the ways that we kind of
  • 03:16
allow certain systems to interact with that idea of camping is you have opportunities to initiate
  • 03:25
things like guild wars where you can engage with those individuals. You can participate in the
  • 03:31
flagging system where you can attempt to remove those individuals. You know, there are opportunities
  • 03:36
for player friction to occur if people are doing things that are not received well by the community
  • 03:44
or by your group of players or by others. And this is an opportunity to engage in the political
  • 03:50
aspect of the game and the politics in an open world, sandbox oriented type of game design
  • 03:58
is really the lifeblood of what keeps many players interested and invested in the outcome of those
  • 04:06
types of political situations. So I would say that it's not necessarily a bad thing
  • 04:14
when some group of players might try to extend or exert their type of influence to have control
  • 04:22
over locations. That's an opportunity for player political engagement to occur. And, you know,
  • 04:30
sometimes there are in our past experiences of playing MMOs, maybe an imbalance that can happen
  • 04:36
between some groups that either grow too large or consolidate too much power. And it's difficult for
  • 04:43
the server to push back against those individuals. I would say in the designs of Ashes of Creation,
  • 04:48
we've created a lot of opportunity for smaller groups to affect change in the world and changes
  • 04:54
that can be negatively affecting of larger groups. We have anti-zerg mechanics when it comes to
  • 05:00
traveling across the world and being able to be at any singular location and any given point of time
  • 05:06
or quickly by fast teleportation we don't have access to. That's one example. But also there
  • 05:11
are open world objectives that can occur through things like guild wars and node wars. There are
  • 05:16
also your home base of operations which are nodes that can be adversely affected should players do
  • 05:20
something that are against their reputation. These are the types of interactions we want to occur.
  • 05:26
And those points of friction are opportunities for players to get engaged. So, you know,
  • 05:34
I would say it's difficult in an open world environment in a non-faction based game to kind
  • 05:38
of prevent players from loitering in a particular dungeon or area to try to exert that control. But
  • 05:44
there are a lot of opportunities system wise for players to push back against it.
  • 05:50
All right. And, you know, if you want your comments spotlighted whenever we have our next
  • 05:54
dev update, which is going to be the April one here, you can head on over to our YouTube and
  • 05:59
make sure that you subscribe to us and you'll have to flag it so that we can see that because
  • 06:04
if you don't have it public then we can't tell that you're subscribed. And then also leave a
  • 06:09
comment on the YouTube channel and we will select at random a person. So, yeah, we're excited to see
  • 06:16
more of those things. And with that I will go to quickly go through some of the other updates that
  • 06:21
we've had. So first and foremost, we've got our dev discussion that we just put out this month. So
  • 06:27
we hope that you have been enjoying that. We've also had an office hours for it, which if you
  • 06:32
don't know what that is, Vaknar and Broshun have been amazing in doing these calls with us.
  • 06:38
Calls with folks and you can pop on and give your feedback in more of a kind of chat setting versus
  • 06:45
in a forum setting. It's a little different. I don't think I've seen a ton of people doing stuff
  • 06:49
like that, but it's really cool and hopefully you enjoy it. But this was on average how long do you
  • 06:53
prefer a dungeon playthrough to take. And our next one will be on the mage archetype. So we love your
  • 06:59
feedback. You know we do. So keep tossing it our way. And of course, if you didn't catch it, Stephen
  • 07:04
did a community Q&A with Chibi Bree from the Golden Feather, Richie SH, and some Murg from
  • 07:10
Ash's Pathfinder. If you want to check that out, it's over on our YouTube channel. So we hope that
  • 07:14
you like that and get some of your questions answered from the community. And of course,
  • 07:19
we do have our cosmetic swap over that will be happening on May 10th at 11am Pacific. So if you'd
  • 07:26
like to snag these, you can do so now. If you're not aware, these are all things that are going to
  • 07:32
be NPCs, creatures, building things like that in our game. So you're really helping us build the
  • 07:37
world as we are creating it. And of course, a reminder that we do have a content creator program
  • 07:43
that is still taking applications. This is currently in application phase and we will be kind
  • 07:48
of closing that as we get closer to the invitation phase, which will be closer to Alpha 2. So as you
  • 07:53
start seeing that happen, you might know, you might get some Inklings in your bones of what's
  • 07:58
what's what's to come. And with that, I'm going to toss it over to Steven to talk a little bit about

Mage Archetype Preview

  • 08:04
the Mage update before we showcase it. Yeah, absolutely. So as promised, and I know we've
  • 08:11
been getting a little bit ahead kind of in what our future updates, monthly updates will include,
  • 08:18
you guys been looking forward to the Alpha 2 Mage update for the last month. I know we talked about
  • 08:24
that last month. This is an opportunity for you guys to see the direction that we've taken on some
  • 08:30
of these abilities on the class kit for the mage. You're not going to see all of the abilities,
  • 08:35
obviously, but you're going to see nine or ten abilities that relate to, you know,
  • 08:43
utility spells, mobility spells, mainly DPS spells. And as it relates to kind of affecting
  • 08:50
status conditions that have keyword interactions and can be promoted from like tier one to tier
  • 08:55
two status conditions, mainly through elemental use of electrical type abilities and ice type
  • 09:02
abilities. As is always very important, we are still a work in progress. We are still working
  • 09:09
towards Alpha 2. This, excuse me, this demonstration was a little bit different than the ones we've
  • 09:16
done in the past. This was a little bit more of a kind of test arena type of display. We go through
  • 09:23
each of the abilities and we talk a little bit about them, but it's not going to be kind of a
  • 09:29
run through of a location or an area or POI. Really, we're spawning some monsters, we're
  • 09:35
showing the interactions between the abilities, and we are just kind of giving you a combat display.
  • 09:40
And it's very important that you guys, when watching this, Keenan, who participated this,
  • 09:45
asked a few questions that I think are very relevant to get kind of feedback on. So keep an
  • 09:50
ear out for what those questions are and how they pertain, and we'll chat about them after
  • 09:55
the demonstration. But enjoy these next 40 minutes of an early look at the Alpha 2 Mage update.
  • 10:00
All right, see you when we get back.
  • 10:15
Hello, everyone, and welcome to another live stream in the world of Vera. I am joined today
  • 10:34
by three of our absolutely awesome developers. We have with us two regulars and one new face.
  • 10:41
One of our engineers, obviously our glorious engineers, Keenan. How you doing, buddy?
  • 10:46
Good. Thanks for asking.
  • 10:48
Welcome, sir. Welcome back. It's just, let's see, last time you were on was for the tank,
  • 10:53
I believe the tank showcase, right?
  • 10:55
Yeah, that's correct.
  • 10:56
Yeah. And then we also have, I think, as well from that showcase, one of our senior designers,
  • 11:01
Mr. Trad. How you doing, buddy?
  • 11:04
Doing good. Hello, everyone. Good to see everyone again.
  • 11:06
And then we have a new face with us, one of our senior designers,
  • 11:11
one of our visual effects artists, Mr. John. How you doing?
  • 11:15
I'm doing really well, man. This is fun.
  • 11:17
Yeah, this is fun. This is your first time on, right?
  • 11:20
Yes, yes, it is.
  • 11:21
And you have been doing a lot of work on the visual effects side. And today, I know many in
  • 11:26
our audience have been anticipating this early work in progress look at the Alpha 2 Mage. And we
  • 11:36
have, I'm sure already, the chat is ecstatic looking at the hot bars of abilities that we're
  • 11:42
going to be looking at today. We're not going to go through all of them, but we are going to go
  • 11:45
through, I believe, the electrical spells, some of the utilities and some of the frost abilities,
  • 11:52
right, Tratt?
  • 11:54
That's right. Yeah, we're going to be looking at a bit of an ice lightning mage. This will not be
  • 11:59
the only elements that you'll see on the mage, but that's what we're going to be focused on today.
  • 12:03
And just specifically some interactions between those elements and showing off how the elements
  • 12:08
can be used together to create synergies.
  • 12:10
Yes, and I know we've been talking about this, obviously, for a good amount of time and the way
  • 12:14
that kind of the class kits synergize and work together. And you guys saw a little bit of that
  • 12:19
with the tank demonstration between, I believe, two abilities had like a staggered to a knockdown
  • 12:26
promotion. Is that right, Trent?
  • 12:28
That's correct. Yeah, we're going to be diving a little bit deeper into that kind of stuff. You'll
  • 12:32
see probably three or four different interactions within this kit, and that's just the start of it.
  • 12:38
Cool. Now, we are in the Riverlands, of course, but we are... Where are we right now? I think we're at
  • 12:45
the... This is like a... What is this place called? Is this the... This is the Hall of Judication,
  • 12:53
which is... Was an Aelan, I guess, prison slash trial location that they kept criminals for court.
  • 13:04
And we're not going to go inside this location because I think it's filled with some goblins
  • 13:09
that might be a little bit beyond our pay grade. But outside, I think there are some more
  • 13:15
friendly flowers, perhaps, that we can also play with and then maybe some rock monsters. But what
  • 13:22
I want to do before we start there is I think it would be beneficial for us to first get kind of a
  • 13:28
base on what each of these abilities do. I know that that was something that a lot of the players
  • 13:33
really liked seeing before we actually get into some combat interactions. And then later, I'm going
  • 13:39
to let trad show off some of the intricate combos when we kind of showcase the broader kit. But one
  • 13:48
thing I want to tell the audience is that, you know, in our previous showcases, we've tended to
  • 13:55
kind of showcase a little bit more gameplay oriented kind of walkthroughs of zones and areas
  • 14:01
and have elements of different encounter designs and monsters and whatnot. Today, we're going to
  • 14:07
really focus in on these individual abilities, their mechanics, and what it means for the broader
  • 14:13
combat design of our archetypes in Ashes of Creation and hopefully get some good feedback
  • 14:18
from the community on this direction. And I know Keenan has some questions that he wants to talk
  • 14:23
about. And John, I know we're going to talk with him a little bit about kind of the next, I think,
  • 14:28
next edge kind of technology that we're utilizing for some of our VFX and how these abilities
  • 14:34
interact. So before we get started, let's go through these abilities one at a time. What's
  • 14:40
our first one that we have here? This is something that I think we had in Alpha 1. This was our blink.
  • 14:46
Is that right, Trad? Yep, this is one of the ones that we've brought back. This was definitely,
  • 14:51
I would say, most of our favorite spells from Alpha 1. So we had to bring it back. Even the
  • 14:55
visuals are just awesome. So yeah, anyone who played Alpha 1 should be pretty familiar with that.
  • 15:01
I'm going to set my cooldowns to zero so I can show the abilities over and over again.
  • 15:05
So this is the blink ability. And obviously, its purpose is to close the gap, to create a gap,
  • 15:12
to reposition. Talk to me a little bit about the use case of a blink from the mage's kit perspective.
  • 15:20
I mean, you covered it there. It's a gap opener, gap closer, whatever you want it to be. And
  • 15:25
you know, we'll showcase some kind of that. We'll showcase that kind of gameplay and actual action
  • 15:31
once we get to the encounter section of this stream. But you'll see that mages will probably
  • 15:39
prefer to use this spell in different ways based on how you're speccing the mage. So if you are a
  • 15:44
more ranged based classic mage, you'll most likely use this to create space to put between you and
  • 15:51
your opponent. But like a more melee based mage might actually want to use this to get on their
  • 15:56
opponent. Yes, to initiate. Absolutely. That feels like the way I would use it. And then after this,
  • 16:03
we have a... Let me see. Before we get into the combat abilities, perhaps we use... You know,
  • 16:10
actually, let me show the shield. Speaking of a combat mage, if you're in the middle of fighting,
  • 16:16
talk to me a little bit about the shell. Yeah, this is a pretty classic mage spell that you've
  • 16:23
probably seen before. It's just a big health shield. It absorbs a bunch of damage and it has
  • 16:28
a duration. So usually you want to time it with when you're going to anticipate taking a bunch of
  • 16:33
damage at once. And we'll show that off too in a little bit with some of our rotations that put
  • 16:39
the mage in a little bit more danger for greater payoff. And this is kind of a short game. You can
  • 16:44
see that the duration of the shell is one of the parameters that are augmented by some of our
  • 16:54
augment abilities. So it could be potentially extended by an augment in the future. But it's
  • 16:59
essentially short duration for those temporary hit points. Is that right? Kind of like if you're
  • 17:03
stuck in a little bit of a bind. Exactly. Yeah. And that's the point of the duration. Like usually
  • 17:09
these health shields can be pretty strong. And so timing that is part of the balance and also part
  • 17:14
of the gameplay skill that comes into deciding when to use that and when to put it on cooldown.
  • 17:21
And then let's show off this ball of lightning. Now, John, you have done a lot of work on the
  • 17:28
tech side for VFX with regards to how lightning kind of interacts with surfaces from a sticky
  • 17:34
surface perspective and just establishing what I think is a really cool even style guide and
  • 17:42
shape language for this electricity. Talk to us a little bit about what it took to create this.
  • 17:49
I think one of the things that helps set Ashes apart from an effects perspective is that we want
  • 17:55
our effects to be dynamically generated. We want them to interact with the world. We want them to
  • 17:59
feel like they are part of the combat. So when we come to wanting to work with something like
  • 18:06
lightning, we actually want it to seek out different things in the world and stick to them.
  • 18:12
We want it to feel like you are actually in control of that lightning, not just plastered on top.
  • 18:18
So what we've been working on are kind of behavior systems where you model the behavior of the
  • 18:24
lightning and how it should work. And then those systems get put into our effects and you get a
  • 18:31
very consistent repetitive, not repetitive in its motion, but how it behaves result from it.
  • 18:39
Yeah, I think it looks great. I love this ability too. And when we get into combat, you guys will
  • 18:45
see kind of its use case. I will say this is one of my favorite spells just to use,
  • 18:51
not only visually, but like for reasons you'll see later. But like it's a zoning tool. It's
  • 18:56
like a mobile zoning tool. It's great for applying status effects because it's hitting
  • 19:00
very rapidly. There's lots of different ways you can use this thing to your advantage.
  • 19:05
I'm sorry. This one was so much fun to make. People aren't supposed to be using. I have
  • 19:10
cooldowns. I'm sorry. I set my cooldowns to zero. So I'm launching like a whole bunch of them.
  • 19:14
But I just really love the effects. I think it's so cool. It's just fun to figure out how to get
  • 19:21
it to stick to the floor and make it actually kind of walk along, you know? Oh, yeah, absolutely.
  • 19:26
Now we also have a little bit on the frost side. Let's talk about this ability. And this one is
  • 19:35
a blizzard. Explain a little bit about blizzard, Keenan. Blizzard is a very complicated spell. I
  • 19:46
have thought a lot about blizzard. It rains projectiles down that deal damage, but also does
  • 19:53
a fairly frequent burst that applies shield stacks. It also has a little bit of mobility into
  • 20:00
it, which is something we talked about quite a bit. We felt that it was important to
  • 20:04
maintain some control over this ability, even though it's very powerful, just to give players
  • 20:09
that maximal sense of agency as they are destroying the battlefield. Oh, yeah. I mean, I love the
  • 20:17
visuals here as well, John. The decals on the ground with the frost and the impacting ice
  • 20:24
shards. Now, is this talk to me a little bit about kind of how you create from a visual effects
  • 20:30
perspective these individual elements and their reusability? You know, one of the things that's
  • 20:37
really good about working here is that we are involved very early on and we can look at the
  • 20:42
things that are going to be challenging from what design and engineering team want to build
  • 20:48
from an effects perspective and then inform them on those things. And when we want really cool
  • 20:54
frost zones all over very uneven terrain that they build out like cool displacements in the ground,
  • 21:02
there's not a button for that. We have to go and work really closely with tech art and figure that
  • 21:08
stuff out. And then how do you make sure that the particle systems can drive those decals and they
  • 21:12
can be animated? So being part of that process very early on, working with the concept team to
  • 21:20
identify what the challenges are going to be and then really being able to communicate with those
  • 21:24
teams about how to accomplish it before it hits our desk is really powerful. Absolutely. I remember
  • 21:32
when I showed you or when you showed me your first iteration, John, I was like, how does it look when
  • 21:36
you move? And you were like, what? Yep, that is definitely one of the things that you are so very
  • 21:42
good at, Keenan. You take whatever system we have designed and you find the one thing almost
  • 21:50
immediately that we didn't account for. And I appreciate you for that because once we fix it,
  • 21:55
it looks so good. Absolutely. It is a very difficult process kind of creating these
  • 22:02
abilities in a way that obviously answers the call from a design perspective in the kits that
  • 22:08
we want to create and the interconnectivity between those kits, but also establish what players want
  • 22:14
to see out of a class fantasy. And the mage is a very near and dear to many people's hearts.
  • 22:19
I know it is to mine as well. And there's just so much space here to create strong visual languages
  • 22:26
around the different types of magics and elements that are utilized. It's a very strong part of the
  • 22:34
Ashes of Creation class kits. So we have another ability called Cone of Cold. Talk to me a little
  • 22:40
bit, Tratt, about Cone of Cold. Yep, ice spells have a tendency to be complicated. This is another
  • 22:47
one. So this is a cone spell. I mean, it's pretty simple in that regard. Like you hit enemies in
  • 22:52
front of you. You apply what is one of our elemental status effects called Chilled. It does,
  • 22:58
as you would probably expect, it slows the target and it can stack for an increasing amount of slow
  • 23:02
per stack you put on them. But if you might notice, you might notice that there are some
  • 23:09
little crystals that it leaves on the ground there. And each one of those is a proximity ice
  • 23:13
mine that if someone steps on, it will explode and apply additional stacks and damage. So it's
  • 23:19
really good at creating area denial between your opponent and yourself. And if you force them
  • 23:25
through it, then you can count on being able to escalate your status effects a little quicker.
  • 23:30
Now, I've aggroed this monster. You guys will notice that it's not pathing towards me, but
  • 23:35
that's because I want to show off some additional abilities. Excuse me, that require a target. So,
  • 23:46
Lightning Strike. Talk to me about what Lightning Strike does. Sure, this one's a little more
  • 23:53
straightforward. It's kind of one of your bread and butter single target abilities.
  • 23:58
You can charge it for varying degrees of efficacy. So you can either release it really soon to apply
  • 24:04
stacks quickly of the electrified status effect in the lightning category, or you can charge it up
  • 24:10
longer and do more damage. So as I guess I'll take this opportunity to talk a little bit about what
  • 24:17
you might be noticing on the icons on these enemies. But once you build 10 stacks of electric
  • 24:24
electrified on the target, you'll notice that they'll get another icon on them. And that is the
  • 24:30
shocked status effect. And what that means is that when you hit them with damage, once that thing is
  • 24:35
applied, it will consume electrified stacks with each hit you do to them while that's active to do
  • 24:42
or proc additional damage. So I'll show that here. You can see that electrified gets applied.
  • 24:50
You can see that electrified gets applied.
  • 24:55
But one thing also that is interesting is this elemental empowerment. Talk to me a little bit
  • 25:01
about elemental empowerment. Yep, so you might be wondering, well, how am I going to get all
  • 25:07
the way to the number of status effects I need if my abilities are on cooldown and, you know,
  • 25:12
I need 10 of them to get there? Well, the one combo is, or well, your weapon combo in general
  • 25:18
on the mage is very good at doing so because it will take the elements of the last spell you cast
  • 25:23
and for about a five second period or so apply that element in satisfied applications to the
  • 25:30
enemy as you're attacking them. So you might see that happening here. So let's show off a little
  • 25:35
bit of that interaction after I kill this guy real quick. And the next one and how promotions
  • 25:47
work on those types of status conditions. So what's a good promotion effect that I can do
  • 25:51
between electricity and frost right now? Usually I like to stick with frost first. So I'll open with,
  • 25:59
do we want to show frostbolt? Yeah, yeah, let's do that. So this is a single target projectile
  • 26:04
attack that applies two stacks of chilled to the enemy. And then after that hit him with a few wand
  • 26:08
attacks. Now you'll see that you've gotten a frozen status effect on him and then he timed
  • 26:15
that really well right there. But like in that very last frame, you'll see that he hit him with
  • 26:19
an light, a lightning effect, which triggers the shattus. It's not even a condition. It's just a
  • 26:25
reaction. And that just triggers a bunch of damage. So that's a good way to get your burst damage. If
  • 26:31
you're rotating your spells and your elements the correct way. Yeah, that's super cool. Very cool.
  • 26:39
Yeah, that particular interaction is by far my favorite thing about this mage. Yeah, I like the
  • 26:48
ability for a spellcaster or just any player with their archetype, having the option to kind of weave
  • 26:55
in between those rotations and those spells and to create successful combinations within their kit
  • 27:04
that you amplify the DPS or the status conditions or the control effects or, you know, whatever it
  • 27:12
is your is your end goal. Having a a rotation that emphasizes your ability to succeed or fail
  • 27:22
in those combos, I think is is compelling from a gameplay perspective.
  • 27:28
Yeah, I agree. And like they really are intended to be rotational drivers and help you get
  • 27:34
introduced to a kit that, you know, might otherwise feel like just a disparate set of spells that
  • 27:39
don't really belong together. This is how just one way that we're really making them feel connected.
  • 27:45
And it's not the only way. You'll see some other synergies that are a little bit more organic
  • 27:49
with a few of these other spells that we have yet to get to. But that's kind of the crux of how
  • 27:55
we're getting those rotational elements down. Now talk to me. I think your lightning just shattered
  • 28:00
that for you. I know. Yeah, I timed it so that it would it would essentially hit the hit the target
  • 28:07
while the frost application applied. I used another ability called chain lightning. Talk to me about
  • 28:14
chain lightning. Yeah, that's it's pretty similar to lightning strike, except it's more of an AOE
  • 28:23
role that it's filling. So you won't see it here because you're only attacking one target. But
  • 28:27
if there were multiple targets, you would see lightning branch off from the main target that
  • 28:33
you have to nearby additional targets. So it's really good at applying its status effect in a
  • 28:38
more AOE scenario, which we will also show you soon. Let me see if I can. Sorry, I spawned a few
  • 28:44
more targets just to demonstrate that. Let me sleep them all. Talk to me a little bit about sleep.
  • 28:51
Yes, this is an AOE CC that breaks on damage. It's great for like creating space and setting up a
  • 28:56
window. But you can't just like DPS them down while they're sitting there weak. So it's kind of
  • 29:03
to trade off. It's very good, especially if you're in a more organized group that knows to hold off
  • 29:09
and like, you know, kind of control the battlefield without just throwing damage everywhere.
  • 29:19
Yeah, that is super cool. But now, John, talk to me a little bit about
  • 29:23
the ability for this lightning to kind of connect with these different points of collision.
  • 29:32
So first, working with this combat team so early makes things like the idea that they want to be
  • 29:40
super twitchy and, you know, rotate the player while they're casting it very obvious from the
  • 29:46
start as a, you know, a huge challenge. So when we go about designing these systems,
  • 29:54
we're looking for not only does it look good, but is it performant and, you know,
  • 30:02
building out the systems that can look for all of the players, the ground,
  • 30:07
collision objects like trees or rocks and not only like, collide them, but avoid them.
  • 30:13
It's just super satisfying. Yeah, I totally agree. And that's one of the cool things, you know,
  • 30:20
you were talking about like looking for that collision and and one thing I want to demonstrate
  • 30:26
on that comment is let me see if I can find a good spot to showcase that here. Hold on one second.
  • 30:33
Let me just spawn a little dude maybe right here ish. And then I'm going to go ahead and
  • 30:41
I'm going to spawn a little dude here ish. And then, oh, actually, no, we got a friend.
  • 30:46
We got a friend to use him to sleep right there. OK, and let me get behind this rock.
  • 30:56
Oops, sorry, guys. I'll launch around this area here.
  • 31:02
Oh, that looked so good. Did you guys see that arc? That was so cool. All hacks.
  • 31:09
You can rotate while you're casting it. So we wanted to really pay attention to
  • 31:14
that player agency that's been so important for the combat team. You know, if if you're
  • 31:20
able to move and rotate and get out of the way and your effects suddenly disconnect from you
  • 31:25
or don't feel like you're in control of them anymore, that just it doesn't look right.
  • 31:28
And we really want it to look and feel interactive and fun. You know, we don't want you to turn the
  • 31:33
effects off. We want you to enjoy it. I'm definitely not used to seeing such
  • 31:38
like grounded lightning in games and especially. I am a mage player and bad lightning angers me.
  • 31:48
So it was just not allowed. Like we had to do better. And it's still very much a work in progress,
  • 31:56
but we are definitely on the right path and it's performant. And, you know, I think another aspect
  • 32:02
of this that's really cool is you're looking at it as lightning right now, but the same system
  • 32:08
that does lightning, does the ice crystals, does the air strike routes. There's all kinds of
  • 32:15
different behaviors that these very performant systems can handle. Absolutely. All right. Next
  • 32:22
up, we have Arcane Volley. What is Arcane Volley? This is a single target arcane spell. Unlike the
  • 32:30
other ones we've shown you, this doesn't have any particular element associated with it. And it might
  • 32:37
look a little underwhelming at first, but you can use this pretty quickly. It's on a two charge
  • 32:42
cooldown and there is a particular synergy that we all like to use with it. If you haven't figured
  • 32:48
it out, it's how it synergizes with the Shocked status effect. The Shocked status basically says
  • 32:55
with each hit, it triggers additional damage and Arcane Volley is a perfect candidate for that
  • 33:01
synergy. You know, I am going to make sure this guy's wings are good to go. I, Trad, I would love
  • 33:09
for you and I'd perhaps swap places here and for you to walk us through some of these more elaborate
  • 33:15
combinations. One thing that is really cool guys, I don't know, it was about a year ago or so,
  • 33:20
we showed off this particular Thunderbolt gliding mount and we put a little bit more work, Jason's
  • 33:29
been putting a little bit more work into the glide mechanic. And let's see if I can set myself up. I
  • 33:37
want to fly you over to a little location, Trad, where you can demonstrate some of these combos.
  • 33:45
So I think there's a plateau that's kind of near here. Let's see if we can do this.
  • 33:48
Oh god. And we're doing it. Okay, so this is kind of the gliding distance that you can develop
  • 33:56
a little bit with these gliding mounts. So there's some good amount of distance traveled,
  • 34:00
I think. Oh my god, I pulled a little bit too many troops. Hold on, hold on.
  • 34:05
Yeah, yeah, yeah, yeah, wait, wait, wait, let me fly back out. Reset. Reset. Let me reset.
  • 34:09
Reset. All right, wait.
  • 34:15
We're good. Let's just walk over, actually,
  • 34:20
I'm gonna fly to his little safer spot. There we go. Oh, and he's T-posing. Don't mind him,
  • 34:31
he's good. Just tell him to go away. Oh, and we got another one. And he died. Okay, we're good.
  • 34:44
All right, Trad, let me just, uh, let me, hold on, my god, I hope I don't die.
  • 34:51
All right, get ready, we're gonna swap over here. Why are there so many creeps on this hill?
  • 34:54
Oh no. I'm sorry guys. Oh my gosh. Give me one second, let me just see if I can reset them. Okay,
  • 35:02
there we go, we're good. We're good, we're good, we're good. They reset? They reset.
  • 35:10
Nope, they're trying to path to me. They're very angry. Very angry. No, why won't they leash?
  • 35:20
They have a super long leash radius. Okay, Trad, let us, let's you and I swap. What do you think?
  • 35:27
You want to swap? And we'll do this over here? Yeah, good luck, Trad. Yeah, they will reset.
  • 35:32
Yes, just a big AoE pull. All right, we're gonna swap. Give me one second.
  • 35:41
And we are now swapped, or we're swapping, sorry, Trad, come on over.
  • 35:45
And show us some of the magic in the combos.
  • 35:58
All right, we are back. I'm gonna do my best to salvage this situation here.
  • 36:03
Got a big pull. All right, so first I'm going to thin out this encounter a little bit. I'm going to
  • 36:11
demonstrate one of the more single targets. I just want you to know, Trad, real quick, that
  • 36:15
prior to you thinning out the herd there, that if it wasn't for my training all of those creeps,
  • 36:20
you would not have had this spectacularly long, long, long, long, long, long, long, long, long,
  • 36:27
long, long, that if it wasn't for my training all of those creeps, you would not have had this
  • 36:35
spectacular opportunity to just showcase the sheer AoE potential in this. Oh, I see, I see.
  • 36:40
We're skipping straight to that then. All right. And he can do it without the cooldowns too.
  • 36:45
No pressure whatsoever. All right, no, let's set the cooldowns back. Yeah, you can do it.
  • 36:50
Doing it live
  • 36:52
Let's see first
  • 36:54
So walk us through kind of what you're gonna use
  • 36:57
So because this is gonna be a more of an AoE combo
  • 37:00
I would say one of the better rotations for this is
  • 37:04
Almost one of the more battle mage like rotations so that this is gonna be something you could almost expect from
  • 37:10
Like maybe H fighter or something like that, you know, I'm gonna equip the great blade
  • 37:15
So this is just to show that you know mages use non-conventional weapons and ashes of creation
  • 37:22
We're gonna show that off soon, especially with what we showed you earlier the elemental empowerment
  • 37:27
Well, this will actually apply to all things that you hit in your cleaving radius with the great sword
  • 37:32
Oh here we go
  • 37:53
No, oh
  • 37:55
God I
  • 37:57
Canceled my blizzard. I cancelled my blizzard. Oh, it's so good
  • 38:03
Too many mobs dude. Yeah, we're good. We're good. Maybe they'll reset that now you're reset. You're good
  • 38:11
Okay guys, I just had to set trad up to die like that I apologize I
  • 38:17
Just wanted to just showcase that the mage is not a literal God
  • 38:20
Like in many games that if you over pull and you bite off more than you can chew you're still gonna die. I
  • 38:30
Love it
  • 38:31
We can't ever get at the first try right? That would be a boring. No, that would be very boring
  • 38:35
there's there's a there's a little bit of a you know a little bit of a
  • 38:40
difficulty challenge here
  • 38:42
Oh, you almost made it back this is nice not bad
  • 38:49
Kind of like a little puzzle to get back in here. He did it pretty quick too. I get lost. Yeah
  • 38:55
All right, let's see if we can get a little bit of a better setup here
  • 38:59
All right. I'm gonna shelf the AoE one and go to the single target one and then we'll we'll do the AoE one again after that
  • 39:06
All right. All right, so this is a little easier one. Here we go. You're
  • 39:15
Gonna need your wand
  • 39:24
Okay, yeah some big deeps there and that's because of the shatter
  • 39:27
Oh
  • 39:35
You slept the next one nice
  • 39:42
I love that ball
  • 39:44
Oh
  • 39:54
You're making quick work of these trad not bad
  • 39:57
Yep, so that's that's the single target rotation
  • 40:00
I like a lot at least with this kit once you start introducing some of these other elements in here that we're not gonna show you
  • 40:05
This time, but you'll get to see them eventually it really opens like a whole realm of possibilities
  • 40:10
Actually, we could even try it on this one. This guy's got a lot of health
  • 40:15
This guy takes a few rotations to bring down. Yeah, I've been really practiced on this one
  • 40:19
Let's see how it goes and now Keenan talk to us a little bit about kind of the process that goes into
  • 40:26
creating these
  • 40:28
you know class kits for
  • 40:30
Alpha 2 your strike team has been hard at work and kind of
  • 40:34
Developing phase one and phase two of these what exactly goes into those phases?
  • 40:38
well
  • 40:41
It's this pretty much a three phase process phase one is very open-ended to be pretty much try everything under the Sun and we put
  • 40:48
It together in every way we can imagine and we try to figure out what we like and don't like and iterate fast
  • 40:53
Like we usually do playables like twice a week when we're in that phase
  • 40:58
What you guys are seeing here is actually abilities that are in the process of passing phase two so they are approaching
  • 41:05
Levels that where we are happy with how they play happy with how they look and
  • 41:11
Some details may change over time. But generally speaking this is
  • 41:15
What we're going for and from here, it would mostly just be like like polish and
  • 41:22
Assets and just getting like external feedback and stuff like that
  • 41:27
Very nice
  • 41:28
Tried I liked your use of slumber there. You're in a precarious spot. Oh
  • 41:35
God oh
  • 41:37
My god, I am literally on the edge of my seat just watching this hoping you don't turn into ash. Oh
  • 41:43
God
  • 41:45
Brad oh
  • 41:48
My gosh that was crazy, but chill I wanted to make it look close, you know, it's good for the uh-huh. Yeah
  • 41:54
You know me too. That's when I die. It's because it's you know, yeah, I mean it's dramatic effect. Yeah, it's a great totally
  • 42:03
All right. Should we set our health back up or do we have to wait for a region here?
  • 42:06
You know you can set it. Yeah, you can you can negative nuke yourself. Dude the aggro range on these things
  • 42:12
I see why you dagger everything. So you see what I mean? This is what I'm having to deal with right now
  • 42:17
That's
  • 42:24
Well done you see this audience utilize elements of the terrain to obstruct the pathing from the monster Wow
  • 42:32
We're we have yet to stand up the right pathing
  • 42:35
Oh, it's so good
  • 42:43
This guy's a little boy though, he's not too bad
  • 42:51
This is just more of like the single rotation kit. Yep, and you do not have to build
  • 42:58
your mage
  • 43:00
down this elemental path, right that's one of the the
  • 43:03
Design elements of this kit is that there are a lot of different paths that you're able to take the mage down
  • 43:10
not just the lightning and ice path or elementals talk to us a little bit about kind of the
  • 43:15
Composition of abilities that are intended between utility defensive gap closers and mobility
  • 43:21
DPS oriented one
  • 43:24
Yeah, I mean that's kind of what we've been demonstrating a little bit with some of these other ones like this show has definitely saved me
  • 43:30
more than a few times
  • 43:32
slumber as well like a lot of
  • 43:37
Defensive utility goes into the mage being able to sustain themselves, you know when they're having situations like this where you know
  • 43:44
Detected by mobs and they weren't quite prepared for it. And I think that's really what rounds out the kit
  • 43:50
For classes like this. It's not all about just
  • 43:53
Dishing out DPS all the time. It's all it's really it really comes down to those like situational things and
  • 43:58
Using those things intelligently to come out on top. Let's see if we can
  • 44:05
Get an AoE encounter here
  • 44:07
By the way, if you want it if you want to turn around trad you're able to you can do like one two and three just kind
  • 44:12
Of in the middle just face directly into that dirt area there and just num num pad one two three and it'll spawn
  • 44:19
Just right in front of you and just turn slightly. Yeah, there you go. Perfect. All right classic AoE encounter here. Let's go
  • 44:25
And guys just to give you context here as trad's doing this again
  • 44:30
We were taking a little bit of a direction here with this showcase. We wanted to kind of give you
  • 44:34
Just how we do things from a combat arena perspective and development
  • 44:39
Perspective and how we iterate as Keenan was talking about, you know
  • 44:42
There are multiple iterations that occur during phase one development twice a week almost with that strike team
  • 44:47
and they use arenas that are a little bit lower weight than the
  • 44:51
Then Vera than the ashes of creation world and that's kind of the combat arena that has things like dummies and you know
  • 44:58
Just a lot of different
  • 45:01
Design oriented test subjects that are helpful. One of those is just spawning monsters as you need it
  • 45:07
Yeah, one of our guiding theories is that the more iterations we can execute on the better the game will be so we're all about
  • 45:15
Minimizing that time to iteration. Yeah, that's something that's also really important for us
  • 45:19
when
  • 45:21
You guys are iterating so quickly
  • 45:23
You know, we want to make sure that the systems that are using that animation to really drive the effects
  • 45:29
Don't break every four days because you guys decided to change it up
  • 45:34
We really want to only address changes for you know major
  • 45:38
Differences and how the ability functions so these systems are pretty robust
  • 45:43
Yeah, and I noticed there trad when you were swinging with your your greatsword
  • 45:47
You had that elemental is it elemental empowerment? I'm into empowerment
  • 45:52
Yeah, that's kind of what I was alluding to earlier. Like it's not just the wand that interacts with these different
  • 45:59
abilities different weapons have different synergies with class abilities which just
  • 46:06
Introduces that extra level of depth, right? It's like, you know, how can I maximize the effect of this and you know?
  • 46:12
It's like I'm trading in this case my my ranged potential for the ability to apply these status effects in a more a we regard
  • 46:20
Which makes the greatsword a lot better for dealing with packs than the wand
  • 46:25
And you know, sometimes you'll even be able to use either one based on the situation, right?
  • 46:30
We'll allow players to swap their weapons based on
  • 46:34
You know what? They are coming up against and it creates a lot of answers to different situations if you have the tools for it
  • 46:40
Absolutely. Yeah, just to be clear the greatsword was dealing so much damage there because they were shocked exactly
  • 46:47
Yeah, it's good. It's a good a we weapon, but by itself it's not it's not that good
  • 46:52
It was really the shock that was making it feel so much damage. Yeah
  • 46:56
Well, oh you got another little friend there. You'd probably put press for a couple times. You want to grab a couple more of those? I
  • 47:03
Think we'll just put him to sleep good call. Um
  • 47:10
Well
  • 47:11
Guys as always, you know, this is a continued work in progress alpha 2 as you know is a big test period for us
  • 47:19
a lot of the archetypes are going to be online to a significant level with a significant amount of
  • 47:24
abilities that are going to be available to kind of test and
  • 47:28
As part of our monthly showcases where we show you development in progress. This is our opportunity to collect feedback
  • 47:35
On what you guys have seen Keenan. Do you have some questions that are most relevant?
  • 47:39
For your teams with regards to the iteration and development of this combat that you'd like to posit to the community
  • 47:47
Yeah, I would say there's there's three major things that I'm interested in gathering feedback on
  • 47:52
and the first one stems from player agency, which is one of the things that we prioritize the most and so with in
  • 48:00
the context of this kit what that looks like is
  • 48:03
How people feel about the amount of mobility that it has during spells people may have noticed that the cleric was walking out of its
  • 48:10
spells and canceling them
  • 48:11
But this page can actually continue to cast they just have a slower movement speed. How do people feel about that?
  • 48:15
How does it look?
  • 48:18
The second thing I'm interested in is
  • 48:20
how
  • 48:23
The transition between spells is coming across does it look good? Does it look clunky? How do people feel about that?
  • 48:30
And then finally the complexity of the kit are people pretty happy with these elemental interactions and how they
  • 48:37
How they would think about them during combat or are they interested in something more complicated or less complicated?
  • 48:43
Awesome and guys as always
  • 48:49
Remember this is a work in progress. There is still iteration necessary
  • 48:53
There's a lot of artwork that still outstanding and require second third fourth passes and polish
  • 48:58
but we are showing you
  • 49:00
You know everything as it is in development because we find that it's a very important
  • 49:04
Interaction with the community to collect this type of feedback and get your guys's
  • 49:08
Thoughts on the direction that we're taking because at the end of the day when we launch Ashes of creation
  • 49:13
We want to make sure that we've had as much touchpoint with the community as possible so people don't go, what game is this?
  • 49:19
Um, but with that being said John, Tradd, Keenan
  • 49:24
I want to thank all three of you for joining me today and showcasing the hard work that you and the rest of the team
  • 49:28
Have been putting towards developing this mage and the other archetypes
  • 49:32
I know I speak for the community when I say thank you. You guys are doing an awesome job
  • 49:37
Very excited to see this played by by players in alpha 2
  • 49:41
And with that being said we will see you all
  • 49:46
back on stream
  • 49:47
Bye guys
  • 49:58
Welcome back, um, we'll play the video in the background. It seems like most people enjoyed the showcase
  • 50:05
Um, okay, so I'm gonna go ahead and show you guys
  • 50:11
Oh, you're muted for me, I don't hear you
  • 50:18
Whoops my bad
  • 50:21
Okay, i'm good now. Yeah. Um, yeah, it looks like everyone enjoyed that
  • 50:25
So, you know just to give you guys again, uh further context there
  • 50:29
This was just showcasing, uh, the lightning and ice interactions on the abilities
  • 50:33
There is a pipeline behind ability creation
  • 50:36
There's still outstanding artwork on the visual effects side for the fire and earth spells that we're kind of working on
  • 50:42
Um, we talked a little bit about in that showcase kind of our phases of development, uh for our different archetype classes
  • 50:50
And there are phase one phase two phase three, uh, and
  • 50:54
These were ready to kind of showcase and we wanted to get your guys's feedback on that
  • 50:57
So look forward to disappointed in the fire steven
  • 51:00
They fire they want to see I know fire in the future stay tuned
  • 51:05
Absolutely. We don't want to show everything too. By the way, we want we want people to experience and play this as well
  • 51:11
So we do have quite a few questions. So i'm going to try to power through some of these. Yeah
  • 51:15
Um, one of the things was can we swap weapons in the middle of combat?
  • 51:19
We saw that uh tried to get with the great sword a great blade versus the wand
  • 51:24
But yeah, we've talked a little bit in the past and this was president alpha one as well
  • 51:27
For those of you who played and those of you who watched
  • 51:29
Um, you may not swap armor when you're in combat, but you may swap your weapons
  • 51:35
Um, and you know, there's obviously a few reasons of why this can be important. Um, we're a
  • 51:42
itemization agnostic class, uh design
  • 51:45
Um, so players kind of equip with items that there are most necessary based on the adversary or the challenge that they're facing
  • 51:54
And so we want that to be available for players to kind of swap with weapons
  • 51:58
All right, and then there's a question regarding ball lightning. Does this charge? What what's it like when it's not charged up?
  • 52:05
Versus charging it all the way up
  • 52:08
Um, so ball lightning you cannot charge up. It's the arc lightning that you can charge up and
  • 52:16
And that charge up is essentially
  • 52:19
Additional time that's spent as a risk in exchange for additional dps when the execution occurs
  • 52:25
right
  • 52:27
And then there are folks wondering is there an underlying system for the skills and combat from the ue gameplay ability system?
  • 52:34
Or is this a proprietary solution that we've created?
  • 52:37
Yeah, this is a this is our our custom
  • 52:40
Ability system that's been created at intrepid
  • 52:44
Adam and kenan and mike have had a significant hand in creating that
  • 52:50
You know, there is functionality that we need to occur in our ability system
  • 52:54
That's not capable of being done through what's natively available through unreal engine
  • 52:59
And so as a result many of our systems that we utilize in ashes of creations
  • 53:04
Are made custom in-house in order to better facilitate our needs
  • 53:09
And then folks are wondering about foliage as it seems like it could hide your character from your own camera. Can you uh,
  • 53:17
Can it do something like turn transparent to you so you could lose your own character?
  • 53:21
Yeah, those lose yourself in the grass. Absolutely. Those are those are kind of um, uh, little
  • 53:28
Higher fidelity types of polish that we get around to when we're out of the guts of building, you know core systems and
  • 53:36
Abilities and archetypes so, you know part of watching our game in development is understanding that
  • 53:43
A lot of the quality of life or or polish oriented features that you would typically see in a launched game are not yet
  • 53:49
Worked on from our perspective. We're very much still on the on the core aspects of our feature development
  • 53:56
and um on our archetype and class designs
  • 54:00
And then the next one here, I knew this was going to come up which is action versus tab basic attacks when using the one
  • 54:06
How does it work?
  • 54:08
And just I guess in general
  • 54:10
This is everyone was saying that this looks more tab targeted versus like hybrid. So they're wondering. Yeah
  • 54:16
Um, what's our yeah, it's you know, it's important
  • 54:20
It's important to note
  • 54:22
That when we talk about ashes of creation's hybrid
  • 54:26
combat designs
  • 54:28
You have abilities that are skill shot oriented abilities the cone of cold the blizzard pbaoe
  • 54:35
the placed template aoe's the
  • 54:38
Directional line attacks that are not predicated on a target and then we also have a mixture of abilities that require targets
  • 54:45
Um, we have two alternate modes of camera settings. We have the action reticle based camera setting
  • 54:52
which utilizes a soft lock featuring mechanic, um that
  • 54:57
That allows the player to utilize their tab targeted orient abilities
  • 55:01
But then also gives them an additional fidelity from an action camera perspective when they're utilizing
  • 55:07
a positional based or directional based
  • 55:09
Uh template type attacks as well. So, um our desire has always and continues to be
  • 55:16
How we can create a mixture of tab target abilities and skill shot oriented positional directional based ability usage
  • 55:24
And make something cohesive in that design and I think
  • 55:28
That what we're achieving with that regard may not fully, you know feel action oriented may not feel like an action oriented game
  • 55:35
But we've always intended to be more
  • 55:37
Uh hybrid oriented leaning towards tab target
  • 55:41
So you're going to see a mixture of abilities that require the targets and that don't and then you're going to have an option
  • 55:45
As the player's perspective to utilize an action action camera mode, which which utilizes a soft target lock feature and our reticle
  • 55:55
All right
  • 55:56
Um, and then folks are wondering can I and then real quick sorry just to touch on the basic attack comment there
  • 56:03
So when you have your weapon and you utilize a basic attack you can blind fire that weapon if it has a projectile
  • 56:09
Associated with it without having to have a target in addition if your reticle in action camera mode is over a target
  • 56:16
You will have a soft target lock and projectiles will
  • 56:20
Home to that target if within the right angle of direction just to answer specifically the question about um, basic attacks
  • 56:27
Yeah, and to verify like or to clarify. Um
  • 56:30
Um when he's talking about a like ground target aoe is being like
  • 56:35
Like skill shots a lot of them are I don't know if you've played
  • 56:38
A lot of people have played a variety of games
  • 56:39
But a lot of the times you can play something and then it goes in that spot
  • 56:42
So you have to there are abilities that are like that where you have to place them and creatures move then you know
  • 56:47
So there is some skill element to it
  • 56:50
Absolutely, like, you know having to fire at the right target
  • 56:53
But it's trying to predict where the targets are going to be to some extent
  • 56:56
Yeah, so not moving that makes it easy, I suppose
  • 56:59
So you have to pick the order in which you're putting them in
  • 57:01
Um, and then the follow-up question to this is um, can I be a fire mage only or a frost mage only or a lightning mage?
  • 57:08
Only or will I always have to have some combination of these elements?
  • 57:13
So within the elements themselves there are combos that can be
  • 57:18
Leveraged for example you were seeing there in the ice bolt and the example of the elemental empowerment on the wand ability
  • 57:24
When the elemental empowerment assumes for your wand attacks the last used element for a number of seconds after that
  • 57:31
Spell was used. So in this example, I use a um, uh frost bolt
  • 57:36
Which is an ice element and that applies stacks of chill to the target, right?
  • 57:41
And now chill has the ability when additional stacks of chill from another source are applied to
  • 57:48
Promote into a frozen state
  • 57:50
And when a target's frozen they're susceptible to the shattered effect and shattered effect can be
  • 57:56
Utilized against a frozen target by an electrical attack. So you saw you saw there
  • 58:05
Excuse me, you saw there that I ice bolted to apply stacks of chill
  • 58:09
I then followed up with my elemental empowered wand attacks that
  • 58:13
Added additional chill stacks which created the frozen condition on the target
  • 58:17
They couldn't move and then before that frozen condition subsided
  • 58:21
I used my arc lightning in order to cause the shattered effect
  • 58:25
so
  • 58:26
you know there are
  • 58:28
Abilities and ways by which in within a particular element you you can create those promotions
  • 58:35
But you know obviously when building your class kit you want to take into consideration what type of intricate?
  • 58:41
Connections am I creating with my combos? And then in addition, how does that interact with groups that i'm going to interface with?
  • 58:48
And other classes and archetypes that play off of the keyword interactions from my abilities as well
  • 58:54
Because remember ashes of creation is a group centric group focused game
  • 58:58
Which means that when you take into account all of these different types of tier status conditions
  • 59:03
You need to take them with the uh with the grain of salt that it has to interact with the party
  • 59:08
You're accustomed to playing with and so there's some synergy that needs to be kind of planned out there
  • 59:14
The twitch server is having problems
  • 59:18
Um, I just did a speed test and on my end i'm getting 20 up
  • 59:21
But I think on the twitch server side, there's some weird stuff going on. Oh, no
  • 59:26
Um, so there might have been a little bit of weirdness going on with the live stream
  • 59:30
So we apologize for that everybody, but the video will have
  • 59:34
The the deeds that steven mentioned if you want to re-watch that
  • 59:38
Um, and then the next question here is how will line of sight work with abilities in pvp?
  • 59:44
It's clean. It's cleared up now. Steven. Okay, got it. Sorry. I was just checking
  • 59:49
How we'll say sorry. What was that last question? How will line of sight work with pvp abilities? Yeah
  • 59:54
So, um one of one of the things we're looking into and you saw a little bit of this with the visual effects
  • 1:00:00
Tech that was used around chain of chain lightning
  • 1:00:04
Um is the ability to have projectiles path around corners?
  • 1:00:08
Um, and the reason for that and the reason why I think that's interesting and we're going to explore that is that some abilities might have
  • 1:00:17
indirect fire so if you have uh, let's say a archer or ranger who has
  • 1:00:23
the ability to
  • 1:00:25
Select a major fire
  • 1:00:27
Um the ability to select a mage as their secondary class and they might want to augment a snipe ability
  • 1:00:33
Uh in order to you know go around a corner like an arcane archer might have right?
  • 1:00:39
those those interesting types of interactions I think play with the
  • 1:00:45
uh the problem
  • 1:00:46
Statement that sometimes we've had in gaming and combat where you can play around a corner and try to block line of sight
  • 1:00:52
And play with that line of sight. Well some abilities might not care
  • 1:00:56
About that line of sight they might care the distance to the target around the corner or the path that it's taking and if it's outside
  • 1:01:04
That path is too long. It might not be able to reach them, of course
  • 1:01:07
But if you're playing kitty corner with the uh with a player that who's on the opposite end of you
  • 1:01:12
Um, you might need to look out for some abilities that are able to path to you
  • 1:01:16
Uh that I think is something that's interesting and and I haven't seen used very much in the in in
  • 1:01:23
in general combat mechanics for mmos
  • 1:01:25
Um, and just to go back to the previous question to more more clarify
  • 1:01:29
Um in regards to like if I want to only be a fire mage could I only be a fire mage?
  • 1:01:33
We get that there's combos and things like that. Yes. Yeah, if you wanted to only so let me ask that
  • 1:01:38
If you wanted to only focus on one particular element
  • 1:01:42
This might reduce your horizontal application in the design of combat. However
  • 1:01:48
Within one element there are plenty of options and synergies and combos
  • 1:01:52
That will still make you relevant
  • 1:01:57
All right, cool just clarifying um, and then at higher levels
  • 1:02:01
How much will mana management matter to mage players? We didn't see a lot of that happening here. Yeah
  • 1:02:06
Yeah, I know that we're not at the balance level of right in regards to mana, but yeah for folks who are curious
  • 1:02:13
Um, what is the mana management going to look like for mage players? Well mana management I think um,
  • 1:02:19
mana management I think um, not just for mage players
  • 1:02:23
But for really every class is a relevant resource mechanic that they have to take into consideration when they're utilizing their rotations
  • 1:02:33
And there are going to be abilities that will you know sap your mana faster than others and they're going
  • 1:02:40
They're going to be situational
  • 1:02:43
Now, um with that blanket statement of mana is always relevant
  • 1:02:47
Uh, there is also going to be mechanics and or class synergies and abilities that you can spec into to help mitigate that
  • 1:02:55
there's itemization that you can
  • 1:02:58
Utilize from a set bonus perspective or certain types of weapons and tattoos that you can acquire
  • 1:03:05
Um, there are certain enchantments that you can acquire that might reduce the cost of mana use that might increase your mana regeneration
  • 1:03:12
That might increase your mana total pool
  • 1:03:14
Um, you know, there are even specs that you can build towards if mana
  • 1:03:19
Mana management is your mana management. Nice is your um is your issue, right?
  • 1:03:25
um, so we want to make it a compelling case that you need to think about mana use because
  • 1:03:31
Um, you know, you don't just want to go 100 all the time with no, you know downside to that
  • 1:03:37
Uh, that's a very boring type of interaction
  • 1:03:39
All right, and then we know we have a lot of new folks and we've answered this question before but in large-scale pvp
  • 1:03:46
Situations with a lot of players. How are we going to handle particle effects and spell effects?
  • 1:03:51
So that they're not overwhelming for people. Yeah, I think um, you know a lot of commentary I saw in the twitch chat around
  • 1:03:59
These particular effects that you're seeing today
  • 1:04:02
Is a good example of how in the past especially during alpha one
  • 1:04:06
We talked about first passes and how art is always improving and our art is always moving forward
  • 1:04:12
Here is an example where you where now you see some of these abilities are bit dialed back and they're now within kind of
  • 1:04:19
The scope of what we would consider not to in your face and more amenable to
  • 1:04:25
massive types of pvp situations or large amounts of players, but in addition we'll have uh,
  • 1:04:32
Certain features from a scalability setting standpoint that will allow players to even further tone down
  • 1:04:38
Both the bloom and brightness of these types of effects has also
  • 1:04:42
In addition some of the elements and channels of those effects as well
  • 1:04:46
But I think you guys will agree with me here that you know effects now are are
  • 1:04:51
As opposed to where they were in alpha one
  • 1:04:53
We've taken into account what people's feedback were although it was always the case
  • 1:04:56
We were going to address them and we've implemented them in such a way where they're not going to be
  • 1:05:00
We've implemented them in such a way where they're more conducive to large player battles
  • 1:05:05
Yeah, you know we'll be testing sieges and stuff. So we'll we'll be keeping an eye on all of that
  • 1:05:09
So don't worry and we'll take a lot of feedback into play
  • 1:05:13
um, and I think one of the questions that keenan even asked was like
  • 1:05:16
How are you feeling about the look and the visual quality of the class as well? So
  • 1:05:21
We do we will have a thread up in regards to the mage archetype. It probably is already actually up right now
  • 1:05:26
Um, so definitely head on over to the forums and provide us your feedback
  • 1:05:31
Before we move off that subject real quick
  • 1:05:33
I would like to say that visual effects, uh artists are very hard to come by they're one of the very
  • 1:05:39
One of the more difficult. Um
  • 1:05:42
Talents to acquire within the game industry
  • 1:05:44
And I will say for those of you who are following our project
  • 1:05:47
And who are excited about ashes of creation to come to fruition and you really want those visuals to look strong and good
  • 1:05:53
Don't be afraid to become a de facto recruiter for ashes of creation by going out there and finding your favorite types of visual
  • 1:06:01
Effects you've seen in games and messaging those people on a twitter on a linkedin and saying hey ashes of creation is hiring intrepid studios
  • 1:06:09
Is hiring for visual effects artists and we want the top tier visual effects artists in this industry
  • 1:06:14
Because we're building a top tier mmorpg and we need that talent
  • 1:06:18
So our visual effects team is growing along with a lot of teams at intrepid studios
  • 1:06:22
And you guys can be part of helping us acquire that talent by helping evangelize for ashes of creation out in those communities
  • 1:06:30
Yeah, and our wonderful social media manager peter is constantly posting those things
  • 1:06:35
So I think we we have something up right now. If you want to go check out our social channels
  • 1:06:39
Scroll a little bit you'll find our promotion for our job applications. So definitely definitely send people our way
  • 1:06:46
We're trying our best to to get the voices out there, but it always does help whenever there's a little amplification
  • 1:06:52
Or if you know people personally, that's always helpful as well. Oh, yeah, we're keeping an eye out
  • 1:06:57
I know that there's been a lot of layoffs which we extend our hearts
  • 1:07:01
Oh, yes, who have had to deal with that
  • 1:07:03
Um as someone who has been part of that and survived many layoffs
  • 1:07:08
I think like it is definitely not an easy thing to go through on either side whether you survive it or you are let go
  • 1:07:14
But we are definitely keeping our eye out for good talent and we appreciate we see all the messages you guys send us when you're like
  • 1:07:19
Hey, check out this person. They just got laid off. So, um, we are reaching out to folks who
  • 1:07:24
We feel would be good fits for intrepid studios
  • 1:07:28
Yeah
  • 1:07:29
And with that we'll head on up to our art update unless you have anything else you would like
  • 1:07:35
To touch base on steven in regards to the mage
  • 1:07:38
No, I don't think so
  • 1:07:40
No, I don't think so. Of course as always the reason we do these demonstrations and the reasons why we show you
  • 1:07:47
Our works in progress is to collect feedback and get your guys's thoughts on what you saw today
  • 1:07:51
Keenan gave some great examples of questions and focus areas that we want you to opine on but um, you know
  • 1:07:58
Feel free make sure you're jumping on our forums the discord
  • 1:08:01
Social media channels on twitter and youtube and facebook and giving us your thoughts on what you saw today
  • 1:08:07
What did you like? What did you think could be better? What are examples from other games?
  • 1:08:12
and other um
  • 1:08:14
um
  • 1:08:17
Mmo's that you've played that you enjoyed and and that we could potentially incorporate. Yeah, we want to hear it. I want to hear your feedback
  • 1:08:25
All right moving on to character goodies our character artists. Well our artists in general are just um, awesome

Character Art Update

  • 1:08:32
Uh, we've got some skeleton weapons
  • 1:08:34
You know kind of look a little tarnished but um, you've probably seen some of our undead creatures and whatnot
  • 1:08:41
And some of our skellies already, but they're working on some more weapons for them so that you can murder them
  • 1:08:48
Or they can murder you whichever way it ends up going as we saw it can go both ways
  • 1:08:54
Um, and also we've got the featherstone. Um expedition pack
  • 1:08:58
That is now has a 3d model and we have a little
  • 1:09:06
Turntable of that as well
  • 1:09:09
Looks great. Love this. Remember guys, um, you know on the uh
  • 1:09:14
On the back slot. There's a few different options that you'll have on for the player in order to showcase a weapon
  • 1:09:20
um accessory cape
  • 1:09:23
Um this this one's a pretty cool accessory. Yeah, this is cosmetic
  • 1:09:27
Uh a cosmetic one so it'll go over that whole slot
  • 1:09:31
But there are other ones where you can swap out like the little pieces and details, which will be really cool
  • 1:09:37
And then we've got the ward of the implacable
  • 1:09:41
Now it has a 3d model as well
  • 1:09:44
Looking awesome
  • 1:09:46
I know
  • 1:09:46
Yes, didn't necessarily like the feathers on this one, but I think it looks cool. What?
  • 1:09:50
I I love the colors. I love the materials. I think that they did a great job with this set and uh,
  • 1:09:59
And the faction and game that this represents from the npc perspective I think is super cool. Um,
  • 1:10:05
Yeah, this is a this is a great set
  • 1:10:08
It will definitely help us with in-game stuff and then we've got the godsinger garb
  • 1:10:13
And we'll wrap things up and move on with our cows
  • 1:10:19
Sorry
  • 1:10:20
The cows
  • 1:10:21
I know
  • 1:10:22
Jinxy did such a good job with the cows and I told her I was like we need highland cows, you know those like long
  • 1:10:27
Fluffy cows and she was like, oh
  • 1:10:29
Yes, um, but she was she was directed to make some more regular cows
  • 1:10:32
Yeah, is this one of the first kind of farm animal stuffs that we've seen? No, we've had a little duck
  • 1:10:38
But yeah, that's kind of the first of the like livestock livestock that is available for people to kind of
  • 1:10:45
Animal husbandry with on their freeholds and whatnot. Yeah, what's funny is it's just a cow and normally like we are so weird with our stuff
  • 1:10:52
So i'm sure you're gonna see some weird deformities of cows in the future. Don't worry guys
  • 1:10:57
We have some like more bull-esque looking creatures as well in the past
  • 1:11:01
Um, and then I think I have a turntable
  • 1:11:03
Of that. Yeah, here we go or we need the longhorn ones with the big long horns
  • 1:11:10
I was tempted for those of you who are old fans of um, like ever quest
  • 1:11:15
I was tempted to get catkins to do a little scene with us and if catkins is watching this right now
  • 1:11:20
He'll know what i'm talking about
  • 1:11:22
um
  • 1:11:23
But he we had like a whole cow thing and you know one of our old company
  • 1:11:28
Yeah, i'll have to send it to you steven and you'll be like, I think I saw it. Okay, you think you saw it?
  • 1:11:35
It's pretty funny. I was like, oh we should have done a little thing, but maybe we'll go with future cows
  • 1:11:40
And then last minute, uh, jinxy was like I finished the sheep too. I want to show them and so
  • 1:11:45
Oh, I love the sheep. They're so cool. I love their horns
  • 1:11:52
Look at that
  • 1:11:54
I love their horns. Look at the sheep
  • 1:12:01
They're wool. I can't wait to shear them for some wool
  • 1:12:06
Yeah, they'll probably make some cool clothes we need some interesting
  • 1:12:10
sheep
  • 1:12:12
wooled clothes
  • 1:12:14
I was thinking, you know part of like the freehold slash animal husbandry design when you've domesticated animals and you're like processing them for their
  • 1:12:22
um for their materials and whatnot it would be a really cool idea from a narrative perspective if
  • 1:12:28
Occasionally your property and the things that you've done on that property
  • 1:12:34
Have an opportunity to spur a random quest where one of the sheep breaks out of the pen and you need to go
  • 1:12:40
Get the the sheep back and where is that sheep? And what did the sheep get into?
  • 1:12:45
I mean those are great predicates, you know as someone who has grown up around like farm animals
  • 1:12:50
They do escape sometimes I know one of your friend's posts will like
  • 1:12:55
rot and like fall over and then they're like
  • 1:12:58
What's over here and then they start walking across the street and then you're like having to chase them and get them back in
  • 1:13:04
it is uh
  • 1:13:05
It is wild times
  • 1:13:07
Um, but yeah, so that is our character art

Studio Update

  • 1:13:10
We're gonna go on to our q a and I oh actually studio update first
  • 1:13:15
So steven if you want to talk a little bit about um, what's going on on the studio front?
  • 1:13:21
Yeah, absolutely. Um, you know, we are finishing up
  • 1:13:25
Our sprint next week and we'll be in our hardening week prior to our next sprint
  • 1:13:29
We have had some really successful hires over the course of uh, april
  • 1:13:34
We brought on a principal animator a lead technical animator
  • 1:13:38
A couple of visual effects artists, uh some audio programmers and designers
  • 1:13:44
Um, there's been a big month for hires. Um, as you guys know and as we've been posting we're we're stepping up hiring this
  • 1:13:53
year again, um, so
  • 1:13:55
A lot of success there stacy cameron
  • 1:13:59
John and madori have been doing a great job on the hr side with facilitating those things
  • 1:14:04
um
  • 1:14:06
we had our uh,
  • 1:14:08
Bring your kids to to work day. Uh was it yesterday a day before I think it was yesterday
  • 1:14:14
There's a lot going on yesterday
  • 1:14:17
But uh that was also happening
  • 1:14:19
There's just a bunch of kids here at the studio and I saw that there was some really cool like color books of our
  • 1:14:26
Characters that they were coloring in that was really cool to see those characters made some of those pieces for them
  • 1:14:32
And so yeah, that was awesome. Um, but yeah, things are going really good at the studio
  • 1:14:37
You know lots of lots of fun stuff
  • 1:14:40
Yeah
  • 1:14:41
And you know, we have a lot of more things coming up in the future
  • 1:14:44
We're excited about and so we can't wait for you guys to see that and like steven said we are hiring
  • 1:14:48
So please please send folks our way. We're trying to fill a lot of roles here so that we can continue
  • 1:14:54
Making lots of good progress is the goal
  • 1:14:58
Um so that you can have alpha 2 faster. We know what you guys want. We're working towards it. Yes
  • 1:15:03
Um, so moving on to q a I'll just play the video again in the background. So you have something visually compelling whilst we talk

Outro and Q&A

  • 1:15:10
We're not that visually compelling
  • 1:15:13
I mean we're still on the screen. I I definitely i'll speak for myself. I'm not that visually compelling
  • 1:15:18
I mean, I think people would prefer to see the mage over looking at us
  • 1:15:22
um
  • 1:15:23
The first question here is from bliz
  • 1:15:25
Over on our forums and the question is about dungeons to ourselves
  • 1:15:29
How many dungeons will a party of adventurers have to access when they meet up each evening?
  • 1:15:36
In other words, we will intentionally or will it be?
  • 1:15:39
Intentionally rare to find level appropriate dungeons content that is not already engaged by others. I think the concern here is more that
  • 1:15:47
Uh because there's a lot of contested content
  • 1:15:50
Will there be enough content for everybody or will there be cases where yeah, there's so much contestion that like they can't find
  • 1:15:57
I think
  • 1:15:58
so
  • 1:15:59
To answer the question to begin with
  • 1:16:02
We are purposefully
  • 1:16:04
launching
  • 1:16:06
with
  • 1:16:07
Probably one of the most
  • 1:16:11
Aggressive and ambitious
  • 1:16:15
Content schedule, uh for an mmo at launch, um, I think
  • 1:16:20
and uh, but to the second part
  • 1:16:23
So the answer to that is yes
  • 1:16:24
There's going to be a lot of different opportunities of content areas that you can participate in a lot of that's predicated on how the world
  • 1:16:30
gets developed, uh that unlocks those zones, um, but
  • 1:16:34
um
  • 1:16:36
The second part of that question margaret to I think your point reading into the the purpose of that is when talking about like contestion
  • 1:16:43
um
  • 1:16:45
Is that not all content is equal okay, and and that's a very important
  • 1:16:51
contextual point to this answer
  • 1:16:53
Um, we are we purposefully create tiers of content areas
  • 1:17:00
And we also create types of content areas and the tiers might relate to things like
  • 1:17:07
better drop rates better respond rates better
  • 1:17:14
Damage mitigation for your particular group composition
  • 1:17:20
Better
  • 1:17:22
Uh proximity to certain locations
  • 1:17:25
Those create tiers of areas where content becomes more relevant or more desired, right?
  • 1:17:31
on the second flip side of that is
  • 1:17:34
there are um the
  • 1:17:37
What you gain from those content areas that might be relevant for certain classes or certain groups more so than others
  • 1:17:44
Um, so yes, you will have access to a lot of different content
  • 1:17:48
Um, will the will the best or most relevant content that's
  • 1:17:53
To you or your group always be available. No
  • 1:17:57
And that is the element of competition
  • 1:18:00
Right and if things don't feel competitive around what's best
  • 1:18:07
Then you have removed an element of the satisfaction when you've acquired slash succeeded in
  • 1:18:15
participating in that content and that is a fundamental core pillar
  • 1:18:21
Behind what ash is attempting to achieve?
  • 1:18:25
Through the distribution of content, but also the interaction of players
  • 1:18:30
Um, and and I think that's an important concept that we cannot forget about when we think about
  • 1:18:37
Um a question like this
  • 1:18:40
All right
  • 1:18:41
Next up. It was a long answer. Uh, hopefully you can get through a few more. I know let me know what you're cut off
  • 1:18:48
Lithium wants to know about crafting skills
  • 1:18:50
Are there any passive skills in crafting in the crafting tree that allow you to drop less material on depth?
  • 1:18:59
Uh not in the crafting tree, but there are in the um
  • 1:19:04
Material inventory bags that you can't acquire
  • 1:19:08
um
  • 1:19:09
in the crafting trees
  • 1:19:11
There are within those professions abilities to augment things like drop rates and
  • 1:19:18
gathering speeds and
  • 1:19:21
Ability to survey stuff like that
  • 1:19:23
um and tool creation whatnot, um, but uh, the
  • 1:19:28
Dropping mechanics really more relate to uh your bags
  • 1:19:34
And so there will be different benefits to bags. Yes, there's item
  • 1:19:37
There's item progression as it relates to quality of bags types of bags and the materials. They're most used for
  • 1:19:45
Um, some of them are more pvp oriented that can reduce significantly drop rates for pvp as a result of that progression
  • 1:19:52
Um, you know, so there are there's a there's a complexity there
  • 1:19:56
All right, and andewin wants to know about character role play effects player death means xp debt and losing materials
  • 1:20:03
The rp community wants to know what are the in-game lore repercussions of revival upon death?
  • 1:20:09
For example, does my character lose memory? Are they weaker? Does a period of time occur? But uh before revival
  • 1:20:16
What happens when we are?
  • 1:20:19
Come back. I had this I had we had this question yesterday in our pi meeting. Um, and
  • 1:20:26
You know kind of
  • 1:20:28
Oh
  • 1:20:30
I'm, shoot. I hope you don't I hope you don't ban my account. Um, no, I was gonna say that uh,
  • 1:20:36
I'll kind of give the same answer I gave there is you know
  • 1:20:40
That question touches a little close to the metaphysical nature of the universe and ashes of creation
  • 1:20:46
um
  • 1:20:47
Uh, it's a difficult one for me to answer without revealing perhaps too much of that metaphysical nature
  • 1:20:53
Uh, what I will say is that there is a spiritual element obviously to ashes of creation and its universe and story and the lore
  • 1:21:02
Um, there is a spark there is a mortal coil that the character has which relates to kind of the interaction of
  • 1:21:09
resurrection or revival
  • 1:21:11
Uh and how it relates to the goddess of creation your existence within that universe as a mortal coil
  • 1:21:17
Um, so there is lore there. It's just not what i'm comfortable commenting on prior to the game's launch
  • 1:21:23
All right
  • 1:21:25
You guys will have to find out
  • 1:21:27
Uh and azara wants to know about caravans. Does a caravan stop moving or slow down when it's attacked?
  • 1:21:34
Um, there are certain attacks that can slow the caravan but basic attacks will not slow a caravan. No
  • 1:21:41
So you can try to trudge through while you're taking yeah, they're they're they're
  • 1:21:44
That's correct. Yeah run
  • 1:21:47
Well, and to that point right caravan speeds are built around character speeds so that the interaction and interval of
  • 1:21:56
Of distance traveled by a caravan versus when players are attacking it is somewhat equitable
  • 1:22:02
But there are certain types of items that you can use that can slow and or block caravans from a collision perspective
  • 1:22:08
There are certain abilities and or status conditions that can get applied to caravans which reduce
  • 1:22:13
There's damage that can be done to components of caravans which reduce speed
  • 1:22:17
There's you know, there's lots of different ways to affect that
  • 1:22:21
All right, and then kind of going back to the resurrection stuff, but this is from nick and they're wondering about
  • 1:22:30
Items will we have items that let us resurrect other players? We know that there are certain
  • 1:22:36
Archetypes that will allow that but will there ever be items that allow it as well?
  • 1:22:44
Um
  • 1:22:45
I'm
  • 1:22:45
So sorry, I was I my mind actually went off in a totally different direction
  • 1:22:50
I got stuck on that thought while you're asking the question and I missed the last half part of it. What was that?
  • 1:22:54
What was it again? Will we have items that let us resurrect other players? Oh, yes. Yeah, there will be there will be
  • 1:23:00
scrolls of resurrection available
  • 1:23:02
Although there are is an element of resurrection that's important as it relates to experience debt
  • 1:23:08
And being able to recover portions of that experience debt when utilizing higher grade resurrections that are only available from classes
  • 1:23:15
And then there are lower grade resurrections which are can be granted through items like scrolls of resurrection
  • 1:23:22
That that allows for parties who may not have access to a resurrection class
  • 1:23:26
Be able to continue on but it will be at a deficit
  • 1:23:29
All right, and then horrendous wants to know about tulnar lore
  • 1:23:34
since we received an
  • 1:23:36
Immortal soul or spark of life by going through the gateway from sanctus. How are the tulnar players able to respawn?
  • 1:23:43
Since they didn't go through the same portal
  • 1:23:47
Well, um
  • 1:23:49
So again not to touch too much on the metaphysical nature here
  • 1:23:55
The tulnar are descendants of the divine races
  • 1:24:00
and
  • 1:24:01
the tulnar sought refuge in an area of vera
  • 1:24:06
That has some element of mystery around how that occurred which players will need to discover
  • 1:24:13
And then there's the
  • 1:24:15
connection the spark exists within the taller as well and how that spark exists within the taller
  • 1:24:20
is something that
  • 1:24:22
Players will be able to discover as they progress through the storylines and ashes
  • 1:24:27
You will learn
  • 1:24:30
Uh, this one is about gatherables from rufian and they want to know what are the differences between biome exclusive resources
  • 1:24:38
For the
  • 1:24:19
Um, and there is a connection the spark exists within the taller as well and how that spark exists within the taller
  • 1:24:27
is something that
  • 1:24:29
Players will be able to discover as they progress through the storylines and ashes
  • 1:24:34
You will learn
  • 1:24:36
Uh, this one is about gatherables from rufian and they want to know what are the differences between biome exclusive resources?
  • 1:24:44
For example, do different ores give different resistances, etc? Um, yeah
  • 1:24:51
There are associated with specific types of raw gatherables and resources that can be processed into refined materials
  • 1:25:00
that grant different elements of benefit and or bonuses or um or uh,
  • 1:25:07
Abilities uh to the different types of itemizations and or recipes that are available
  • 1:25:16
So based on where that element can be found there might even be
  • 1:25:20
relationships that are shared across different materials and or resources in those locations that share some of those
  • 1:25:27
Characteristics that can be applied to items. So yes, it is it is specific to the material and it's even grade
  • 1:25:33
Potentially that are that are used
  • 1:25:35
Right and then send garden wants to know about gliding mounts which we kind of showed a little bit today
  • 1:25:40
Will gliding mounts be momentum based or feature any speed boosting mechanics to make the experience more skill based and interactive?
  • 1:25:49
Yeah, so an important thing to note is that um all mounts have the ability to acquire up to four abilities and skills
  • 1:25:58
some of those skills will be uh,
  • 1:26:00
You know propulsion based or speed based that can um enhance or increase or burst
  • 1:26:07
Um different speeds some might be defensive based that would protect the rider and the mount for a short period of time
  • 1:26:13
Some can be offensive
  • 1:26:17
And that's part of what interfaces with the animal husbandry system and the ability to train those mounts
  • 1:26:23
in order to
  • 1:26:24
Unlock the use of those abilities
  • 1:26:26
I think this is more of when you're gliding the skill in regards to the player like the skill of the player
  • 1:26:34
Gliding the creature. Is it going to be more skill based in that regard and interactive?
  • 1:26:38
Versus boom I hit a button i'm now gliding and I land, you know type of thing
  • 1:26:43
Um, not not specifically probably what they're thinking about skill wise, but there is skill associated with it
  • 1:26:50
Where's my launch point? Um, am I going to?
  • 1:26:53
To you know hit this ledge that i'm trying to depth
  • 1:26:58
You know gauge the depth for from my distance and calculate the speed on when do I use the abilities that I need to use?
  • 1:27:05
um, you know do they uh
  • 1:27:08
Am I misusing them at different times? So there is skill there. Um, so i'm not sure exactly
  • 1:27:13
You know what type of skill they're referring to if not those okay
  • 1:27:17
And then this one is from phantom max, which they wanted about removing player corruption
  • 1:27:22
We talked about how experience removes corruption, but does gaining crafting experience specifically remove corruption?
  • 1:27:29
Does gaining crafting experience remove corruption? Yes. So any experience that's gained by the player whether it be through
  • 1:27:36
achievements in crafting or in adventuring or
  • 1:27:43
Uh through other types of achievements
  • 1:27:45
Um, all of that experience goes towards your adventuring class experience gained and then some experience can dual purpose
  • 1:27:53
towards professions as well, so if I
  • 1:27:56
reach an achievement in my crafting profession
  • 1:28:00
And that grants me additional experience within that profession to rank up
  • 1:28:05
it will also grant the same amount of experience over in my
  • 1:28:09
um, uh adventuring level and to that point anytime you gain adventuring experience
  • 1:28:16
um, you tick away at the corruption
  • 1:28:19
And our last question is from hartison who wants to know about guild meta
  • 1:28:25
And I apologize if i'm saying your name wrong. I think that's the first time that one's come up. Um
  • 1:28:29
Will the meta for guilds be to just create alliances of smaller guilds with many skills?
  • 1:28:36
Rather than larger guilds with less skills. Well, remember alliances are limited the number of guilds that can
  • 1:28:44
participate in
  • 1:28:45
An alliance is a limited number also achieving the ability even to launch an alliance
  • 1:28:51
um is something that is uh is very late in the guild leveling process
  • 1:28:57
um and uh
  • 1:28:59
Uh, uh, essentially, you know what we're trying to create is an environment where there's a duality between
  • 1:29:07
guilds that try to go towards population and then guilds that choose to forego population, um in exchange for
  • 1:29:14
a a deeper access to
  • 1:29:17
Passive skills that the players have access to will the meta be for many smaller guilds to to co-locate with each other
  • 1:29:24
Yes, i'm sure that that will be utilized by
  • 1:29:28
Um some number of smaller guilds in order to try to combat the numbers that other guilds might have access to
  • 1:29:35
Um, I don't think that that's a bad thing
  • 1:29:37
I don't necessarily know if that's a meta either because it's going to be beneficial for larger guilds
  • 1:29:42
To be allied with smaller guilds that might have access to those passive abilities that they don't have access to
  • 1:29:48
so what I think the meta will actually be is probably a
  • 1:29:52
A mixture of large guild and small guilds that exist within the alliances so that they can overcome the types of challenges that occur
  • 1:29:59
In objective based gameplay for events where you need the smaller guild with the passives to overcome the challenge rating
  • 1:30:05
But you also need the numbers from the larger guilds in order to engage with the opponent at the choke points
  • 1:30:10
I think the question is more that people feel that larger guilds will decide to go with more smaller guilds like
  • 1:30:17
Let's say I have a guild of a thousand people normally i'll spread that out into a bunch of hundred people guilds
  • 1:30:23
In order to get better benefits
  • 1:30:24
I think is what they're trying to aim for versus like because there will be different benefits for small guilds versus larger guilds
  • 1:30:32
Yeah, I mean, um is that what is going to happen will large
  • 1:30:37
Will the largest guilds segment off into different chapters of their guild that are part of small guilds?
  • 1:30:45
Um, absolutely that will happen
  • 1:30:47
And uh the way that we combat the efficacy of doing that always
  • 1:30:53
Is through how we design our encounters and our events to incorporate
  • 1:30:57
um
  • 1:30:58
Uh the use case of where smaller guilds and their passive abilities are necessary to overcome certain challenge ratings
  • 1:31:05
Will it always be most beneficial for larger guilds to do that? No, not always it depends on what they're encountering
  • 1:31:10
Um, but you absolutely will see some guilds leveraging that for sure. Okay
  • 1:31:15
Cool and that wraps us up for today. Whoo. We made it to the end
  • 1:31:20
And it was a long one
  • 1:31:22
So thank you all for hanging in with us and we hope that you had fun and enjoyed this as well as getting like a little
  • 1:31:28
sneak peek of the mage. We know that you want to see fire abilities. So maybe you'll see those in the future
  • 1:31:34
Uh, and also we do want you to experience experience some of it in alpha 2
  • 1:31:37
So we're not going to share everything all the time on here, but we do have some really fun updates for next month
  • 1:31:42
So we hope that you will join us. We'll let you guys know whenever those things are coming up over on our social channels
  • 1:31:49
Definitely recommend following us in all the places at Ashes of Creation. We're pretty active over there
  • 1:31:55
Um, and then we also want to remind you that we do have our creative director community Q&A that is over on our
  • 1:32:01
On our youtube channel if you didn't get to check that out. Steven took some time to he's kind of sick during it
  • 1:32:06
He's kind of sick during it, but he did power through and answered a lot of great questions from our community members Chibi Bree
  • 1:32:12
Richie, sh, and Simurg, so definitely check those out. And of course head on over to our forums. We want your feedback
  • 1:32:20
There's already thread forums.ashesofcreation.com
  • 1:32:23
In regards to the mage archetype
  • 1:32:25
So definitely head over there answer those questions that Keenan had because they're going to be making some changes as we move forward
  • 1:32:31
Especially before everyone gets to see it in alpha 2 and reminder that our cosmetic swap over is on May 10th at 11 a.m
  • 1:32:38
So snag those and of course, we just want to thank you again for joining us
  • 1:32:43
Thank you to John and Keenan and trad for being part of this stream as well as Steven. Appreciate your time. We know you busy
  • 1:32:51
And we hope that you all
  • 1:32:53
Had a really great time here
  • 1:32:55
And we hope that you go for another month and are able to return to us with another fun stream
  • 1:33:00
The VOD will be up here on Twitch. We'll also have it over on YouTube
  • 1:33:04
We'll have the 4k version of the mage content as well. And then this video will go out
  • 1:33:10
on Saturday with the full
  • 1:33:13
And of course on the dev update make sure you leave us a comment
  • 1:33:17
Subscribe to our channel and make sure your subscriptions are live so that we can see them
  • 1:33:21
And you could potentially be spotlighted in our next one. And with that we will see you all next month for another update
  • 1:33:28
Bye everyone. Thanks for joining. See ya
  • 00:00
Hello, everyone. Welcome to our April development update for Ashes of Creation. We hope that
  • 00:22
everyone has been having a magnificent month. And we hope that you know, you're excited
  • 00:28
spring is in the air. I know I can't believe spring has come aka allergies. Soon to be summer too.
  • 00:37
It's been it's been wild. I think we say this every single month or like you blink and a month
  • 00:42
has gone by but I feel like an entire half a year has almost happened and I'm like how?
  • 00:47
How? Well, these are the I mean, to be fair, these streams are very much like touchpoints.
  • 00:53
Or excuse me, they're kind of like, you know, where I put my head back up and I say, Oh,
  • 00:59
a month has gone by because each of the weeks you're just kind of in the thick of it. And you
  • 01:02
don't really realize the passage of time except for these kind of staple dates where we talk with
  • 01:08
the community and we have, you know, we know it's monthly. So we're like, Oh, okay, wait,
  • 01:12
a month has gone by, you know, a moment of reflection. And you're always like, Wow, I don't
  • 01:16
know if anyone ever takes a moment of reflection. But when you stop for a moment, you're like,
  • 01:20
what have I done? Oh, that's a lot of things. For those of you who are new here, I'm just going to
  • 01:25
quickly go over what you'll be seeing today and you can probably see it below. We are going to
  • 01:31
be going over our quick reminders, our Mage update, our art update, studio update, and then
  • 01:36
questions and answers from our forums that we always pull before. So Vaknar has gone through
  • 01:41
them all and he also answers all of them for you if you didn't get your question answered here. A
  • 01:47
lot of questions are repeat questions, so he goes through and answers them. And then he also, you
  • 01:52
know, if your question didn't get answered, you can always ask it again in the future if it's one
  • 01:56
that we have not asked before. But obviously, I'm Margaret Crone, I'm your Director of
  • 02:00
Communications and with me as always is Stephen Sharif, our Creative Director. And before we get
  • 02:07
things started, we'll quickly go over our YouTube comment that was selected. So we'll toss it over.
  • 02:13
Toss it over. Today's one is from Timma200 and they want to know, people camping open world
  • 02:20
dungeon areas was a huge problem in ESO. Please intrepid prevent this. And I don't know, Stephen,
  • 02:25
if you have thoughts on how that is going to work out.
  • 02:32
That is a good question. People camping open world dungeon areas. Well, you know, part of
  • 02:40
Ashes of Creation that's a very important aspect is that there is a competitive nature to
  • 02:46
the environments, the open world. We're a non-faction based game where your reputation
  • 02:51
matters and the relationships that you build matter and those relationships can be competitive.
  • 02:55
They can be adversarial. They can be cooperative and friendly. And camping really is a mechanism
  • 03:02
in which players are spending time at a certain location in order to either continue control over
  • 03:10
that location or to prevent others from having access. And so one of the ways that we kind of
  • 03:16
allow certain systems to interact with that idea of camping is you have opportunities to initiate
  • 03:25
things like guild wars where you can engage with those individuals. You can participate in the
  • 03:31
flagging system where you can attempt to remove those individuals. You know, there are opportunities
  • 03:36
for player friction to occur if people are doing things that are not received well by the community
  • 03:44
or by your group of players or by others. And this is an opportunity to engage in the political
  • 03:50
aspect of the game and the politics in an open world, sandbox oriented type of game design
  • 03:58
is really the lifeblood of what keeps many players interested and invested in the outcome of those
  • 04:06
types of political situations. So I would say that it's not necessarily a bad thing
  • 04:14
when some group of players might try to extend or exert their type of influence to have control
  • 04:22
over locations. That's an opportunity for player political engagement to occur. And, you know,
  • 04:30
sometimes there are in our past experiences of playing MMOs, maybe an imbalance that can happen
  • 04:36
between some groups that either grow too large or consolidate too much power. And it's difficult for
  • 04:43
the server to push back against those individuals. I would say in the designs of Ashes of Creation,
  • 04:48
we've created a lot of opportunity for smaller groups to affect change in the world and changes
  • 04:54
that can be negatively affecting of larger groups. We have anti-zerg mechanics when it comes to
  • 05:00
traveling across the world and being able to be at any singular location and any given point of time
  • 05:06
or quickly by fast teleportation we don't have access to. That's one example. But also there
  • 05:11
are open world objectives that can occur through things like guild wars and node wars. There are
  • 05:16
also your home base of operations which are nodes that can be adversely affected should players do
  • 05:20
something that are against their reputation. These are the types of interactions we want to occur.
  • 05:26
And those points of friction are opportunities for players to get engaged. So, you know,
  • 05:34
I would say it's difficult in an open world environment in a non-faction based game to kind
  • 05:38
of prevent players from loitering in a particular dungeon or area to try to exert that control. But
  • 05:44
there are a lot of opportunities system wise for players to push back against it.
  • 05:50
All right. And, you know, if you want your comments spotlighted whenever we have our next
  • 05:54
dev update, which is going to be the April one here, you can head on over to our YouTube and
  • 05:59
make sure that you subscribe to us and you'll have to flag it so that we can see that because
  • 06:04
if you don't have it public then we can't tell that you're subscribed. And then also leave a
  • 06:09
comment on the YouTube channel and we will select at random a person. So, yeah, we're excited to see
  • 06:16
more of those things. And with that I will go to quickly go through some of the other updates that
  • 06:21
we've had. So first and foremost, we've got our dev discussion that we just put out this month. So
  • 06:27
we hope that you have been enjoying that. We've also had an office hours for it, which if you
  • 06:32
don't know what that is, Vaknar and Broshun have been amazing in doing these calls with us.
  • 06:38
Calls with folks and you can pop on and give your feedback in more of a kind of chat setting versus
  • 06:45
in a forum setting. It's a little different. I don't think I've seen a ton of people doing stuff
  • 06:49
like that, but it's really cool and hopefully you enjoy it. But this was on average how long do you
  • 06:53
prefer a dungeon playthrough to take. And our next one will be on the mage archetype. So we love your
  • 06:59
feedback. You know we do. So keep tossing it our way. And of course, if you didn't catch it, Stephen
  • 07:04
did a community Q&A with Chibi Bree from the Golden Feather, Richie SH, and some Murg from
  • 07:10
Ash's Pathfinder. If you want to check that out, it's over on our YouTube channel. So we hope that
  • 07:14
you like that and get some of your questions answered from the community. And of course,
  • 07:19
we do have our cosmetic swap over that will be happening on May 10th at 11am Pacific. So if you'd
  • 07:26
like to snag these, you can do so now. If you're not aware, these are all things that are going to
  • 07:32
be NPCs, creatures, building things like that in our game. So you're really helping us build the
  • 07:37
world as we are creating it. And of course, a reminder that we do have a content creator program
  • 07:43
that is still taking applications. This is currently in application phase and we will be kind
  • 07:48
of closing that as we get closer to the invitation phase, which will be closer to Alpha 2. So as you
  • 07:53
start seeing that happen, you might know, you might get some Inklings in your bones of what's
  • 07:58
what's what's to come. And with that, I'm going to toss it over to Steven to talk a little bit about
  • 08:04
the Mage update before we showcase it. Yeah, absolutely. So as promised, and I know we've
  • 08:11
been getting a little bit ahead kind of in what our future updates, monthly updates will include,
  • 08:18
you guys been looking forward to the Alpha 2 Mage update for the last month. I know we talked about
  • 08:24
that last month. This is an opportunity for you guys to see the direction that we've taken on some
  • 08:30
of these abilities on the class kit for the mage. You're not going to see all of the abilities,
  • 08:35
obviously, but you're going to see nine or ten abilities that relate to, you know,
  • 08:43
utility spells, mobility spells, mainly DPS spells. And as it relates to kind of affecting
  • 08:50
status conditions that have keyword interactions and can be promoted from like tier one to tier
  • 08:55
two status conditions, mainly through elemental use of electrical type abilities and ice type
  • 09:02
abilities. As is always very important, we are still a work in progress. We are still working
  • 09:09
towards Alpha 2. This, excuse me, this demonstration was a little bit different than the ones we've
  • 09:16
done in the past. This was a little bit more of a kind of test arena type of display. We go through
  • 09:23
each of the abilities and we talk a little bit about them, but it's not going to be kind of a
  • 09:29
run through of a location or an area or POI. Really, we're spawning some monsters, we're
  • 09:35
showing the interactions between the abilities, and we are just kind of giving you a combat display.
  • 09:40
And it's very important that you guys, when watching this, Keenan, who participated this,
  • 09:45
asked a few questions that I think are very relevant to get kind of feedback on. So keep an
  • 09:50
ear out for what those questions are and how they pertain, and we'll chat about them after
  • 09:55
the demonstration. But enjoy these next 40 minutes of an early look at the Alpha 2 Mage update.
  • 10:00
All right, see you when we get back.
  • 10:15
Hello, everyone, and welcome to another live stream in the world of Vera. I am joined today
  • 10:34
by three of our absolutely awesome developers. We have with us two regulars and one new face.
  • 10:41
One of our engineers, obviously our glorious engineers, Keenan. How you doing, buddy?
  • 10:46
Good. Thanks for asking.
  • 10:48
Welcome, sir. Welcome back. It's just, let's see, last time you were on was for the tank,
  • 10:53
I believe the tank showcase, right?
  • 10:55
Yeah, that's correct.
  • 10:56
Yeah. And then we also have, I think, as well from that showcase, one of our senior designers,
  • 11:01
Mr. Trad. How you doing, buddy?
  • 11:04
Doing good. Hello, everyone. Good to see everyone again.
  • 11:06
And then we have a new face with us, one of our senior designers,
  • 11:11
one of our visual effects artists, Mr. John. How you doing?
  • 11:15
I'm doing really well, man. This is fun.
  • 11:17
Yeah, this is fun. This is your first time on, right?
  • 11:20
Yes, yes, it is.
  • 11:21
And you have been doing a lot of work on the visual effects side. And today, I know many in
  • 11:26
our audience have been anticipating this early work in progress look at the Alpha 2 Mage. And we
  • 11:36
have, I'm sure already, the chat is ecstatic looking at the hot bars of abilities that we're
  • 11:42
going to be looking at today. We're not going to go through all of them, but we are going to go
  • 11:45
through, I believe, the electrical spells, some of the utilities and some of the frost abilities,
  • 11:52
right, Tratt?
  • 11:54
That's right. Yeah, we're going to be looking at a bit of an ice lightning mage. This will not be
  • 11:59
the only elements that you'll see on the mage, but that's what we're going to be focused on today.
  • 12:03
And just specifically some interactions between those elements and showing off how the elements
  • 12:08
can be used together to create synergies.
  • 12:10
Yes, and I know we've been talking about this, obviously, for a good amount of time and the way
  • 12:14
that kind of the class kits synergize and work together. And you guys saw a little bit of that
  • 12:19
with the tank demonstration between, I believe, two abilities had like a staggered to a knockdown
  • 12:26
promotion. Is that right, Trent?
  • 12:28
That's correct. Yeah, we're going to be diving a little bit deeper into that kind of stuff. You'll
  • 12:32
see probably three or four different interactions within this kit, and that's just the start of it.
  • 12:38
Cool. Now, we are in the Riverlands, of course, but we are... Where are we right now? I think we're at
  • 12:45
the... This is like a... What is this place called? Is this the... This is the Hall of Judication,
  • 12:53
which is... Was an Aelan, I guess, prison slash trial location that they kept criminals for court.
  • 13:04
And we're not going to go inside this location because I think it's filled with some goblins
  • 13:09
that might be a little bit beyond our pay grade. But outside, I think there are some more
  • 13:15
friendly flowers, perhaps, that we can also play with and then maybe some rock monsters. But what
  • 13:22
I want to do before we start there is I think it would be beneficial for us to first get kind of a
  • 13:28
base on what each of these abilities do. I know that that was something that a lot of the players
  • 13:33
really liked seeing before we actually get into some combat interactions. And then later, I'm going
  • 13:39
to let trad show off some of the intricate combos when we kind of showcase the broader kit. But one
  • 13:48
thing I want to tell the audience is that, you know, in our previous showcases, we've tended to
  • 13:55
kind of showcase a little bit more gameplay oriented kind of walkthroughs of zones and areas
  • 14:01
and have elements of different encounter designs and monsters and whatnot. Today, we're going to
  • 14:07
really focus in on these individual abilities, their mechanics, and what it means for the broader
  • 14:13
combat design of our archetypes in Ashes of Creation and hopefully get some good feedback
  • 14:18
from the community on this direction. And I know Keenan has some questions that he wants to talk
  • 14:23
about. And John, I know we're going to talk with him a little bit about kind of the next, I think,
  • 14:28
next edge kind of technology that we're utilizing for some of our VFX and how these abilities
  • 14:34
interact. So before we get started, let's go through these abilities one at a time. What's
  • 14:40
our first one that we have here? This is something that I think we had in Alpha 1. This was our blink.
  • 14:46
Is that right, Trad? Yep, this is one of the ones that we've brought back. This was definitely,
  • 14:51
I would say, most of our favorite spells from Alpha 1. So we had to bring it back. Even the
  • 14:55
visuals are just awesome. So yeah, anyone who played Alpha 1 should be pretty familiar with that.
  • 15:01
I'm going to set my cooldowns to zero so I can show the abilities over and over again.
  • 15:05
So this is the blink ability. And obviously, its purpose is to close the gap, to create a gap,
  • 15:12
to reposition. Talk to me a little bit about the use case of a blink from the mage's kit perspective.
  • 15:20
I mean, you covered it there. It's a gap opener, gap closer, whatever you want it to be. And
  • 15:25
you know, we'll showcase some kind of that. We'll showcase that kind of gameplay and actual action
  • 15:31
once we get to the encounter section of this stream. But you'll see that mages will probably
  • 15:39
prefer to use this spell in different ways based on how you're speccing the mage. So if you are a
  • 15:44
more ranged based classic mage, you'll most likely use this to create space to put between you and
  • 15:51
your opponent. But like a more melee based mage might actually want to use this to get on their
  • 15:56
opponent. Yes, to initiate. Absolutely. That feels like the way I would use it. And then after this,
  • 16:03
we have a... Let me see. Before we get into the combat abilities, perhaps we use... You know,
  • 16:10
actually, let me show the shield. Speaking of a combat mage, if you're in the middle of fighting,
  • 16:16
talk to me a little bit about the shell. Yeah, this is a pretty classic mage spell that you've
  • 16:23
probably seen before. It's just a big health shield. It absorbs a bunch of damage and it has
  • 16:28
a duration. So usually you want to time it with when you're going to anticipate taking a bunch of
  • 16:33
damage at once. And we'll show that off too in a little bit with some of our rotations that put
  • 16:39
the mage in a little bit more danger for greater payoff. And this is kind of a short game. You can
  • 16:44
see that the duration of the shell is one of the parameters that are augmented by some of our
  • 16:54
augment abilities. So it could be potentially extended by an augment in the future. But it's
  • 16:59
essentially short duration for those temporary hit points. Is that right? Kind of like if you're
  • 17:03
stuck in a little bit of a bind. Exactly. Yeah. And that's the point of the duration. Like usually
  • 17:09
these health shields can be pretty strong. And so timing that is part of the balance and also part
  • 17:14
of the gameplay skill that comes into deciding when to use that and when to put it on cooldown.
  • 17:21
And then let's show off this ball of lightning. Now, John, you have done a lot of work on the
  • 17:28
tech side for VFX with regards to how lightning kind of interacts with surfaces from a sticky
  • 17:34
surface perspective and just establishing what I think is a really cool even style guide and
  • 17:42
shape language for this electricity. Talk to us a little bit about what it took to create this.
  • 17:49
I think one of the things that helps set Ashes apart from an effects perspective is that we want
  • 17:55
our effects to be dynamically generated. We want them to interact with the world. We want them to
  • 17:59
feel like they are part of the combat. So when we come to wanting to work with something like
  • 18:06
lightning, we actually want it to seek out different things in the world and stick to them.
  • 18:12
We want it to feel like you are actually in control of that lightning, not just plastered on top.
  • 18:18
So what we've been working on are kind of behavior systems where you model the behavior of the
  • 18:24
lightning and how it should work. And then those systems get put into our effects and you get a
  • 18:31
very consistent repetitive, not repetitive in its motion, but how it behaves result from it.
  • 18:39
Yeah, I think it looks great. I love this ability too. And when we get into combat, you guys will
  • 18:45
see kind of its use case. I will say this is one of my favorite spells just to use,
  • 18:51
not only visually, but like for reasons you'll see later. But like it's a zoning tool. It's
  • 18:56
like a mobile zoning tool. It's great for applying status effects because it's hitting
  • 19:00
very rapidly. There's lots of different ways you can use this thing to your advantage.
  • 19:05
I'm sorry. This one was so much fun to make. People aren't supposed to be using. I have
  • 19:10
cooldowns. I'm sorry. I set my cooldowns to zero. So I'm launching like a whole bunch of them.
  • 19:14
But I just really love the effects. I think it's so cool. It's just fun to figure out how to get
  • 19:21
it to stick to the floor and make it actually kind of walk along, you know? Oh, yeah, absolutely.
  • 19:26
Now we also have a little bit on the frost side. Let's talk about this ability. And this one is
  • 19:35
a blizzard. Explain a little bit about blizzard, Keenan. Blizzard is a very complicated spell. I
  • 19:46
have thought a lot about blizzard. It rains projectiles down that deal damage, but also does
  • 19:53
a fairly frequent burst that applies shield stacks. It also has a little bit of mobility into
  • 20:00
it, which is something we talked about quite a bit. We felt that it was important to
  • 20:04
maintain some control over this ability, even though it's very powerful, just to give players
  • 20:09
that maximal sense of agency as they are destroying the battlefield. Oh, yeah. I mean, I love the
  • 20:17
visuals here as well, John. The decals on the ground with the frost and the impacting ice
  • 20:24
shards. Now, is this talk to me a little bit about kind of how you create from a visual effects
  • 20:30
perspective these individual elements and their reusability? You know, one of the things that's
  • 20:37
really good about working here is that we are involved very early on and we can look at the
  • 20:42
things that are going to be challenging from what design and engineering team want to build
  • 20:48
from an effects perspective and then inform them on those things. And when we want really cool
  • 20:54
frost zones all over very uneven terrain that they build out like cool displacements in the ground,
  • 21:02
there's not a button for that. We have to go and work really closely with tech art and figure that
  • 21:08
stuff out. And then how do you make sure that the particle systems can drive those decals and they
  • 21:12
can be animated? So being part of that process very early on, working with the concept team to
  • 21:20
identify what the challenges are going to be and then really being able to communicate with those
  • 21:24
teams about how to accomplish it before it hits our desk is really powerful. Absolutely. I remember
  • 21:32
when I showed you or when you showed me your first iteration, John, I was like, how does it look when
  • 21:36
you move? And you were like, what? Yep, that is definitely one of the things that you are so very
  • 21:42
good at, Keenan. You take whatever system we have designed and you find the one thing almost
  • 21:50
immediately that we didn't account for. And I appreciate you for that because once we fix it,
  • 21:55
it looks so good. Absolutely. It is a very difficult process kind of creating these
  • 22:02
abilities in a way that obviously answers the call from a design perspective in the kits that
  • 22:08
we want to create and the interconnectivity between those kits, but also establish what players want
  • 22:14
to see out of a class fantasy. And the mage is a very near and dear to many people's hearts.
  • 22:19
I know it is to mine as well. And there's just so much space here to create strong visual languages
  • 22:26
around the different types of magics and elements that are utilized. It's a very strong part of the
  • 22:34
Ashes of Creation class kits. So we have another ability called Cone of Cold. Talk to me a little
  • 22:40
bit, Tratt, about Cone of Cold. Yep, ice spells have a tendency to be complicated. This is another
  • 22:47
one. So this is a cone spell. I mean, it's pretty simple in that regard. Like you hit enemies in
  • 22:52
front of you. You apply what is one of our elemental status effects called Chilled. It does,
  • 22:58
as you would probably expect, it slows the target and it can stack for an increasing amount of slow
  • 23:02
per stack you put on them. But if you might notice, you might notice that there are some
  • 23:09
little crystals that it leaves on the ground there. And each one of those is a proximity ice
  • 23:13
mine that if someone steps on, it will explode and apply additional stacks and damage. So it's
  • 23:19
really good at creating area denial between your opponent and yourself. And if you force them
  • 23:25
through it, then you can count on being able to escalate your status effects a little quicker.
  • 23:30
Now, I've aggroed this monster. You guys will notice that it's not pathing towards me, but
  • 23:35
that's because I want to show off some additional abilities. Excuse me, that require a target. So,
  • 23:46
Lightning Strike. Talk to me about what Lightning Strike does. Sure, this one's a little more
  • 23:53
straightforward. It's kind of one of your bread and butter single target abilities.
  • 23:58
You can charge it for varying degrees of efficacy. So you can either release it really soon to apply
  • 24:04
stacks quickly of the electrified status effect in the lightning category, or you can charge it up
  • 24:10
longer and do more damage. So as I guess I'll take this opportunity to talk a little bit about what
  • 24:17
you might be noticing on the icons on these enemies. But once you build 10 stacks of electric
  • 24:24
electrified on the target, you'll notice that they'll get another icon on them. And that is the
  • 24:30
shocked status effect. And what that means is that when you hit them with damage, once that thing is
  • 24:35
applied, it will consume electrified stacks with each hit you do to them while that's active to do
  • 24:42
or proc additional damage. So I'll show that here. You can see that electrified gets applied.
  • 24:50
You can see that electrified gets applied.
  • 24:55
But one thing also that is interesting is this elemental empowerment. Talk to me a little bit
  • 25:01
about elemental empowerment. Yep, so you might be wondering, well, how am I going to get all
  • 25:07
the way to the number of status effects I need if my abilities are on cooldown and, you know,
  • 25:12
I need 10 of them to get there? Well, the one combo is, or well, your weapon combo in general
  • 25:18
on the mage is very good at doing so because it will take the elements of the last spell you cast
  • 25:23
and for about a five second period or so apply that element in satisfied applications to the
  • 25:30
enemy as you're attacking them. So you might see that happening here. So let's show off a little
  • 25:35
bit of that interaction after I kill this guy real quick. And the next one and how promotions
  • 25:47
work on those types of status conditions. So what's a good promotion effect that I can do
  • 25:51
between electricity and frost right now? Usually I like to stick with frost first. So I'll open with,
  • 25:59
do we want to show frostbolt? Yeah, yeah, let's do that. So this is a single target projectile
  • 26:04
attack that applies two stacks of chilled to the enemy. And then after that hit him with a few wand
  • 26:08
attacks. Now you'll see that you've gotten a frozen status effect on him and then he timed
  • 26:15
that really well right there. But like in that very last frame, you'll see that he hit him with
  • 26:19
an light, a lightning effect, which triggers the shattus. It's not even a condition. It's just a
  • 26:25
reaction. And that just triggers a bunch of damage. So that's a good way to get your burst damage. If
  • 26:31
you're rotating your spells and your elements the correct way. Yeah, that's super cool. Very cool.
  • 26:39
Yeah, that particular interaction is by far my favorite thing about this mage. Yeah, I like the
  • 26:48
ability for a spellcaster or just any player with their archetype, having the option to kind of weave
  • 26:55
in between those rotations and those spells and to create successful combinations within their kit
  • 27:04
that you amplify the DPS or the status conditions or the control effects or, you know, whatever it
  • 27:12
is your is your end goal. Having a a rotation that emphasizes your ability to succeed or fail
  • 27:22
in those combos, I think is is compelling from a gameplay perspective.
  • 27:28
Yeah, I agree. And like they really are intended to be rotational drivers and help you get
  • 27:34
introduced to a kit that, you know, might otherwise feel like just a disparate set of spells that
  • 27:39
don't really belong together. This is how just one way that we're really making them feel connected.
  • 27:45
And it's not the only way. You'll see some other synergies that are a little bit more organic
  • 27:49
with a few of these other spells that we have yet to get to. But that's kind of the crux of how
  • 27:55
we're getting those rotational elements down. Now talk to me. I think your lightning just shattered
  • 28:00
that for you. I know. Yeah, I timed it so that it would it would essentially hit the hit the target
  • 28:07
while the frost application applied. I used another ability called chain lightning. Talk to me about
  • 28:14
chain lightning. Yeah, that's it's pretty similar to lightning strike, except it's more of an AOE
  • 28:23
role that it's filling. So you won't see it here because you're only attacking one target. But
  • 28:27
if there were multiple targets, you would see lightning branch off from the main target that
  • 28:33
you have to nearby additional targets. So it's really good at applying its status effect in a
  • 28:38
more AOE scenario, which we will also show you soon. Let me see if I can. Sorry, I spawned a few
  • 28:44
more targets just to demonstrate that. Let me sleep them all. Talk to me a little bit about sleep.
  • 28:51
Yes, this is an AOE CC that breaks on damage. It's great for like creating space and setting up a
  • 28:56
window. But you can't just like DPS them down while they're sitting there weak. So it's kind of
  • 29:03
to trade off. It's very good, especially if you're in a more organized group that knows to hold off
  • 29:09
and like, you know, kind of control the battlefield without just throwing damage everywhere.
  • 29:19
Yeah, that is super cool. But now, John, talk to me a little bit about
  • 29:23
the ability for this lightning to kind of connect with these different points of collision.
  • 29:32
So first, working with this combat team so early makes things like the idea that they want to be
  • 29:40
super twitchy and, you know, rotate the player while they're casting it very obvious from the
  • 29:46
start as a, you know, a huge challenge. So when we go about designing these systems,
  • 29:54
we're looking for not only does it look good, but is it performant and, you know,
  • 30:02
building out the systems that can look for all of the players, the ground,
  • 30:07
collision objects like trees or rocks and not only like, collide them, but avoid them.
  • 30:13
It's just super satisfying. Yeah, I totally agree. And that's one of the cool things, you know,
  • 30:20
you were talking about like looking for that collision and and one thing I want to demonstrate
  • 30:26
on that comment is let me see if I can find a good spot to showcase that here. Hold on one second.
  • 30:33
Let me just spawn a little dude maybe right here ish. And then I'm going to go ahead and
  • 30:41
I'm going to spawn a little dude here ish. And then, oh, actually, no, we got a friend.
  • 30:46
We got a friend to use him to sleep right there. OK, and let me get behind this rock.
  • 30:56
Oops, sorry, guys. I'll launch around this area here.
  • 31:02
Oh, that looked so good. Did you guys see that arc? That was so cool. All hacks.
  • 31:09
You can rotate while you're casting it. So we wanted to really pay attention to
  • 31:14
that player agency that's been so important for the combat team. You know, if if you're
  • 31:20
able to move and rotate and get out of the way and your effects suddenly disconnect from you
  • 31:25
or don't feel like you're in control of them anymore, that just it doesn't look right.
  • 31:28
And we really want it to look and feel interactive and fun. You know, we don't want you to turn the
  • 31:33
effects off. We want you to enjoy it. I'm definitely not used to seeing such
  • 31:38
like grounded lightning in games and especially. I am a mage player and bad lightning angers me.
  • 31:48
So it was just not allowed. Like we had to do better. And it's still very much a work in progress,
  • 31:56
but we are definitely on the right path and it's performant. And, you know, I think another aspect
  • 32:02
of this that's really cool is you're looking at it as lightning right now, but the same system
  • 32:08
that does lightning, does the ice crystals, does the air strike routes. There's all kinds of
  • 32:15
different behaviors that these very performant systems can handle. Absolutely. All right. Next
  • 32:22
up, we have Arcane Volley. What is Arcane Volley? This is a single target arcane spell. Unlike the
  • 32:30
other ones we've shown you, this doesn't have any particular element associated with it. And it might
  • 32:37
look a little underwhelming at first, but you can use this pretty quickly. It's on a two charge
  • 32:42
cooldown and there is a particular synergy that we all like to use with it. If you haven't figured
  • 32:48
it out, it's how it synergizes with the Shocked status effect. The Shocked status basically says
  • 32:55
with each hit, it triggers additional damage and Arcane Volley is a perfect candidate for that
  • 33:01
synergy. You know, I am going to make sure this guy's wings are good to go. I, Trad, I would love
  • 33:09
for you and I'd perhaps swap places here and for you to walk us through some of these more elaborate
  • 33:15
combinations. One thing that is really cool guys, I don't know, it was about a year ago or so,
  • 33:20
we showed off this particular Thunderbolt gliding mount and we put a little bit more work, Jason's
  • 33:29
been putting a little bit more work into the glide mechanic. And let's see if I can set myself up. I
  • 33:37
want to fly you over to a little location, Trad, where you can demonstrate some of these combos.
  • 33:45
So I think there's a plateau that's kind of near here. Let's see if we can do this.
  • 33:48
Oh god. And we're doing it. Okay, so this is kind of the gliding distance that you can develop
  • 33:56
a little bit with these gliding mounts. So there's some good amount of distance traveled,
  • 34:00
I think. Oh my god, I pulled a little bit too many troops. Hold on, hold on.
  • 34:05
Yeah, yeah, yeah, yeah, wait, wait, wait, let me fly back out. Reset. Reset. Let me reset.
  • 34:09
Reset. All right, wait.
  • 34:15
We're good. Let's just walk over, actually,
  • 34:20
I'm gonna fly to his little safer spot. There we go. Oh, and he's T-posing. Don't mind him,
  • 34:31
he's good. Just tell him to go away. Oh, and we got another one. And he died. Okay, we're good.
  • 34:44
All right, Trad, let me just, uh, let me, hold on, my god, I hope I don't die.
  • 34:51
All right, get ready, we're gonna swap over here. Why are there so many creeps on this hill?
  • 34:54
Oh no. I'm sorry guys. Oh my gosh. Give me one second, let me just see if I can reset them. Okay,
  • 35:02
there we go, we're good. We're good, we're good, we're good. They reset? They reset.
  • 35:10
Nope, they're trying to path to me. They're very angry. Very angry. No, why won't they leash?
  • 35:20
They have a super long leash radius. Okay, Trad, let us, let's you and I swap. What do you think?
  • 35:27
You want to swap? And we'll do this over here? Yeah, good luck, Trad. Yeah, they will reset.
  • 35:32
Yes, just a big AoE pull. All right, we're gonna swap. Give me one second.
  • 35:41
And we are now swapped, or we're swapping, sorry, Trad, come on over.
  • 35:45
And show us some of the magic in the combos.
  • 35:58
All right, we are back. I'm gonna do my best to salvage this situation here.
  • 36:03
Got a big pull. All right, so first I'm going to thin out this encounter a little bit. I'm going to
  • 36:11
demonstrate one of the more single targets. I just want you to know, Trad, real quick, that
  • 36:15
prior to you thinning out the herd there, that if it wasn't for my training all of those creeps,
  • 36:20
you would not have had this spectacularly long, long, long, long, long, long, long, long, long,
  • 36:27
long, long, that if it wasn't for my training all of those creeps, you would not have had this
  • 36:35
spectacular opportunity to just showcase the sheer AoE potential in this. Oh, I see, I see.
  • 36:40
We're skipping straight to that then. All right. And he can do it without the cooldowns too.
  • 36:45
No pressure whatsoever. All right, no, let's set the cooldowns back. Yeah, you can do it.
  • 36:50
Doing it live
  • 36:52
Let's see first
  • 36:54
So walk us through kind of what you're gonna use
  • 36:57
So because this is gonna be a more of an AoE combo
  • 37:00
I would say one of the better rotations for this is
  • 37:04
Almost one of the more battle mage like rotations so that this is gonna be something you could almost expect from
  • 37:10
Like maybe H fighter or something like that, you know, I'm gonna equip the great blade
  • 37:15
So this is just to show that you know mages use non-conventional weapons and ashes of creation
  • 37:22
We're gonna show that off soon, especially with what we showed you earlier the elemental empowerment
  • 37:27
Well, this will actually apply to all things that you hit in your cleaving radius with the great sword
  • 37:32
Oh here we go
  • 37:53
No, oh
  • 37:55
God I
  • 37:57
Canceled my blizzard. I cancelled my blizzard. Oh, it's so good
  • 38:03
Too many mobs dude. Yeah, we're good. We're good. Maybe they'll reset that now you're reset. You're good
  • 38:11
Okay guys, I just had to set trad up to die like that I apologize I
  • 38:17
Just wanted to just showcase that the mage is not a literal God
  • 38:20
Like in many games that if you over pull and you bite off more than you can chew you're still gonna die. I
  • 38:30
Love it
  • 38:31
We can't ever get at the first try right? That would be a boring. No, that would be very boring
  • 38:35
there's there's a there's a little bit of a you know a little bit of a
  • 38:40
difficulty challenge here
  • 38:42
Oh, you almost made it back this is nice not bad
  • 38:49
Kind of like a little puzzle to get back in here. He did it pretty quick too. I get lost. Yeah
  • 38:55
All right, let's see if we can get a little bit of a better setup here
  • 38:59
All right. I'm gonna shelf the AoE one and go to the single target one and then we'll we'll do the AoE one again after that
  • 39:06
All right. All right, so this is a little easier one. Here we go. You're
  • 39:15
Gonna need your wand
  • 39:24
Okay, yeah some big deeps there and that's because of the shatter
  • 39:27
Oh
  • 39:35
You slept the next one nice
  • 39:42
I love that ball
  • 39:44
Oh
  • 39:54
You're making quick work of these trad not bad
  • 39:57
Yep, so that's that's the single target rotation
  • 40:00
I like a lot at least with this kit once you start introducing some of these other elements in here that we're not gonna show you
  • 40:05
This time, but you'll get to see them eventually it really opens like a whole realm of possibilities
  • 40:10
Actually, we could even try it on this one. This guy's got a lot of health
  • 40:15
This guy takes a few rotations to bring down. Yeah, I've been really practiced on this one
  • 40:19
Let's see how it goes and now Keenan talk to us a little bit about kind of the process that goes into
  • 40:26
creating these
  • 40:28
you know class kits for
  • 40:30
Alpha 2 your strike team has been hard at work and kind of
  • 40:34
Developing phase one and phase two of these what exactly goes into those phases?
  • 40:38
well
  • 40:41
It's this pretty much a three phase process phase one is very open-ended to be pretty much try everything under the Sun and we put
  • 40:48
It together in every way we can imagine and we try to figure out what we like and don't like and iterate fast
  • 40:53
Like we usually do playables like twice a week when we're in that phase
  • 40:58
What you guys are seeing here is actually abilities that are in the process of passing phase two so they are approaching
  • 41:05
Levels that where we are happy with how they play happy with how they look and
  • 41:11
Some details may change over time. But generally speaking this is
  • 41:15
What we're going for and from here, it would mostly just be like like polish and
  • 41:22
Assets and just getting like external feedback and stuff like that
  • 41:27
Very nice
  • 41:28
Tried I liked your use of slumber there. You're in a precarious spot. Oh
  • 41:35
God oh
  • 41:37
My god, I am literally on the edge of my seat just watching this hoping you don't turn into ash. Oh
  • 41:43
God
  • 41:45
Brad oh
  • 41:48
My gosh that was crazy, but chill I wanted to make it look close, you know, it's good for the uh-huh. Yeah
  • 41:54
You know me too. That's when I die. It's because it's you know, yeah, I mean it's dramatic effect. Yeah, it's a great totally
  • 42:03
All right. Should we set our health back up or do we have to wait for a region here?
  • 42:06
You know you can set it. Yeah, you can you can negative nuke yourself. Dude the aggro range on these things
  • 42:12
I see why you dagger everything. So you see what I mean? This is what I'm having to deal with right now
  • 42:17
That's
  • 42:24
Well done you see this audience utilize elements of the terrain to obstruct the pathing from the monster Wow
  • 42:32
We're we have yet to stand up the right pathing
  • 42:35
Oh, it's so good
  • 42:43
This guy's a little boy though, he's not too bad
  • 42:51
This is just more of like the single rotation kit. Yep, and you do not have to build
  • 42:58
your mage
  • 43:00
down this elemental path, right that's one of the the
  • 43:03
Design elements of this kit is that there are a lot of different paths that you're able to take the mage down
  • 43:10
not just the lightning and ice path or elementals talk to us a little bit about kind of the
  • 43:15
Composition of abilities that are intended between utility defensive gap closers and mobility
  • 43:21
DPS oriented one
  • 43:24
Yeah, I mean that's kind of what we've been demonstrating a little bit with some of these other ones like this show has definitely saved me
  • 43:30
more than a few times
  • 43:32
slumber as well like a lot of
  • 43:37
Defensive utility goes into the mage being able to sustain themselves, you know when they're having situations like this where you know
  • 43:44
Detected by mobs and they weren't quite prepared for it. And I think that's really what rounds out the kit
  • 43:50
For classes like this. It's not all about just
  • 43:53
Dishing out DPS all the time. It's all it's really it really comes down to those like situational things and
  • 43:58
Using those things intelligently to come out on top. Let's see if we can
  • 44:05
Get an AoE encounter here
  • 44:07
By the way, if you want it if you want to turn around trad you're able to you can do like one two and three just kind
  • 44:12
Of in the middle just face directly into that dirt area there and just num num pad one two three and it'll spawn
  • 44:19
Just right in front of you and just turn slightly. Yeah, there you go. Perfect. All right classic AoE encounter here. Let's go
  • 44:25
And guys just to give you context here as trad's doing this again
  • 44:30
We were taking a little bit of a direction here with this showcase. We wanted to kind of give you
  • 44:34
Just how we do things from a combat arena perspective and development
  • 44:39
Perspective and how we iterate as Keenan was talking about, you know
  • 44:42
There are multiple iterations that occur during phase one development twice a week almost with that strike team
  • 44:47
and they use arenas that are a little bit lower weight than the
  • 44:51
Then Vera than the ashes of creation world and that's kind of the combat arena that has things like dummies and you know
  • 44:58
Just a lot of different
  • 45:01
Design oriented test subjects that are helpful. One of those is just spawning monsters as you need it
  • 45:07
Yeah, one of our guiding theories is that the more iterations we can execute on the better the game will be so we're all about
  • 45:15
Minimizing that time to iteration. Yeah, that's something that's also really important for us
  • 45:19
when
  • 45:21
You guys are iterating so quickly
  • 45:23
You know, we want to make sure that the systems that are using that animation to really drive the effects
  • 45:29
Don't break every four days because you guys decided to change it up
  • 45:34
We really want to only address changes for you know major
  • 45:38
Differences and how the ability functions so these systems are pretty robust
  • 45:43
Yeah, and I noticed there trad when you were swinging with your your greatsword
  • 45:47
You had that elemental is it elemental empowerment? I'm into empowerment
  • 45:52
Yeah, that's kind of what I was alluding to earlier. Like it's not just the wand that interacts with these different
  • 45:59
abilities different weapons have different synergies with class abilities which just
  • 46:06
Introduces that extra level of depth, right? It's like, you know, how can I maximize the effect of this and you know?
  • 46:12
It's like I'm trading in this case my my ranged potential for the ability to apply these status effects in a more a we regard
  • 46:20
Which makes the greatsword a lot better for dealing with packs than the wand
  • 46:25
And you know, sometimes you'll even be able to use either one based on the situation, right?
  • 46:30
We'll allow players to swap their weapons based on
  • 46:34
You know what? They are coming up against and it creates a lot of answers to different situations if you have the tools for it
  • 46:40
Absolutely. Yeah, just to be clear the greatsword was dealing so much damage there because they were shocked exactly
  • 46:47
Yeah, it's good. It's a good a we weapon, but by itself it's not it's not that good
  • 46:52
It was really the shock that was making it feel so much damage. Yeah
  • 46:56
Well, oh you got another little friend there. You'd probably put press for a couple times. You want to grab a couple more of those? I
  • 47:03
Think we'll just put him to sleep good call. Um
  • 47:10
Well
  • 47:11
Guys as always, you know, this is a continued work in progress alpha 2 as you know is a big test period for us
  • 47:19
a lot of the archetypes are going to be online to a significant level with a significant amount of
  • 47:24
abilities that are going to be available to kind of test and
  • 47:28
As part of our monthly showcases where we show you development in progress. This is our opportunity to collect feedback
  • 47:35
On what you guys have seen Keenan. Do you have some questions that are most relevant?
  • 47:39
For your teams with regards to the iteration and development of this combat that you'd like to posit to the community
  • 47:47
Yeah, I would say there's there's three major things that I'm interested in gathering feedback on
  • 47:52
and the first one stems from player agency, which is one of the things that we prioritize the most and so with in
  • 48:00
the context of this kit what that looks like is
  • 48:03
How people feel about the amount of mobility that it has during spells people may have noticed that the cleric was walking out of its
  • 48:10
spells and canceling them
  • 48:11
But this page can actually continue to cast they just have a slower movement speed. How do people feel about that?
  • 48:15
How does it look?
  • 48:18
The second thing I'm interested in is
  • 48:20
how
  • 48:23
The transition between spells is coming across does it look good? Does it look clunky? How do people feel about that?
  • 48:30
And then finally the complexity of the kit are people pretty happy with these elemental interactions and how they
  • 48:37
How they would think about them during combat or are they interested in something more complicated or less complicated?
  • 48:43
Awesome and guys as always
  • 48:49
Remember this is a work in progress. There is still iteration necessary
  • 48:53
There's a lot of artwork that still outstanding and require second third fourth passes and polish
  • 48:58
but we are showing you
  • 49:00
You know everything as it is in development because we find that it's a very important
  • 49:04
Interaction with the community to collect this type of feedback and get your guys's
  • 49:08
Thoughts on the direction that we're taking because at the end of the day when we launch Ashes of creation
  • 49:13
We want to make sure that we've had as much touchpoint with the community as possible so people don't go, what game is this?
  • 49:19
Um, but with that being said John, Tradd, Keenan
  • 49:24
I want to thank all three of you for joining me today and showcasing the hard work that you and the rest of the team
  • 49:28
Have been putting towards developing this mage and the other archetypes
  • 49:32
I know I speak for the community when I say thank you. You guys are doing an awesome job
  • 49:37
Very excited to see this played by by players in alpha 2
  • 49:41
And with that being said we will see you all
  • 49:46
back on stream
  • 49:47
Bye guys
  • 49:58
Welcome back, um, we'll play the video in the background. It seems like most people enjoyed the showcase
  • 50:05
Um, okay, so I'm gonna go ahead and show you guys
  • 50:11
Oh, you're muted for me, I don't hear you
  • 50:18
Whoops my bad
  • 50:21
Okay, i'm good now. Yeah. Um, yeah, it looks like everyone enjoyed that
  • 50:25
So, you know just to give you guys again, uh further context there
  • 50:29
This was just showcasing, uh, the lightning and ice interactions on the abilities
  • 50:33
There is a pipeline behind ability creation
  • 50:36
There's still outstanding artwork on the visual effects side for the fire and earth spells that we're kind of working on
  • 50:42
Um, we talked a little bit about in that showcase kind of our phases of development, uh for our different archetype classes
  • 50:50
And there are phase one phase two phase three, uh, and
  • 50:54
These were ready to kind of showcase and we wanted to get your guys's feedback on that
  • 50:57
So look forward to disappointed in the fire steven
  • 51:00
They fire they want to see I know fire in the future stay tuned
  • 51:05
Absolutely. We don't want to show everything too. By the way, we want we want people to experience and play this as well
  • 51:11
So we do have quite a few questions. So i'm going to try to power through some of these. Yeah
  • 51:15
Um, one of the things was can we swap weapons in the middle of combat?
  • 51:19
We saw that uh tried to get with the great sword a great blade versus the wand
  • 51:24
But yeah, we've talked a little bit in the past and this was president alpha one as well
  • 51:27
For those of you who played and those of you who watched
  • 51:29
Um, you may not swap armor when you're in combat, but you may swap your weapons
  • 51:35
Um, and you know, there's obviously a few reasons of why this can be important. Um, we're a
  • 51:42
itemization agnostic class, uh design
  • 51:45
Um, so players kind of equip with items that there are most necessary based on the adversary or the challenge that they're facing
  • 51:54
And so we want that to be available for players to kind of swap with weapons
  • 51:58
All right, and then there's a question regarding ball lightning. Does this charge? What what's it like when it's not charged up?
  • 52:05
Versus charging it all the way up
  • 52:08
Um, so ball lightning you cannot charge up. It's the arc lightning that you can charge up and
  • 52:16
And that charge up is essentially
  • 52:19
Additional time that's spent as a risk in exchange for additional dps when the execution occurs
  • 52:25
right
  • 52:27
And then there are folks wondering is there an underlying system for the skills and combat from the ue gameplay ability system?
  • 52:34
Or is this a proprietary solution that we've created?
  • 52:37
Yeah, this is a this is our our custom
  • 52:40
Ability system that's been created at intrepid
  • 52:44
Adam and kenan and mike have had a significant hand in creating that
  • 52:50
You know, there is functionality that we need to occur in our ability system
  • 52:54
That's not capable of being done through what's natively available through unreal engine
  • 52:59
And so as a result many of our systems that we utilize in ashes of creations
  • 53:04
Are made custom in-house in order to better facilitate our needs
  • 53:09
And then folks are wondering about foliage as it seems like it could hide your character from your own camera. Can you uh,
  • 53:17
Can it do something like turn transparent to you so you could lose your own character?
  • 53:21
Yeah, those lose yourself in the grass. Absolutely. Those are those are kind of um, uh, little
  • 53:28
Higher fidelity types of polish that we get around to when we're out of the guts of building, you know core systems and
  • 53:36
Abilities and archetypes so, you know part of watching our game in development is understanding that
  • 53:43
A lot of the quality of life or or polish oriented features that you would typically see in a launched game are not yet
  • 53:49
Worked on from our perspective. We're very much still on the on the core aspects of our feature development
  • 53:56
and um on our archetype and class designs
  • 54:00
And then the next one here, I knew this was going to come up which is action versus tab basic attacks when using the one
  • 54:06
How does it work?
  • 54:08
And just I guess in general
  • 54:10
This is everyone was saying that this looks more tab targeted versus like hybrid. So they're wondering. Yeah
  • 54:16
Um, what's our yeah, it's you know, it's important
  • 54:20
It's important to note
  • 54:22
That when we talk about ashes of creation's hybrid
  • 54:26
combat designs
  • 54:28
You have abilities that are skill shot oriented abilities the cone of cold the blizzard pbaoe
  • 54:35
the placed template aoe's the
  • 54:38
Directional line attacks that are not predicated on a target and then we also have a mixture of abilities that require targets
  • 54:45
Um, we have two alternate modes of camera settings. We have the action reticle based camera setting
  • 54:52
which utilizes a soft lock featuring mechanic, um that
  • 54:57
That allows the player to utilize their tab targeted orient abilities
  • 55:01
But then also gives them an additional fidelity from an action camera perspective when they're utilizing
  • 55:07
a positional based or directional based
  • 55:09
Uh template type attacks as well. So, um our desire has always and continues to be
  • 55:16
How we can create a mixture of tab target abilities and skill shot oriented positional directional based ability usage
  • 55:24
And make something cohesive in that design and I think
  • 55:28
That what we're achieving with that regard may not fully, you know feel action oriented may not feel like an action oriented game
  • 55:35
But we've always intended to be more
  • 55:37
Uh hybrid oriented leaning towards tab target
  • 55:41
So you're going to see a mixture of abilities that require the targets and that don't and then you're going to have an option
  • 55:45
As the player's perspective to utilize an action action camera mode, which which utilizes a soft target lock feature and our reticle
  • 55:55
All right
  • 55:56
Um, and then folks are wondering can I and then real quick sorry just to touch on the basic attack comment there
  • 56:03
So when you have your weapon and you utilize a basic attack you can blind fire that weapon if it has a projectile
  • 56:09
Associated with it without having to have a target in addition if your reticle in action camera mode is over a target
  • 56:16
You will have a soft target lock and projectiles will
  • 56:20
Home to that target if within the right angle of direction just to answer specifically the question about um, basic attacks
  • 56:27
Yeah, and to verify like or to clarify. Um
  • 56:30
Um when he's talking about a like ground target aoe is being like
  • 56:35
Like skill shots a lot of them are I don't know if you've played
  • 56:38
A lot of people have played a variety of games
  • 56:39
But a lot of the times you can play something and then it goes in that spot
  • 56:42
So you have to there are abilities that are like that where you have to place them and creatures move then you know
  • 56:47
So there is some skill element to it
  • 56:50
Absolutely, like, you know having to fire at the right target
  • 56:53
But it's trying to predict where the targets are going to be to some extent
  • 56:56
Yeah, so not moving that makes it easy, I suppose
  • 56:59
So you have to pick the order in which you're putting them in
  • 57:01
Um, and then the follow-up question to this is um, can I be a fire mage only or a frost mage only or a lightning mage?
  • 57:08
Only or will I always have to have some combination of these elements?
  • 57:13
So within the elements themselves there are combos that can be
  • 57:18
Leveraged for example you were seeing there in the ice bolt and the example of the elemental empowerment on the wand ability
  • 57:24
When the elemental empowerment assumes for your wand attacks the last used element for a number of seconds after that
  • 57:31
Spell was used. So in this example, I use a um, uh frost bolt
  • 57:36
Which is an ice element and that applies stacks of chill to the target, right?
  • 57:41
And now chill has the ability when additional stacks of chill from another source are applied to
  • 57:48
Promote into a frozen state
  • 57:50
And when a target's frozen they're susceptible to the shattered effect and shattered effect can be
  • 57:56
Utilized against a frozen target by an electrical attack. So you saw you saw there
  • 58:05
Excuse me, you saw there that I ice bolted to apply stacks of chill
  • 58:09
I then followed up with my elemental empowered wand attacks that
  • 58:13
Added additional chill stacks which created the frozen condition on the target
  • 58:17
They couldn't move and then before that frozen condition subsided
  • 58:21
I used my arc lightning in order to cause the shattered effect
  • 58:25
so
  • 58:26
you know there are
  • 58:28
Abilities and ways by which in within a particular element you you can create those promotions
  • 58:35
But you know obviously when building your class kit you want to take into consideration what type of intricate?
  • 58:41
Connections am I creating with my combos? And then in addition, how does that interact with groups that i'm going to interface with?
  • 58:48
And other classes and archetypes that play off of the keyword interactions from my abilities as well
  • 58:54
Because remember ashes of creation is a group centric group focused game
  • 58:58
Which means that when you take into account all of these different types of tier status conditions
  • 59:03
You need to take them with the uh with the grain of salt that it has to interact with the party
  • 59:08
You're accustomed to playing with and so there's some synergy that needs to be kind of planned out there
  • 59:14
The twitch server is having problems
  • 59:18
Um, I just did a speed test and on my end i'm getting 20 up
  • 59:21
But I think on the twitch server side, there's some weird stuff going on. Oh, no
  • 59:26
Um, so there might have been a little bit of weirdness going on with the live stream
  • 59:30
So we apologize for that everybody, but the video will have
  • 59:34
The the deeds that steven mentioned if you want to re-watch that
  • 59:38
Um, and then the next question here is how will line of sight work with abilities in pvp?
  • 59:44
It's clean. It's cleared up now. Steven. Okay, got it. Sorry. I was just checking
  • 59:49
How we'll say sorry. What was that last question? How will line of sight work with pvp abilities? Yeah
  • 59:54
So, um one of one of the things we're looking into and you saw a little bit of this with the visual effects
  • 1:00:00
Tech that was used around chain of chain lightning
  • 1:00:04
Um is the ability to have projectiles path around corners?
  • 1:00:08
Um, and the reason for that and the reason why I think that's interesting and we're going to explore that is that some abilities might have
  • 1:00:17
indirect fire so if you have uh, let's say a archer or ranger who has
  • 1:00:23
the ability to
  • 1:00:25
Select a major fire
  • 1:00:27
Um the ability to select a mage as their secondary class and they might want to augment a snipe ability
  • 1:00:33
Uh in order to you know go around a corner like an arcane archer might have right?
  • 1:00:39
those those interesting types of interactions I think play with the
  • 1:00:45
uh the problem
  • 1:00:46
Statement that sometimes we've had in gaming and combat where you can play around a corner and try to block line of sight
  • 1:00:52
And play with that line of sight. Well some abilities might not care
  • 1:00:56
About that line of sight they might care the distance to the target around the corner or the path that it's taking and if it's outside
  • 1:01:04
That path is too long. It might not be able to reach them, of course
  • 1:01:07
But if you're playing kitty corner with the uh with a player that who's on the opposite end of you
  • 1:01:12
Um, you might need to look out for some abilities that are able to path to you
  • 1:01:16
Uh that I think is something that's interesting and and I haven't seen used very much in the in in
  • 1:01:23
in general combat mechanics for mmos
  • 1:01:25
Um, and just to go back to the previous question to more more clarify
  • 1:01:29
Um in regards to like if I want to only be a fire mage could I only be a fire mage?
  • 1:01:33
We get that there's combos and things like that. Yes. Yeah, if you wanted to only so let me ask that
  • 1:01:38
If you wanted to only focus on one particular element
  • 1:01:42
This might reduce your horizontal application in the design of combat. However
  • 1:01:48
Within one element there are plenty of options and synergies and combos
  • 1:01:52
That will still make you relevant
  • 1:01:57
All right, cool just clarifying um, and then at higher levels
  • 1:02:01
How much will mana management matter to mage players? We didn't see a lot of that happening here. Yeah
  • 1:02:06
Yeah, I know that we're not at the balance level of right in regards to mana, but yeah for folks who are curious
  • 1:02:13
Um, what is the mana management going to look like for mage players? Well mana management I think um,
  • 1:02:19
mana management I think um, not just for mage players
  • 1:02:23
But for really every class is a relevant resource mechanic that they have to take into consideration when they're utilizing their rotations
  • 1:02:33
And there are going to be abilities that will you know sap your mana faster than others and they're going
  • 1:02:40
They're going to be situational
  • 1:02:43
Now, um with that blanket statement of mana is always relevant
  • 1:02:47
Uh, there is also going to be mechanics and or class synergies and abilities that you can spec into to help mitigate that
  • 1:02:55
there's itemization that you can
  • 1:02:58
Utilize from a set bonus perspective or certain types of weapons and tattoos that you can acquire
  • 1:03:05
Um, there are certain enchantments that you can acquire that might reduce the cost of mana use that might increase your mana regeneration
  • 1:03:12
That might increase your mana total pool
  • 1:03:14
Um, you know, there are even specs that you can build towards if mana
  • 1:03:19
Mana management is your mana management. Nice is your um is your issue, right?
  • 1:03:25
um, so we want to make it a compelling case that you need to think about mana use because
  • 1:03:31
Um, you know, you don't just want to go 100 all the time with no, you know downside to that
  • 1:03:37
Uh, that's a very boring type of interaction
  • 1:03:39
All right, and then we know we have a lot of new folks and we've answered this question before but in large-scale pvp
  • 1:03:46
Situations with a lot of players. How are we going to handle particle effects and spell effects?
  • 1:03:51
So that they're not overwhelming for people. Yeah, I think um, you know a lot of commentary I saw in the twitch chat around
  • 1:03:59
These particular effects that you're seeing today
  • 1:04:02
Is a good example of how in the past especially during alpha one
  • 1:04:06
We talked about first passes and how art is always improving and our art is always moving forward
  • 1:04:12
Here is an example where you where now you see some of these abilities are bit dialed back and they're now within kind of
  • 1:04:19
The scope of what we would consider not to in your face and more amenable to
  • 1:04:25
massive types of pvp situations or large amounts of players, but in addition we'll have uh,
  • 1:04:32
Certain features from a scalability setting standpoint that will allow players to even further tone down
  • 1:04:38
Both the bloom and brightness of these types of effects has also
  • 1:04:42
In addition some of the elements and channels of those effects as well
  • 1:04:46
But I think you guys will agree with me here that you know effects now are are
  • 1:04:51
As opposed to where they were in alpha one
  • 1:04:53
We've taken into account what people's feedback were although it was always the case
  • 1:04:56
We were going to address them and we've implemented them in such a way where they're not going to be
  • 1:05:00
We've implemented them in such a way where they're more conducive to large player battles
  • 1:05:05
Yeah, you know we'll be testing sieges and stuff. So we'll we'll be keeping an eye on all of that
  • 1:05:09
So don't worry and we'll take a lot of feedback into play
  • 1:05:13
um, and I think one of the questions that keenan even asked was like
  • 1:05:16
How are you feeling about the look and the visual quality of the class as well? So
  • 1:05:21
We do we will have a thread up in regards to the mage archetype. It probably is already actually up right now
  • 1:05:26
Um, so definitely head on over to the forums and provide us your feedback
  • 1:05:31
Before we move off that subject real quick
  • 1:05:33
I would like to say that visual effects, uh artists are very hard to come by they're one of the very
  • 1:05:39
One of the more difficult. Um
  • 1:05:42
Talents to acquire within the game industry
  • 1:05:44
And I will say for those of you who are following our project
  • 1:05:47
And who are excited about ashes of creation to come to fruition and you really want those visuals to look strong and good
  • 1:05:53
Don't be afraid to become a de facto recruiter for ashes of creation by going out there and finding your favorite types of visual
  • 1:06:01
Effects you've seen in games and messaging those people on a twitter on a linkedin and saying hey ashes of creation is hiring intrepid studios
  • 1:06:09
Is hiring for visual effects artists and we want the top tier visual effects artists in this industry
  • 1:06:14
Because we're building a top tier mmorpg and we need that talent
  • 1:06:18
So our visual effects team is growing along with a lot of teams at intrepid studios
  • 1:06:22
And you guys can be part of helping us acquire that talent by helping evangelize for ashes of creation out in those communities
  • 1:06:30
Yeah, and our wonderful social media manager peter is constantly posting those things
  • 1:06:35
So I think we we have something up right now. If you want to go check out our social channels
  • 1:06:39
Scroll a little bit you'll find our promotion for our job applications. So definitely definitely send people our way
  • 1:06:46
We're trying our best to to get the voices out there, but it always does help whenever there's a little amplification
  • 1:06:52
Or if you know people personally, that's always helpful as well. Oh, yeah, we're keeping an eye out
  • 1:06:57
I know that there's been a lot of layoffs which we extend our hearts
  • 1:07:01
Oh, yes, who have had to deal with that
  • 1:07:03
Um as someone who has been part of that and survived many layoffs
  • 1:07:08
I think like it is definitely not an easy thing to go through on either side whether you survive it or you are let go
  • 1:07:14
But we are definitely keeping our eye out for good talent and we appreciate we see all the messages you guys send us when you're like
  • 1:07:19
Hey, check out this person. They just got laid off. So, um, we are reaching out to folks who
  • 1:07:24
We feel would be good fits for intrepid studios
  • 1:07:28
Yeah
  • 1:07:29
And with that we'll head on up to our art update unless you have anything else you would like
  • 1:07:35
To touch base on steven in regards to the mage
  • 1:07:38
No, I don't think so
  • 1:07:40
No, I don't think so. Of course as always the reason we do these demonstrations and the reasons why we show you
  • 1:07:47
Our works in progress is to collect feedback and get your guys's thoughts on what you saw today
  • 1:07:51
Keenan gave some great examples of questions and focus areas that we want you to opine on but um, you know
  • 1:07:58
Feel free make sure you're jumping on our forums the discord
  • 1:08:01
Social media channels on twitter and youtube and facebook and giving us your thoughts on what you saw today
  • 1:08:07
What did you like? What did you think could be better? What are examples from other games?
  • 1:08:12
and other um
  • 1:08:14
um
  • 1:08:17
Mmo's that you've played that you enjoyed and and that we could potentially incorporate. Yeah, we want to hear it. I want to hear your feedback
  • 1:08:25
All right moving on to character goodies our character artists. Well our artists in general are just um, awesome
  • 1:08:32
Uh, we've got some skeleton weapons
  • 1:08:34
You know kind of look a little tarnished but um, you've probably seen some of our undead creatures and whatnot
  • 1:08:41
And some of our skellies already, but they're working on some more weapons for them so that you can murder them
  • 1:08:48
Or they can murder you whichever way it ends up going as we saw it can go both ways
  • 1:08:54
Um, and also we've got the featherstone. Um expedition pack
  • 1:08:58
That is now has a 3d model and we have a little
  • 1:09:06
Turntable of that as well
  • 1:09:09
Looks great. Love this. Remember guys, um, you know on the uh
  • 1:09:14
On the back slot. There's a few different options that you'll have on for the player in order to showcase a weapon
  • 1:09:20
um accessory cape
  • 1:09:23
Um this this one's a pretty cool accessory. Yeah, this is cosmetic
  • 1:09:27
Uh a cosmetic one so it'll go over that whole slot
  • 1:09:31
But there are other ones where you can swap out like the little pieces and details, which will be really cool
  • 1:09:37
And then we've got the ward of the implacable
  • 1:09:41
Now it has a 3d model as well
  • 1:09:44
Looking awesome
  • 1:09:46
I know
  • 1:09:46
Yes, didn't necessarily like the feathers on this one, but I think it looks cool. What?
  • 1:09:50
I I love the colors. I love the materials. I think that they did a great job with this set and uh,
  • 1:09:59
And the faction and game that this represents from the npc perspective I think is super cool. Um,
  • 1:10:05
Yeah, this is a this is a great set
  • 1:10:08
It will definitely help us with in-game stuff and then we've got the godsinger garb
  • 1:10:13
And we'll wrap things up and move on with our cows
  • 1:10:19
Sorry
  • 1:10:20
The cows
  • 1:10:21
I know
  • 1:10:22
Jinxy did such a good job with the cows and I told her I was like we need highland cows, you know those like long
  • 1:10:27
Fluffy cows and she was like, oh
  • 1:10:29
Yes, um, but she was she was directed to make some more regular cows
  • 1:10:32
Yeah, is this one of the first kind of farm animal stuffs that we've seen? No, we've had a little duck
  • 1:10:38
But yeah, that's kind of the first of the like livestock livestock that is available for people to kind of
  • 1:10:45
Animal husbandry with on their freeholds and whatnot. Yeah, what's funny is it's just a cow and normally like we are so weird with our stuff
  • 1:10:52
So i'm sure you're gonna see some weird deformities of cows in the future. Don't worry guys
  • 1:10:57
We have some like more bull-esque looking creatures as well in the past
  • 1:11:01
Um, and then I think I have a turntable
  • 1:11:03
Of that. Yeah, here we go or we need the longhorn ones with the big long horns
  • 1:11:10
I was tempted for those of you who are old fans of um, like ever quest
  • 1:11:15
I was tempted to get catkins to do a little scene with us and if catkins is watching this right now
  • 1:11:20
He'll know what i'm talking about
  • 1:11:22
um
  • 1:11:23
But he we had like a whole cow thing and you know one of our old company
  • 1:11:28
Yeah, i'll have to send it to you steven and you'll be like, I think I saw it. Okay, you think you saw it?
  • 1:11:35
It's pretty funny. I was like, oh we should have done a little thing, but maybe we'll go with future cows
  • 1:11:40
And then last minute, uh, jinxy was like I finished the sheep too. I want to show them and so
  • 1:11:45
Oh, I love the sheep. They're so cool. I love their horns
  • 1:11:52
Look at that
  • 1:11:54
I love their horns. Look at the sheep
  • 1:12:01
They're wool. I can't wait to shear them for some wool
  • 1:12:06
Yeah, they'll probably make some cool clothes we need some interesting
  • 1:12:10
sheep
  • 1:12:12
wooled clothes
  • 1:12:14
I was thinking, you know part of like the freehold slash animal husbandry design when you've domesticated animals and you're like processing them for their
  • 1:12:22
um for their materials and whatnot it would be a really cool idea from a narrative perspective if
  • 1:12:28
Occasionally your property and the things that you've done on that property
  • 1:12:34
Have an opportunity to spur a random quest where one of the sheep breaks out of the pen and you need to go
  • 1:12:40
Get the the sheep back and where is that sheep? And what did the sheep get into?
  • 1:12:45
I mean those are great predicates, you know as someone who has grown up around like farm animals
  • 1:12:50
They do escape sometimes I know one of your friend's posts will like
  • 1:12:55
rot and like fall over and then they're like
  • 1:12:58
What's over here and then they start walking across the street and then you're like having to chase them and get them back in
  • 1:13:04
it is uh
  • 1:13:05
It is wild times
  • 1:13:07
Um, but yeah, so that is our character art
  • 1:13:10
We're gonna go on to our q a and I oh actually studio update first
  • 1:13:15
So steven if you want to talk a little bit about um, what's going on on the studio front?
  • 1:13:21
Yeah, absolutely. Um, you know, we are finishing up
  • 1:13:25
Our sprint next week and we'll be in our hardening week prior to our next sprint
  • 1:13:29
We have had some really successful hires over the course of uh, april
  • 1:13:34
We brought on a principal animator a lead technical animator
  • 1:13:38
A couple of visual effects artists, uh some audio programmers and designers
  • 1:13:44
Um, there's been a big month for hires. Um, as you guys know and as we've been posting we're we're stepping up hiring this
  • 1:13:53
year again, um, so
  • 1:13:55
A lot of success there stacy cameron
  • 1:13:59
John and madori have been doing a great job on the hr side with facilitating those things
  • 1:14:04
um
  • 1:14:06
we had our uh,
  • 1:14:08
Bring your kids to to work day. Uh was it yesterday a day before I think it was yesterday
  • 1:14:14
There's a lot going on yesterday
  • 1:14:17
But uh that was also happening
  • 1:14:19
There's just a bunch of kids here at the studio and I saw that there was some really cool like color books of our
  • 1:14:26
Characters that they were coloring in that was really cool to see those characters made some of those pieces for them
  • 1:14:32
And so yeah, that was awesome. Um, but yeah, things are going really good at the studio
  • 1:14:37
You know lots of lots of fun stuff
  • 1:14:40
Yeah
  • 1:14:41
And you know, we have a lot of more things coming up in the future
  • 1:14:44
We're excited about and so we can't wait for you guys to see that and like steven said we are hiring
  • 1:14:48
So please please send folks our way. We're trying to fill a lot of roles here so that we can continue
  • 1:14:54
Making lots of good progress is the goal
  • 1:14:58
Um so that you can have alpha 2 faster. We know what you guys want. We're working towards it. Yes
  • 1:15:03
Um, so moving on to q a I'll just play the video again in the background. So you have something visually compelling whilst we talk
  • 1:15:10
We're not that visually compelling
  • 1:15:13
I mean we're still on the screen. I I definitely i'll speak for myself. I'm not that visually compelling
  • 1:15:18
I mean, I think people would prefer to see the mage over looking at us
  • 1:15:22
um
  • 1:15:23
The first question here is from bliz
  • 1:15:25
Over on our forums and the question is about dungeons to ourselves
  • 1:15:29
How many dungeons will a party of adventurers have to access when they meet up each evening?
  • 1:15:36
In other words, we will intentionally or will it be?
  • 1:15:39
Intentionally rare to find level appropriate dungeons content that is not already engaged by others. I think the concern here is more that
  • 1:15:47
Uh because there's a lot of contested content
  • 1:15:50
Will there be enough content for everybody or will there be cases where yeah, there's so much contestion that like they can't find
  • 1:15:57
I think
  • 1:15:58
so
  • 1:15:59
To answer the question to begin with
  • 1:16:02
We are purposefully
  • 1:16:04
launching
  • 1:16:06
with
  • 1:16:07
Probably one of the most
  • 1:16:11
Aggressive and ambitious
  • 1:16:15
Content schedule, uh for an mmo at launch, um, I think
  • 1:16:20
and uh, but to the second part
  • 1:16:23
So the answer to that is yes
  • 1:16:24
There's going to be a lot of different opportunities of content areas that you can participate in a lot of that's predicated on how the world
  • 1:16:30
gets developed, uh that unlocks those zones, um, but
  • 1:16:34
um
  • 1:16:36
The second part of that question margaret to I think your point reading into the the purpose of that is when talking about like contestion
  • 1:16:43
um
  • 1:16:45
Is that not all content is equal okay, and and that's a very important
  • 1:16:51
contextual point to this answer
  • 1:16:53
Um, we are we purposefully create tiers of content areas
  • 1:17:00
And we also create types of content areas and the tiers might relate to things like
  • 1:17:07
better drop rates better respond rates better
  • 1:17:14
Damage mitigation for your particular group composition
  • 1:17:20
Better
  • 1:17:22
Uh proximity to certain locations
  • 1:17:25
Those create tiers of areas where content becomes more relevant or more desired, right?
  • 1:17:31
on the second flip side of that is
  • 1:17:34
there are um the
  • 1:17:37
What you gain from those content areas that might be relevant for certain classes or certain groups more so than others
  • 1:17:44
Um, so yes, you will have access to a lot of different content
  • 1:17:48
Um, will the will the best or most relevant content that's
  • 1:17:53
To you or your group always be available. No
  • 1:17:57
And that is the element of competition
  • 1:18:00
Right and if things don't feel competitive around what's best
  • 1:18:07
Then you have removed an element of the satisfaction when you've acquired slash succeeded in
  • 1:18:15
participating in that content and that is a fundamental core pillar
  • 1:18:21
Behind what ash is attempting to achieve?
  • 1:18:25
Through the distribution of content, but also the interaction of players
  • 1:18:30
Um, and and I think that's an important concept that we cannot forget about when we think about
  • 1:18:37
Um a question like this
  • 1:18:40
All right
  • 1:18:41
Next up. It was a long answer. Uh, hopefully you can get through a few more. I know let me know what you're cut off
  • 1:18:48
Lithium wants to know about crafting skills
  • 1:18:50
Are there any passive skills in crafting in the crafting tree that allow you to drop less material on depth?
  • 1:18:59
Uh not in the crafting tree, but there are in the um
  • 1:19:04
Material inventory bags that you can't acquire
  • 1:19:08
um
  • 1:19:09
in the crafting trees
  • 1:19:11
There are within those professions abilities to augment things like drop rates and
  • 1:19:18
gathering speeds and
  • 1:19:21
Ability to survey stuff like that
  • 1:19:23
um and tool creation whatnot, um, but uh, the
  • 1:19:28
Dropping mechanics really more relate to uh your bags
  • 1:19:34
And so there will be different benefits to bags. Yes, there's item
  • 1:19:37
There's item progression as it relates to quality of bags types of bags and the materials. They're most used for
  • 1:19:45
Um, some of them are more pvp oriented that can reduce significantly drop rates for pvp as a result of that progression
  • 1:19:52
Um, you know, so there are there's a there's a complexity there
  • 1:19:56
All right, and andewin wants to know about character role play effects player death means xp debt and losing materials
  • 1:20:03
The rp community wants to know what are the in-game lore repercussions of revival upon death?
  • 1:20:09
For example, does my character lose memory? Are they weaker? Does a period of time occur? But uh before revival
  • 1:20:16
What happens when we are?
  • 1:20:19
Come back. I had this I had we had this question yesterday in our pi meeting. Um, and
  • 1:20:26
You know kind of
  • 1:20:28
Oh
  • 1:20:30
I'm, shoot. I hope you don't I hope you don't ban my account. Um, no, I was gonna say that uh,
  • 1:20:36
I'll kind of give the same answer I gave there is you know
  • 1:20:40
That question touches a little close to the metaphysical nature of the universe and ashes of creation
  • 1:20:46
um
  • 1:20:47
Uh, it's a difficult one for me to answer without revealing perhaps too much of that metaphysical nature
  • 1:20:53
Uh, what I will say is that there is a spiritual element obviously to ashes of creation and its universe and story and the lore
  • 1:21:02
Um, there is a spark there is a mortal coil that the character has which relates to kind of the interaction of
  • 1:21:09
resurrection or revival
  • 1:21:11
Uh and how it relates to the goddess of creation your existence within that universe as a mortal coil
  • 1:21:17
Um, so there is lore there. It's just not what i'm comfortable commenting on prior to the game's launch
  • 1:21:23
All right
  • 1:21:25
You guys will have to find out
  • 1:21:27
Uh and azara wants to know about caravans. Does a caravan stop moving or slow down when it's attacked?
  • 1:21:34
Um, there are certain attacks that can slow the caravan but basic attacks will not slow a caravan. No
  • 1:21:41
So you can try to trudge through while you're taking yeah, they're they're they're
  • 1:21:44
That's correct. Yeah run
  • 1:21:47
Well, and to that point right caravan speeds are built around character speeds so that the interaction and interval of
  • 1:21:56
Of distance traveled by a caravan versus when players are attacking it is somewhat equitable
  • 1:22:02
But there are certain types of items that you can use that can slow and or block caravans from a collision perspective
  • 1:22:08
There are certain abilities and or status conditions that can get applied to caravans which reduce
  • 1:22:13
There's damage that can be done to components of caravans which reduce speed
  • 1:22:17
There's you know, there's lots of different ways to affect that
  • 1:22:21
All right, and then kind of going back to the resurrection stuff, but this is from nick and they're wondering about
  • 1:22:30
Items will we have items that let us resurrect other players? We know that there are certain
  • 1:22:36
Archetypes that will allow that but will there ever be items that allow it as well?
  • 1:22:44
Um
  • 1:22:45
I'm
  • 1:22:45
So sorry, I was I my mind actually went off in a totally different direction
  • 1:22:50
I got stuck on that thought while you're asking the question and I missed the last half part of it. What was that?
  • 1:22:54
What was it again? Will we have items that let us resurrect other players? Oh, yes. Yeah, there will be there will be
  • 1:23:00
scrolls of resurrection available
  • 1:23:02
Although there are is an element of resurrection that's important as it relates to experience debt
  • 1:23:08
And being able to recover portions of that experience debt when utilizing higher grade resurrections that are only available from classes
  • 1:23:15
And then there are lower grade resurrections which are can be granted through items like scrolls of resurrection
  • 1:23:22
That that allows for parties who may not have access to a resurrection class
  • 1:23:26
Be able to continue on but it will be at a deficit
  • 1:23:29
All right, and then horrendous wants to know about tulnar lore
  • 1:23:34
since we received an
  • 1:23:36
Immortal soul or spark of life by going through the gateway from sanctus. How are the tulnar players able to respawn?
  • 1:23:43
Since they didn't go through the same portal
  • 1:23:47
Well, um
  • 1:23:49
So again not to touch too much on the metaphysical nature here
  • 1:23:55
The tulnar are descendants of the divine races
  • 1:24:00
and
  • 1:24:01
the tulnar sought refuge in an area of vera
  • 1:24:06
That has some element of mystery around how that occurred which players will need to discover
  • 1:24:13
And then there's the
  • 1:24:15
connection the spark exists within the taller as well and how that spark exists within the taller
  • 1:24:20
is something that
  • 1:24:22
Players will be able to discover as they progress through the storylines and ashes
  • 1:24:27
You will learn
  • 1:24:30
Uh, this one is about gatherables from rufian and they want to know what are the differences between biome exclusive resources
  • 1:24:38
For the
  • 1:24:19
Um, and there is a connection the spark exists within the taller as well and how that spark exists within the taller
  • 1:24:27
is something that
  • 1:24:29
Players will be able to discover as they progress through the storylines and ashes
  • 1:24:34
You will learn
  • 1:24:36
Uh, this one is about gatherables from rufian and they want to know what are the differences between biome exclusive resources?
  • 1:24:44
For example, do different ores give different resistances, etc? Um, yeah
  • 1:24:51
There are associated with specific types of raw gatherables and resources that can be processed into refined materials
  • 1:25:00
that grant different elements of benefit and or bonuses or um or uh,
  • 1:25:07
Abilities uh to the different types of itemizations and or recipes that are available
  • 1:25:16
So based on where that element can be found there might even be
  • 1:25:20
relationships that are shared across different materials and or resources in those locations that share some of those
  • 1:25:27
Characteristics that can be applied to items. So yes, it is it is specific to the material and it's even grade
  • 1:25:33
Potentially that are that are used
  • 1:25:35
Right and then send garden wants to know about gliding mounts which we kind of showed a little bit today
  • 1:25:40
Will gliding mounts be momentum based or feature any speed boosting mechanics to make the experience more skill based and interactive?
  • 1:25:49
Yeah, so an important thing to note is that um all mounts have the ability to acquire up to four abilities and skills
  • 1:25:58
some of those skills will be uh,
  • 1:26:00
You know propulsion based or speed based that can um enhance or increase or burst
  • 1:26:07
Um different speeds some might be defensive based that would protect the rider and the mount for a short period of time
  • 1:26:13
Some can be offensive
  • 1:26:17
And that's part of what interfaces with the animal husbandry system and the ability to train those mounts
  • 1:26:23
in order to
  • 1:26:24
Unlock the use of those abilities
  • 1:26:26
I think this is more of when you're gliding the skill in regards to the player like the skill of the player
  • 1:26:34
Gliding the creature. Is it going to be more skill based in that regard and interactive?
  • 1:26:38
Versus boom I hit a button i'm now gliding and I land, you know type of thing
  • 1:26:43
Um, not not specifically probably what they're thinking about skill wise, but there is skill associated with it
  • 1:26:50
Where's my launch point? Um, am I going to?
  • 1:26:53
To you know hit this ledge that i'm trying to depth
  • 1:26:58
You know gauge the depth for from my distance and calculate the speed on when do I use the abilities that I need to use?
  • 1:27:05
um, you know do they uh
  • 1:27:08
Am I misusing them at different times? So there is skill there. Um, so i'm not sure exactly
  • 1:27:13
You know what type of skill they're referring to if not those okay
  • 1:27:17
And then this one is from phantom max, which they wanted about removing player corruption
  • 1:27:22
We talked about how experience removes corruption, but does gaining crafting experience specifically remove corruption?
  • 1:27:29
Does gaining crafting experience remove corruption? Yes. So any experience that's gained by the player whether it be through
  • 1:27:36
achievements in crafting or in adventuring or
  • 1:27:43
Uh through other types of achievements
  • 1:27:45
Um, all of that experience goes towards your adventuring class experience gained and then some experience can dual purpose
  • 1:27:53
towards professions as well, so if I
  • 1:27:56
reach an achievement in my crafting profession
  • 1:28:00
And that grants me additional experience within that profession to rank up
  • 1:28:05
it will also grant the same amount of experience over in my
  • 1:28:09
um, uh adventuring level and to that point anytime you gain adventuring experience
  • 1:28:16
um, you tick away at the corruption
  • 1:28:19
And our last question is from hartison who wants to know about guild meta
  • 1:28:25
And I apologize if i'm saying your name wrong. I think that's the first time that one's come up. Um
  • 1:28:29
Will the meta for guilds be to just create alliances of smaller guilds with many skills?
  • 1:28:36
Rather than larger guilds with less skills. Well, remember alliances are limited the number of guilds that can
  • 1:28:44
participate in
  • 1:28:45
An alliance is a limited number also achieving the ability even to launch an alliance
  • 1:28:51
um is something that is uh is very late in the guild leveling process
  • 1:28:57
um and uh
  • 1:28:59
Uh, uh, essentially, you know what we're trying to create is an environment where there's a duality between
  • 1:29:07
guilds that try to go towards population and then guilds that choose to forego population, um in exchange for
  • 1:29:14
a a deeper access to
  • 1:29:17
Passive skills that the players have access to will the meta be for many smaller guilds to to co-locate with each other
  • 1:29:24
Yes, i'm sure that that will be utilized by
  • 1:29:28
Um some number of smaller guilds in order to try to combat the numbers that other guilds might have access to
  • 1:29:35
Um, I don't think that that's a bad thing
  • 1:29:37
I don't necessarily know if that's a meta either because it's going to be beneficial for larger guilds
  • 1:29:42
To be allied with smaller guilds that might have access to those passive abilities that they don't have access to
  • 1:29:48
so what I think the meta will actually be is probably a
  • 1:29:52
A mixture of large guild and small guilds that exist within the alliances so that they can overcome the types of challenges that occur
  • 1:29:59
In objective based gameplay for events where you need the smaller guild with the passives to overcome the challenge rating
  • 1:30:05
But you also need the numbers from the larger guilds in order to engage with the opponent at the choke points
  • 1:30:10
I think the question is more that people feel that larger guilds will decide to go with more smaller guilds like
  • 1:30:17
Let's say I have a guild of a thousand people normally i'll spread that out into a bunch of hundred people guilds
  • 1:30:23
In order to get better benefits
  • 1:30:24
I think is what they're trying to aim for versus like because there will be different benefits for small guilds versus larger guilds
  • 1:30:32
Yeah, I mean, um is that what is going to happen will large
  • 1:30:37
Will the largest guilds segment off into different chapters of their guild that are part of small guilds?
  • 1:30:45
Um, absolutely that will happen
  • 1:30:47
And uh the way that we combat the efficacy of doing that always
  • 1:30:53
Is through how we design our encounters and our events to incorporate
  • 1:30:57
um
  • 1:30:58
Uh the use case of where smaller guilds and their passive abilities are necessary to overcome certain challenge ratings
  • 1:31:05
Will it always be most beneficial for larger guilds to do that? No, not always it depends on what they're encountering
  • 1:31:10
Um, but you absolutely will see some guilds leveraging that for sure. Okay
  • 1:31:15
Cool and that wraps us up for today. Whoo. We made it to the end
  • 1:31:20
And it was a long one
  • 1:31:22
So thank you all for hanging in with us and we hope that you had fun and enjoyed this as well as getting like a little
  • 1:31:28
sneak peek of the mage. We know that you want to see fire abilities. So maybe you'll see those in the future
  • 1:31:34
Uh, and also we do want you to experience experience some of it in alpha 2
  • 1:31:37
So we're not going to share everything all the time on here, but we do have some really fun updates for next month
  • 1:31:42
So we hope that you will join us. We'll let you guys know whenever those things are coming up over on our social channels
  • 1:31:49
Definitely recommend following us in all the places at Ashes of Creation. We're pretty active over there
  • 1:31:55
Um, and then we also want to remind you that we do have our creative director community Q&A that is over on our
  • 1:32:01
On our youtube channel if you didn't get to check that out. Steven took some time to he's kind of sick during it
  • 1:32:06
He's kind of sick during it, but he did power through and answered a lot of great questions from our community members Chibi Bree
  • 1:32:12
Richie, sh, and Simurg, so definitely check those out. And of course head on over to our forums. We want your feedback
  • 1:32:20
There's already thread forums.ashesofcreation.com
  • 1:32:23
In regards to the mage archetype
  • 1:32:25
So definitely head over there answer those questions that Keenan had because they're going to be making some changes as we move forward
  • 1:32:31
Especially before everyone gets to see it in alpha 2 and reminder that our cosmetic swap over is on May 10th at 11 a.m
  • 1:32:38
So snag those and of course, we just want to thank you again for joining us
  • 1:32:43
Thank you to John and Keenan and trad for being part of this stream as well as Steven. Appreciate your time. We know you busy
  • 1:32:51
And we hope that you all
  • 1:32:53
Had a really great time here
  • 1:32:55
And we hope that you go for another month and are able to return to us with another fun stream
  • 1:33:00
The VOD will be up here on Twitch. We'll also have it over on YouTube
  • 1:33:04
We'll have the 4k version of the mage content as well. And then this video will go out
  • 1:33:10
on Saturday with the full
  • 1:33:13
And of course on the dev update make sure you leave us a comment
  • 1:33:17
Subscribe to our channel and make sure your subscriptions are live so that we can see them
  • 1:33:21
And you could potentially be spotlighted in our next one. And with that we will see you all next month for another update
  • 1:33:28
Bye everyone. Thanks for joining. See ya