Talk:2023-06-30 Livestream

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Intro

  • 00:00
Hello and welcome to our glorious Ashes of Creation June development update.
  • 00:23
We hope everyone is well and safe and has been having a wonderful month on our front.
  • 00:28
It has been crazy.
  • 00:29
You've got a lot going on and you better buckle in strap up because it's going to be a long
  • 00:34
one today.
  • 00:35
I hope everyone brought their snacks.
  • 00:36
I was warning people in the chat.
  • 00:39
So you've been warned.
  • 00:40
It is going to be a long one.
  • 00:41
I mean, what are we thinking here?
  • 00:43
Probably at least an hour and a half, if not maybe two.
  • 00:45
Oh my gosh.
  • 00:46
Yeah, depending on how many questions we answer after.
  • 00:49
So we'll see how it goes.
  • 00:50
But a lot of good information, a lot of new information and updated information from old
  • 00:55
information.
  • 00:56
So keep that in mind as we're moving forward today.
  • 00:58
But to cover what we're going to be covering, we're going to go quick reminders and try
  • 01:01
to be really quick about that.
  • 01:03
Freehold update.
  • 01:04
We'll do some art updates, which includes some new Nekuun awesomeness.
  • 01:08
I know folks have been asking about more dwarf stuff and a studio update and Q&A.
  • 01:14
So first and foremost, we have our spotlight for our YouTube comment, which comes from
  • 01:19
Zash Welshguy and wants to know with fishing, will we be able to use the fish we catch with
  • 01:26
the animal husbandry profession?
  • 01:28
Maybe have a freehold pond or a fish tank in the player home.
  • 01:32
Yeah, this is something that we have ideas around and designs around.
  • 01:37
We haven't done any implementation or development for it yet.
  • 01:40
But the idea is that for certain types of fish or certain very rare kind of trophy-esque
  • 01:46
fish, you would be able, instead of using the material to go through a process that
  • 01:51
might put it into things that are more cosmetic focused, like a fish tank or a pond on the
  • 01:56
freehold or something in the house.
  • 01:59
We definitely have some ideas around there.
  • 02:01
I think it's a super cool thing to kind of see something you've taken from the world
  • 02:04
and now that you've domesticated or put into your customizable space.
  • 02:09
A great question.
  • 02:10
It's definitely on the top of our minds.
  • 02:11
It's something that we're going to be exploring post-Alpha 2.
  • 02:14
Awesome, awesome.
  • 02:16
And then we've got Stephen will be on the Ashen Forge over on twitch.tv slash theory

Reminders

  • 02:22
forge on July 9th.
  • 02:24
I think that they're going to be putting up a thread over on our forums as well to gather
  • 02:27
some questions from the community after the live stream.
  • 02:30
So definitely check that out.
  • 02:33
Stephen will probably answer a lot of questions.
  • 02:35
They always have a good time and ask a lot of good things.
  • 02:39
And of course, we also have our dev discussion about role-playing up.
  • 02:42
We would love for you to tell us what systems and features make role-playing fun.
  • 02:46
What features help remove hurdles and barriers?
  • 02:48
So if you have thoughts on that, please feel free to pop on over to our forums and give
  • 02:53
us your thoughts.
  • 02:54
And of course, we also have our cosmetic swap over happening for the songs of the sea on
  • 03:00
July 12th, 2023.
  • 03:02
And I know that we had previously said that the packages will be changing coming up in
  • 03:07
the future, but Stephen was giving you all a long warning.
  • 03:10
It's going to be a bit before that change over happens, but we will give you guys ample
  • 03:13
notice with an FAQ on details of what that will entail.
  • 03:17
And with that, we will move on to Freehold Goodness.

Freehold Update

  • 03:21
So if you want to do any prefaces here, Stephen.
  • 03:24
Yes, let me give you guys a bit of a preface.
  • 03:26
So we decided to take a little bit of a different approach with this presentation.
  • 03:34
The first half of this is going to be really focused in on detailing out some of the mechanics
  • 03:42
of the Freehold system.
  • 03:44
A part of it is going to be reiterating what you guys have known for a while, but another
  • 03:49
part of it is going to be giving some updates around these designs and some changes that
  • 03:54
have occurred in anticipation of the rollout for Freeholds during Alpha 2.
  • 04:00
So give us your feedback on whether or not you like the style of this approach for the
  • 04:04
presentation.
  • 04:06
The first, like I said, half of it is going to be us kind of going through slides and
  • 04:10
showing some of the tech trees of the buildings and some of the purposes of these different
  • 04:15
systems on the Freehold.
  • 04:16
And then after that, we're going to have a little bit of gameplay in the world showcasing
  • 04:21
the Freeholds.
  • 04:22
I believe Bucky has a Freehold we're going to be going through, doing some farming on
  • 04:26
it, some live interactions with some of the livestock.
  • 04:29
We're also going to be showing off as an ancillary overview some of the changes that we had talked
  • 04:35
about previously to the inventory system.
  • 04:38
We're going to show some of the storage off.
  • 04:40
We're going to show off a couple of new mounts and some of the mining areas.
  • 04:45
But it's something that really the focus is giving you guys expectations around how Freeholds
  • 04:51
have changed coming towards Alpha 2.
  • 04:54
So hopefully you guys enjoy.
  • 04:55
This is going to be a long one.
  • 04:56
It's about an hour long video.
  • 04:58
Yeah, over an hour long.
  • 05:01
So enjoy and we'll see you afterwards.
  • 05:16
Hello everyone and welcome to another I was about to say day in Vera, but actually we
  • 05:22
are going to be doing something a little bit different than what you are accustomed to.
  • 05:28
And the reason for this is because we are getting a little bit into the systems and
  • 05:33
the mechanics of how Freeholds work.
  • 05:36
And it's going to be a two part presentation, the first of which you're seeing now is going
  • 05:40
to be in the format of a more PowerPoint oriented kind of presentation talking about the mechanics,
  • 05:45
looking at skill trees.
  • 05:47
And then the second part is going to be in game where we're going to take a look at some
  • 05:51
of the systems like farming, livestock, housing and storage.
  • 05:57
But I am joined today by three absolutely glorious developers on the Ashes of Creation
  • 06:04
dev team.
  • 06:06
Our designers, first of which is a regular appearing guest, Mr. Bucky.
  • 06:13
How you doing, Bucky?
  • 06:14
Hey, how's it going?
  • 06:16
I'm Bucky, AKA Dr. Bucky, a game designer here at Intrepid helping out some of the Arts
  • 06:22
and Ship designs and also some of the systems related nodes and Freeholds and also a little
  • 06:26
bit of combat design.
  • 06:28
Yes.
  • 06:29
And we also have with us joining, I believe for the first time, one of our glorious designers,
  • 06:34
Mike.
  • 06:35
Hello, my name is Mike.
  • 06:36
I'm a senior systems designer here at Intrepid.
  • 06:41
It's really nice to be here.
  • 06:42
Yeah, I deal with economy and itemization and this is the first time on livestream.
  • 06:47
I'm really excited.
  • 06:48
Yeah.
  • 06:49
Yes, excited to have you as well.
  • 06:50
And we have Cory also, Cory, I believe you were on our December livestream that we did.
  • 06:58
Yeah, I was there for the gathering and I'm Cory, I'm a technical designer and I focus
  • 07:04
mostly on artisanship and economy.
  • 07:06
Kind of jump around to other things, but those are my main things.
  • 07:10
Yes.
  • 07:11
Now we have an exciting topic today, which is I think near and dear to a lot of players'
  • 07:17
hearts and that is Freeholds.
  • 07:20
What are we looking at here?
  • 07:21
Tell me a little bit of what this concept art is.
  • 07:24
We've obviously talked a lot about Freeholds in the past as a system since back in 2017
  • 07:29
when we first were discussing Ashes of Creation with the community during Kickstarter and
  • 07:34
what the intent of Freeholds are.
  • 07:36
But what are we looking at and tell me a little bit about the system overall.
  • 07:40
Yeah, we got a little example set of a Freehold here.
  • 07:45
We got on the left, we have some farmable animals, some livestock here in pens, and
  • 07:49
then we have in the middle there's a bunch of crop rows of farmable crops the players
  • 07:53
can have.
  • 07:54
And then there's a couple different examples of different kind of Freehold buildings you
  • 07:56
have on your Freehold, one of which is the house on the right and then some other Freehold
  • 08:01
buildings as well.
  • 08:02
Like it looks like there's a mill in the back there as well.
  • 08:04
Yeah.
  • 08:05
And for those of you who have just been kind of tuning into Ashes of Creation's development
  • 08:10
or don't follow along in game development or other projects, this type of concept art
  • 08:15
is really important, especially for the artists on the team who are helping develop and create
  • 08:22
the world around you.
  • 08:23
It kind of sets the mood for what we're trying to accomplish when environment art starts
  • 08:28
creating these assets and starts creating these environments, right?
  • 08:33
What's the type of visuals we're looking to achieve?
  • 08:36
Yeah, it really, really helps us, right?
  • 08:39
Like we can only do so much on paper and we have to start kind of visualizing the ideas,
  • 08:46
right?
  • 08:47
So kind of coming up with the space and what's going to fit and how's it going to look and
  • 08:51
all of these things that we want to coexist in this space, right?
  • 08:55
Like concept lets us know whether or not it's even possible.
  • 08:58
So looking at stuff like this is super exciting.
  • 09:01
Yes.
  • 09:02
And as I said, we have a few updates to the system that we're going to go over in detail
  • 09:05
through this PowerPoint.
  • 09:07
But to start us off, let us ask a question.
  • 09:11
What exactly are freeholds?
  • 09:16
Freeholds obviously have a lot of different purposes within Ashes of Creation.
  • 09:20
However, three main purposes that freeholds provide are allowing really players an opportunity
  • 09:27
to kind of express themselves in a highly customizable fashion, right?
  • 09:31
So these are plots of lands that you have access to.
  • 09:34
You can build different types of buildings on.
  • 09:36
You can create housing and place furniture and you can grow livestock and you can just
  • 09:42
own this piece of land.
  • 09:44
And one unique thing about allowing the players kind of express themselves through this manner
  • 09:48
in Ashes of Creation is that it's in the open world.
  • 09:51
So it's not an instance or a phased location that you are kind of customizing.
  • 09:57
You're actually leaving a mark on the world that's representative of you as a player,
  • 10:02
as a character, something something you can you can role play.
  • 10:06
But importantly enough, when it comes to the economy, freeholds also provide the highest
  • 10:12
level of processing that's available.
  • 10:14
And processing is one of three primary branches that exist within the Artisanship system.
  • 10:20
Processing is kind of the intermediary step between what you gather in the wild and what
  • 10:24
you eventually craft via recipes.
  • 10:27
The other primary purpose of freeholds is that they allow you to offer certain types
  • 10:32
of business services, right?
  • 10:33
Because we don't just want to make freeholds delegated to the individual owner, we want
  • 10:39
it to have capabilities to kind of interact with other players as they're walking past
  • 10:44
your freehold, as they're going to these hunting grounds and participating in quests or events
  • 10:50
that might be existing around.
  • 10:51
And that means that location matters for the freehold because it's important to the business.
  • 10:56
Have you guys ever, I mean, Corey, Bucky, Mike, have you guys ever played a game that's
  • 11:02
had a system as intricate as freeholds are in an MMO?
  • 11:07
Talk to me a little bit about your experiences.
  • 11:12
There are housing systems in other MMOs, right?
  • 11:15
But it's not as much ambitious of projects that we're trying to accomplish here.
  • 11:20
There's always putting some furnitures, putting some cosmetic stuff that's on the freehold
  • 11:27
to look nice, but we're trying to accomplish three major pillars, which is looking unique,
  • 11:33
making an impact on the economy.
  • 11:35
And I really love the part that we're trying to make a footprint onto the real world that
  • 11:40
you are actually owning a piece of land in an MMO.
  • 11:43
And I think that's really cool.
  • 11:45
I think it's super cool too.
  • 11:46
I mean, I've played games, obviously they have housing systems and they sometimes delegate
  • 11:50
those housing locations to very specific areas that are off the beaten path and aren't necessarily
  • 11:57
fully integrated into the rest of the world or certain environments and areas that players
  • 12:01
like to play in.
  • 12:02
And one thing that I like that we're achieving with the freehold system is really moving
  • 12:07
that into the world that players are a part of and doing things in.
  • 12:13
Here we're kind of looking at a layout and talk to me a little bit, Bucky, about these
  • 12:19
different aspects of the types of buildings that you can place and the things that you
  • 12:24
can do on the freehold that we see here.
  • 12:26
Yeah, for sure.
  • 12:27
I mean, players will have a lot of freedom in what they choose to outfit their freehold
  • 12:31
with and kind of like what you were talking about before.
  • 12:33
In other games, we've seen different housing systems where it's more kind of like plot
  • 12:37
based and you're kind of locked into specific places for building stuff.
  • 12:40
But in ours, it's going to be you have a lot more freedom in where those buildings go,
  • 12:44
which buildings you choose, how many buildings you even want, if you want to just sacrifice
  • 12:48
maybe some building space for additional farming space.
  • 12:50
So players will have a lot of opportunity to customize the way their freehold looks
  • 12:55
and operates.
  • 12:56
Absolutely cool.
  • 12:57
I see that there is a shed that's listed there.
  • 13:01
Is that shed?
  • 13:02
Do we talk about the shed a little bit later in the presentation?
  • 13:04
Yeah, we can touch on that later, I think.
  • 13:07
Okay, okay, cool, cool, cool.
  • 13:08
All right.
  • 13:09
So you're obviously asking yourself, how do I own a freehold?
  • 13:14
Bucky, do you want to talk to us a little bit about that?
  • 13:17
Sure, yeah.
  • 13:18
So it's kind of a multi-step process.
  • 13:20
But the first thing you'll have to do is you have to complete a quest to unlock the ability
  • 13:23
to even acquire the freehold permit.
  • 13:26
So once you do that quest line, you'll be able to go to the node and bid on an available
  • 13:31
freehold permit.
  • 13:32
If you're able to win the permit.
  • 13:33
Oh, sorry.
  • 13:34
And real quick, Bucky, so the purpose of that quest is, you know, these nodes aren't just
  • 13:39
going to grant the ability to own land within their zone of influence to anybody, right?
  • 13:46
And so the quest is kind of a method by which the node gets to vet both the intent of the
  • 13:53
player who's attempting to own this parcel of land, but also whether or not they are
  • 13:58
up to the chops of actually owning and servicing a freehold, because it takes a lot to service
  • 14:04
these freeholds.
  • 14:05
Yeah, exactly.
  • 14:06
Very cool.
  • 14:07
So talk to us a little bit about these parcels.
  • 14:10
Like how do they exist around the node?
  • 14:12
Yeah, so basically, there'll be a variety of predetermined parcels of land in each node
  • 14:16
zone of influence.
  • 14:19
And once players acquire their freehold permit, they'll be able to lay claim to any available
  • 14:24
parcel in the issuing nodes region.
  • 14:26
So any and by region, we mean that any any region nodes region is the total combined
  • 14:31
territory of a node and all of its vassal nodes.
  • 14:34
So if you if you acquire a freehold permit in the metropolis of a huge region, you know,
  • 14:38
almost 20% of the map, right, you'll be able to lay a claim to a available parcel anywhere
  • 14:43
within that region.
  • 14:44
So it gives you a lot of freedom if you're able to acquire the permit from a metropolis.
  • 14:47
Yeah.
  • 14:48
Yeah, this is this is one of the first changes for those of you in our core audience who
  • 14:52
have been following development for a period of time.
  • 14:55
Now, you will know that because we are in active development, everything that relates
  • 15:02
to the design of the game is available to be iterated upon and changed.
  • 15:07
And so as I said, at the start of this, you're going to be seeing a little bit of changes
  • 15:11
to the systems and we'll eventually show you here in game some of those systems, but you're
  • 15:16
going to see a little bit of change.
  • 15:17
And this is one of the first one is that these are predetermined locations that exist around
  • 15:23
the node or under its vassal structure that you will have the ability to bid on.
  • 15:31
And to give you kind of a sense there, this allows us to to customize a bit of those those
  • 15:38
predetermined parcels like a Sherwood Forest type of example or, you know, the hills of
  • 15:47
Verdant Glen or something.
  • 15:49
Thank you.
  • 15:50
Exactly.
  • 15:51
Thank you.
  • 15:52
Essentially, letting us kind of customize that.
  • 15:53
And then when you own when you've taken the permit for that parcel, then you get to go
  • 15:59
and place your freehold plot out in that section of that area of the world.
  • 16:06
Right.
  • 16:07
So these will have many parcels by which they are able to to sell permits to and it will
  • 16:13
be on a auction basis.
  • 16:16
So talk to us a little bit about that permit and what it looks like to lay that down, Bucky.
  • 16:20
Sure.
  • 16:21
Yeah.
  • 16:22
So it'll basically be an item in your bag.
  • 16:23
And once you, you know, you get to your parcel, you claim that piece of land and then once
  • 16:27
it's claimed, you'll be able to use the item to, you know, go into top down view and lay
  • 16:32
out actually exactly where your freehold will go on that parcel of land.
  • 16:35
You have a lot of freedom.
  • 16:36
So a lot of a lot of that will be going through looking at your whole area of land you now
  • 16:40
own claim to and then deciding where the best spot to put your freehold in there would be.
  • 16:45
Awesome.
  • 16:46
And, and, you know, having this type of layout makes it so that in the world when we talk
  • 16:52
about the visual fidelity and the kind of, you know, freehold density that might exist
  • 16:57
out in these open areas, we don't want it to be where you're running through the world
  • 17:02
and at every glance you see someone's freehold, right?
  • 17:06
And what this allows us to kind of do is partition those spaces out so that there's a minimum
  • 17:12
distance essentially between the different freeholds.
  • 17:15
Yeah.
  • 17:16
And there'll be places like where you won't be able to put a freehold even like a point
  • 17:20
of interest or roads or, you know, a dungeon area.
  • 17:23
So the parcels will kind of be mapped around those areas as well.
  • 17:27
Awesome.
  • 17:28
Very cool.
  • 17:29
I also want to point out the concept art of this piece is vastly different than what we
  • 17:34
showed earlier, which kind of gives you the freedom of the placement of what you can do.
  • 17:38
This is like way more farming in farming aesthetics where, where the gatherables are a whole bunch
  • 17:47
in the middle and then there's like a storage mill kind of thing in the middle.
  • 17:51
So that's how much freedom that we want to offer players how customizable a freehold
  • 17:56
can be.
  • 17:57
Yeah.
  • 17:58
I love that.
  • 17:59
It's super, super cool.
  • 18:00
It's, you know, like, like we said, one of the first and most important aspects of the
  • 18:03
freehold system is that it's giving the players that level of customization to help them represent
  • 18:10
their identity, the identity of their character, right?
  • 18:13
Now obviously the freehold would not be a freehold without a house.
  • 18:19
That's the most important aspect of the freehold system.
  • 18:24
It's also what is the first necessary thing that you must build.
  • 18:28
Talk to us a little bit about housing.
  • 18:30
Yeah.
  • 18:31
So as you can see here, we got some examples of the different sizes of houses you might
  • 18:35
be able to have on your freehold.
  • 18:38
And the first, like you said, the first building you need to build on the field is a house.
  • 18:41
And then once you do that, you're able to, you know, build other buildings like the different
  • 18:44
artisanship buildings or businesses we'll get to later.
  • 18:48
Now before, before that house is present, what's on the freehold?
  • 18:52
It's just an empty plot of land.
  • 18:54
All you have will be the little storage shed that gives you the base storage to be able
  • 18:57
to bring materials to your freehold and then make your construction.
  • 19:00
Nice.
  • 19:01
Awesome.
  • 19:02
So basically as you acquire that house blueprint, you go and you preview the location of the
  • 19:09
house blueprint on the piece of land.
  • 19:12
And when you lay down the construction site, you're expected to bring materials through
  • 19:16
the caravan system or through the mule system, or even individually, if you want to take
  • 19:20
many trips to the location of the shed and then deposit within that sheds storage.
  • 19:26
Is that correct?
  • 19:28
Exactly.
  • 19:29
Yeah.
  • 19:30
Cool.
  • 19:31
And then what happens if I want to go ahead, sorry.
  • 19:34
I was just going to say, once, once you do that, you'll be able to initiate the construction
  • 19:36
and complete the house and then proceed with your other thing.
  • 19:39
Very cool.
  • 19:40
And so you were talking a little bit about the housing sizes, right?
  • 19:43
Small, medium, and large.
  • 19:45
These actually have mechanical influences around the design of the freehold system.
  • 19:50
Talk to us a little bit about what that size controls.
  • 19:52
Yeah.
  • 19:53
Well, one of the main things that will control is your furniture allotment.
  • 19:56
So a small house, for example, might only be able to place, you know, a hundred furniture
  • 20:00
items, whereas a medium or large house would be able to place many more.
  • 20:04
And so that's kind of a bouncing factor for players in determining if they want to have
  • 20:08
a larger house or have a smaller house and have more farmland, whereas they're sacrificing
  • 20:11
furniture then for that.
  • 20:14
Got it.
  • 20:15
So space actually matters here.
  • 20:16
And when you talk about, you know, that furniture having a functional benefit to the player,
  • 20:20
Corey, what are some examples of that, you know, furniture system?
  • 20:24
I know we've talked in the past about some of these, but talk to me a little bit about
  • 20:28
the importance of having that furniture and how that furniture kind of gets placed.
  • 20:31
Is it going to be placed anywhere?
  • 20:33
Is it going to be placed on top of each other?
  • 20:34
Tell us a little bit about the furniture.
  • 20:37
Yeah.
  • 20:38
You know, placing the furniture is like one of the most fun, at least for me, parts of
  • 20:45
customizing, you know, your place or your land, right?
  • 20:49
Like that's where you can really kind of express yourself and you can, oh, this looks like
  • 20:52
a good place to have a dining room.
  • 20:54
This looks like a good place to put my bed.
  • 20:57
You know, maybe this is looking really cozy.
  • 21:00
I'd like to do my cooking in here and place down a cooking station.
  • 21:05
Right.
  • 21:06
So the other point, too, is that like not all furniture is just cosmetic, right?
  • 21:12
There could be functional furniture and we're not talking just a chair that you can interact
  • 21:17
with and sit down with, but there might be something along the lines of furniture that
  • 21:23
gives you buffs or bolsters up some consumables that you may have, right?
  • 21:28
So there is more to the space that the house gives you to place the furniture because that
  • 21:34
might allow you to get more function out of said furniture.
  • 21:38
So there's some thought that goes into whether or not you want more furniture space or less
  • 21:44
furniture space, more farmland, less farmland.
  • 21:47
That's pretty fun.
  • 21:48
Absolutely.
  • 21:49
I love it when the furniture actually has a purpose, right?
  • 21:53
Outside of just the visual appearance and the aesthetic of the home, but is something
  • 21:57
that players are called to interact with because it provides a benefit in the game as well.
  • 22:04
Now housing, of course, wouldn't be housing without the ability to customize that appearance.
  • 22:11
And you'll see here a few different examples of housing that's representative of at least
  • 22:18
eight of the nine different races.
  • 22:20
You'll notice that the Talnor aren't represented here, but they will be represented in the
  • 22:25
future.
  • 22:26
But the blueprint that we talked about earlier, when you acquire this blueprint, talk to me
  • 22:31
a little bit, Mike, about that process.
  • 22:34
Where do you kind of acquire these blueprints?
  • 22:36
What are the multiple ways that you can get them essentially?
  • 22:41
So a blueprint, like the basic ones, could be sold at a node vendor, something similar
  • 22:48
to what a node is racial influences.
  • 22:51
So if it's a Kaler node, you should be able to buy a Kaler house.
  • 22:55
But it's interesting that we tie this system to a blueprint because we can do so much more
  • 23:00
itemization portion of it.
  • 23:02
So we can drop it from a boss.
  • 23:03
We can make it from a scribe, can write a blueprint that is very specific or unique
  • 23:07
look.
  • 23:08
And if you went to a Kaler node, maybe they'll sell a recipe to write a medium Kaler house.
  • 23:14
And if you go to a Renkai one, they'll sell you a blueprint for a large Renkai house.
  • 23:19
So there is that acquisition of blueprint collecting, and then you can sell that to
  • 23:24
other players when you acquire unique housing blueprint from a boss, for example.
  • 23:30
I like the market implication that that has where you essentially can get these uniquely
  • 23:34
acquired blueprints and then you can trade and sell them to other players who might not
  • 23:39
have had the same opportunity to acquire them that you had.
  • 23:43
And in addition to that, we have obviously cosmetics that we have sold as part of different
  • 23:50
packs throughout the past, our pre-order system.
  • 23:55
Those cosmetics are split into three primary categories, housing, artisanship, and business.
  • 24:03
And we will have a breakdown that we're going to be releasing of the cosmetics that have
  • 24:09
come previously and which categories they exist in.
  • 24:12
But players will have the option to override the appearance of a blueprint that exists
  • 24:17
within one of those categories with an associated cosmetic skin.
  • 24:22
And you know, that is obviously not just something that can be purchased through the pre-order
  • 24:27
system, but also can be achieved in game as well, are cosmetics that can be applied to
  • 24:33
specific building types.
  • 24:35
And we don't get as granular where let's say you might have a shrine cosmetic and you have,
  • 24:42
let's say a blacksmith building that you wouldn't be able to apply the shrine to the blacksmith
  • 24:47
building.
  • 24:48
If the shrine exists in the artisanship lane, you can apply it to any artisanship type building,
  • 24:54
but not to a house or business.
  • 24:56
So giving a little bit of additional context there.
  • 25:00
So what are businesses, you might ask after hearing that category, businesses serve a
  • 25:06
specific function.
  • 25:07
Mike, do you want to talk to us a little bit about businesses?
  • 25:11
Business building is a category where we wanted to kind of branch out of just artisanship
  • 25:15
buildings, right?
  • 25:17
So things like taverns, things like a market kind of thing where you can install a player
  • 25:21
stall so other people can come and visit your freehold and buy things that are unique to
  • 25:27
tie to you.
  • 25:28
Or other services like taverns where you could sell a food buff that's unique to your tavern
  • 25:34
or something that you can kind of invest and then build.
  • 25:37
So you can have a service building that's near to a POI that's really populated.
  • 25:42
So you can help players to, you know, maybe gain more XP buff, things like that.
  • 25:48
And this is the perfect place where we can express that and then allow players to customize
  • 25:53
their freehold even more.
  • 25:54
We wanted to branch out from artisanship, just only that, and then have more options
  • 25:58
for it.
  • 25:59
Very cool.
  • 26:00
I love the idea of not just the business as a whole and how it relates to kind of other
  • 26:06
players and their ability to kind of traverse the world and see what you've accomplished,
  • 26:11
but allowing players to customize the offerings that the business is capable of providing
  • 26:16
based on what they're creating as an artisanship member.
  • 26:22
Or even what they can acquire from other players to offer through their business as well.
  • 26:27
And one additional note here is that, you know, freeholds are meant to be a part of
  • 26:33
the family system.
  • 26:35
Meaning that to utilize the benefits the freehold and the services and mechanics that the freehold
  • 26:40
provides, it is very conducive to be part of a family with multiple members who are
  • 26:46
capable of interfacing with this.
  • 26:48
And because of that, systems like the business system allow for certain permissions to be
  • 26:53
granted to administer the business functions.
  • 26:56
And that includes things like setting prices and setting types of sellables or services
  • 27:03
that are capable of being sold through the business.
  • 27:08
It's also a great mention there too is that the fact that, you know, freeholds, there's
  • 27:13
not going to be a ton of parcels all over the world, you know, that might not be feasible
  • 27:17
for every player to get one.
  • 27:18
But even if you're a fan, if you can be a family member and you have a whole family
  • 27:22
owning a freehold together, it'll allow many more players to like see the system and partake
  • 27:25
in it.
  • 27:26
Yeah, absolutely.
  • 27:27
That's a, I love that aspect of the freeholds.
  • 27:31
Now speaking of a tavern and, you know, we've obviously talked in the past about having
  • 27:38
upgrades available for these types of buildings.
  • 27:43
Let's use this tavern as an example of the types of upgrades that are possible.
  • 27:50
Talk me through this, what we're looking at here, this tree upgrade path.
  • 27:54
Yeah, I'll jump in.
  • 27:56
So this is something I'm super excited about.
  • 27:59
This is, you know, this is an idea that surfaced through another system that I'm sure we'll
  • 28:04
get to see in the future, right?
  • 28:06
And it was one of those like, oh, well, that's fun.
  • 28:08
Like, why can't we have that?
  • 28:11
And it just sort of played out perfectly that, you know, buildings could have upgrade paths
  • 28:16
to make them better or worse or more specific in a certain lane of specialization based
  • 28:23
on like how you're trying to set up your freehold, right?
  • 28:25
So the idea is you place down the building and as you become more proficient in a thing,
  • 28:34
in the case of artisanship, or as you work within the business building, you could build
  • 28:42
up the building to be better at some things than others.
  • 28:44
So what we're looking at here is just kind of an example of that, right?
  • 28:48
Like we have this tavern, we placed it down and, you know, we're really focused on wanting
  • 28:53
people to come by here and, you know, gain extra experience or rested experience because
  • 28:58
it's, you know, maybe our freehold is really, really close to a nice hunting spot.
  • 29:03
So we'll upgrade our tavern to have these upgraded feather beds to give players that
  • 29:09
bonus, right?
  • 29:10
And all of the things that, you know, you just went over Steven about being able to
  • 29:14
set the permissions and decide who you want this to apply to, how expensive it should
  • 29:18
be, right?
  • 29:20
You could be, you know, that guy that's got the tavern that's helpful to the guild.
  • 29:25
You could be the person where people like to stop by and hang out for a bit, get the
  • 29:29
rested experience and some food buffs before they go out hunting, right?
  • 29:33
And you know, this allows people to, you know, have their freeholds next to each other and
  • 29:38
have their own niches of things that they offer to themselves, to the people that they
  • 29:44
play with or, you know, to the public.
  • 29:46
So.
  • 29:47
Absolutely cool.
  • 29:48
Yeah, I love that.
  • 29:49
And to give kind of a primary, we're looking at specifically this upgrade to the tavern
  • 29:53
type business, which includes the ability to offer beds to weary travelers, right?
  • 29:58
And beds have a specific functionality.
  • 30:01
We were talking previously about furnitures offering in-game mechanics.
  • 30:05
One of those functionalities that beds provide is a rested experience buff that can be applied.
  • 30:10
This is obviously going to be kind of at the top tier of what travelers can expect to utilize
  • 30:15
at taverns when it comes to these beds.
  • 30:19
That's important because one other aspect of the freeholds is that freeholds are a privilege,
  • 30:26
not a right, meaning that there is a limited number of freeholds that will be available
  • 30:31
within the game world.
  • 30:33
And that's a very important aspect of this particular feature.
  • 30:37
And remember that housing exists within three different types.
  • 30:41
Freeholds are just one of those types of housings.
  • 30:44
Housing also exists as static in node versions as well as instanced.
  • 30:49
And there's also an additional feature that we haven't, I believe, discussed before, which
  • 30:53
is the inn.
  • 30:55
And the inn can service as a temporary living space that doesn't have restriction on the
  • 31:02
quantity but has a soft ceiling when it comes to the citizenship dues that might be accrued
  • 31:10
at a node.
  • 31:11
So if you didn't own a freehold out in a location or hunting ground where you would be participating
  • 31:17
in some type of adventuring or quest, and you see a tavern with a bed available, you
  • 31:23
may want to make a stop there and utilize the bed so that when you go out to the nearby
  • 31:29
hunting ground, you get that rested experience.
  • 31:32
And that's an important aspect of this.
  • 31:34
This is very cool.
  • 31:35
I love the aspect of the upgrade paths and being able to specialize in the specific types
  • 31:42
of buildings that you construct.
  • 31:43
Now let's say, for example, in this situation, I've constructed a tavern and I have specced
  • 31:48
into this tier two branch of the feathered beds.
  • 31:52
If I wanted to have the opposite direction in the technology branch here, how would I
  • 31:58
be able to service that?
  • 31:59
Would I have to stand up another tavern and then spec into that branch there?
  • 32:04
Well, technically you'd have that option, right?
  • 32:08
You could repurpose the current tavern that you have or you could build yourself another
  • 32:13
tavern if you're willing to give up the space and do more.
  • 32:17
Absolutely cool.
  • 32:18
That's awesome.
  • 32:19
That's awesome.
  • 32:20
And remember, one of the...
  • 32:21
Oh, go ahead.
  • 32:22
Yeah, so I just want to say there is a key point of real estate in the freehold.
  • 32:26
There is limited amount of space, right?
  • 32:27
It's really up to the player to give that choice.
  • 32:31
Is this additional buffs on a new tavern building worth what I'm giving up for, for another
  • 32:36
building?
  • 32:37
That's a very interesting take that players needs to make to make freeholds efficient.
  • 32:43
Right, exactly.
  • 32:45
And just to remind you guys, again, these are the systems we will be testing in Alpha
  • 32:50
2.
  • 32:51
And it's important that you guys provide feedback across these types of systems.
  • 32:55
Tell us what you like, what you think could be done better.
  • 32:58
And as you play test them in Alpha 2 and as you watch other players play test these systems,
  • 33:04
afterwards that is going to be our opportunity to take the feedback and iterate on the system.
  • 33:09
So it's important to kind of, you know, focus in on these, on these details.
  • 33:14
Now outside of businesses, let's talk a little bit about artisanship and more specifically
  • 33:21
processing as it exists within the freeholds and how the freehold ties into the artisanship
  • 33:27
as a whole, Corey.
  • 33:29
Yeah, so you know, we talked about the three lanes of the buildings, right?
  • 33:33
And artisanship is one of them.
  • 33:35
So the way that we're sort of tying that in is that each crafting and processing profession
  • 33:40
will have a building associated with it, right?
  • 33:43
So before you can place any sort of stations down that are associated with that crafting
  • 33:48
or processing profession, you'll have to construct your building.
  • 33:52
And once the building is constructed, right, it has that similar tech tree thing going
  • 33:57
on, right?
  • 33:58
So you can, you can spec it in the direction that you'd like it to go.
  • 34:01
And maybe that synergizes or balances out the way that you're specing your profession.
  • 34:08
And yeah, it gives you access to placing stations.
  • 34:12
It gives you access to placing more stations.
  • 34:14
And then we also have some benefits that are conferred by the building itself to all of
  • 34:22
the things related on the freehold.
  • 34:24
So let's say there's some sort of weaponsmithing bonus given by a weaponsmithing building.
  • 34:30
That would mean that your weaponsmithing stations on your freehold would incur that bonus.
  • 34:36
So very cool.
  • 34:38
Yeah, I really like the aspect of, you know, some games take a direction.
  • 34:44
Um, that departs a bit from realism.
  • 34:47
And I think ultimately the end goal of any system that you implement into a game is to
  • 34:50
have fun, right?
  • 34:51
Is that gameplay loop there fun?
  • 34:53
Um, and I feel personally, and this is just a completely subjective opinion, but, um,
  • 34:57
I feel personally when you can achieve a high degree of fun and also degree, uh, achieve
  • 35:03
a high degree of realism in the process, that's the type of MMO experience I personally enjoy
  • 35:09
a lot.
  • 35:10
And I think that with this freehold system and emulating that realistic kind of process,
  • 35:17
um, of, you know, what processing looks like.
  • 35:21
Um, and we're going to get into a little bit of detail on that, about how these processing
  • 35:25
stations work that are afforded through the processing buildings that you can construct.
  • 35:30
Um, I just think that's, that's something that's really cool.
  • 35:33
It gets me immersed.
  • 35:34
It gets me kind of my, the suspension of disbelief is really there.
  • 35:38
Um, and I'm, I'm just enamored by, um, you know, what that play experience is.
  • 35:44
Yeah, I totally agree.
  • 35:45
As a big time, like factory sim player, you know, I love setting up these processing chains
  • 35:50
of, you know, raw resources to process, to craft.
  • 35:54
I feel like we're going at a really fun level for players that are going to enjoy like,
  • 35:58
you know, going out in the world, gathering, taking those, uh, raw resources, their freehold
  • 36:03
be processed and then taking that to the node to do the highest level crafting, right?
  • 36:06
So this is a really like a fun and engaging loop.
  • 36:09
I think absolutely.
  • 36:10
Yeah, absolutely.
  • 36:11
I'm very excited about it as well.
  • 36:14
I'm a pretty crafting artisanship focused player myself.
  • 36:17
And, um, I, I appreciate depth and I appreciate, um, uh, fun and I appreciate, uh, you know,
  • 36:25
complexity to a limit, right?
  • 36:26
So this is stuff for me to think about as a player.
  • 36:29
I get to, I have my own space.
  • 36:31
I get to manage that space.
  • 36:32
I get to decide, you know, what I want to do with it.
  • 36:36
I get to decide how I want it to synergize with the professions I've chosen.
  • 36:42
I can make a name for myself.
  • 36:44
I can make social connections by the way that I express myself as a, whatever profession
  • 36:49
I'm into.
  • 36:50
Um, and, and freehold is sort of, sort of a, a Mecca for that.
  • 36:54
Um, especially in the, in the processing realm, right?
  • 36:57
Um, one of the things that I didn't quite touch on that's, uh, that's up here on the
  • 37:01
screen right now is that, um, the, the highest level of processing happens only in the freehold.
  • 37:06
So at the master and grandmaster level of processing, you'll need a freehold to, to
  • 37:11
perform at that level.
  • 37:12
Um, and then on the, on the crafting side, you know, we want the highest level of crafting
  • 37:16
to happen at a node.
  • 37:17
So, um, players will be able to craft on their freeholds, but, um, the max that you'll be
  • 37:22
able to progress to is a journeyman level.
  • 37:25
Awesome.
  • 37:26
Very cool.
  • 37:27
Well, speaking of processing, talk to us a little bit about the process of processing.
  • 37:33
Yeah, we'll do.
  • 37:35
So, um, so, uh, uh, processing, each processing profession will have, uh, four stations.
  • 37:42
Um, and the stations will, um, come online as you progress through the profession.
  • 37:47
Um, each one of those stations will make goods that are immediately, uh, useful, uh, to,
  • 37:53
to the economy, to, um, crafters, to other processors.
  • 37:57
Um, and each, uh, processing station will, um, build on itself and into the other stations,
  • 38:03
right?
  • 38:04
So, um, you'll, you'll, you'll end up kind of at the end.
  • 38:07
Um, if you, if you do end up, you know, going all the way to master or grandmaster, um,
  • 38:12
being able to kind of circle between the stations and, and make different stuff, uh, depending
  • 38:17
on what you want to make.
  • 38:19
Um, uh, so in addition to, um, using kind of resources in, in your recipes, uh, we also
  • 38:29
want, uh, we want to use fuel, um, as a way to run your station.
  • 38:35
Yeah, that's super cool.
  • 38:37
The fuel is a, is I think an awesome kind of talking a little bit about again, that,
  • 38:41
that, that realistic kind of process.
  • 38:44
I really love the addition of the fuel and kind of the complexity as that fuel interacts
  • 38:48
with the type of processed good that you're creating.
  • 38:51
I think that's a really cool system.
  • 38:54
Yeah.
  • 38:55
It's like players are, I feel like players are definitely used to that with like, for
  • 38:59
example, like iron ore, for example, you'd expect that to, you know, require some coal,
  • 39:02
some wood pellets, right.
  • 39:03
To complete that recipe.
  • 39:04
But even, I think that's just gonna be something where I'm going to core to processing where,
  • 39:07
uh, any recipe you'll do is going to require some level of fuel.
  • 39:10
So even like at a sawmill, right, processing your lumber, you also require fuel to run.
  • 39:14
And that's kind of gonna be something players will learn about, learn what are good fuels,
  • 39:18
what resources can work as a fuel and what's, what's, what's the meta there.
  • 39:22
Yeah, definitely getting dialed in with the economy and understanding, you know, what's
  • 39:26
the price efficiency of using, you know, wood chips versus coal for, you know, a particular
  • 39:32
recipe and kind of looking at what your, your returns are based on those decisions is just
  • 39:38
like, that's so cool that you even get to think about any of those things, right.
  • 39:43
And then just within the fuel itself, right.
  • 39:46
So the way that we're going with the, with the fuel is kind of any, any item can have
  • 39:50
a fuel value on it.
  • 39:51
Right.
  • 39:52
So, um, and then when you're, when you're putting together, you know, your, your job
  • 39:56
to, you know, make, you know, a hundred iron ingots, right.
  • 39:59
There'll be some sort of value that's required to, to, to process that job.
  • 40:03
So it'll be up to you to choose, you know, the fuel types that you want to, let's say
  • 40:07
that it costs a hundred fuel to make those a hundred ingots.
  • 40:12
You can make whatever fuel combination you, you want to, to fulfill that value.
  • 40:16
So yeah, you might have like, you know, mostly amount of coal, but then you're like, ah,
  • 40:20
I need, I need to throw some extra wood chips in there, right.
  • 40:22
To finish the, finish the recipe off or, but you might have a really high quality, like
  • 40:26
refined fuel you've made and that that'll, that one fool will be able to do many, many
  • 40:30
jobs and before it depletes itself.
  • 40:32
So there's a lot of, a lot of freedom players have their inter, interring how they power
  • 40:35
their station.
  • 40:36
Love it.
  • 40:37
And obviously I didn't mention this before, but what you guys are seeing and, and you
  • 40:41
know, this is an important part to give feedback in, you know, how do you like this format
  • 40:46
of a presentation when we get into these more systems heavy kind of designs?
  • 40:51
But the art here is, as I said, the concept art, Ryan Richmond and his team and Mike Vecchio
  • 40:57
and, and, and Lloyd and Jeff and, you know, they all do a great job in providing the rest
  • 41:03
of our development team, the concepts that give direction on, you know, what to strive
  • 41:08
for when modeling these assets and creating these environments.
  • 41:12
They just do a phenomenal job.
  • 41:13
So kudos to them.
  • 41:14
All right.
  • 41:15
Sorry, go ahead.
  • 41:16
I want to point out one thing that certain stations will have the benefits and certain
  • 41:21
buildings will also have a benefit and that using those benefits, depending on the quality
  • 41:26
of the station and the tier of the station, like some of these fuel costs could be reduced,
  • 41:31
right?
  • 41:32
If your station is very efficient at melting iron, for example, right?
  • 41:36
Then the fuel costs of that recipe might reduce quite a bit.
  • 41:39
And also I'm coming back to the real estate thing again, sorry.
  • 41:44
Where if you, just because you have an artisanship building, that doesn't necessarily mean you
  • 41:49
get to have all the stations, right?
  • 41:51
If you want to be best at everything that you will require multiple artisanship buildings.
  • 41:56
And if you want access to every stations that you also require a lot of artisanship buildings,
  • 42:01
then you can kind of take up to be very focused on one or have all the artisanship buildings
  • 42:07
that you can possibly have want for one specific processing and be the best at it, right?
  • 42:12
Yeah, absolutely.
  • 42:15
It's a progressive amount of investment required in order to be the best.
  • 42:20
And these systems are designed with progression in mind because that depth, that progression
  • 42:25
as Corey was speaking earlier is what makes a lot of these systems compelling, right?
  • 42:30
To a degree.
  • 42:32
So let's talk a little bit about the depth and progression when it comes to the lumber
  • 42:35
mill.
  • 42:36
This is an example of an artisanship building, specifically a processing building.
  • 42:40
Corey, talk to me a little bit about what we're looking at here.
  • 42:45
Yeah, so this is a, you know, example similar to what we're looking at with the tavern,
  • 42:51
but sort of following a lumber mill, right?
  • 42:53
Like players will need to place a lumber mill to advance in their lumber milling profession.
  • 42:59
And you'll be able to kind of spec it based on what you want to focus on as a lumber miller.
  • 43:07
So what we're looking at here is this, you know, arcane golem and, you know, it allows
  • 43:12
you to process, let's see, process jobs, reducing resource and the fuel and goal costs of processing
  • 43:18
is dropped by 20%, right?
  • 43:20
So this one's sort of focusing on cost and efficiency and there might be other lanes
  • 43:24
or other particular skills that you can pick up that might focus on more yield, maybe a
  • 43:33
rarity prox, stuff like that, right?
  • 43:36
So what's really interesting is that you can kind of take these trees and apply it to your
  • 43:41
skill tree in your profession and sort of, you know, balance or, you know, hyperfocus
  • 43:47
or fill in the gaps that you're missing as you progress.
  • 43:51
Yeah, and as you can see, the arcane golem is kind of like the final, like ultimate end
  • 43:58
talent at this specific skill tree.
  • 44:01
So you can see on the bottom left, there's already, you know, a couple of different active
  • 44:04
upgrades that are already applying bonuses to all the stations on the freehold that are
  • 44:07
related to the lumber mill.
  • 44:08
So you see we have double saw, improved permit, gear system, station maintenance, stuff like
  • 44:11
that.
  • 44:12
So it'll be a kind of a culmination.
  • 44:14
Once you fully spec out your building, it'll have a variety of benefits it'll be adding
  • 44:17
to those stations.
  • 44:18
And as you kind of spec into these specific types of upgrades, the building itself manifests
  • 44:30
props and attachments to it that represent these different upgrade paths.
  • 44:37
So it's a really kind of cool thing to see exist kind of on the freehold.
  • 44:42
It gives also indication to the other players as to what specializations you focused on.
  • 44:47
Yeah, definitely.
  • 44:49
That same, we're hoping to get that same feeling where you walk by that person and you're like,
  • 44:54
holy shit, that's that sword.
  • 44:58
You could walk by someone's tavern and be like, oh, they got the bar in the window.
  • 45:02
I can just roll up there and get myself a quick snack and a drink and head on out to
  • 45:07
the hunting grounds.
  • 45:10
They went down a certain path for the lumber mill upgrade and they know that this is probably
  • 45:15
the processor that you want to reach out to for all of your wood needs.
  • 45:21
Yes, absolutely.
  • 45:23
Well, so guys, as we said, this was a little bit of an experiment kind of prefacing this
  • 45:30
particular system, the freehold system before we get in game and take a look.
  • 45:34
Bucky, I think you have a freehold somewhere in the Riverlands, perhaps by some interesting
  • 45:40
mining options that we're going to take a look at now.
  • 45:44
Hopefully we don't get killed on the way.
  • 45:47
But give us your feedback on what you enjoyed or thought could have been done better about
  • 45:53
this PowerPoint kind of presentation of the system so that we get a little bit more nitty
  • 45:56
gritty details of this.
  • 45:59
And we're going to do some Q&A after the gameplay.
  • 46:01
But right now, let's talk a little bit about and go in game and take a look at some farming.
  • 46:07
Let's take a look at the livestock and those interactions, because I know that those two
  • 46:11
specific interactions on freeholds is near and dear to a lot of different players' hearts.
  • 46:18
And then in addition, there's going to be a little bit of discussion about our inventory
  • 46:22
management system.
  • 46:24
I've told you a little bit in the past that we have gone with a kind of Tetra styled inventory
  • 46:29
when it comes to materials and raw gatherables.
  • 46:33
So we're going to take a look at the first iteration of that.
  • 46:35
Of course, everything here is a work in progress.
  • 46:38
We are still active in development towards Alpha 2.
  • 46:41
So take everything you see with a grain of salt, but obviously participate on our forums,
  • 46:46
on social media channels here in Twitch on the things you're liking in what you've seen
  • 46:51
and what you would like to see done differently.
  • 46:55
One other thing I think we're going to take a look at when we get in there is some of
  • 46:57
the housing, some of the furniture, interacting with some of that furniture as well.
  • 47:02
You might even get a look at a new little mount.
  • 47:04
But let's switch over to in-game and we will see you guys in just a second.
  • 47:29
Hello everyone and we find ourselves now in the world of Vera once again.
  • 47:36
And Bucky, I think you were talking a little bit about a freehold that you have nearby
  • 47:41
in the Riverlands here, or we're going to perhaps participate in some of your...
  • 47:46
What do you got on that freehold?
  • 47:48
What are you doing over there?
  • 47:50
So we got a lot of farming stuff, mainly is what we're focusing on, but we also have a
  • 47:54
artisan building as well.
  • 47:56
Oh nice.
  • 47:57
And a large station because we got some good mining opportunities out here.
  • 48:00
Okay, very cool.
  • 48:02
And I see you kind of are close to these ruins with your freehold, I guess.
  • 48:11
Is there any happening spots around this area for you guys?
  • 48:15
Yeah for sure.
  • 48:16
I mean we got some mob packs around here.
  • 48:18
Players are coming through here a lot to obviously get this nice resource here.
  • 48:22
We got some alicanite.
  • 48:24
Is that why you formed your freehold near this precious resource?
  • 48:29
Talk to me a little bit about this resource, Corey and or Mike.
  • 48:37
So this is halcyonite.
  • 48:38
It's kind of a mid-tier journeyman gem.
  • 48:42
And yeah, it's just sort of something you would use in weapons and for decorations,
  • 48:49
jewelry.
  • 48:50
But it's pretty sought after for a lot of drafts, so it's pretty valuable.
  • 48:57
I love just its look.
  • 48:59
I mean it adds a really kind of magical blues to this area.
  • 49:05
Wow, this is a beautiful...
  • 49:06
Now Bucky, I know why you made your freehold here.
  • 49:08
This is a beautiful view.
  • 49:10
Yep, just another beautiful day in Vera.
  • 49:13
Oh my gosh.
  • 49:14
Do you ever get like afraid of heights here?
  • 49:17
I mean this is kind of crazy.
  • 49:20
I think actually I might have something that could help you with this.
  • 49:23
Hold on, let me see.
  • 49:24
I can just bring it up here and then if you ever need to use it one day, feel free to.
  • 49:29
You're more than welcome.
  • 49:30
Oh yes, beautiful, perfect.
  • 49:31
Oh, it's even on theme for the fall weather.
  • 49:35
I know, exactly.
  • 49:36
It's the drink of the canopy.
  • 49:37
Perfect.
  • 49:38
Yeah, if you ever want to take him for a spin, just let me know.
  • 49:41
Okay.
  • 49:42
All right, but yeah, there you go.
  • 49:44
Actually, I'll put him away.
  • 49:45
He's kind of afraid of heights himself.
  • 49:49
So I can mine this.
  • 49:50
So I've maxed out my artisanship levels through a little bit of a cheat, but if you have the
  • 49:57
tools and oops, do I have the tools?
  • 50:01
Okay guys, you're seeing a little bit of a preview of some of the work in progress UI
  • 50:06
with the artisanship windows and obviously you have a number of tools here that are possible.
  • 50:10
This UI of course is getting completely revamped.
  • 50:12
This is just kind of the wire framing for it, but talk to me a little bit about the
  • 50:17
tool setup.
  • 50:18
Why is it important to have these kinds of tools?
  • 50:20
How do tools aid you in your gathering adventures?
  • 50:26
So each gathering profession will have three tools.
  • 50:30
The tools kind of come online as you progress through the profession and the different resource
  • 50:36
types for each one of the profession may require different tools.
  • 50:39
So you basically want to carry around the right tool for the job and tools along with
  • 50:47
the artisanship gear will have stats on it.
  • 50:49
So you can itemize towards how you want to gather, how fast you want to gather.
  • 50:54
Yeah.
  • 50:55
Oh, it looks great.
  • 50:58
I love the destruction of the actual, like, is it halcyonite?
  • 51:04
Halconite?
  • 51:05
Halcyonite.
  • 51:06
Yeah, halcyonite.
  • 51:07
Yeah.
  • 51:08
I mean, we sort of set the precedent with the trees, right?
  • 51:11
So we're trying to get similar feelings that the trees bring with our other gatherables.
  • 51:18
Yeah, it's looking great.
  • 51:20
Now where is your freehold?
  • 51:23
It's just over this hill here off to the left of the path.
  • 51:26
I think you might be able to see my house there with the chimney smoke as well.
  • 51:30
Okay, yeah, that looks good.
  • 51:33
How do we, let's get over there a little bit faster.
  • 51:35
Maybe we can, what do we got?
  • 51:38
Oh, I don't think people have seen the Lightfoot yet.
  • 51:45
Let's bring him out.
  • 51:46
Oh, look at him.
  • 51:48
How cool is that?
  • 51:51
I look so good.
  • 51:55
I love the eyes.
  • 51:59
Super cool.
  • 52:00
Do we know who did this one?
  • 52:01
Was this Jinsei?
  • 52:02
I think it was Jinsei.
  • 52:03
I believe it was a Jinsei, yeah.
  • 52:06
Oh wow, this guy's fast.
  • 52:10
It's high speed.
  • 52:11
It is a rabbit after all, you know.
  • 52:16
It's so cool.
  • 52:17
Wait, we got to slow it down a little bit.
  • 52:19
I can't approach at such fast pace to your freehold.
  • 52:22
That'd be disrespectful.
  • 52:23
I apologize.
  • 52:24
Thank you.
  • 52:25
Don't trample my plants, please.
  • 52:27
Oh, perfect.
  • 52:29
This is great.
  • 52:30
The Horde of Rabbits.
  • 52:32
So what have you geared?
  • 52:34
It looks like you don't have a lot of buildings on the freehold for yours, Bucky.
  • 52:39
Is that because you're trying to utilize the land for farming?
  • 52:44
I know of course you are Dr. Bucky, so the animal husbandry system and livestock.
  • 52:49
That's exactly right.
  • 52:50
Yeah, so I sacrificed some of the space I could have used for buildings to just have
  • 52:54
more farm space basically.
  • 52:57
As you can see here, we got some sheeps, we got some cows and pigs, and we got some chickens
  • 53:03
back there, and we have a lot of space for different farmables.
  • 53:06
So we have wheat here, corn, and then the tomatoes over there as well.
  • 53:10
Oh, this looks great.
  • 53:11
So now Mike, when we're talking about these types of farmable spaces, obviously as we
  • 53:20
discussed previously, the customization options for your freehold are really kind of up to
  • 53:26
you and what you want to delve into on the processing side of things and how you want
  • 53:30
to use the space.
  • 53:32
But players who want to participate in the farming, talk to me a little bit about that
  • 53:35
system.
  • 53:36
I mean, the intent to provide this open area space for people to utilize just growing different
  • 53:43
crop rotations and the livestock, and how does that feed the general processing system?
  • 53:48
Yeah, so the farming is kind of generally focused on growing crops like this and then
  • 53:53
dealing with livestocks over there like that.
  • 53:57
And generally what you want to do is gather some seeds from either vendor or in the world,
  • 54:03
you can gather or find some seeds on the open content and you're going to come to your freehold,
  • 54:09
plant them and then depending on what kind of processing level you have and what kind
  • 54:13
of processing stations or buildings you might have, you might grow crops like a little faster,
  • 54:19
produce better crop rotations and just generally farm things that's unique to farming produce
  • 54:27
like compared to the open world.
  • 54:31
Yeah, I just got a bunch of wheat.
  • 54:34
By the way, I apologize Bucky on stealing your wheat, but I got plenty.
  • 54:39
It's harvest season.
  • 54:40
We got a big crop coming.
  • 54:41
I need some help getting all the harvest done.
  • 54:44
Yeah, it looks super cool.
  • 54:47
Another cool thing about farming too, since it has the livestock, is that it kind of feeds
  • 54:52
directly into hunting and synergizes with animal husbandry.
  • 54:56
So if you're interested in raising animals, taming animals, farmers will have a use for
  • 55:04
them.
  • 55:05
Yeah, exactly.
  • 55:07
So yeah, animal husbandry has multiple lanes of ways to breed and specialize your creatures
  • 55:12
and mounds and pets are one of the more popular ones, but then obviously livestock as well.
  • 55:17
So not only can you breed your animals for traits such as like movement, speed and health
  • 55:21
and different combat stats, but you'll also be able to breed them for desirable traits
  • 55:25
like fertility, increased harvesting yield and even increased yield from butchering.
  • 55:31
What are you guys doing?
  • 55:34
Oh my God, that is awesome.
  • 55:38
This is the...
  • 55:39
Leave our eggs alone.
  • 55:40
It makes them more comfortable with you taking their eggs away.
  • 55:43
Leave our eggs alone.
  • 55:45
Yeah, they won't peck us if we come with their style.
  • 55:50
Very nice.
  • 55:51
Very nice.
  • 55:53
I just got some eggs.
  • 55:54
Okay, now one of the other things that we wanted to obviously collect player feedback
  • 55:59
on, I'm going to open up the inventory just to kind of take a look at the materials resource
  • 56:07
bag.
  • 56:08
Talk to me a little bit about how we are implementing resources differently from your general item
  • 56:14
inventory.
  • 56:18
So we're taking an approach from other games, but the idea of resources is going to have
  • 56:27
somewhat of a slot base instead of having a slot base like traditional MMO, we're going
  • 56:31
to look for like a Tetris kind of idea of having different shapes and different stock
  • 56:37
sizes kind of like that to make some interesting choices out in the world where you have to
  • 56:42
do inventory management and have a pick and choose depending on like what you have available,
  • 56:47
what kind of bags you have.
  • 56:50
Now I seem to have kind of run out of space.
  • 56:52
Maybe I can grab...
  • 56:54
Do you have any...
  • 56:55
Oh yeah, if you want you can come put some stuff in the chest in the house or...
  • 57:00
Your bag's too small or what?
  • 57:01
Yeah, no, I only have one bag.
  • 57:02
It's called a Sanctus resource bag.
  • 57:04
Oh yeah, I got some extra bags for you actually.
  • 57:06
You could take some from my chest.
  • 57:07
Oh, this is a nicely decorated home here.
  • 57:11
Oh, you have the...
  • 57:15
You have the...
  • 57:16
Oh man, I can't remember what we called this, but this was for the pandemic.
  • 57:22
Everyone who I think registered prior to a certain date during the pandemic, Margaret
  • 57:27
will know, we granted this item to people or will be granted to people.
  • 57:32
That's cool.
  • 57:33
It's modeled.
  • 57:34
Look at that.
  • 57:35
I think Ryan Richmond actually did the modeling for that and then John Wainik did the implementation.
  • 57:40
Very cool.
  • 57:41
That's awesome.
  • 57:42
Where's the chest I can grab?
  • 57:44
Right here by the fireplace.
  • 57:45
Oh, okay.
  • 57:46
Sweet.
  • 57:47
Let me see here.
  • 57:48
The materials.
  • 57:49
Oh, okay.
  • 57:50
All right.
  • 57:51
So what do I do here?
  • 57:54
Just grab this.
  • 57:55
I think you should take them all and swap it out, I think.
  • 58:00
I'll equip them.
  • 58:01
Okay, cool.
  • 58:02
I have some...
  • 58:03
Now this is obviously work in progress UI.
  • 58:06
This is not the final UI, but this kind of demonstrates the functionality of the system.
  • 58:11
Let me go over here.
  • 58:14
What can I do with these sheep?
  • 58:17
You can harvest them for wool, shear them.
  • 58:20
All right.
  • 58:22
This is not going to hurt them, is it?
  • 58:25
No.
  • 58:26
No.
  • 58:27
Okay.
  • 58:28
You did a good job.
  • 58:29
Pretty sheep.
  • 58:30
Pretty sheep.
  • 58:31
Give me your wool.
  • 58:32
Oh, it gave me some wool and now it's naked.
  • 58:35
That's so sad.
  • 58:36
It'll grow back.
  • 58:40
So talk to me...
  • 58:41
Perfect.
  • 58:42
That's a good point.
  • 58:43
So it'll grow back.
  • 58:44
Talk to me a little bit about kind of the intent behind the livestock here and the crops
  • 58:49
as well.
  • 58:50
Like you're planting and you're placing these livestock on farmable space within your freehold
  • 58:57
and then over time they mature and become processable?
  • 59:01
How does that work?
  • 59:02
Oh, yeah.
  • 59:03
That's pretty much exactly it.
  • 59:05
So certain things like for the crops, for example, you need to acquire seeds first,
  • 59:10
which can be acquired through a number of ways.
  • 59:12
But once you plant them, you'll have to water them and care for them.
  • 59:15
And then after a certain point, depending on the crop itself, would be when you can
  • 59:19
harvest them and then you can replant them at that point.
  • 59:22
And then for animals, different animals have different sort of byproducts that you can
  • 59:26
get.
  • 59:27
So for example, from here, from the cow, you can milk them and get some fresh milk.
  • 59:32
Oh my God.
  • 59:33
They have horns.
  • 59:34
Are these the right cows to milk?
  • 59:37
There's udders down there.
  • 59:38
Oh, okay.
  • 59:39
There's udders.
  • 59:40
Let's see.
  • 59:41
Oh, I got like a little stool.
  • 59:44
Wow.
  • 59:45
That's some rapid paced milking.
  • 59:47
Holy smokes.
  • 59:48
Yeah, you know.
  • 59:49
That was crazy.
  • 59:50
Hold on.
  • 59:51
Let me make sure I got the milk.
  • 59:54
Oh, we did get the milk.
  • 59:56
Let me pull it down here.
  • 59:58
Pull some corn down as well.
  • 1:00:02
Do some reorganization there.
  • 1:00:04
Yeah, kind of just reorganizing things.
  • 1:00:07
Another sort of interesting thing that you'll see with livestock and other types of things
  • 1:00:11
that you can gather is you'll be able to kind of choose the things that you want to gather
  • 1:00:16
from it.
  • 1:00:17
Right?
  • 1:00:18
Bucky had mentioned animal byproducts, right?
  • 1:00:20
And milk is a byproduct of a cow and so is beef.
  • 1:00:24
So it's up to you kind of how and when you want to harvest your livestock in certain
  • 1:00:30
ways.
  • 1:00:31
And same with plants.
  • 1:00:34
Maybe you want to take the corn and maybe you want to cut down the entire corn plant
  • 1:00:41
to make room for other crops.
  • 1:00:44
There's different byproducts depending on how you interact with that gatherable.
  • 1:00:47
Now this is going to be another point of good player feedback.
  • 1:00:53
So one, we kind of talked to you and showed you guys a little bit of the systems for planting
  • 1:00:58
crops on your freehold, for raising livestock, collecting resources from them, and then the
  • 1:01:08
Tetris inventory type system.
  • 1:01:11
But this one is more game philosophy slash immersion, right?
  • 1:01:19
And what you're going to see now, I think, for those of you who are a bit squeamish,
  • 1:01:25
if you want to turn away, understandable, but we're going to get some leather.
  • 1:01:32
And what else from this guy?
  • 1:01:35
Meat.
  • 1:01:36
Yeah.
  • 1:01:37
Some meat.
  • 1:01:38
Kind of whatever you'd expect from a pig.
  • 1:01:41
Yep.
  • 1:01:42
Bacon.
  • 1:01:43
All right.
  • 1:01:44
Well, all right.
  • 1:01:45
I apologize, little buddy.
  • 1:01:46
You had a good long life.
  • 1:01:47
You did have a good long life.
  • 1:01:49
Happy life on the farm.
  • 1:01:50
And now.
  • 1:01:51
Oh God.
  • 1:01:52
Go to sleep.
  • 1:01:53
Now.
  • 1:01:54
Oh, we got the hide and the meat.
  • 1:01:55
But it's oh, that's sad.
  • 1:01:56
Is it just sleeping?
  • 1:01:57
Is it tired?
  • 1:01:58
That was intense.
  • 1:01:59
Yeah, yeah, yeah.
  • 1:02:00
For sure.
  • 1:02:01
It's sleeping.
  • 1:02:02
Yeah, don't worry.
  • 1:02:03
Let's go.
  • 1:02:04
Yeah, nothing to see here.
  • 1:02:06
Sorry, little piglets.
  • 1:02:07
Oh, no, not the piglets.
  • 1:02:08
Okay.
  • 1:02:09
We'll take good care of you.
  • 1:02:10
Oh, let them let them live a little bit of a life.
  • 1:02:15
You'll become big and then we'll.
  • 1:02:17
Oh, okay.
  • 1:02:18
So, guys, that's it.
  • 1:02:19
That's a great point of player feedback.
  • 1:02:22
Talk to us a little bit about how real slash immersive do you want it to be or do you prefer
  • 1:02:27
that perhaps the pigs don't die, but rather they just go to sleep.
  • 1:02:33
That's a good question, I think, for a lot of people to give their thoughts on.
  • 1:02:37
Okay.
  • 1:02:38
So now we have I'm seeing over here there's another building.
  • 1:02:41
Obviously, we have the home here.
  • 1:02:43
We went inside a little bit.
  • 1:02:45
This other building.
  • 1:02:46
Talk to me a little bit about that.
  • 1:02:47
We talked a little bit in the presentation about the profession buildings and them giving
  • 1:02:53
access to workstations.
  • 1:02:55
What do we have here?
  • 1:02:57
So this is the artisan building that we talked about, and then these give general benefits
  • 1:03:04
to the freehold.
  • 1:03:05
It could be profession specific.
  • 1:03:07
It could be just general specific, but it also gives you access to putting down stations
  • 1:03:12
like this.
  • 1:03:13
So this would be the metalworking station.
  • 1:03:14
Oh, nice.
  • 1:03:15
Okay.
  • 1:03:16
So you can see that this station is pretty intensive, and that's, I think, something
  • 1:03:21
we're going to be showing in a future stream, which is all about the crafting process and
  • 1:03:26
the recipe acquisition and the tools, but also a little bit of a gameplay layer that
  • 1:03:33
Corey and Mike, you guys have been working on with crafting in the future that we're
  • 1:03:39
going to show.
  • 1:03:40
But this one's all about processing.
  • 1:03:41
Talk to me a little bit about what it takes to go into the fuel to prep the station.
  • 1:03:46
What it takes to do the processed goods and then kind of leaving and letting that process
  • 1:03:51
over time.
  • 1:03:54
Do you expect that players are going to want to fully kit out their freeholds with the
  • 1:04:00
profession buildings so they have access to all the stations?
  • 1:04:02
What would be the benefit of that?
  • 1:04:06
I think so, right?
  • 1:04:07
If players are really interested in investing in processing, freeholds are supposed to give
  • 1:04:15
the players the furthest reach up to the highest tiers of processing.
  • 1:04:20
So if you want to allocate most of your space in your freehold for processing buildings,
  • 1:04:29
processing stations, you could create kind of your own processing plant or factory and
  • 1:04:37
really sort of have a stranglehold on a market or particular goods.
  • 1:04:42
So the freehold is supposed to be free space for players to kind of do whatever they'd
  • 1:04:47
like, decorate housing, have businesses, or create a processing empire.
  • 1:04:55
Cool, very cool.
  • 1:04:57
Well I did get some supplies.
  • 1:05:00
Oops.
  • 1:05:01
I did get some supplies.
  • 1:05:04
Bucky do you want me to put this in the chest or anything?
  • 1:05:07
Yeah you can just store it here in my chest for now.
  • 1:05:10
Are these tomato plants?
  • 1:05:11
Oh yeah, yeah, that's right.
  • 1:05:13
I forgot to harvest these.
  • 1:05:15
Oh, let's see.
  • 1:05:16
Get some other ones here.
  • 1:05:18
Very nice.
  • 1:05:20
Aw, some more exploded.
  • 1:05:23
Oh no.
  • 1:05:24
Well you got some at least, right?
  • 1:05:26
Yeah, yeah, yeah, we did.
  • 1:05:27
We're good.
  • 1:05:28
Alright, let me go put this inside.
  • 1:05:29
Wait, let me make sure I actually did get the tomatoes.
  • 1:05:31
You probably got a full bag at this point almost.
  • 1:05:34
Did I?
  • 1:05:35
Oh I did get some tomatoes.
  • 1:05:36
Okay, there we go.
  • 1:05:37
Alright, I'm gonna go put this in for you.
  • 1:05:41
Now you've obviously done a great job with the decorations here and the furniture.
  • 1:05:47
And you know, we don't intend furniture to obviously just be visual aspect of the interior,
  • 1:05:54
but functional as well.
  • 1:05:56
Talk to me a little bit about that.
  • 1:05:58
Yeah, so obviously we've seen here the chest, right?
  • 1:06:01
The chest is a placeable furniture prop that actually increases the storage capacity of
  • 1:06:05
your freehold property.
  • 1:06:07
And we're gonna have a variety of other functional furniture besides just even the artisanship
  • 1:06:12
stations.
  • 1:06:13
So for example, we have a bed over here which you'll be able to sleep in as well.
  • 1:06:17
Get some rest experience perhaps.
  • 1:06:19
Also we'll have chairs.
  • 1:06:21
Those are just kind of cosmetic you'll be able to sit in.
  • 1:06:22
But yeah, there'll be a variety of functional prop items as well that'll have actual gameplay
  • 1:06:28
uses.
  • 1:06:29
Nice, that's awesome.
  • 1:06:30
Let's see, I'm just putting all this stuff into your storage chest so you have it.
  • 1:06:42
Very nice, free labor.
  • 1:06:44
I see you have some pictures in here as well.
  • 1:06:46
Yep, yep, that's the picture I commissioned to myself.
  • 1:06:50
Oh, is this it?
  • 1:06:51
Is that you?
  • 1:06:52
Yes.
  • 1:06:53
It is actual Bucky.
  • 1:06:55
Me in armor.
  • 1:06:56
It's actual Bucky.
  • 1:06:57
That is so cool.
  • 1:06:58
That is so great.
  • 1:07:00
I think this is your favorite, Steven.
  • 1:07:03
Yes, the sandals.
  • 1:07:04
Oh, that's so awesome.
  • 1:07:06
That is super cool.
  • 1:07:08
Now obviously players that we talked a little bit about businesses and how players can kind
  • 1:07:12
of stand up different taverns and whatnot.
  • 1:07:15
And Bucky, you had stated like one of the reasons why you wanted to have your freehold
  • 1:07:18
here in this location was because of some of the access to the rare resources.
  • 1:07:22
But there's also some interesting hunting grounds nearby.
  • 1:07:27
And one of the things that is interesting about the freehold system is that it's not
  • 1:07:32
just architected for processing, but it can also be a profitable location based on where
  • 1:07:40
and what you're providing other players access to from a drink and food tavern perspective.
  • 1:07:47
We mentioned before there's business types of buildings that you can build.
  • 1:07:52
Some of these could be very region specific.
  • 1:07:55
If there was a hunting ground nearby that is very populated, we could set up a tavern,
  • 1:07:59
sell like food buffs and drinks that is really good for XP bonuses or increase to your loot
  • 1:08:07
chance or something like that.
  • 1:08:08
Whatever that may increase some kind of a benefit to the player that is good business,
  • 1:08:15
like I said, would be set up here where you could just take advantage of the populated
  • 1:08:23
player area.
  • 1:08:25
That's awesome.
  • 1:08:27
That's super cool.
  • 1:08:28
I love it.
  • 1:08:29
And you were saying, you know, obviously having access to an open world where you're not necessarily
  • 1:08:39
restricted to the locations that you can place these freeholds, but allowing the players
  • 1:08:46
to kind of place them themselves.
  • 1:08:50
Generally we are going to block out certain areas that can't be placed like certain road
  • 1:08:55
networks and POIs, but generally the intent is to provide these freeholds as layable plots
  • 1:09:04
in the open world.
  • 1:09:05
Is that right?
  • 1:09:06
Yeah, that's right.
  • 1:09:07
So as long as you purchase a certificate from the owning node of the land, you'll be able
  • 1:09:11
to place it in many places around the node.
  • 1:09:14
Basically anywhere that's not like a dungeon or a POI with monsters, you'll be able to
  • 1:09:21
place it in a lot of areas.
  • 1:09:22
So players will have a lot of freedom in choosing where they want to build their freehold and
  • 1:09:27
lay down their plots.
  • 1:09:28
So it'll be a big, like obviously here, like you said, I was looking at the, you know,
  • 1:09:32
we got the mines over there, we got the POIs, but we also have this large flat area for
  • 1:09:36
a lot of farming.
  • 1:09:37
And so it was kind of a good mix of this freehold.
  • 1:09:41
Yeah, super cool.
  • 1:09:44
Love it.
  • 1:09:45
Bucky, you have a very cool freehold.
  • 1:09:46
You know, I think I'm getting a little bit tired.
  • 1:09:49
Can I, mind if I just take a little nap, you know?
  • 1:09:52
Oh sure.
  • 1:09:53
Yeah.
  • 1:09:54
I mean, it's a great, great bed.
  • 1:09:55
You'll get some rest and experience.
  • 1:09:56
It'll be perfect.
  • 1:09:57
I was concerned a little bit with the nearby enemy populations, perhaps.
  • 1:10:04
Maybe you guys can keep watch over me as I go to sleep.
  • 1:10:06
Oh yeah, yeah, yeah, for sure.
  • 1:10:07
Don't worry.
  • 1:10:08
You'll be safe.
  • 1:10:09
We'll set up a guard.
  • 1:10:10
You'll be safe.
  • 1:10:11
Well everybody, I hope you guys enjoyed this brief look at Bucky's Freehold.
  • 1:10:17
A little bit about the processing for livestock as well as crops and take a look at the new
  • 1:10:26
mount, some of the resources that are placed around the Riverlands area, and also a little
  • 1:10:32
look at the housing system with some of the furniture that you have access to kind of
  • 1:10:37
use and provide a little bit of benefit that you have access to for your gameplay.
  • 1:10:45
And with that being said, I think we'll wish you all a do and a good night and we will
  • 1:10:51
see you next time.
  • 1:10:52
Thank you guys for joining us.
  • 1:10:53
Later.
  • 1:10:54
Thank you for having us.
  • 1:10:59
Bye guys.
  • 1:11:03
Hello everybody.
  • 1:11:07
I'm going to be playing the video in the background while we answer some preliminary questions
  • 1:11:11
because we know there was a lot of thoughts and clarifications that we want to make.
  • 1:11:19
You're muted, Steven.
  • 1:11:20
There we go.
  • 1:11:21
I think I heard something.
  • 1:11:22
Can you hear me?
  • 1:11:23
Testing?
  • 1:11:24
Yeah, yeah, you're good.
  • 1:11:25
Okay, sorry.
  • 1:11:26
I said, I feel like after that we all need to get up and do a little bit of a stretch.
  • 1:11:33
Just kind of move around a little bit.
  • 1:11:36
I know it was a long one.
  • 1:11:37
That's why I told everybody, bring your snacks, strap in.
  • 1:11:39
We got a lot more to show.
  • 1:11:42
And of course, we want to do some clarifications.
  • 1:11:44
The first one is that we will have the gameplay video part of it in 4K up on YouTube after
  • 1:11:49
this live stream.
  • 1:11:50
And then the full video will be up.
  • 1:11:52
The full dev update should be up tomorrow pending technology and YouTube cooperate with
  • 1:11:57
us and Twitch.
  • 1:11:59
You wanted to make some clarifications on the predetermined aspects.
  • 1:12:03
Yeah, absolutely.
  • 1:12:04
So I want to kind of clarify the way that the predetermined parcels work versus laying
  • 1:12:13
down the freehold where you wish, right?
  • 1:12:16
So essentially, each zone of influence in the world has designated large swaths of land
  • 1:12:24
that act sort of as these parcels that can be catered to specific like points of interest
  • 1:12:31
or thematically relevant, and you might want to bid on that kind of almost county size
  • 1:12:39
area where you then get to place your freehold, right?
  • 1:12:43
And once you have bid on that area at the node, then you can acquire the freehold plot
  • 1:12:54
and you go out into that zone, that section that you have bid on and acquired, and you
  • 1:13:00
place your freehold footprint, which is previously we had set the freehold size to about a half
  • 1:13:06
an acre.
  • 1:13:07
However, recently that's changed.
  • 1:13:09
Well, not recently, a while ago that changed to be one and a half acres or roughly 100
  • 1:13:14
by 60.
  • 1:13:15
And of course, we're still in development, so things might change, you know, continually
  • 1:13:19
just general disclaimer as in development, these systems are subject to change.
  • 1:13:24
So right now they're about one and a half acres.
  • 1:13:26
So you go out there and you go to that predetermined slice of land that's very large, you know,
  • 1:13:31
it's many, many, many acres, and then you choose where you want to place your plot for
  • 1:13:36
the freehold that's about one and a half acres.
  • 1:13:39
And then on that plot, you get blueprints for buildings like your house and the artisanship
  • 1:13:45
buildings or businesses, and you place those blueprints down on the plot that you placed
  • 1:13:51
and you construct them with materials.
  • 1:13:54
I think some people have concerns about the bidding aspect of freeholds.
  • 1:13:58
Oh, yeah.
  • 1:13:59
Yeah, sure.
  • 1:14:00
No.
  • 1:14:01
So so bidding is essentially once you've completed a quest in order to bid, right, it's kind
  • 1:14:08
of like a little bit of a lordship quest, right?
  • 1:14:11
We're like, you know, you're entitled to own this land, so to speak, you've proven yourself
  • 1:14:15
worthy for the node to grant you this parcels deed.
  • 1:14:22
Then on a regular cadence, especially at the inception of the beginning of a node, a number
  • 1:14:27
of those parcels will be available to bid for and players who bid and win that bid then
  • 1:14:32
get to place their freehold on that on that section of the world.
  • 1:14:36
Right.
  • 1:14:37
And the idea is, is to remember that like nodes are built up and nodes can fall through
  • 1:14:43
the destruction of either atrophy events or sieges.
  • 1:14:48
And when that happens, these freeholds can be subject to destruction.
  • 1:14:54
And if a new node develops, then that cyclical kind of recycling of these locations become
  • 1:15:02
available again.
  • 1:15:04
Yeah, I think people are like, it's too real.
  • 1:15:08
Housing.
  • 1:15:09
Yes.
  • 1:15:10
Well, I remember freeholds are just one form of three different technically now four with
  • 1:15:16
the ends three different types of housing.
  • 1:15:18
So freeholds are really the ultimate level of process oriented or artisan artisanship
  • 1:15:25
oriented housing type.
  • 1:15:28
But there's also static in node housing and there's apartments as well.
  • 1:15:32
Yeah.
  • 1:15:33
And OK, next up, we've got a clarification that we'll be putting out an article for freehold
  • 1:15:39
building cosmetic concerns.
  • 1:15:40
I know there was a lot of concerns in regards to that to make things a little bit more clear.
  • 1:15:44
And we'll also be updating item descriptions as well in inventory.
  • 1:15:48
But one of the main things that people had noted was if freeholds are going to be limited,
  • 1:15:53
what happens if I bought a freehold building cosmetic?
  • 1:15:55
And I know you wanted to address that, Stephen.
  • 1:15:58
Yeah, absolutely.
  • 1:16:00
So in the same sense that we've done flying mounts, types of cosmetics and or tier two
  • 1:16:06
mounts, these require you to acquire them.
  • 1:16:09
And there are many ways to acquire a freehold, not just through the quest system first come
  • 1:16:13
first serve on a per node basis, but you can also sell and purchase a freehold as well.
  • 1:16:19
Now, again, freeholds are restricted to one per account.
  • 1:16:23
So if you're going to acquire a freehold and then sell it, you can only sell it to an account
  • 1:16:28
that doesn't already own a freehold.
  • 1:16:31
So because these are relative to sell, correct, that's correct.
  • 1:16:37
And because these these freeholds are an integral component of the artisanship system, fulfilling
  • 1:16:43
kind of the best processing that's available within Ashes of Creation, these are constantly
  • 1:16:48
going to be coming up for sale.
  • 1:16:50
We're establishing kind of a real estate market that players can invest in and then sell within
  • 1:16:56
the end game economy.
  • 1:16:58
But also they are a resource that's subject to removal through the sieging system as well.
  • 1:17:04
Right.
  • 1:17:05
So there's a bit of risk implied there.
  • 1:17:07
But the idea is that this is something for players to strive for and to achieve those
  • 1:17:12
who wish to to achieve this.
  • 1:17:15
And anyone who sets their mind to it or sets it to their goal to work up either enough
  • 1:17:21
money in game to purchase a freehold from another player or is is at a node where a
  • 1:17:28
freehold is available and you've developed your personal holdings to acquire one through
  • 1:17:33
the bidding system.
  • 1:17:35
Or if you become a member of a family, those are all methods by which you can have access
  • 1:17:41
to the freehold and then utilize your cosmetics for the for the the buildings.
  • 1:17:46
Okay.
  • 1:17:47
And then by the way, just just as real quick, I just want to state saying we took this different
  • 1:17:53
approach with the presentation and the PowerPoint side of things because this is a very in depth
  • 1:17:59
hefty system.
  • 1:18:01
And this is very hefty when it comes to design detail.
  • 1:18:05
And any time we get into a discussion about a system this intricate, there's a lot of
  • 1:18:12
opportunity for miscommunication, misinformation, misunderstanding and how these systems work.
  • 1:18:18
So that's why, as Margaret said at the beginning of the stream, I am scheduled for a live Q&A
  • 1:18:25
next week.
  • 1:18:27
And then also want another one next month that will be announcing soon where I'm going
  • 1:18:32
to have an opportunity to kind of chat with the community.
  • 1:18:34
And I'll probably jump on Discord after stream as well for maybe an hour.
  • 1:18:38
So we'll see how my schedule looks.
  • 1:18:39
It's probably a nightmare.
  • 1:18:40
But I know, I know, I know.
  • 1:18:44
And I'll try to answer some questions as in Discord as well.
  • 1:18:48
So and, you know, Roshan and Cody, they'll be they'll be assisting with that as well
  • 1:18:54
on the community side.
  • 1:18:55
Roshan and Vaknar have been answering a lot of stuff.
  • 1:18:58
Yes.
  • 1:18:59
Yeah.
  • 1:19:00
You answered one of them already.
  • 1:19:01
And people would like it kind of goes hand in hand with what you were just talking about.
  • 1:19:05
If you could talk a little bit more about freehold permissions, specifically, one of
  • 1:19:09
the questions was, can people harvest from your freehold without permissions?
  • 1:19:13
Can they steal from your freehold?
  • 1:19:15
No, they people cannot steal from your freehold.
  • 1:19:18
They cannot harvest without your permission.
  • 1:19:21
You can have if you're unfamiliar with the family system, take a little bit of a look
  • 1:19:24
at that.
  • 1:19:25
Of course, the Ashes Wiki is a great location of resources and knowledge.
  • 1:19:30
I know, I know a lot has changed.
  • 1:19:33
Remember, as we draw closer to testing dates, these systems get iterations that can happen
  • 1:19:40
very rapidly as we're either internally play testing or as other systems change that facilitate
  • 1:19:47
a need to make changes within other ancillary systems.
  • 1:19:52
You know, those changes can occur.
  • 1:19:53
That's that's part of the the player contract, so to speak, with a live development is that
  • 1:20:02
understanding must be expressed on kind of the ability for these things to change over
  • 1:20:06
time because ultimately, we're trying to build the best possible systems, the best possible
  • 1:20:09
game for you guys to enjoy.
  • 1:20:10
And it all needs to make sense together.
  • 1:20:12
And MMOs are an accumulation of many different types of games in one.
  • 1:20:18
And that's what makes them so unique.
  • 1:20:19
So yeah.
  • 1:20:20
All right.
  • 1:20:22
And then can players be denied from buying a freehold from other players or by proper
  • 1:20:28
property anonymously?
  • 1:20:29
No, not really.
  • 1:20:32
Okay.
  • 1:20:33
And then mega ballin, which I think is funny name, will rare blueprints have benefits beyond
  • 1:20:39
just appearance?
  • 1:20:41
Yes, absolutely.
  • 1:20:43
Yeah, blueprints blueprints are the vehicle for which unique mechanical properties are
  • 1:20:50
in game properties are delivered to the player.
  • 1:20:54
So buildings can have certain types of buffs and passive benefits that are conferred based
  • 1:20:59
on the quality of the blueprint that's been acquired.
  • 1:21:02
So the rarer the blueprint, the more powerful its effect.
  • 1:21:07
Okay.
  • 1:21:08
And then does freehold size determine how much stuff can be put inside?
  • 1:21:13
How does a cosmetics can impact how many things or the location of where things can be placed?
  • 1:21:19
Good call.
  • 1:21:20
So for cosmetics that are very large in size, we will have a system.
  • 1:21:26
It's not been developed yet, but we've been planning for this.
  • 1:21:28
We'll have a system where multiple buildings can be occupied space wise by the larger cosmetic.
  • 1:21:35
So a cosmetic might replace the visual appearance of one particular building, but then you'll
  • 1:21:41
be able to have that footprint occupy multiple buildings to replace the visual appearance
  • 1:21:46
of right.
  • 1:21:47
So that way you're you're still utilizing the similar amount of space.
  • 1:21:50
And yes, when you talk about the kind of management system of the freehold, it is entailed in
  • 1:21:56
two parts.
  • 1:21:57
One is a permitting system that allows for a specific number of different types of buildings
  • 1:22:02
that can be allotted on the freehold and constructed that needs to be acquired through the node
  • 1:22:07
in which you've attained the freehold certificate.
  • 1:22:10
And the other side of that is the space constraint as well, because whatever space you're not
  • 1:22:15
using on the freehold for a building plot or location can be utilized for other purposes,
  • 1:22:21
as you saw in the in game presentation, such as livestock placement, crop placements and
  • 1:22:27
rotations as well as other types of placeables.
  • 1:22:32
All right, and then the question here was, are there plans to replace rest XP when with
  • 1:22:39
another benefit as the servers mature and majority of players are already max level?
  • 1:22:44
Not at the moment, no, no.
  • 1:22:49
Right now the beds are primarily servicing rest experience function.
  • 1:22:54
Of course, there are obviously opportunities where additional tech tree structures could
  • 1:22:59
be provided or additional items might get released with expansions that have different
  • 1:23:04
types of benefits conferred to that particular type of furniture.
  • 1:23:08
But at the moment, that's not in the plan.
  • 1:23:11
Are the upgraded or the upgrades slash skills are my cameras driven out?
  • 1:23:17
I took the Elgato update and now it's just bored my camera.
  • 1:23:21
No, yeah.
  • 1:23:24
Are the upgrades skill trees, tree buildings or profession specific?
  • 1:23:29
Can you reset the trees at a cost?
  • 1:23:33
You absolutely you I believe you can actually change the tree spec at a cost and the upgrades
  • 1:23:43
are specific to the building.
  • 1:23:46
The upgrade paths are specific to the building.
  • 1:23:48
All right, and then will there be furniture loot in drop tables?
  • 1:23:54
If so, will they be common or rare drops with unique designs?
  • 1:23:59
There will be components of unique furniture recipes that are dropped and are rare.
  • 1:24:08
And those again will scale based on the rarity and the power it confers to the specific type
  • 1:24:13
of furniture constructs.
  • 1:24:16
And can married couples co-own a freehold?
  • 1:24:19
No, the freehold ownership is designated by one account only.
  • 1:24:25
And then the family system is the system that facilitates multiple accounts having permission
  • 1:24:29
base basis within that freehold.
  • 1:24:33
And we will have more questions, but they're in the Q&A segment from pulled from our forums,
  • 1:24:39
but they will be freehold specific.
  • 1:24:41
And I want to go ahead real quick.
  • 1:24:43
I just want to give one other commentary about an additional system that you guys got an
  • 1:24:47
early insight and early look at, which is the inventory system.
  • 1:24:53
And I want to give some clarifying commentary on the purpose and the design for that inventory
  • 1:25:00
system.
  • 1:25:01
So first of all, inventory is split into two separate management systems.
  • 1:25:06
The first is your non material, non gatherable slots.
  • 1:25:12
Those are your standard single slot, non not space-constrained system, right?
  • 1:25:20
That's a standard inventory.
  • 1:25:21
You just have a single slot and you can pull completed items and or consumables and quest
  • 1:25:27
items or whatever into that slot, right?
  • 1:25:29
And then when you're talking about materials specifically, processed goods and gatherables,
  • 1:25:37
those exist within the Tetris type inventory system.
  • 1:25:42
And the purpose for that is there is a and this is you're seeing a very early representation
  • 1:25:47
of the UI there.
  • 1:25:49
This is not the final UI, nor is it even the existing kind of UX design that we want to
  • 1:25:56
facilitate with ease of access into that system.
  • 1:25:59
This is just kind of functional currently.
  • 1:26:02
But what we want to achieve with that is because everything in the world is generally harvestable,
  • 1:26:12
a resource that could be harvested, we want to have very unique progression when it comes
  • 1:26:17
to the construction of resource bags, right?
  • 1:26:21
And those resource bags will have certain benefits like increasing stack size count
  • 1:26:25
of particular types of resources or of having additional delay time necessary to interface
  • 1:26:33
with your corpse should a player try to take the resources you might have dropped in PvP
  • 1:26:39
or having passive benefits and unique structures of spacing that makes it more a better bag
  • 1:26:44
for wood gathering because woods are three by one or better bag for mining because mining
  • 1:26:51
is always two by two.
  • 1:26:54
The idea is to make your intent as a gatherer when you go out into the wild specific, right?
  • 1:27:01
Not just that you're going out into the wild and gathering everything you can because it's
  • 1:27:05
there and that's what we don't have like a labor system that limits it, right?
  • 1:27:10
We have a space constraint system.
  • 1:27:11
So when you leave your node and you go out into the wild, you need to be conscientious
  • 1:27:17
of what you're choosing to interact with and take resources for because you have a limited
  • 1:27:22
space constraint to that degree.
  • 1:27:24
And we think it's an interesting system that ties into, as you guys will see later, the
  • 1:27:30
caravans and crates system as well.
  • 1:27:32
All right.
  • 1:27:34
And do note that anything that we've talked about today, we would love feedback on.
  • 1:27:38
We will have a freehold updates live stream thread that will go up.
  • 1:27:43
It might be up right now.
  • 1:27:44
I don't know how quickly Vagner is working to push that up, but definitely go head on
  • 1:27:49
over to our forums, give us feedback.
  • 1:27:51
We'll be compiling that and sending it yonder to our development team.
  • 1:27:55
They've been loving all of the reports that we've been putting together and your guys'
  • 1:27:59
feedback has been super valuable.
  • 1:28:02
It makes sure that we're on the right page as far as we move forward.
  • 1:28:05
A lot of the things that you guys want are things we're already planning to do, which
  • 1:28:09
is very exciting.
  • 1:28:11
And it also kind of makes sure that we're making the right design choices.
  • 1:28:17
And if you guys see any flaws or holes in those things, we'd love to see what your thoughts
  • 1:28:21
are.
  • 1:28:22
And especially as you get into Alpha 2, that's when you're going to get your hands on it
  • 1:28:24
and you're going to be able to provide like the juicy feedback.
  • 1:28:28
But preliminary, we would love to know what your guys' thoughts are.
  • 1:28:31
With that, we've got quite a bit of art updates to showcase.

Art Update

  • 1:28:34
So we'll move on to that.
  • 1:28:36
And then I know that folks are curious about some studio updates that have happened this
  • 1:28:41
month.
  • 1:28:42
So we'll move on to art.
  • 1:28:46
You saw that we had some cow milking set up there that Stephen was, he couldn't find the
  • 1:28:54
udders to start with, but he did eventually.
  • 1:28:58
And some shearing that we did with the wool.
  • 1:29:00
And we've shown some of the other creatures in the past, but we did have some chickens
  • 1:29:03
that were added and eggs.
  • 1:29:05
And I'm sure you've seen some of our other, we've got like a chicken pig creature and
  • 1:29:09
some other creatures that may be coming in the world, but we want to definitely have
  • 1:29:14
the ranching creatures you would expect in game, of course.
  • 1:29:17
And then we'll have some more Varan specific ones coming out.
  • 1:29:21
The next one, the next creature we have is actually quite awesome.
  • 1:29:26
It's the crab fish, which I love.
  • 1:29:32
Danny did such a good job with this one.
  • 1:29:34
Yeah, careful what you what you go out there fishing for.
  • 1:29:39
Yeah.
  • 1:29:41
You might catch one of these bad boys.
  • 1:29:43
And then for those of you who got the fall gaze stalker, this is how that's coming along.
  • 1:29:48
And we actually have a turntable for it.
  • 1:29:50
And don't worry, I'll be showing that costume in a moment here too.
  • 1:29:56
But it's looking sick.
  • 1:29:58
Looks great.
  • 1:29:59
Yeah, love it.
  • 1:30:00
And making many variants of that, I'm sure for creatures in the world.
  • 1:30:04
Yeah, I was what they had.
  • 1:30:05
I can't remember the name of it.
  • 1:30:06
Is it a is it Manicor?
  • 1:30:07
Or what is it?
  • 1:30:08
I can't remember the name of the creature that's similar to this in D&D.
  • 1:30:12
But I was watching that D&D movie.
  • 1:30:14
And I thought they did a great job with that movie.
  • 1:30:16
And I think they had one similar to this in the little maze area.
  • 1:30:20
Yeah, I actually like the D&D movie as well.
  • 1:30:22
Yeah, normally the D&D movies are cheesy, but that one was really good.
  • 1:30:26
Yeah.
  • 1:30:27
And then this is the Desolation Outlander armor that you just saw in that turntable.
  • 1:30:32
Looks badass.
  • 1:30:34
Jinsey did such a good job.
  • 1:30:37
And we have the second sword.
  • 1:30:40
And I believe we got a Vek donning this.
  • 1:30:44
For those of you who maybe haven't seen a Vek in a bit.
  • 1:30:49
They're pretty cool looking.
  • 1:30:51
Looks great.
  • 1:30:53
And this one was done by Keith.
  • 1:30:56
I think he's one of the longest running employees here at Intrepid, right?
  • 1:31:02
He was our first ever hired, actually.
  • 1:31:05
Yeah.
  • 1:31:06
Keith has made a lot of awesome stuff.
  • 1:31:10
A lot of great stuff.
  • 1:31:11
He's a phenomenal artist, great modeler, character artist.
  • 1:31:15
And then we've got the Sons of Fortune.
  • 1:31:24
And a couple Soulseeker variants.
  • 1:31:33
And a couple masks.
  • 1:31:35
So the first one is the Tormentor's Visage.
  • 1:31:38
Oh, I was wearing that, but the white version.
  • 1:31:40
I just didn't have the cloak on.
  • 1:31:42
Oh, for the Soulseeker?
  • 1:31:44
Yeah.
  • 1:31:45
Yeah, if you saw Steven's character in game.
  • 1:31:50
And then we've got the Midnight Mask.
  • 1:31:52
I think this is still work in progress, but you can see some of it.
  • 1:31:56
And then the fun one, Drum Roll.
  • 1:31:59
Oh yeah, Steven can't hear the drum roll.
  • 1:32:02
Now he can.
  • 1:32:03
Uh oh.
  • 1:32:04
Drum roll.
  • 1:32:05
We've got our new Nekuwin looks.
  • 1:32:09
Oh yeah.
  • 1:32:11
So you probably saw some of the faces that we had here.
  • 1:32:15
And then we have the bodies.
  • 1:32:17
And then I also have some more shots for you guys to check out as well.
  • 1:32:22
But they are coming along really nicely.
  • 1:32:24
This is the Nekuwin.
  • 1:32:25
These are the in-game models.
  • 1:32:26
Yep.
  • 1:32:27
Yep.
  • 1:32:28
So you saw the concept art previously.
  • 1:32:29
Now these are the models.
  • 1:32:31
And of course you'll have some customization for yourself.
  • 1:32:35
This is just like, you know, one that we've generated.
  • 1:32:41
Somebody said, holy mother of forearms.
  • 1:32:43
Yeah, he's beefy.
  • 1:32:45
That was great.
  • 1:32:48
Very nice.
  • 1:32:51
Looks great.
  • 1:32:52
And then we've got the female.
  • 1:32:54
Let's hop over to them.
  • 1:32:56
And I do have a turntable for the female as well.
  • 1:33:05
Super cool.
  • 1:33:06
Love it.
  • 1:33:07
Yeah, it looks so good.
  • 1:33:09
Love the body art.
  • 1:33:11
The tattoos and stuff.
  • 1:33:13
Yeah.
  • 1:33:14
And we will have like a whole tattoo system in game as well, which is really exciting.
  • 1:33:19
Absolutely.
  • 1:33:20
It's the turntable of the female.
  • 1:33:25
Yeah, I love the Polynesian influences for this race.
  • 1:33:29
I think they, you know, it's an often underrepresented cultural influence in a lot of games.
  • 1:33:37
And I think that the Nukuan history and lore tie in nicely to kind of representing, I think,
  • 1:33:45
that aspect in Ashes.
  • 1:33:47
Yeah, I feel like there's not always a lot of Islander or Asian specific vibes.
  • 1:33:53
So I'm usually misrepresented or underrepresented in those games.
  • 1:33:59
Sometimes there's not even female characters.
  • 1:34:00
So with that, let's talk a little bit about studio updates.

Studio Update

  • 1:34:06
There's one big one that I know folks have been asking about and is that person going
  • 1:34:10
to be on the stream?
  • 1:34:11
No, no.
  • 1:34:12
I'm gonna let you know, as someone who was on a live stream and did it AMA my first week
  • 1:34:17
starting, that's wild.
  • 1:34:19
Hey, you were a trooper.
  • 1:34:22
I downloaded everything and every piece of information I possibly could.
  • 1:34:26
Yeah, so studio update.
  • 1:34:28
Some of you might have seen an announcement.
  • 1:34:30
We have brought on an absolutely glorious individual by the name of Bill Trost.
  • 1:34:35
Funny enough, Bill was the first person I had ever interviewed, John and I ever interviewed
  • 1:34:41
for Intrepid Studios.
  • 1:34:43
But he joins us as of two weeks ago.
  • 1:34:46
He has a rich history and a very tremendous amount of experience having shipped multiple
  • 1:34:51
MMOs.
  • 1:34:52
And he brings his wealth of knowledge to the team.
  • 1:34:55
He's worked with many of the people in our studio over the course of his long tenure
  • 1:35:01
as a game developer.
  • 1:35:03
And he is currently in the process of catching up to speed as much as possible.
  • 1:35:08
So it wasn't quite appropriate for us to invite him on this stream, but I'm sure in a future
  • 1:35:12
stream, you guys will have an opportunity to meet and listen to Bill and chat with him.
  • 1:35:17
So very excited about that.
  • 1:35:18
Yeah, and we've done a few of those where you get to meet and learn more about some
  • 1:35:24
of the developers, but we usually like to tie that in with a system that they're working
  • 1:35:28
on or some kind of content piece.
  • 1:35:30
We also get people who are mad because they're like, show us game.
  • 1:35:34
We don't want to hear about this person.
  • 1:35:36
It's finding a balance of like, we are people, but we also are trying to make a product for
  • 1:35:41
you and show progression in that.
  • 1:35:43
And hopefully you've been seeing that as we move forward.
  • 1:35:45
And next month's live stream is also going to be a very long one.
  • 1:35:48
So prepare yourself for that.
  • 1:35:51
Oh my goodness.
  • 1:35:53
You think this one was...
  • 1:35:57
And with that, I think we'll go into our Q&A to wrap things up because we've been holding

Outro and Q&A

  • 1:36:03
you all as long as we can so far.
  • 1:36:06
But we do have a few more questions and some of them are specifically Freehold related
  • 1:36:12
and others are not.
  • 1:36:13
So we'll go through some of those.
  • 1:36:16
I will just say that many people are asking for a leak.
  • 1:36:19
I'm not going to give a leak, but I am just going to say that next month, and I'm pretty
  • 1:36:26
sure it's going to be next month, that there's a slight possibility it might be the month
  • 1:36:29
after, but next month, the hint will be send nodes.
  • 1:36:34
Stephen.
  • 1:36:35
What?
  • 1:36:36
No, nodes.
  • 1:36:37
Send nodes.
  • 1:36:38
I know.
  • 1:36:39
Okay.
  • 1:36:40
Well, I'm going to leak something from PI meeting.
  • 1:36:45
Someone might've said the wrong word at one point during the meeting.
  • 1:36:49
Calling you out Roshan.
  • 1:36:53
It was so funny.
  • 1:36:54
I was laughing so hard.
  • 1:36:57
Anyways, moving on, we've got our questions here.
  • 1:37:00
So these were pulled from the forums.
  • 1:37:01
Reminder that we do sometimes do these.
  • 1:37:03
We might not do one for next month, but we do have a couple of Q&As slotted for Stephen
  • 1:37:07
outside.
  • 1:37:08
We'll see how that goes.
  • 1:37:10
But for this one, this is from Songroon, which that's such a beautiful name.
  • 1:37:14
Their question is about Freehold plot placement.
  • 1:37:16
Will it be possible to choose the direction your Freehold is facing and buildings are
  • 1:37:21
facing on your plot, particularly when using cosmetics from pre-order packs, or will this
  • 1:37:25
already be determined by the plot you choose?
  • 1:37:29
The answer to those questions are yes, yes, and yes.
  • 1:37:31
So you can manipulate the orientation of the Freehold plot.
  • 1:37:35
You can manipulate the orientation of the particular buildings.
  • 1:37:38
And items.
  • 1:37:40
And items, correct.
  • 1:37:41
Yep.
  • 1:37:42
And then-
  • 1:37:43
Heavy, heavy degree of customization.
  • 1:37:44
And by the way, those systems are in place for the furniture placements and the props.
  • 1:37:48
It's just pending kind of UI treatments because right now it's all program art.
  • 1:37:53
And for those of you who are unfamiliar, game development, UI and visual effects and audio
  • 1:37:59
are often the most taxed teams because they tend to be at the end of each pipeline.
  • 1:38:05
So-
  • 1:38:06
Praise them.
  • 1:38:07
Praise them.
  • 1:38:08
And QA.
  • 1:38:09
So all four of those teams are like, please give us the thing as early as possible.
  • 1:38:13
Just to give context for why they're typically at the end of the pipeline of development
  • 1:38:17
for many systems and or content is because you want to have all the iteration done for
  • 1:38:23
a particular animation or a system or whatever before you get to the phase of the audio visual
  • 1:38:30
effects or the UI.
  • 1:38:32
And then typically when those systems all get completed, now it's all stacked up and
  • 1:38:36
ready to get worked on by those teams.
  • 1:38:39
So yeah.
  • 1:38:40
Yeah.
  • 1:38:41
And then the next one is from Zeke the Phoenix and they want to know about mounts and Freeholds.
  • 1:38:45
Will you be able to keep your mounts that you've unlocked on your Freeholds plot to
  • 1:38:49
move freely about as they please like in a stable or in a little fenced area?
  • 1:38:54
There are a number of different types of ways that creatures can be acquired.
  • 1:39:00
Some of them in a mount format and can be utilized in animal husbandry slash livestock
  • 1:39:07
placements on the Freehold.
  • 1:39:09
But from a cosmetic perspective, we don't quite have a system in place for that yet.
  • 1:39:14
I'm not going to rule that out for the future or post launch, but right now it's delegated
  • 1:39:18
specifically to like hunting, taming livestock and animal husbandry.
  • 1:39:22
All right.
  • 1:39:24
And then Tyran Thraxis wants to know about moving Freeholds.
  • 1:39:29
How many times a year do you suspect that most players will be moving residents based
  • 1:39:34
on nodes being eliminated from sieges?
  • 1:39:39
That's a good question.
  • 1:39:40
And there are a lot of variables that influence that answer.
  • 1:39:42
I'm not sure I can give an average.
  • 1:39:46
But what I would say is that depending on the political dynamic of a server, if a server
  • 1:39:54
tends to have more combat and or sieges against nodes, that is going to increase the amount
  • 1:40:07
of opportunity for Freeholds to be removed from the world and then replaced.
  • 1:40:14
I'm not sure I have an average.
  • 1:40:16
What I will say is that it is very important to remember that Ashes is not a PvP game and
  • 1:40:22
it is not a PvE game.
  • 1:40:23
It is a PvX game.
  • 1:40:25
And that has a very specific meaning.
  • 1:40:27
It means that as these systems are developed, as they are designed and they are integrated
  • 1:40:34
with each other, they are done so from a competitive viewpoint and how that system relates to both
  • 1:40:42
PvE and PvP.
  • 1:40:45
Freeholds are one of those systems very much so.
  • 1:40:47
And it's because of the cyclical nature that we're attempting to achieve with the development
  • 1:40:52
of nodes and the destruction of nodes.
  • 1:40:55
The world is a rapidly and dynamically changing place, really.
  • 1:40:59
So it's intended to be something that is constantly recycling and is leaking out different types
  • 1:41:05
of content and new content that revitalizes the player interest and stimulates new points
  • 1:41:13
of conflict or cooperation.
  • 1:41:16
That is what the goal is of the system.
  • 1:41:18
And building the history of the game.
  • 1:41:20
For instance, if you're part of the node that is the longest running node in the history
  • 1:41:24
of your server, that's epic.
  • 1:41:26
That's a story to tell.
  • 1:41:28
And I think that hopefully you feel like you are part of it so much that you want to fight
  • 1:41:36
for your Freehold and fight for your citizenship and fight for your area that you're in.
  • 1:41:42
For anyone who has played a game that has persistency like that, there's a little bit
  • 1:41:49
of ego that comes with some of that, I feel like, when it comes to servers and notoriety.
  • 1:41:54
For sure.
  • 1:41:55
I like somebody, I think Biggie said PvP now stands for player versus pig.
  • 1:42:00
When you killed the mama pig and the babies had to be in front of the piglets.
  • 1:42:05
We don't know that the piglet was related.
  • 1:42:07
They could have been from different pig families.
  • 1:42:09
There was no other mama pigs there.
  • 1:42:12
We don't know that for certain.
  • 1:42:15
Dr. Bucky, we need an update.
  • 1:42:18
No, I'm just kidding.
  • 1:42:20
Zeyer wants to know.
  • 1:42:22
Oh, sorry.
  • 1:42:23
Go ahead.
  • 1:42:24
I was just going to say, I love the emote that they did with the chicken dance.
  • 1:42:28
Oh, my gosh, it was so great.
  • 1:42:30
I was laughing so hard.
  • 1:42:31
No, hilarious story.
  • 1:42:32
I was late for a meeting yesterday with Bucky, Cory, and Mike.
  • 1:42:39
And they took a video and they sent me a video on Slack and they were doing...
  • 1:42:45
And Lucy, can I send this to you and you can show it?
  • 1:42:49
Yeah, you can send it to me in DM.
  • 1:42:51
I think they told me that I could show it.
  • 1:42:56
Hold on.
  • 1:42:57
Let me see.
  • 1:42:58
Maybe they're going to regret that.
  • 1:43:02
I think they might.
  • 1:43:03
Hold on.
  • 1:43:04
Okay, here we go.
  • 1:43:06
Got it.
  • 1:43:07
And let me...
  • 1:43:09
They're probably trying to run to my office right now and stop me from doing it.
  • 1:43:14
Okay, I just sent it to you in a DM on Slack.
  • 1:43:19
Okay.
  • 1:43:20
Oh, it's in like a...
  • 1:43:22
So this is after we recorded.
  • 1:43:28
They were waiting for me to come to a meeting.
  • 1:43:30
I had to run out and do...
  • 1:43:31
I had to run out for an errand and I was late for my meeting like five minutes and so they
  • 1:43:35
sent me this.
  • 1:43:36
Okay, hold on.
  • 1:43:37
I'm going to drag it onto here.
  • 1:43:41
Oh, it's because...
  • 1:43:42
Why is it an MOV?
  • 1:43:43
I don't know.
  • 1:43:44
I don't know how they took it.
  • 1:43:47
They probably did it on a phone or on their...
  • 1:43:50
I think because it's an MOV, I can't put it on here.
  • 1:43:53
But I can do it a different way.
  • 1:43:55
I can play it on a screen and screen capture.
  • 1:43:58
Yeah.
  • 1:43:59
Good call.
  • 1:44:00
Good call.
  • 1:44:01
Yeah, yeah.
  • 1:44:02
So give me a second to...
  • 1:44:03
So the idea is that a lot of these different emotes are part of the game that you can kind
  • 1:44:09
of express yourself in.
  • 1:44:11
This one was a leftover for those of you who were in APOC and tested for APOC, you had
  • 1:44:18
this particular emote.
  • 1:44:19
I have six monitors, so I got to find the right monitor.
  • 1:44:23
Okay.
  • 1:44:24
I'm going to transition here.
  • 1:44:26
You're going to get a full screen of whatever this is.
  • 1:44:30
This is what...
  • 1:44:33
There's Bucky, Cory and Mike.
  • 1:44:37
They were doing some great...
  • 1:44:42
You know people are going to zoom in on the images on people's...
  • 1:44:46
Those are animations.
  • 1:44:47
They're animation references.
  • 1:44:50
The mocap for the...
  • 1:44:51
No, I don't think those were mocapped animations.
  • 1:44:54
So good.
  • 1:44:55
We need the mocap suit on them next time.
  • 1:45:01
But in regards to the data about sieges and nodes and things like that, we will be capturing
  • 1:45:05
a lot of that stuff in the backend.
  • 1:45:07
So we could do some really cool server statistic data.
  • 1:45:10
And I know from the marketing perspective, I would love to do lots of graphics like that
  • 1:45:15
with details and stuff for you guys to look at on the website when it comes to server
  • 1:45:20
details as well.
  • 1:45:23
The next question here is from Zeyer, maintaining a freehold.
  • 1:45:26
Is there going to be an upkeep to freeholds and nodes that if not provided will degrade
  • 1:45:31
the freehold such as materials required to keep things running?
  • 1:45:36
Well, as we spoke a little bit about through the artisanship and processing mechanics,
  • 1:45:42
fuel is a necessary component of the actions that you can take with processing stations.
  • 1:45:48
However, if we're talking about like material...
  • 1:45:51
Excuse me.
  • 1:45:55
If we're talking about material maintenance necessary for the actual freehold itself,
  • 1:46:01
no.
  • 1:46:02
There is, however, a tax system which requires taxes to be paid on the property that you
  • 1:46:07
own.
  • 1:46:08
And that tax system is informed by the number of permits for the types of buildings and
  • 1:46:16
upgrades that you have on the freehold as well, including potentially the business.
  • 1:46:20
So those tax certifications are kind of what's necessary to maintain or upkeep the node.
  • 1:46:25
Okay.
  • 1:46:26
And but in regards to like crops and creatures, will they have to have some upkeep to keep
  • 1:46:31
those things alive?
  • 1:46:32
Yeah, that's the livestock and the crop rotations have a process oriented approach, which means
  • 1:46:42
that it includes things like watering and fertilizing and feeding and raising those.
  • 1:46:50
That's kind of the process by which you get these things to the mature state.
  • 1:46:54
The other thing is that like different types of assets on the farming side or on the livestock
  • 1:46:58
side, they have different types of interactions.
  • 1:47:00
So right now you're just kind of seeing one interaction.
  • 1:47:03
The system hasn't been fully implemented yet, but certain types of creatures can be either
  • 1:47:08
butchered or they can be harvested for their wool or their milk.
  • 1:47:14
And then they can be, you know, plants can be like uprooted.
  • 1:47:16
They can be fruited.
  • 1:47:18
They can be harvested.
  • 1:47:21
There's different types of interacts that are available based on the type of asset from
  • 1:47:24
the farming perspective.
  • 1:47:27
People are already zooming in on the whiteboard in the background.
  • 1:47:31
Oh no.
  • 1:47:32
Is there stuff on there?
  • 1:47:33
I don't know, but it's funny.
  • 1:47:37
Next up, we've got Strange Abe who wants to know about super fast freehold gathering.
  • 1:47:41
Will there be quicker gather function in your freehold than the one that was seen?
  • 1:47:47
Because right now you're like gathering one at a time on the crops.
  • 1:47:50
Yes, there'll be different types of tools and or machinery that can be used to like
  • 1:47:56
plant multiple seed types within a particular infrastructure that gives you bundles and
  • 1:48:01
or many different harvestings.
  • 1:48:02
That's part of progression.
  • 1:48:04
So as you get more adept at farming, you have the ability to kind of mass produce.
  • 1:48:09
And the same is true when you talk about quality, quantity, speed of processing across many
  • 1:48:14
of the different processing professions.
  • 1:48:17
All right.
  • 1:48:18
And then we've got Team America wanting to know about guild hall crafting.
  • 1:48:23
And I did see a bunch of questions about guild halls in the chat too, but this was about
  • 1:48:26
freeholds, not guild halls.
  • 1:48:29
Will guild halls be able to build high end crafting stations or other otherwise different
  • 1:48:34
mechanics from freeholds?
  • 1:48:37
Generally let me pause on the guild hall discussion because there are still some active iteration
  • 1:48:44
being done on the designs for that based on what we've previously had.
  • 1:48:49
So that'll be something that will update in the future on guild halls.
  • 1:48:51
Cool, makes sense.
  • 1:48:53
I mean, we could probably do a whole thing just on guild halls.
  • 1:48:55
That's why I didn't, I saw a lot of questions about them in there.
  • 1:48:57
I was like, that's a whole other thing homies.
  • 1:48:59
Yeah, Jelon wants to know about freehold PvP.
  • 1:49:04
Are you safe while on your freehold or do you have to be in a building to have safety
  • 1:49:09
from other players?
  • 1:49:11
Currently the only safe space for the freehold is the home.
  • 1:49:16
So if you are within the home's footprint, you cannot be harmed via damage by other players.
  • 1:49:22
Do you have to like lock your doors and windows like some other games that I've come across
  • 1:49:26
or just inside?
  • 1:49:27
Nope, just on the footprint of the home.
  • 1:49:29
All right, on the footprint of the home.
  • 1:49:32
What prevents players from PvPing you?
  • 1:49:34
Is it just like a zone type of thing?
  • 1:49:36
It's a hard lock when the system, when the ability checks a valid target, the return
  • 1:49:41
is no.
  • 1:49:42
Okay, just wanted to clarify because people are going to ask further.
  • 1:49:47
And Paragrinium or Grinam wants to know about freehold durability.
  • 1:49:52
Could you give us an idea of how durable a freehold is in case your node is successfully
  • 1:49:58
staged?
  • 1:49:59
Like how does that, you know, how long do I have to basically go clean up my stuff?
  • 1:50:03
Yeah, that's, you know, that's a, it's a balance question and it's something that's going to
  • 1:50:07
be a part of when we test that functionality, you know, where does landing right live?
  • 1:50:12
And, you know, my expectation is that given the scope of time that's available for the
  • 1:50:18
freehold to be destroyed, potentially after a node siege, we want to cater that balance
  • 1:50:25
towards that period of time, essentially.
  • 1:50:28
And knowing that that's a few hours, potentially, you want it to obviously to scale based on
  • 1:50:34
the number of participants and or attackers you might have, but creating kind of a mini
  • 1:50:40
encounter slash experience there.
  • 1:50:42
So I don't have a direct answer to you.
  • 1:50:44
It's going to live within the timeframe of that period of time that the freehold can
  • 1:50:49
be destructed.
  • 1:50:50
Awesome.
  • 1:50:51
And these last two questions that were pulled from our forum folks are not necessarily freehold
  • 1:50:56
specific.
  • 1:50:57
So you can, it's all freehold.
  • 1:51:02
Smucky wants to know about monster coins and world bosses.
  • 1:51:07
Will world bosses like Tumac take part in the NPC sieges on nodes and will players be
  • 1:51:13
able to use a monster coin to play as one of those world bosses in an event?
  • 1:51:19
That is the intent is that we will have varying quality of monster coins available.
  • 1:51:26
Creatures like Tumac may participate in certain atrophy events or other types of events.
  • 1:51:33
But if you have the very rare and legendary type of monster coin that's available to be
  • 1:51:38
used on a creature type like Tumac, then yes, you could inhabit him.
  • 1:51:44
That's the intent of the system.
  • 1:51:46
I love the idea that Tumac lives on this node area with you and is protecting the roaming
  • 1:51:50
area around and then you're starting to get sieged and he's like, all right, I'll come
  • 1:51:55
help you.
  • 1:51:56
Some diplomacy happens and he gets on board and someone gets to play him.
  • 1:52:00
That's cool.
  • 1:52:01
I don't know.
  • 1:52:02
I think right now I will say that the monster coin system is used exclusively for assaulting
  • 1:52:08
nodes, not for defending them.
  • 1:52:10
But okay, they took over your area.
  • 1:52:13
Little does he know we're gonna do that to it too.
  • 1:52:15
But don't tell him that he's low end.
  • 1:52:19
It's fine.
  • 1:52:20
I'm just kidding.
  • 1:52:22
Next question here is I just like the RP element of it.
  • 1:52:25
I'm sorry.
  • 1:52:26
Jibz IRL wants to know about audio design from an audio creation standpoint.
  • 1:52:30
How do you plan to make audio in Ashes of Creation an immersive experience?
  • 1:52:34
And I do want to mention that if you haven't watched our 2022 recap, you should definitely
  • 1:52:41
go do that because Kat talked.
  • 1:52:43
She didn't really want to be on the stream, but she was wonderful and she did have like
  • 1:52:46
a lot of great things to say about the audio in Ashes of Creation and her thoughts on it.
  • 1:52:52
But I'll pass that to you, Steven.
  • 1:52:53
For sure.
  • 1:52:54
Audio is as important as visuals and sometimes in certain cases more.
  • 1:53:02
For me specifically, when you talk about the audio design of like creatures and you know
  • 1:53:09
the different types of kind of tactile responses you want to hear out of mining and resource
  • 1:53:15
gathering and artisanship, I mean it permeates every layer of the game, right?
  • 1:53:19
So we have a phenomenal audio team here that's comprised of both on the engineering side,
  • 1:53:27
on the audio design side, and Kat is a phenomenal leader.
  • 1:53:31
She is very dedicated to kind of the audio fidelity that we want to achieve with Ashes.
  • 1:53:38
I think you guys can see that in the demonstrations and the kind of previews that we provide of
  • 1:53:42
the game.
  • 1:53:43
You know that when we're talking about the bar that we're setting in that quality, it
  • 1:53:49
is, it is on par with what you would expect from other AAA type games.
  • 1:53:53
You know, our perspective is that we want to, you know, create an environment that's
  • 1:53:59
going to elicit emotion from the player when they hear these types of sound effects or
  • 1:54:05
when they hear these types of ambiences or soundtracks and music that is accompanied.
  • 1:54:09
And we want it to be defining either to the area, to the encounter, to the dungeon, you
  • 1:54:14
know, something that when you hear it, you remember, oh, that's that place, you know,
  • 1:54:20
that this brings back the memories, right?
  • 1:54:23
And so, you know, having a team that's capable and dedicated in creating an experience for
  • 1:54:27
themselves as a player as well.
  • 1:54:30
I mean, that even goes down to brand.
  • 1:54:32
Like one of the things when we first started was making that iconic like screech sound
  • 1:54:36
when you hear the the phoenix come on the screen and, you know, some people were like,
  • 1:54:42
well, why are you being so picky?
  • 1:54:43
Why do you want that sound to be in everything?
  • 1:54:44
I was like, because it's like that that sound you get when you're like, you know what it
  • 1:54:48
is right away.
  • 1:54:49
I think that to me, that's so important for not only, you know, the immersion of in-game,
  • 1:54:53
but in other external places as well for people to know your brand and see that it's iconic.
  • 1:54:59
And Steven, you made it.
  • 1:55:00
All the questions, all the things covered.
  • 1:55:04
I said at the start, I think this would have taken about one and a half to two hours.
  • 1:55:07
And I think we're just going to be under two hours.
  • 1:55:09
That's just under two hours.
  • 1:55:10
I think the next one's going to be a long one, too.
  • 1:55:13
But we hope that you have all enjoyed this.
  • 1:55:15
Steven, do you have any final things that you want to mention before I do some quick
  • 1:55:18
reminders?
  • 1:55:19
Absolutely.
  • 1:55:20
I just want to say, you know, thank you guys for being great sports and dedicated supporters
  • 1:55:24
for the project.
  • 1:55:25
You know, I know that development and the journey of development is not a journey for
  • 1:55:31
everyone.
  • 1:55:32
And it means very much to us that we have this rapport established with our core audience,
  • 1:55:38
our golden players to kind of provide us with the navigational feedback and direction that
  • 1:55:45
we're taking on the game side and making sure that that's validated by what our core audience
  • 1:55:50
wants and believes in.
  • 1:55:52
Right.
  • 1:55:53
I mean, that is the best type of relationship that that any developer can have with their
  • 1:55:58
audience.
  • 1:55:59
And we are very privileged and honored to have that relationship with you guys.
  • 1:56:02
And we appreciate it.
  • 1:56:03
We hope you like what you're seeing.
  • 1:56:05
And you guys are excited for playing the game because we're here every day, hard at work,
  • 1:56:09
trying to make this dream a reality.
  • 1:56:11
Everyone's kicking butt and having fun while we're doing it because, you know, gamers.
  • 1:56:16
But if you do have thoughts and feedback for us, head on over to our forums, forums.ashesofcreation.com.
  • 1:56:22
We have some threads that are already premade, but you can also create your own.
  • 1:56:26
We'll be creating some feedback reports for our developers.
  • 1:56:30
So please, please share that information with us.
  • 1:56:33
Also, don't forget that Stephen will be joining the Ashen Forge for their hundredth episode
  • 1:56:37
over on twitch.tv slash Theory Forge on July 9th.
  • 1:56:41
So please tune into that.
  • 1:56:43
It should be a really good time.
  • 1:56:44
Stephen always answers, sometimes leaks something.
  • 1:56:48
So we'll see what comes of that.
  • 1:56:50
We also have our monthly cosmetic swap over that's happening for Songs of the Sea on July
  • 1:56:55
12th, if you're interested in that.
  • 1:56:57
And we don't have all the information on the swap over Stephen was giving you guys a very
  • 1:57:02
big heads up that cosmetic packs and stuff are going to be changing in the future from
  • 1:57:06
pre-order packs.
  • 1:57:07
So just keep that in mind.
  • 1:57:09
We will have more information as we get closer to that, but still we'll give you enough time
  • 1:57:13
to and warning in advance.
  • 1:57:15
So don't worry too much about that.
  • 1:57:16
And of course, thank you very much to all of you for sticking with us for two hours.
  • 1:57:22
And for following our journey, we hope that you enjoy it is, you know, making games is
  • 1:57:26
not easy as people think it is.
  • 1:57:30
And we also want folks to we want to say thank you to Dr. Bucky, Mike, Corey, and of course,
  • 1:57:36
Stephen for presenting some really great information on freeholds.
  • 1:57:40
We'll have some articles and content up for you guys after this.
  • 1:57:44
So stay tuned for all that.
  • 1:57:46
And if you follow us on all of our social channels, we also give lots of information
  • 1:57:50
on things on a daily basis.
  • 1:57:53
So you will have plenty of Ashes of Creation content to consume throughout the weeks.
  • 1:57:59
And of course, we will have the video up on YouTube.
  • 1:58:02
We're going to have the 4k one right away today for just the gameplay segment.
  • 1:58:06
And then the full dev update should be up tomorrow pending technology cooperates.
  • 1:58:10
And if you leave a comment on the dev update, you could be spotlighted for our next one.
  • 1:58:16
So make sure you're a subscriber and that we can see that you're a subscriber and you
  • 1:58:19
could get your comments spotlighted on our next live stream.
  • 1:58:22
So with that, we are going to wrap up today and we hope that you have a wonderful month
  • 1:58:27
and we will see you next month.
  • 1:58:28
Happy 4th of July for you guys out there in America.
  • 1:58:32
Happy birthday to Steven, because your birthday is going to happen before the update.
  • 1:58:37
Next day, no two weeks.
  • 1:58:38
Bye guys.
  • 1:58:39
Getting old.
  • 1:58:40
No, just kidding.
  • 1:58:41
Same age as me.
  • 1:58:42
All right.
  • 1:58:43
Bye, guys.
  • 1:58:44
Bye.
  • 00:00
Hello and welcome to our glorious Ashes of Creation June development update.
  • 00:23
We hope everyone is well and safe and has been having a wonderful month on our front.
  • 00:28
It has been crazy.
  • 00:29
You've got a lot going on and you better buckle in strap up because it's going to be a long
  • 00:34
one today.
  • 00:35
I hope everyone brought their snacks.
  • 00:36
I was warning people in the chat.
  • 00:39
So you've been warned.
  • 00:40
It is going to be a long one.
  • 00:41
I mean, what are we thinking here?
  • 00:43
Probably at least an hour and a half, if not maybe two.
  • 00:45
Oh my gosh.
  • 00:46
Yeah, depending on how many questions we answer after.
  • 00:49
So we'll see how it goes.
  • 00:50
But a lot of good information, a lot of new information and updated information from old
  • 00:55
information.
  • 00:56
So keep that in mind as we're moving forward today.
  • 00:58
But to cover what we're going to be covering, we're going to go quick reminders and try
  • 01:01
to be really quick about that.
  • 01:03
Freehold update.
  • 01:04
We'll do some art updates, which includes some new Nekuun awesomeness.
  • 01:08
I know folks have been asking about more dwarf stuff and a studio update and Q&A.
  • 01:14
So first and foremost, we have our spotlight for our YouTube comment, which comes from
  • 01:19
Zash Welshguy and wants to know with fishing, will we be able to use the fish we catch with
  • 01:26
the animal husbandry profession?
  • 01:28
Maybe have a freehold pond or a fish tank in the player home.
  • 01:32
Yeah, this is something that we have ideas around and designs around.
  • 01:37
We haven't done any implementation or development for it yet.
  • 01:40
But the idea is that for certain types of fish or certain very rare kind of trophy-esque
  • 01:46
fish, you would be able, instead of using the material to go through a process that
  • 01:51
might put it into things that are more cosmetic focused, like a fish tank or a pond on the
  • 01:56
freehold or something in the house.
  • 01:59
We definitely have some ideas around there.
  • 02:01
I think it's a super cool thing to kind of see something you've taken from the world
  • 02:04
and now that you've domesticated or put into your customizable space.
  • 02:09
A great question.
  • 02:10
It's definitely on the top of our minds.
  • 02:11
It's something that we're going to be exploring post-Alpha 2.
  • 02:14
Awesome, awesome.
  • 02:16
And then we've got Stephen will be on the Ashen Forge over on twitch.tv slash theory
  • 02:22
forge on July 9th.
  • 02:24
I think that they're going to be putting up a thread over on our forums as well to gather
  • 02:27
some questions from the community after the live stream.
  • 02:30
So definitely check that out.
  • 02:33
Stephen will probably answer a lot of questions.
  • 02:35
They always have a good time and ask a lot of good things.
  • 02:39
And of course, we also have our dev discussion about role-playing up.
  • 02:42
We would love for you to tell us what systems and features make role-playing fun.
  • 02:46
What features help remove hurdles and barriers?
  • 02:48
So if you have thoughts on that, please feel free to pop on over to our forums and give
  • 02:53
us your thoughts.
  • 02:54
And of course, we also have our cosmetic swap over happening for the songs of the sea on
  • 03:00
July 12th, 2023.
  • 03:02
And I know that we had previously said that the packages will be changing coming up in
  • 03:07
the future, but Stephen was giving you all a long warning.
  • 03:10
It's going to be a bit before that change over happens, but we will give you guys ample
  • 03:13
notice with an FAQ on details of what that will entail.
  • 03:17
And with that, we will move on to Freehold Goodness.
  • 03:21
So if you want to do any prefaces here, Stephen.
  • 03:24
Yes, let me give you guys a bit of a preface.
  • 03:26
So we decided to take a little bit of a different approach with this presentation.
  • 03:34
The first half of this is going to be really focused in on detailing out some of the mechanics
  • 03:42
of the Freehold system.
  • 03:44
A part of it is going to be reiterating what you guys have known for a while, but another
  • 03:49
part of it is going to be giving some updates around these designs and some changes that
  • 03:54
have occurred in anticipation of the rollout for Freeholds during Alpha 2.
  • 04:00
So give us your feedback on whether or not you like the style of this approach for the
  • 04:04
presentation.
  • 04:06
The first, like I said, half of it is going to be us kind of going through slides and
  • 04:10
showing some of the tech trees of the buildings and some of the purposes of these different
  • 04:15
systems on the Freehold.
  • 04:16
And then after that, we're going to have a little bit of gameplay in the world showcasing
  • 04:21
the Freeholds.
  • 04:22
I believe Bucky has a Freehold we're going to be going through, doing some farming on
  • 04:26
it, some live interactions with some of the livestock.
  • 04:29
We're also going to be showing off as an ancillary overview some of the changes that we had talked
  • 04:35
about previously to the inventory system.
  • 04:38
We're going to show some of the storage off.
  • 04:40
We're going to show off a couple of new mounts and some of the mining areas.
  • 04:45
But it's something that really the focus is giving you guys expectations around how Freeholds
  • 04:51
have changed coming towards Alpha 2.
  • 04:54
So hopefully you guys enjoy.
  • 04:55
This is going to be a long one.
  • 04:56
It's about an hour long video.
  • 04:58
Yeah, over an hour long.
  • 05:01
So enjoy and we'll see you afterwards.
  • 05:16
Hello everyone and welcome to another I was about to say day in Vera, but actually we
  • 05:22
are going to be doing something a little bit different than what you are accustomed to.
  • 05:28
And the reason for this is because we are getting a little bit into the systems and
  • 05:33
the mechanics of how Freeholds work.
  • 05:36
And it's going to be a two part presentation, the first of which you're seeing now is going
  • 05:40
to be in the format of a more PowerPoint oriented kind of presentation talking about the mechanics,
  • 05:45
looking at skill trees.
  • 05:47
And then the second part is going to be in game where we're going to take a look at some
  • 05:51
of the systems like farming, livestock, housing and storage.
  • 05:57
But I am joined today by three absolutely glorious developers on the Ashes of Creation
  • 06:04
dev team.
  • 06:06
Our designers, first of which is a regular appearing guest, Mr. Bucky.
  • 06:13
How you doing, Bucky?
  • 06:14
Hey, how's it going?
  • 06:16
I'm Bucky, AKA Dr. Bucky, a game designer here at Intrepid helping out some of the Arts
  • 06:22
and Ship designs and also some of the systems related nodes and Freeholds and also a little
  • 06:26
bit of combat design.
  • 06:28
Yes.
  • 06:29
And we also have with us joining, I believe for the first time, one of our glorious designers,
  • 06:34
Mike.
  • 06:35
Hello, my name is Mike.
  • 06:36
I'm a senior systems designer here at Intrepid.
  • 06:41
It's really nice to be here.
  • 06:42
Yeah, I deal with economy and itemization and this is the first time on livestream.
  • 06:47
I'm really excited.
  • 06:48
Yeah.
  • 06:49
Yes, excited to have you as well.
  • 06:50
And we have Cory also, Cory, I believe you were on our December livestream that we did.
  • 06:58
Yeah, I was there for the gathering and I'm Cory, I'm a technical designer and I focus
  • 07:04
mostly on artisanship and economy.
  • 07:06
Kind of jump around to other things, but those are my main things.
  • 07:10
Yes.
  • 07:11
Now we have an exciting topic today, which is I think near and dear to a lot of players'
  • 07:17
hearts and that is Freeholds.
  • 07:20
What are we looking at here?
  • 07:21
Tell me a little bit of what this concept art is.
  • 07:24
We've obviously talked a lot about Freeholds in the past as a system since back in 2017
  • 07:29
when we first were discussing Ashes of Creation with the community during Kickstarter and
  • 07:34
what the intent of Freeholds are.
  • 07:36
But what are we looking at and tell me a little bit about the system overall.
  • 07:40
Yeah, we got a little example set of a Freehold here.
  • 07:45
We got on the left, we have some farmable animals, some livestock here in pens, and
  • 07:49
then we have in the middle there's a bunch of crop rows of farmable crops the players
  • 07:53
can have.
  • 07:54
And then there's a couple different examples of different kind of Freehold buildings you
  • 07:56
have on your Freehold, one of which is the house on the right and then some other Freehold
  • 08:01
buildings as well.
  • 08:02
Like it looks like there's a mill in the back there as well.
  • 08:04
Yeah.
  • 08:05
And for those of you who have just been kind of tuning into Ashes of Creation's development
  • 08:10
or don't follow along in game development or other projects, this type of concept art
  • 08:15
is really important, especially for the artists on the team who are helping develop and create
  • 08:22
the world around you.
  • 08:23
It kind of sets the mood for what we're trying to accomplish when environment art starts
  • 08:28
creating these assets and starts creating these environments, right?
  • 08:33
What's the type of visuals we're looking to achieve?
  • 08:36
Yeah, it really, really helps us, right?
  • 08:39
Like we can only do so much on paper and we have to start kind of visualizing the ideas,
  • 08:46
right?
  • 08:47
So kind of coming up with the space and what's going to fit and how's it going to look and
  • 08:51
all of these things that we want to coexist in this space, right?
  • 08:55
Like concept lets us know whether or not it's even possible.
  • 08:58
So looking at stuff like this is super exciting.
  • 09:01
Yes.
  • 09:02
And as I said, we have a few updates to the system that we're going to go over in detail
  • 09:05
through this PowerPoint.
  • 09:07
But to start us off, let us ask a question.
  • 09:11
What exactly are freeholds?
  • 09:16
Freeholds obviously have a lot of different purposes within Ashes of Creation.
  • 09:20
However, three main purposes that freeholds provide are allowing really players an opportunity
  • 09:27
to kind of express themselves in a highly customizable fashion, right?
  • 09:31
So these are plots of lands that you have access to.
  • 09:34
You can build different types of buildings on.
  • 09:36
You can create housing and place furniture and you can grow livestock and you can just
  • 09:42
own this piece of land.
  • 09:44
And one unique thing about allowing the players kind of express themselves through this manner
  • 09:48
in Ashes of Creation is that it's in the open world.
  • 09:51
So it's not an instance or a phased location that you are kind of customizing.
  • 09:57
You're actually leaving a mark on the world that's representative of you as a player,
  • 10:02
as a character, something something you can you can role play.
  • 10:06
But importantly enough, when it comes to the economy, freeholds also provide the highest
  • 10:12
level of processing that's available.
  • 10:14
And processing is one of three primary branches that exist within the Artisanship system.
  • 10:20
Processing is kind of the intermediary step between what you gather in the wild and what
  • 10:24
you eventually craft via recipes.
  • 10:27
The other primary purpose of freeholds is that they allow you to offer certain types
  • 10:32
of business services, right?
  • 10:33
Because we don't just want to make freeholds delegated to the individual owner, we want
  • 10:39
it to have capabilities to kind of interact with other players as they're walking past
  • 10:44
your freehold, as they're going to these hunting grounds and participating in quests or events
  • 10:50
that might be existing around.
  • 10:51
And that means that location matters for the freehold because it's important to the business.
  • 10:56
Have you guys ever, I mean, Corey, Bucky, Mike, have you guys ever played a game that's
  • 11:02
had a system as intricate as freeholds are in an MMO?
  • 11:07
Talk to me a little bit about your experiences.
  • 11:12
There are housing systems in other MMOs, right?
  • 11:15
But it's not as much ambitious of projects that we're trying to accomplish here.
  • 11:20
There's always putting some furnitures, putting some cosmetic stuff that's on the freehold
  • 11:27
to look nice, but we're trying to accomplish three major pillars, which is looking unique,
  • 11:33
making an impact on the economy.
  • 11:35
And I really love the part that we're trying to make a footprint onto the real world that
  • 11:40
you are actually owning a piece of land in an MMO.
  • 11:43
And I think that's really cool.
  • 11:45
I think it's super cool too.
  • 11:46
I mean, I've played games, obviously they have housing systems and they sometimes delegate
  • 11:50
those housing locations to very specific areas that are off the beaten path and aren't necessarily
  • 11:57
fully integrated into the rest of the world or certain environments and areas that players
  • 12:01
like to play in.
  • 12:02
And one thing that I like that we're achieving with the freehold system is really moving
  • 12:07
that into the world that players are a part of and doing things in.
  • 12:13
Here we're kind of looking at a layout and talk to me a little bit, Bucky, about these
  • 12:19
different aspects of the types of buildings that you can place and the things that you
  • 12:24
can do on the freehold that we see here.
  • 12:26
Yeah, for sure.
  • 12:27
I mean, players will have a lot of freedom in what they choose to outfit their freehold
  • 12:31
with and kind of like what you were talking about before.
  • 12:33
In other games, we've seen different housing systems where it's more kind of like plot
  • 12:37
based and you're kind of locked into specific places for building stuff.
  • 12:40
But in ours, it's going to be you have a lot more freedom in where those buildings go,
  • 12:44
which buildings you choose, how many buildings you even want, if you want to just sacrifice
  • 12:48
maybe some building space for additional farming space.
  • 12:50
So players will have a lot of opportunity to customize the way their freehold looks
  • 12:55
and operates.
  • 12:56
Absolutely cool.
  • 12:57
I see that there is a shed that's listed there.
  • 13:01
Is that shed?
  • 13:02
Do we talk about the shed a little bit later in the presentation?
  • 13:04
Yeah, we can touch on that later, I think.
  • 13:07
Okay, okay, cool, cool, cool.
  • 13:08
All right.
  • 13:09
So you're obviously asking yourself, how do I own a freehold?
  • 13:14
Bucky, do you want to talk to us a little bit about that?
  • 13:17
Sure, yeah.
  • 13:18
So it's kind of a multi-step process.
  • 13:20
But the first thing you'll have to do is you have to complete a quest to unlock the ability
  • 13:23
to even acquire the freehold permit.
  • 13:26
So once you do that quest line, you'll be able to go to the node and bid on an available
  • 13:31
freehold permit.
  • 13:32
If you're able to win the permit.
  • 13:33
Oh, sorry.
  • 13:34
And real quick, Bucky, so the purpose of that quest is, you know, these nodes aren't just
  • 13:39
going to grant the ability to own land within their zone of influence to anybody, right?
  • 13:46
And so the quest is kind of a method by which the node gets to vet both the intent of the
  • 13:53
player who's attempting to own this parcel of land, but also whether or not they are
  • 13:58
up to the chops of actually owning and servicing a freehold, because it takes a lot to service
  • 14:04
these freeholds.
  • 14:05
Yeah, exactly.
  • 14:06
Very cool.
  • 14:07
So talk to us a little bit about these parcels.
  • 14:10
Like how do they exist around the node?
  • 14:12
Yeah, so basically, there'll be a variety of predetermined parcels of land in each node
  • 14:16
zone of influence.
  • 14:19
And once players acquire their freehold permit, they'll be able to lay claim to any available
  • 14:24
parcel in the issuing nodes region.
  • 14:26
So any and by region, we mean that any any region nodes region is the total combined
  • 14:31
territory of a node and all of its vassal nodes.
  • 14:34
So if you if you acquire a freehold permit in the metropolis of a huge region, you know,
  • 14:38
almost 20% of the map, right, you'll be able to lay a claim to a available parcel anywhere
  • 14:43
within that region.
  • 14:44
So it gives you a lot of freedom if you're able to acquire the permit from a metropolis.
  • 14:47
Yeah.
  • 14:48
Yeah, this is this is one of the first changes for those of you in our core audience who
  • 14:52
have been following development for a period of time.
  • 14:55
Now, you will know that because we are in active development, everything that relates
  • 15:02
to the design of the game is available to be iterated upon and changed.
  • 15:07
And so as I said, at the start of this, you're going to be seeing a little bit of changes
  • 15:11
to the systems and we'll eventually show you here in game some of those systems, but you're
  • 15:16
going to see a little bit of change.
  • 15:17
And this is one of the first one is that these are predetermined locations that exist around
  • 15:23
the node or under its vassal structure that you will have the ability to bid on.
  • 15:31
And to give you kind of a sense there, this allows us to to customize a bit of those those
  • 15:38
predetermined parcels like a Sherwood Forest type of example or, you know, the hills of
  • 15:47
Verdant Glen or something.
  • 15:49
Thank you.
  • 15:50
Exactly.
  • 15:51
Thank you.
  • 15:52
Essentially, letting us kind of customize that.
  • 15:53
And then when you own when you've taken the permit for that parcel, then you get to go
  • 15:59
and place your freehold plot out in that section of that area of the world.
  • 16:06
Right.
  • 16:07
So these will have many parcels by which they are able to to sell permits to and it will
  • 16:13
be on a auction basis.
  • 16:16
So talk to us a little bit about that permit and what it looks like to lay that down, Bucky.
  • 16:20
Sure.
  • 16:21
Yeah.
  • 16:22
So it'll basically be an item in your bag.
  • 16:23
And once you, you know, you get to your parcel, you claim that piece of land and then once
  • 16:27
it's claimed, you'll be able to use the item to, you know, go into top down view and lay
  • 16:32
out actually exactly where your freehold will go on that parcel of land.
  • 16:35
You have a lot of freedom.
  • 16:36
So a lot of a lot of that will be going through looking at your whole area of land you now
  • 16:40
own claim to and then deciding where the best spot to put your freehold in there would be.
  • 16:45
Awesome.
  • 16:46
And, and, you know, having this type of layout makes it so that in the world when we talk
  • 16:52
about the visual fidelity and the kind of, you know, freehold density that might exist
  • 16:57
out in these open areas, we don't want it to be where you're running through the world
  • 17:02
and at every glance you see someone's freehold, right?
  • 17:06
And what this allows us to kind of do is partition those spaces out so that there's a minimum
  • 17:12
distance essentially between the different freeholds.
  • 17:15
Yeah.
  • 17:16
And there'll be places like where you won't be able to put a freehold even like a point
  • 17:20
of interest or roads or, you know, a dungeon area.
  • 17:23
So the parcels will kind of be mapped around those areas as well.
  • 17:27
Awesome.
  • 17:28
Very cool.
  • 17:29
I also want to point out the concept art of this piece is vastly different than what we
  • 17:34
showed earlier, which kind of gives you the freedom of the placement of what you can do.
  • 17:38
This is like way more farming in farming aesthetics where, where the gatherables are a whole bunch
  • 17:47
in the middle and then there's like a storage mill kind of thing in the middle.
  • 17:51
So that's how much freedom that we want to offer players how customizable a freehold
  • 17:56
can be.
  • 17:57
Yeah.
  • 17:58
I love that.
  • 17:59
It's super, super cool.
  • 18:00
It's, you know, like, like we said, one of the first and most important aspects of the
  • 18:03
freehold system is that it's giving the players that level of customization to help them represent
  • 18:10
their identity, the identity of their character, right?
  • 18:13
Now obviously the freehold would not be a freehold without a house.
  • 18:19
That's the most important aspect of the freehold system.
  • 18:24
It's also what is the first necessary thing that you must build.
  • 18:28
Talk to us a little bit about housing.
  • 18:30
Yeah.
  • 18:31
So as you can see here, we got some examples of the different sizes of houses you might
  • 18:35
be able to have on your freehold.
  • 18:38
And the first, like you said, the first building you need to build on the field is a house.
  • 18:41
And then once you do that, you're able to, you know, build other buildings like the different
  • 18:44
artisanship buildings or businesses we'll get to later.
  • 18:48
Now before, before that house is present, what's on the freehold?
  • 18:52
It's just an empty plot of land.
  • 18:54
All you have will be the little storage shed that gives you the base storage to be able
  • 18:57
to bring materials to your freehold and then make your construction.
  • 19:00
Nice.
  • 19:01
Awesome.
  • 19:02
So basically as you acquire that house blueprint, you go and you preview the location of the
  • 19:09
house blueprint on the piece of land.
  • 19:12
And when you lay down the construction site, you're expected to bring materials through
  • 19:16
the caravan system or through the mule system, or even individually, if you want to take
  • 19:20
many trips to the location of the shed and then deposit within that sheds storage.
  • 19:26
Is that correct?
  • 19:28
Exactly.
  • 19:29
Yeah.
  • 19:30
Cool.
  • 19:31
And then what happens if I want to go ahead, sorry.
  • 19:34
I was just going to say, once, once you do that, you'll be able to initiate the construction
  • 19:36
and complete the house and then proceed with your other thing.
  • 19:39
Very cool.
  • 19:40
And so you were talking a little bit about the housing sizes, right?
  • 19:43
Small, medium, and large.
  • 19:45
These actually have mechanical influences around the design of the freehold system.
  • 19:50
Talk to us a little bit about what that size controls.
  • 19:52
Yeah.
  • 19:53
Well, one of the main things that will control is your furniture allotment.
  • 19:56
So a small house, for example, might only be able to place, you know, a hundred furniture
  • 20:00
items, whereas a medium or large house would be able to place many more.
  • 20:04
And so that's kind of a bouncing factor for players in determining if they want to have
  • 20:08
a larger house or have a smaller house and have more farmland, whereas they're sacrificing
  • 20:11
furniture then for that.
  • 20:14
Got it.
  • 20:15
So space actually matters here.
  • 20:16
And when you talk about, you know, that furniture having a functional benefit to the player,
  • 20:20
Corey, what are some examples of that, you know, furniture system?
  • 20:24
I know we've talked in the past about some of these, but talk to me a little bit about
  • 20:28
the importance of having that furniture and how that furniture kind of gets placed.
  • 20:31
Is it going to be placed anywhere?
  • 20:33
Is it going to be placed on top of each other?
  • 20:34
Tell us a little bit about the furniture.
  • 20:37
Yeah.
  • 20:38
You know, placing the furniture is like one of the most fun, at least for me, parts of
  • 20:45
customizing, you know, your place or your land, right?
  • 20:49
Like that's where you can really kind of express yourself and you can, oh, this looks like
  • 20:52
a good place to have a dining room.
  • 20:54
This looks like a good place to put my bed.
  • 20:57
You know, maybe this is looking really cozy.
  • 21:00
I'd like to do my cooking in here and place down a cooking station.
  • 21:05
Right.
  • 21:06
So the other point, too, is that like not all furniture is just cosmetic, right?
  • 21:12
There could be functional furniture and we're not talking just a chair that you can interact
  • 21:17
with and sit down with, but there might be something along the lines of furniture that
  • 21:23
gives you buffs or bolsters up some consumables that you may have, right?
  • 21:28
So there is more to the space that the house gives you to place the furniture because that
  • 21:34
might allow you to get more function out of said furniture.
  • 21:38
So there's some thought that goes into whether or not you want more furniture space or less
  • 21:44
furniture space, more farmland, less farmland.
  • 21:47
That's pretty fun.
  • 21:48
Absolutely.
  • 21:49
I love it when the furniture actually has a purpose, right?
  • 21:53
Outside of just the visual appearance and the aesthetic of the home, but is something
  • 21:57
that players are called to interact with because it provides a benefit in the game as well.
  • 22:04
Now housing, of course, wouldn't be housing without the ability to customize that appearance.
  • 22:11
And you'll see here a few different examples of housing that's representative of at least
  • 22:18
eight of the nine different races.
  • 22:20
You'll notice that the Talnor aren't represented here, but they will be represented in the
  • 22:25
future.
  • 22:26
But the blueprint that we talked about earlier, when you acquire this blueprint, talk to me
  • 22:31
a little bit, Mike, about that process.
  • 22:34
Where do you kind of acquire these blueprints?
  • 22:36
What are the multiple ways that you can get them essentially?
  • 22:41
So a blueprint, like the basic ones, could be sold at a node vendor, something similar
  • 22:48
to what a node is racial influences.
  • 22:51
So if it's a Kaler node, you should be able to buy a Kaler house.
  • 22:55
But it's interesting that we tie this system to a blueprint because we can do so much more
  • 23:00
itemization portion of it.
  • 23:02
So we can drop it from a boss.
  • 23:03
We can make it from a scribe, can write a blueprint that is very specific or unique
  • 23:07
look.
  • 23:08
And if you went to a Kaler node, maybe they'll sell a recipe to write a medium Kaler house.
  • 23:14
And if you go to a Renkai one, they'll sell you a blueprint for a large Renkai house.
  • 23:19
So there is that acquisition of blueprint collecting, and then you can sell that to
  • 23:24
other players when you acquire unique housing blueprint from a boss, for example.
  • 23:30
I like the market implication that that has where you essentially can get these uniquely
  • 23:34
acquired blueprints and then you can trade and sell them to other players who might not
  • 23:39
have had the same opportunity to acquire them that you had.
  • 23:43
And in addition to that, we have obviously cosmetics that we have sold as part of different
  • 23:50
packs throughout the past, our pre-order system.
  • 23:55
Those cosmetics are split into three primary categories, housing, artisanship, and business.
  • 24:03
And we will have a breakdown that we're going to be releasing of the cosmetics that have
  • 24:09
come previously and which categories they exist in.
  • 24:12
But players will have the option to override the appearance of a blueprint that exists
  • 24:17
within one of those categories with an associated cosmetic skin.
  • 24:22
And you know, that is obviously not just something that can be purchased through the pre-order
  • 24:27
system, but also can be achieved in game as well, are cosmetics that can be applied to
  • 24:33
specific building types.
  • 24:35
And we don't get as granular where let's say you might have a shrine cosmetic and you have,
  • 24:42
let's say a blacksmith building that you wouldn't be able to apply the shrine to the blacksmith
  • 24:47
building.
  • 24:48
If the shrine exists in the artisanship lane, you can apply it to any artisanship type building,
  • 24:54
but not to a house or business.
  • 24:56
So giving a little bit of additional context there.
  • 25:00
So what are businesses, you might ask after hearing that category, businesses serve a
  • 25:06
specific function.
  • 25:07
Mike, do you want to talk to us a little bit about businesses?
  • 25:11
Business building is a category where we wanted to kind of branch out of just artisanship
  • 25:15
buildings, right?
  • 25:17
So things like taverns, things like a market kind of thing where you can install a player
  • 25:21
stall so other people can come and visit your freehold and buy things that are unique to
  • 25:27
tie to you.
  • 25:28
Or other services like taverns where you could sell a food buff that's unique to your tavern
  • 25:34
or something that you can kind of invest and then build.
  • 25:37
So you can have a service building that's near to a POI that's really populated.
  • 25:42
So you can help players to, you know, maybe gain more XP buff, things like that.
  • 25:48
And this is the perfect place where we can express that and then allow players to customize
  • 25:53
their freehold even more.
  • 25:54
We wanted to branch out from artisanship, just only that, and then have more options
  • 25:58
for it.
  • 25:59
Very cool.
  • 26:00
I love the idea of not just the business as a whole and how it relates to kind of other
  • 26:06
players and their ability to kind of traverse the world and see what you've accomplished,
  • 26:11
but allowing players to customize the offerings that the business is capable of providing
  • 26:16
based on what they're creating as an artisanship member.
  • 26:22
Or even what they can acquire from other players to offer through their business as well.
  • 26:27
And one additional note here is that, you know, freeholds are meant to be a part of
  • 26:33
the family system.
  • 26:35
Meaning that to utilize the benefits the freehold and the services and mechanics that the freehold
  • 26:40
provides, it is very conducive to be part of a family with multiple members who are
  • 26:46
capable of interfacing with this.
  • 26:48
And because of that, systems like the business system allow for certain permissions to be
  • 26:53
granted to administer the business functions.
  • 26:56
And that includes things like setting prices and setting types of sellables or services
  • 27:03
that are capable of being sold through the business.
  • 27:08
It's also a great mention there too is that the fact that, you know, freeholds, there's
  • 27:13
not going to be a ton of parcels all over the world, you know, that might not be feasible
  • 27:17
for every player to get one.
  • 27:18
But even if you're a fan, if you can be a family member and you have a whole family
  • 27:22
owning a freehold together, it'll allow many more players to like see the system and partake
  • 27:25
in it.
  • 27:26
Yeah, absolutely.
  • 27:27
That's a, I love that aspect of the freeholds.
  • 27:31
Now speaking of a tavern and, you know, we've obviously talked in the past about having
  • 27:38
upgrades available for these types of buildings.
  • 27:43
Let's use this tavern as an example of the types of upgrades that are possible.
  • 27:50
Talk me through this, what we're looking at here, this tree upgrade path.
  • 27:54
Yeah, I'll jump in.
  • 27:56
So this is something I'm super excited about.
  • 27:59
This is, you know, this is an idea that surfaced through another system that I'm sure we'll
  • 28:04
get to see in the future, right?
  • 28:06
And it was one of those like, oh, well, that's fun.
  • 28:08
Like, why can't we have that?
  • 28:11
And it just sort of played out perfectly that, you know, buildings could have upgrade paths
  • 28:16
to make them better or worse or more specific in a certain lane of specialization based
  • 28:23
on like how you're trying to set up your freehold, right?
  • 28:25
So the idea is you place down the building and as you become more proficient in a thing,
  • 28:34
in the case of artisanship, or as you work within the business building, you could build
  • 28:42
up the building to be better at some things than others.
  • 28:44
So what we're looking at here is just kind of an example of that, right?
  • 28:48
Like we have this tavern, we placed it down and, you know, we're really focused on wanting
  • 28:53
people to come by here and, you know, gain extra experience or rested experience because
  • 28:58
it's, you know, maybe our freehold is really, really close to a nice hunting spot.
  • 29:03
So we'll upgrade our tavern to have these upgraded feather beds to give players that
  • 29:09
bonus, right?
  • 29:10
And all of the things that, you know, you just went over Steven about being able to
  • 29:14
set the permissions and decide who you want this to apply to, how expensive it should
  • 29:18
be, right?
  • 29:20
You could be, you know, that guy that's got the tavern that's helpful to the guild.
  • 29:25
You could be the person where people like to stop by and hang out for a bit, get the
  • 29:29
rested experience and some food buffs before they go out hunting, right?
  • 29:33
And you know, this allows people to, you know, have their freeholds next to each other and
  • 29:38
have their own niches of things that they offer to themselves, to the people that they
  • 29:44
play with or, you know, to the public.
  • 29:46
So.
  • 29:47
Absolutely cool.
  • 29:48
Yeah, I love that.
  • 29:49
And to give kind of a primary, we're looking at specifically this upgrade to the tavern
  • 29:53
type business, which includes the ability to offer beds to weary travelers, right?
  • 29:58
And beds have a specific functionality.
  • 30:01
We were talking previously about furnitures offering in-game mechanics.
  • 30:05
One of those functionalities that beds provide is a rested experience buff that can be applied.
  • 30:10
This is obviously going to be kind of at the top tier of what travelers can expect to utilize
  • 30:15
at taverns when it comes to these beds.
  • 30:19
That's important because one other aspect of the freeholds is that freeholds are a privilege,
  • 30:26
not a right, meaning that there is a limited number of freeholds that will be available
  • 30:31
within the game world.
  • 30:33
And that's a very important aspect of this particular feature.
  • 30:37
And remember that housing exists within three different types.
  • 30:41
Freeholds are just one of those types of housings.
  • 30:44
Housing also exists as static in node versions as well as instanced.
  • 30:49
And there's also an additional feature that we haven't, I believe, discussed before, which
  • 30:53
is the inn.
  • 30:55
And the inn can service as a temporary living space that doesn't have restriction on the
  • 31:02
quantity but has a soft ceiling when it comes to the citizenship dues that might be accrued
  • 31:10
at a node.
  • 31:11
So if you didn't own a freehold out in a location or hunting ground where you would be participating
  • 31:17
in some type of adventuring or quest, and you see a tavern with a bed available, you
  • 31:23
may want to make a stop there and utilize the bed so that when you go out to the nearby
  • 31:29
hunting ground, you get that rested experience.
  • 31:32
And that's an important aspect of this.
  • 31:34
This is very cool.
  • 31:35
I love the aspect of the upgrade paths and being able to specialize in the specific types
  • 31:42
of buildings that you construct.
  • 31:43
Now let's say, for example, in this situation, I've constructed a tavern and I have specced
  • 31:48
into this tier two branch of the feathered beds.
  • 31:52
If I wanted to have the opposite direction in the technology branch here, how would I
  • 31:58
be able to service that?
  • 31:59
Would I have to stand up another tavern and then spec into that branch there?
  • 32:04
Well, technically you'd have that option, right?
  • 32:08
You could repurpose the current tavern that you have or you could build yourself another
  • 32:13
tavern if you're willing to give up the space and do more.
  • 32:17
Absolutely cool.
  • 32:18
That's awesome.
  • 32:19
That's awesome.
  • 32:20
And remember, one of the...
  • 32:21
Oh, go ahead.
  • 32:22
Yeah, so I just want to say there is a key point of real estate in the freehold.
  • 32:26
There is limited amount of space, right?
  • 32:27
It's really up to the player to give that choice.
  • 32:31
Is this additional buffs on a new tavern building worth what I'm giving up for, for another
  • 32:36
building?
  • 32:37
That's a very interesting take that players needs to make to make freeholds efficient.
  • 32:43
Right, exactly.
  • 32:45
And just to remind you guys, again, these are the systems we will be testing in Alpha
  • 32:50
2.
  • 32:51
And it's important that you guys provide feedback across these types of systems.
  • 32:55
Tell us what you like, what you think could be done better.
  • 32:58
And as you play test them in Alpha 2 and as you watch other players play test these systems,
  • 33:04
afterwards that is going to be our opportunity to take the feedback and iterate on the system.
  • 33:09
So it's important to kind of, you know, focus in on these, on these details.
  • 33:14
Now outside of businesses, let's talk a little bit about artisanship and more specifically
  • 33:21
processing as it exists within the freeholds and how the freehold ties into the artisanship
  • 33:27
as a whole, Corey.
  • 33:29
Yeah, so you know, we talked about the three lanes of the buildings, right?
  • 33:33
And artisanship is one of them.
  • 33:35
So the way that we're sort of tying that in is that each crafting and processing profession
  • 33:40
will have a building associated with it, right?
  • 33:43
So before you can place any sort of stations down that are associated with that crafting
  • 33:48
or processing profession, you'll have to construct your building.
  • 33:52
And once the building is constructed, right, it has that similar tech tree thing going
  • 33:57
on, right?
  • 33:58
So you can, you can spec it in the direction that you'd like it to go.
  • 34:01
And maybe that synergizes or balances out the way that you're specing your profession.
  • 34:08
And yeah, it gives you access to placing stations.
  • 34:12
It gives you access to placing more stations.
  • 34:14
And then we also have some benefits that are conferred by the building itself to all of
  • 34:22
the things related on the freehold.
  • 34:24
So let's say there's some sort of weaponsmithing bonus given by a weaponsmithing building.
  • 34:30
That would mean that your weaponsmithing stations on your freehold would incur that bonus.
  • 34:36
So very cool.
  • 34:38
Yeah, I really like the aspect of, you know, some games take a direction.
  • 34:44
Um, that departs a bit from realism.
  • 34:47
And I think ultimately the end goal of any system that you implement into a game is to
  • 34:50
have fun, right?
  • 34:51
Is that gameplay loop there fun?
  • 34:53
Um, and I feel personally, and this is just a completely subjective opinion, but, um,
  • 34:57
I feel personally when you can achieve a high degree of fun and also degree, uh, achieve
  • 35:03
a high degree of realism in the process, that's the type of MMO experience I personally enjoy
  • 35:09
a lot.
  • 35:10
And I think that with this freehold system and emulating that realistic kind of process,
  • 35:17
um, of, you know, what processing looks like.
  • 35:21
Um, and we're going to get into a little bit of detail on that, about how these processing
  • 35:25
stations work that are afforded through the processing buildings that you can construct.
  • 35:30
Um, I just think that's, that's something that's really cool.
  • 35:33
It gets me immersed.
  • 35:34
It gets me kind of my, the suspension of disbelief is really there.
  • 35:38
Um, and I'm, I'm just enamored by, um, you know, what that play experience is.
  • 35:44
Yeah, I totally agree.
  • 35:45
As a big time, like factory sim player, you know, I love setting up these processing chains
  • 35:50
of, you know, raw resources to process, to craft.
  • 35:54
I feel like we're going at a really fun level for players that are going to enjoy like,
  • 35:58
you know, going out in the world, gathering, taking those, uh, raw resources, their freehold
  • 36:03
be processed and then taking that to the node to do the highest level crafting, right?
  • 36:06
So this is a really like a fun and engaging loop.
  • 36:09
I think absolutely.
  • 36:10
Yeah, absolutely.
  • 36:11
I'm very excited about it as well.
  • 36:14
I'm a pretty crafting artisanship focused player myself.
  • 36:17
And, um, I, I appreciate depth and I appreciate, um, uh, fun and I appreciate, uh, you know,
  • 36:25
complexity to a limit, right?
  • 36:26
So this is stuff for me to think about as a player.
  • 36:29
I get to, I have my own space.
  • 36:31
I get to manage that space.
  • 36:32
I get to decide, you know, what I want to do with it.
  • 36:36
I get to decide how I want it to synergize with the professions I've chosen.
  • 36:42
I can make a name for myself.
  • 36:44
I can make social connections by the way that I express myself as a, whatever profession
  • 36:49
I'm into.
  • 36:50
Um, and, and freehold is sort of, sort of a, a Mecca for that.
  • 36:54
Um, especially in the, in the processing realm, right?
  • 36:57
Um, one of the things that I didn't quite touch on that's, uh, that's up here on the
  • 37:01
screen right now is that, um, the, the highest level of processing happens only in the freehold.
  • 37:06
So at the master and grandmaster level of processing, you'll need a freehold to, to
  • 37:11
perform at that level.
  • 37:12
Um, and then on the, on the crafting side, you know, we want the highest level of crafting
  • 37:16
to happen at a node.
  • 37:17
So, um, players will be able to craft on their freeholds, but, um, the max that you'll be
  • 37:22
able to progress to is a journeyman level.
  • 37:25
Awesome.
  • 37:26
Very cool.
  • 37:27
Well, speaking of processing, talk to us a little bit about the process of processing.
  • 37:33
Yeah, we'll do.
  • 37:35
So, um, so, uh, uh, processing, each processing profession will have, uh, four stations.
  • 37:42
Um, and the stations will, um, come online as you progress through the profession.
  • 37:47
Um, each one of those stations will make goods that are immediately, uh, useful, uh, to,
  • 37:53
to the economy, to, um, crafters, to other processors.
  • 37:57
Um, and each, uh, processing station will, um, build on itself and into the other stations,
  • 38:03
right?
  • 38:04
So, um, you'll, you'll, you'll end up kind of at the end.
  • 38:07
Um, if you, if you do end up, you know, going all the way to master or grandmaster, um,
  • 38:12
being able to kind of circle between the stations and, and make different stuff, uh, depending
  • 38:17
on what you want to make.
  • 38:19
Um, uh, so in addition to, um, using kind of resources in, in your recipes, uh, we also
  • 38:29
want, uh, we want to use fuel, um, as a way to run your station.
  • 38:35
Yeah, that's super cool.
  • 38:37
The fuel is a, is I think an awesome kind of talking a little bit about again, that,
  • 38:41
that, that realistic kind of process.
  • 38:44
I really love the addition of the fuel and kind of the complexity as that fuel interacts
  • 38:48
with the type of processed good that you're creating.
  • 38:51
I think that's a really cool system.
  • 38:54
Yeah.
  • 38:55
It's like players are, I feel like players are definitely used to that with like, for
  • 38:59
example, like iron ore, for example, you'd expect that to, you know, require some coal,
  • 39:02
some wood pellets, right.
  • 39:03
To complete that recipe.
  • 39:04
But even, I think that's just gonna be something where I'm going to core to processing where,
  • 39:07
uh, any recipe you'll do is going to require some level of fuel.
  • 39:10
So even like at a sawmill, right, processing your lumber, you also require fuel to run.
  • 39:14
And that's kind of gonna be something players will learn about, learn what are good fuels,
  • 39:18
what resources can work as a fuel and what's, what's, what's the meta there.
  • 39:22
Yeah, definitely getting dialed in with the economy and understanding, you know, what's
  • 39:26
the price efficiency of using, you know, wood chips versus coal for, you know, a particular
  • 39:32
recipe and kind of looking at what your, your returns are based on those decisions is just
  • 39:38
like, that's so cool that you even get to think about any of those things, right.
  • 39:43
And then just within the fuel itself, right.
  • 39:46
So the way that we're going with the, with the fuel is kind of any, any item can have
  • 39:50
a fuel value on it.
  • 39:51
Right.
  • 39:52
So, um, and then when you're, when you're putting together, you know, your, your job
  • 39:56
to, you know, make, you know, a hundred iron ingots, right.
  • 39:59
There'll be some sort of value that's required to, to, to process that job.
  • 40:03
So it'll be up to you to choose, you know, the fuel types that you want to, let's say
  • 40:07
that it costs a hundred fuel to make those a hundred ingots.
  • 40:12
You can make whatever fuel combination you, you want to, to fulfill that value.
  • 40:16
So yeah, you might have like, you know, mostly amount of coal, but then you're like, ah,
  • 40:20
I need, I need to throw some extra wood chips in there, right.
  • 40:22
To finish the, finish the recipe off or, but you might have a really high quality, like
  • 40:26
refined fuel you've made and that that'll, that one fool will be able to do many, many
  • 40:30
jobs and before it depletes itself.
  • 40:32
So there's a lot of, a lot of freedom players have their inter, interring how they power
  • 40:35
their station.
  • 40:36
Love it.
  • 40:37
And obviously I didn't mention this before, but what you guys are seeing and, and you
  • 40:41
know, this is an important part to give feedback in, you know, how do you like this format
  • 40:46
of a presentation when we get into these more systems heavy kind of designs?
  • 40:51
But the art here is, as I said, the concept art, Ryan Richmond and his team and Mike Vecchio
  • 40:57
and, and, and Lloyd and Jeff and, you know, they all do a great job in providing the rest
  • 41:03
of our development team, the concepts that give direction on, you know, what to strive
  • 41:08
for when modeling these assets and creating these environments.
  • 41:12
They just do a phenomenal job.
  • 41:13
So kudos to them.
  • 41:14
All right.
  • 41:15
Sorry, go ahead.
  • 41:16
I want to point out one thing that certain stations will have the benefits and certain
  • 41:21
buildings will also have a benefit and that using those benefits, depending on the quality
  • 41:26
of the station and the tier of the station, like some of these fuel costs could be reduced,
  • 41:31
right?
  • 41:32
If your station is very efficient at melting iron, for example, right?
  • 41:36
Then the fuel costs of that recipe might reduce quite a bit.
  • 41:39
And also I'm coming back to the real estate thing again, sorry.
  • 41:44
Where if you, just because you have an artisanship building, that doesn't necessarily mean you
  • 41:49
get to have all the stations, right?
  • 41:51
If you want to be best at everything that you will require multiple artisanship buildings.
  • 41:56
And if you want access to every stations that you also require a lot of artisanship buildings,
  • 42:01
then you can kind of take up to be very focused on one or have all the artisanship buildings
  • 42:07
that you can possibly have want for one specific processing and be the best at it, right?
  • 42:12
Yeah, absolutely.
  • 42:15
It's a progressive amount of investment required in order to be the best.
  • 42:20
And these systems are designed with progression in mind because that depth, that progression
  • 42:25
as Corey was speaking earlier is what makes a lot of these systems compelling, right?
  • 42:30
To a degree.
  • 42:32
So let's talk a little bit about the depth and progression when it comes to the lumber
  • 42:35
mill.
  • 42:36
This is an example of an artisanship building, specifically a processing building.
  • 42:40
Corey, talk to me a little bit about what we're looking at here.
  • 42:45
Yeah, so this is a, you know, example similar to what we're looking at with the tavern,
  • 42:51
but sort of following a lumber mill, right?
  • 42:53
Like players will need to place a lumber mill to advance in their lumber milling profession.
  • 42:59
And you'll be able to kind of spec it based on what you want to focus on as a lumber miller.
  • 43:07
So what we're looking at here is this, you know, arcane golem and, you know, it allows
  • 43:12
you to process, let's see, process jobs, reducing resource and the fuel and goal costs of processing
  • 43:18
is dropped by 20%, right?
  • 43:20
So this one's sort of focusing on cost and efficiency and there might be other lanes
  • 43:24
or other particular skills that you can pick up that might focus on more yield, maybe a
  • 43:33
rarity prox, stuff like that, right?
  • 43:36
So what's really interesting is that you can kind of take these trees and apply it to your
  • 43:41
skill tree in your profession and sort of, you know, balance or, you know, hyperfocus
  • 43:47
or fill in the gaps that you're missing as you progress.
  • 43:51
Yeah, and as you can see, the arcane golem is kind of like the final, like ultimate end
  • 43:58
talent at this specific skill tree.
  • 44:01
So you can see on the bottom left, there's already, you know, a couple of different active
  • 44:04
upgrades that are already applying bonuses to all the stations on the freehold that are
  • 44:07
related to the lumber mill.
  • 44:08
So you see we have double saw, improved permit, gear system, station maintenance, stuff like
  • 44:11
that.
  • 44:12
So it'll be a kind of a culmination.
  • 44:14
Once you fully spec out your building, it'll have a variety of benefits it'll be adding
  • 44:17
to those stations.
  • 44:18
And as you kind of spec into these specific types of upgrades, the building itself manifests
  • 44:30
props and attachments to it that represent these different upgrade paths.
  • 44:37
So it's a really kind of cool thing to see exist kind of on the freehold.
  • 44:42
It gives also indication to the other players as to what specializations you focused on.
  • 44:47
Yeah, definitely.
  • 44:49
That same, we're hoping to get that same feeling where you walk by that person and you're like,
  • 44:54
holy shit, that's that sword.
  • 44:58
You could walk by someone's tavern and be like, oh, they got the bar in the window.
  • 45:02
I can just roll up there and get myself a quick snack and a drink and head on out to
  • 45:07
the hunting grounds.
  • 45:10
They went down a certain path for the lumber mill upgrade and they know that this is probably
  • 45:15
the processor that you want to reach out to for all of your wood needs.
  • 45:21
Yes, absolutely.
  • 45:23
Well, so guys, as we said, this was a little bit of an experiment kind of prefacing this
  • 45:30
particular system, the freehold system before we get in game and take a look.
  • 45:34
Bucky, I think you have a freehold somewhere in the Riverlands, perhaps by some interesting
  • 45:40
mining options that we're going to take a look at now.
  • 45:44
Hopefully we don't get killed on the way.
  • 45:47
But give us your feedback on what you enjoyed or thought could have been done better about
  • 45:53
this PowerPoint kind of presentation of the system so that we get a little bit more nitty
  • 45:56
gritty details of this.
  • 45:59
And we're going to do some Q&A after the gameplay.
  • 46:01
But right now, let's talk a little bit about and go in game and take a look at some farming.
  • 46:07
Let's take a look at the livestock and those interactions, because I know that those two
  • 46:11
specific interactions on freeholds is near and dear to a lot of different players' hearts.
  • 46:18
And then in addition, there's going to be a little bit of discussion about our inventory
  • 46:22
management system.
  • 46:24
I've told you a little bit in the past that we have gone with a kind of Tetra styled inventory
  • 46:29
when it comes to materials and raw gatherables.
  • 46:33
So we're going to take a look at the first iteration of that.
  • 46:35
Of course, everything here is a work in progress.
  • 46:38
We are still active in development towards Alpha 2.
  • 46:41
So take everything you see with a grain of salt, but obviously participate on our forums,
  • 46:46
on social media channels here in Twitch on the things you're liking in what you've seen
  • 46:51
and what you would like to see done differently.
  • 46:55
One other thing I think we're going to take a look at when we get in there is some of
  • 46:57
the housing, some of the furniture, interacting with some of that furniture as well.
  • 47:02
You might even get a look at a new little mount.
  • 47:04
But let's switch over to in-game and we will see you guys in just a second.
  • 47:29
Hello everyone and we find ourselves now in the world of Vera once again.
  • 47:36
And Bucky, I think you were talking a little bit about a freehold that you have nearby
  • 47:41
in the Riverlands here, or we're going to perhaps participate in some of your...
  • 47:46
What do you got on that freehold?
  • 47:48
What are you doing over there?
  • 47:50
So we got a lot of farming stuff, mainly is what we're focusing on, but we also have a
  • 47:54
artisan building as well.
  • 47:56
Oh nice.
  • 47:57
And a large station because we got some good mining opportunities out here.
  • 48:00
Okay, very cool.
  • 48:02
And I see you kind of are close to these ruins with your freehold, I guess.
  • 48:11
Is there any happening spots around this area for you guys?
  • 48:15
Yeah for sure.
  • 48:16
I mean we got some mob packs around here.
  • 48:18
Players are coming through here a lot to obviously get this nice resource here.
  • 48:22
We got some alicanite.
  • 48:24
Is that why you formed your freehold near this precious resource?
  • 48:29
Talk to me a little bit about this resource, Corey and or Mike.
  • 48:37
So this is halcyonite.
  • 48:38
It's kind of a mid-tier journeyman gem.
  • 48:42
And yeah, it's just sort of something you would use in weapons and for decorations,
  • 48:49
jewelry.
  • 48:50
But it's pretty sought after for a lot of drafts, so it's pretty valuable.
  • 48:57
I love just its look.
  • 48:59
I mean it adds a really kind of magical blues to this area.
  • 49:05
Wow, this is a beautiful...
  • 49:06
Now Bucky, I know why you made your freehold here.
  • 49:08
This is a beautiful view.
  • 49:10
Yep, just another beautiful day in Vera.
  • 49:13
Oh my gosh.
  • 49:14
Do you ever get like afraid of heights here?
  • 49:17
I mean this is kind of crazy.
  • 49:20
I think actually I might have something that could help you with this.
  • 49:23
Hold on, let me see.
  • 49:24
I can just bring it up here and then if you ever need to use it one day, feel free to.
  • 49:29
You're more than welcome.
  • 49:30
Oh yes, beautiful, perfect.
  • 49:31
Oh, it's even on theme for the fall weather.
  • 49:35
I know, exactly.
  • 49:36
It's the drink of the canopy.
  • 49:37
Perfect.
  • 49:38
Yeah, if you ever want to take him for a spin, just let me know.
  • 49:41
Okay.
  • 49:42
All right, but yeah, there you go.
  • 49:44
Actually, I'll put him away.
  • 49:45
He's kind of afraid of heights himself.
  • 49:49
So I can mine this.
  • 49:50
So I've maxed out my artisanship levels through a little bit of a cheat, but if you have the
  • 49:57
tools and oops, do I have the tools?
  • 50:01
Okay guys, you're seeing a little bit of a preview of some of the work in progress UI
  • 50:06
with the artisanship windows and obviously you have a number of tools here that are possible.
  • 50:10
This UI of course is getting completely revamped.
  • 50:12
This is just kind of the wire framing for it, but talk to me a little bit about the
  • 50:17
tool setup.
  • 50:18
Why is it important to have these kinds of tools?
  • 50:20
How do tools aid you in your gathering adventures?
  • 50:26
So each gathering profession will have three tools.
  • 50:30
The tools kind of come online as you progress through the profession and the different resource
  • 50:36
types for each one of the profession may require different tools.
  • 50:39
So you basically want to carry around the right tool for the job and tools along with
  • 50:47
the artisanship gear will have stats on it.
  • 50:49
So you can itemize towards how you want to gather, how fast you want to gather.
  • 50:54
Yeah.
  • 50:55
Oh, it looks great.
  • 50:58
I love the destruction of the actual, like, is it halcyonite?
  • 51:04
Halconite?
  • 51:05
Halcyonite.
  • 51:06
Yeah, halcyonite.
  • 51:07
Yeah.
  • 51:08
I mean, we sort of set the precedent with the trees, right?
  • 51:11
So we're trying to get similar feelings that the trees bring with our other gatherables.
  • 51:18
Yeah, it's looking great.
  • 51:20
Now where is your freehold?
  • 51:23
It's just over this hill here off to the left of the path.
  • 51:26
I think you might be able to see my house there with the chimney smoke as well.
  • 51:30
Okay, yeah, that looks good.
  • 51:33
How do we, let's get over there a little bit faster.
  • 51:35
Maybe we can, what do we got?
  • 51:38
Oh, I don't think people have seen the Lightfoot yet.
  • 51:45
Let's bring him out.
  • 51:46
Oh, look at him.
  • 51:48
How cool is that?
  • 51:51
I look so good.
  • 51:55
I love the eyes.
  • 51:59
Super cool.
  • 52:00
Do we know who did this one?
  • 52:01
Was this Jinsei?
  • 52:02
I think it was Jinsei.
  • 52:03
I believe it was a Jinsei, yeah.
  • 52:06
Oh wow, this guy's fast.
  • 52:10
It's high speed.
  • 52:11
It is a rabbit after all, you know.
  • 52:16
It's so cool.
  • 52:17
Wait, we got to slow it down a little bit.
  • 52:19
I can't approach at such fast pace to your freehold.
  • 52:22
That'd be disrespectful.
  • 52:23
I apologize.
  • 52:24
Thank you.
  • 52:25
Don't trample my plants, please.
  • 52:27
Oh, perfect.
  • 52:29
This is great.
  • 52:30
The Horde of Rabbits.
  • 52:32
So what have you geared?
  • 52:34
It looks like you don't have a lot of buildings on the freehold for yours, Bucky.
  • 52:39
Is that because you're trying to utilize the land for farming?
  • 52:44
I know of course you are Dr. Bucky, so the animal husbandry system and livestock.
  • 52:49
That's exactly right.
  • 52:50
Yeah, so I sacrificed some of the space I could have used for buildings to just have
  • 52:54
more farm space basically.
  • 52:57
As you can see here, we got some sheeps, we got some cows and pigs, and we got some chickens
  • 53:03
back there, and we have a lot of space for different farmables.
  • 53:06
So we have wheat here, corn, and then the tomatoes over there as well.
  • 53:10
Oh, this looks great.
  • 53:11
So now Mike, when we're talking about these types of farmable spaces, obviously as we
  • 53:20
discussed previously, the customization options for your freehold are really kind of up to
  • 53:26
you and what you want to delve into on the processing side of things and how you want
  • 53:30
to use the space.
  • 53:32
But players who want to participate in the farming, talk to me a little bit about that
  • 53:35
system.
  • 53:36
I mean, the intent to provide this open area space for people to utilize just growing different
  • 53:43
crop rotations and the livestock, and how does that feed the general processing system?
  • 53:48
Yeah, so the farming is kind of generally focused on growing crops like this and then
  • 53:53
dealing with livestocks over there like that.
  • 53:57
And generally what you want to do is gather some seeds from either vendor or in the world,
  • 54:03
you can gather or find some seeds on the open content and you're going to come to your freehold,
  • 54:09
plant them and then depending on what kind of processing level you have and what kind
  • 54:13
of processing stations or buildings you might have, you might grow crops like a little faster,
  • 54:19
produce better crop rotations and just generally farm things that's unique to farming produce
  • 54:27
like compared to the open world.
  • 54:31
Yeah, I just got a bunch of wheat.
  • 54:34
By the way, I apologize Bucky on stealing your wheat, but I got plenty.
  • 54:39
It's harvest season.
  • 54:40
We got a big crop coming.
  • 54:41
I need some help getting all the harvest done.
  • 54:44
Yeah, it looks super cool.
  • 54:47
Another cool thing about farming too, since it has the livestock, is that it kind of feeds
  • 54:52
directly into hunting and synergizes with animal husbandry.
  • 54:56
So if you're interested in raising animals, taming animals, farmers will have a use for
  • 55:04
them.
  • 55:05
Yeah, exactly.
  • 55:07
So yeah, animal husbandry has multiple lanes of ways to breed and specialize your creatures
  • 55:12
and mounds and pets are one of the more popular ones, but then obviously livestock as well.
  • 55:17
So not only can you breed your animals for traits such as like movement, speed and health
  • 55:21
and different combat stats, but you'll also be able to breed them for desirable traits
  • 55:25
like fertility, increased harvesting yield and even increased yield from butchering.
  • 55:31
What are you guys doing?
  • 55:34
Oh my God, that is awesome.
  • 55:38
This is the...
  • 55:39
Leave our eggs alone.
  • 55:40
It makes them more comfortable with you taking their eggs away.
  • 55:43
Leave our eggs alone.
  • 55:45
Yeah, they won't peck us if we come with their style.
  • 55:50
Very nice.
  • 55:51
Very nice.
  • 55:53
I just got some eggs.
  • 55:54
Okay, now one of the other things that we wanted to obviously collect player feedback
  • 55:59
on, I'm going to open up the inventory just to kind of take a look at the materials resource
  • 56:07
bag.
  • 56:08
Talk to me a little bit about how we are implementing resources differently from your general item
  • 56:14
inventory.
  • 56:18
So we're taking an approach from other games, but the idea of resources is going to have
  • 56:27
somewhat of a slot base instead of having a slot base like traditional MMO, we're going
  • 56:31
to look for like a Tetris kind of idea of having different shapes and different stock
  • 56:37
sizes kind of like that to make some interesting choices out in the world where you have to
  • 56:42
do inventory management and have a pick and choose depending on like what you have available,
  • 56:47
what kind of bags you have.
  • 56:50
Now I seem to have kind of run out of space.
  • 56:52
Maybe I can grab...
  • 56:54
Do you have any...
  • 56:55
Oh yeah, if you want you can come put some stuff in the chest in the house or...
  • 57:00
Your bag's too small or what?
  • 57:01
Yeah, no, I only have one bag.
  • 57:02
It's called a Sanctus resource bag.
  • 57:04
Oh yeah, I got some extra bags for you actually.
  • 57:06
You could take some from my chest.
  • 57:07
Oh, this is a nicely decorated home here.
  • 57:11
Oh, you have the...
  • 57:15
You have the...
  • 57:16
Oh man, I can't remember what we called this, but this was for the pandemic.
  • 57:22
Everyone who I think registered prior to a certain date during the pandemic, Margaret
  • 57:27
will know, we granted this item to people or will be granted to people.
  • 57:32
That's cool.
  • 57:33
It's modeled.
  • 57:34
Look at that.
  • 57:35
I think Ryan Richmond actually did the modeling for that and then John Wainik did the implementation.
  • 57:40
Very cool.
  • 57:41
That's awesome.
  • 57:42
Where's the chest I can grab?
  • 57:44
Right here by the fireplace.
  • 57:45
Oh, okay.
  • 57:46
Sweet.
  • 57:47
Let me see here.
  • 57:48
The materials.
  • 57:49
Oh, okay.
  • 57:50
All right.
  • 57:51
So what do I do here?
  • 57:54
Just grab this.
  • 57:55
I think you should take them all and swap it out, I think.
  • 58:00
I'll equip them.
  • 58:01
Okay, cool.
  • 58:02
I have some...
  • 58:03
Now this is obviously work in progress UI.
  • 58:06
This is not the final UI, but this kind of demonstrates the functionality of the system.
  • 58:11
Let me go over here.
  • 58:14
What can I do with these sheep?
  • 58:17
You can harvest them for wool, shear them.
  • 58:20
All right.
  • 58:22
This is not going to hurt them, is it?
  • 58:25
No.
  • 58:26
No.
  • 58:27
Okay.
  • 58:28
You did a good job.
  • 58:29
Pretty sheep.
  • 58:30
Pretty sheep.
  • 58:31
Give me your wool.
  • 58:32
Oh, it gave me some wool and now it's naked.
  • 58:35
That's so sad.
  • 58:36
It'll grow back.
  • 58:40
So talk to me...
  • 58:41
Perfect.
  • 58:42
That's a good point.
  • 58:43
So it'll grow back.
  • 58:44
Talk to me a little bit about kind of the intent behind the livestock here and the crops
  • 58:49
as well.
  • 58:50
Like you're planting and you're placing these livestock on farmable space within your freehold
  • 58:57
and then over time they mature and become processable?
  • 59:01
How does that work?
  • 59:02
Oh, yeah.
  • 59:03
That's pretty much exactly it.
  • 59:05
So certain things like for the crops, for example, you need to acquire seeds first,
  • 59:10
which can be acquired through a number of ways.
  • 59:12
But once you plant them, you'll have to water them and care for them.
  • 59:15
And then after a certain point, depending on the crop itself, would be when you can
  • 59:19
harvest them and then you can replant them at that point.
  • 59:22
And then for animals, different animals have different sort of byproducts that you can
  • 59:26
get.
  • 59:27
So for example, from here, from the cow, you can milk them and get some fresh milk.
  • 59:32
Oh my God.
  • 59:33
They have horns.
  • 59:34
Are these the right cows to milk?
  • 59:37
There's udders down there.
  • 59:38
Oh, okay.
  • 59:39
There's udders.
  • 59:40
Let's see.
  • 59:41
Oh, I got like a little stool.
  • 59:44
Wow.
  • 59:45
That's some rapid paced milking.
  • 59:47
Holy smokes.
  • 59:48
Yeah, you know.
  • 59:49
That was crazy.
  • 59:50
Hold on.
  • 59:51
Let me make sure I got the milk.
  • 59:54
Oh, we did get the milk.
  • 59:56
Let me pull it down here.
  • 59:58
Pull some corn down as well.
  • 1:00:02
Do some reorganization there.
  • 1:00:04
Yeah, kind of just reorganizing things.
  • 1:00:07
Another sort of interesting thing that you'll see with livestock and other types of things
  • 1:00:11
that you can gather is you'll be able to kind of choose the things that you want to gather
  • 1:00:16
from it.
  • 1:00:17
Right?
  • 1:00:18
Bucky had mentioned animal byproducts, right?
  • 1:00:20
And milk is a byproduct of a cow and so is beef.
  • 1:00:24
So it's up to you kind of how and when you want to harvest your livestock in certain
  • 1:00:30
ways.
  • 1:00:31
And same with plants.
  • 1:00:34
Maybe you want to take the corn and maybe you want to cut down the entire corn plant
  • 1:00:41
to make room for other crops.
  • 1:00:44
There's different byproducts depending on how you interact with that gatherable.
  • 1:00:47
Now this is going to be another point of good player feedback.
  • 1:00:53
So one, we kind of talked to you and showed you guys a little bit of the systems for planting
  • 1:00:58
crops on your freehold, for raising livestock, collecting resources from them, and then the
  • 1:01:08
Tetris inventory type system.
  • 1:01:11
But this one is more game philosophy slash immersion, right?
  • 1:01:19
And what you're going to see now, I think, for those of you who are a bit squeamish,
  • 1:01:25
if you want to turn away, understandable, but we're going to get some leather.
  • 1:01:32
And what else from this guy?
  • 1:01:35
Meat.
  • 1:01:36
Yeah.
  • 1:01:37
Some meat.
  • 1:01:38
Kind of whatever you'd expect from a pig.
  • 1:01:41
Yep.
  • 1:01:42
Bacon.
  • 1:01:43
All right.
  • 1:01:44
Well, all right.
  • 1:01:45
I apologize, little buddy.
  • 1:01:46
You had a good long life.
  • 1:01:47
You did have a good long life.
  • 1:01:49
Happy life on the farm.
  • 1:01:50
And now.
  • 1:01:51
Oh God.
  • 1:01:52
Go to sleep.
  • 1:01:53
Now.
  • 1:01:54
Oh, we got the hide and the meat.
  • 1:01:55
But it's oh, that's sad.
  • 1:01:56
Is it just sleeping?
  • 1:01:57
Is it tired?
  • 1:01:58
That was intense.
  • 1:01:59
Yeah, yeah, yeah.
  • 1:02:00
For sure.
  • 1:02:01
It's sleeping.
  • 1:02:02
Yeah, don't worry.
  • 1:02:03
Let's go.
  • 1:02:04
Yeah, nothing to see here.
  • 1:02:06
Sorry, little piglets.
  • 1:02:07
Oh, no, not the piglets.
  • 1:02:08
Okay.
  • 1:02:09
We'll take good care of you.
  • 1:02:10
Oh, let them let them live a little bit of a life.
  • 1:02:15
You'll become big and then we'll.
  • 1:02:17
Oh, okay.
  • 1:02:18
So, guys, that's it.
  • 1:02:19
That's a great point of player feedback.
  • 1:02:22
Talk to us a little bit about how real slash immersive do you want it to be or do you prefer
  • 1:02:27
that perhaps the pigs don't die, but rather they just go to sleep.
  • 1:02:33
That's a good question, I think, for a lot of people to give their thoughts on.
  • 1:02:37
Okay.
  • 1:02:38
So now we have I'm seeing over here there's another building.
  • 1:02:41
Obviously, we have the home here.
  • 1:02:43
We went inside a little bit.
  • 1:02:45
This other building.
  • 1:02:46
Talk to me a little bit about that.
  • 1:02:47
We talked a little bit in the presentation about the profession buildings and them giving
  • 1:02:53
access to workstations.
  • 1:02:55
What do we have here?
  • 1:02:57
So this is the artisan building that we talked about, and then these give general benefits
  • 1:03:04
to the freehold.
  • 1:03:05
It could be profession specific.
  • 1:03:07
It could be just general specific, but it also gives you access to putting down stations
  • 1:03:12
like this.
  • 1:03:13
So this would be the metalworking station.
  • 1:03:14
Oh, nice.
  • 1:03:15
Okay.
  • 1:03:16
So you can see that this station is pretty intensive, and that's, I think, something
  • 1:03:21
we're going to be showing in a future stream, which is all about the crafting process and
  • 1:03:26
the recipe acquisition and the tools, but also a little bit of a gameplay layer that
  • 1:03:33
Corey and Mike, you guys have been working on with crafting in the future that we're
  • 1:03:39
going to show.
  • 1:03:40
But this one's all about processing.
  • 1:03:41
Talk to me a little bit about what it takes to go into the fuel to prep the station.
  • 1:03:46
What it takes to do the processed goods and then kind of leaving and letting that process
  • 1:03:51
over time.
  • 1:03:54
Do you expect that players are going to want to fully kit out their freeholds with the
  • 1:04:00
profession buildings so they have access to all the stations?
  • 1:04:02
What would be the benefit of that?
  • 1:04:06
I think so, right?
  • 1:04:07
If players are really interested in investing in processing, freeholds are supposed to give
  • 1:04:15
the players the furthest reach up to the highest tiers of processing.
  • 1:04:20
So if you want to allocate most of your space in your freehold for processing buildings,
  • 1:04:29
processing stations, you could create kind of your own processing plant or factory and
  • 1:04:37
really sort of have a stranglehold on a market or particular goods.
  • 1:04:42
So the freehold is supposed to be free space for players to kind of do whatever they'd
  • 1:04:47
like, decorate housing, have businesses, or create a processing empire.
  • 1:04:55
Cool, very cool.
  • 1:04:57
Well I did get some supplies.
  • 1:05:00
Oops.
  • 1:05:01
I did get some supplies.
  • 1:05:04
Bucky do you want me to put this in the chest or anything?
  • 1:05:07
Yeah you can just store it here in my chest for now.
  • 1:05:10
Are these tomato plants?
  • 1:05:11
Oh yeah, yeah, that's right.
  • 1:05:13
I forgot to harvest these.
  • 1:05:15
Oh, let's see.
  • 1:05:16
Get some other ones here.
  • 1:05:18
Very nice.
  • 1:05:20
Aw, some more exploded.
  • 1:05:23
Oh no.
  • 1:05:24
Well you got some at least, right?
  • 1:05:26
Yeah, yeah, yeah, we did.
  • 1:05:27
We're good.
  • 1:05:28
Alright, let me go put this inside.
  • 1:05:29
Wait, let me make sure I actually did get the tomatoes.
  • 1:05:31
You probably got a full bag at this point almost.
  • 1:05:34
Did I?
  • 1:05:35
Oh I did get some tomatoes.
  • 1:05:36
Okay, there we go.
  • 1:05:37
Alright, I'm gonna go put this in for you.
  • 1:05:41
Now you've obviously done a great job with the decorations here and the furniture.
  • 1:05:47
And you know, we don't intend furniture to obviously just be visual aspect of the interior,
  • 1:05:54
but functional as well.
  • 1:05:56
Talk to me a little bit about that.
  • 1:05:58
Yeah, so obviously we've seen here the chest, right?
  • 1:06:01
The chest is a placeable furniture prop that actually increases the storage capacity of
  • 1:06:05
your freehold property.
  • 1:06:07
And we're gonna have a variety of other functional furniture besides just even the artisanship
  • 1:06:12
stations.
  • 1:06:13
So for example, we have a bed over here which you'll be able to sleep in as well.
  • 1:06:17
Get some rest experience perhaps.
  • 1:06:19
Also we'll have chairs.
  • 1:06:21
Those are just kind of cosmetic you'll be able to sit in.
  • 1:06:22
But yeah, there'll be a variety of functional prop items as well that'll have actual gameplay
  • 1:06:28
uses.
  • 1:06:29
Nice, that's awesome.
  • 1:06:30
Let's see, I'm just putting all this stuff into your storage chest so you have it.
  • 1:06:42
Very nice, free labor.
  • 1:06:44
I see you have some pictures in here as well.
  • 1:06:46
Yep, yep, that's the picture I commissioned to myself.
  • 1:06:50
Oh, is this it?
  • 1:06:51
Is that you?
  • 1:06:52
Yes.
  • 1:06:53
It is actual Bucky.
  • 1:06:55
Me in armor.
  • 1:06:56
It's actual Bucky.
  • 1:06:57
That is so cool.
  • 1:06:58
That is so great.
  • 1:07:00
I think this is your favorite, Steven.
  • 1:07:03
Yes, the sandals.
  • 1:07:04
Oh, that's so awesome.
  • 1:07:06
That is super cool.
  • 1:07:08
Now obviously players that we talked a little bit about businesses and how players can kind
  • 1:07:12
of stand up different taverns and whatnot.
  • 1:07:15
And Bucky, you had stated like one of the reasons why you wanted to have your freehold
  • 1:07:18
here in this location was because of some of the access to the rare resources.
  • 1:07:22
But there's also some interesting hunting grounds nearby.
  • 1:07:27
And one of the things that is interesting about the freehold system is that it's not
  • 1:07:32
just architected for processing, but it can also be a profitable location based on where
  • 1:07:40
and what you're providing other players access to from a drink and food tavern perspective.
  • 1:07:47
We mentioned before there's business types of buildings that you can build.
  • 1:07:52
Some of these could be very region specific.
  • 1:07:55
If there was a hunting ground nearby that is very populated, we could set up a tavern,
  • 1:07:59
sell like food buffs and drinks that is really good for XP bonuses or increase to your loot
  • 1:08:07
chance or something like that.
  • 1:08:08
Whatever that may increase some kind of a benefit to the player that is good business,
  • 1:08:15
like I said, would be set up here where you could just take advantage of the populated
  • 1:08:23
player area.
  • 1:08:25
That's awesome.
  • 1:08:27
That's super cool.
  • 1:08:28
I love it.
  • 1:08:29
And you were saying, you know, obviously having access to an open world where you're not necessarily
  • 1:08:39
restricted to the locations that you can place these freeholds, but allowing the players
  • 1:08:46
to kind of place them themselves.
  • 1:08:50
Generally we are going to block out certain areas that can't be placed like certain road
  • 1:08:55
networks and POIs, but generally the intent is to provide these freeholds as layable plots
  • 1:09:04
in the open world.
  • 1:09:05
Is that right?
  • 1:09:06
Yeah, that's right.
  • 1:09:07
So as long as you purchase a certificate from the owning node of the land, you'll be able
  • 1:09:11
to place it in many places around the node.
  • 1:09:14
Basically anywhere that's not like a dungeon or a POI with monsters, you'll be able to
  • 1:09:21
place it in a lot of areas.
  • 1:09:22
So players will have a lot of freedom in choosing where they want to build their freehold and
  • 1:09:27
lay down their plots.
  • 1:09:28
So it'll be a big, like obviously here, like you said, I was looking at the, you know,
  • 1:09:32
we got the mines over there, we got the POIs, but we also have this large flat area for
  • 1:09:36
a lot of farming.
  • 1:09:37
And so it was kind of a good mix of this freehold.
  • 1:09:41
Yeah, super cool.
  • 1:09:44
Love it.
  • 1:09:45
Bucky, you have a very cool freehold.
  • 1:09:46
You know, I think I'm getting a little bit tired.
  • 1:09:49
Can I, mind if I just take a little nap, you know?
  • 1:09:52
Oh sure.
  • 1:09:53
Yeah.
  • 1:09:54
I mean, it's a great, great bed.
  • 1:09:55
You'll get some rest and experience.
  • 1:09:56
It'll be perfect.
  • 1:09:57
I was concerned a little bit with the nearby enemy populations, perhaps.
  • 1:10:04
Maybe you guys can keep watch over me as I go to sleep.
  • 1:10:06
Oh yeah, yeah, yeah, for sure.
  • 1:10:07
Don't worry.
  • 1:10:08
You'll be safe.
  • 1:10:09
We'll set up a guard.
  • 1:10:10
You'll be safe.
  • 1:10:11
Well everybody, I hope you guys enjoyed this brief look at Bucky's Freehold.
  • 1:10:17
A little bit about the processing for livestock as well as crops and take a look at the new
  • 1:10:26
mount, some of the resources that are placed around the Riverlands area, and also a little
  • 1:10:32
look at the housing system with some of the furniture that you have access to kind of
  • 1:10:37
use and provide a little bit of benefit that you have access to for your gameplay.
  • 1:10:45
And with that being said, I think we'll wish you all a do and a good night and we will
  • 1:10:51
see you next time.
  • 1:10:52
Thank you guys for joining us.
  • 1:10:53
Later.
  • 1:10:54
Thank you for having us.
  • 1:10:59
Bye guys.
  • 1:11:03
Hello everybody.
  • 1:11:07
I'm going to be playing the video in the background while we answer some preliminary questions
  • 1:11:11
because we know there was a lot of thoughts and clarifications that we want to make.
  • 1:11:19
You're muted, Steven.
  • 1:11:20
There we go.
  • 1:11:21
I think I heard something.
  • 1:11:22
Can you hear me?
  • 1:11:23
Testing?
  • 1:11:24
Yeah, yeah, you're good.
  • 1:11:25
Okay, sorry.
  • 1:11:26
I said, I feel like after that we all need to get up and do a little bit of a stretch.
  • 1:11:33
Just kind of move around a little bit.
  • 1:11:36
I know it was a long one.
  • 1:11:37
That's why I told everybody, bring your snacks, strap in.
  • 1:11:39
We got a lot more to show.
  • 1:11:42
And of course, we want to do some clarifications.
  • 1:11:44
The first one is that we will have the gameplay video part of it in 4K up on YouTube after
  • 1:11:49
this live stream.
  • 1:11:50
And then the full video will be up.
  • 1:11:52
The full dev update should be up tomorrow pending technology and YouTube cooperate with
  • 1:11:57
us and Twitch.
  • 1:11:59
You wanted to make some clarifications on the predetermined aspects.
  • 1:12:03
Yeah, absolutely.
  • 1:12:04
So I want to kind of clarify the way that the predetermined parcels work versus laying
  • 1:12:13
down the freehold where you wish, right?
  • 1:12:16
So essentially, each zone of influence in the world has designated large swaths of land
  • 1:12:24
that act sort of as these parcels that can be catered to specific like points of interest
  • 1:12:31
or thematically relevant, and you might want to bid on that kind of almost county size
  • 1:12:39
area where you then get to place your freehold, right?
  • 1:12:43
And once you have bid on that area at the node, then you can acquire the freehold plot
  • 1:12:54
and you go out into that zone, that section that you have bid on and acquired, and you
  • 1:13:00
place your freehold footprint, which is previously we had set the freehold size to about a half
  • 1:13:06
an acre.
  • 1:13:07
However, recently that's changed.
  • 1:13:09
Well, not recently, a while ago that changed to be one and a half acres or roughly 100
  • 1:13:14
by 60.
  • 1:13:15
And of course, we're still in development, so things might change, you know, continually
  • 1:13:19
just general disclaimer as in development, these systems are subject to change.
  • 1:13:24
So right now they're about one and a half acres.
  • 1:13:26
So you go out there and you go to that predetermined slice of land that's very large, you know,
  • 1:13:31
it's many, many, many acres, and then you choose where you want to place your plot for
  • 1:13:36
the freehold that's about one and a half acres.
  • 1:13:39
And then on that plot, you get blueprints for buildings like your house and the artisanship
  • 1:13:45
buildings or businesses, and you place those blueprints down on the plot that you placed
  • 1:13:51
and you construct them with materials.
  • 1:13:54
I think some people have concerns about the bidding aspect of freeholds.
  • 1:13:58
Oh, yeah.
  • 1:13:59
Yeah, sure.
  • 1:14:00
No.
  • 1:14:01
So so bidding is essentially once you've completed a quest in order to bid, right, it's kind
  • 1:14:08
of like a little bit of a lordship quest, right?
  • 1:14:11
We're like, you know, you're entitled to own this land, so to speak, you've proven yourself
  • 1:14:15
worthy for the node to grant you this parcels deed.
  • 1:14:22
Then on a regular cadence, especially at the inception of the beginning of a node, a number
  • 1:14:27
of those parcels will be available to bid for and players who bid and win that bid then
  • 1:14:32
get to place their freehold on that on that section of the world.
  • 1:14:36
Right.
  • 1:14:37
And the idea is, is to remember that like nodes are built up and nodes can fall through
  • 1:14:43
the destruction of either atrophy events or sieges.
  • 1:14:48
And when that happens, these freeholds can be subject to destruction.
  • 1:14:54
And if a new node develops, then that cyclical kind of recycling of these locations become
  • 1:15:02
available again.
  • 1:15:04
Yeah, I think people are like, it's too real.
  • 1:15:08
Housing.
  • 1:15:09
Yes.
  • 1:15:10
Well, I remember freeholds are just one form of three different technically now four with
  • 1:15:16
the ends three different types of housing.
  • 1:15:18
So freeholds are really the ultimate level of process oriented or artisan artisanship
  • 1:15:25
oriented housing type.
  • 1:15:28
But there's also static in node housing and there's apartments as well.
  • 1:15:32
Yeah.
  • 1:15:33
And OK, next up, we've got a clarification that we'll be putting out an article for freehold
  • 1:15:39
building cosmetic concerns.
  • 1:15:40
I know there was a lot of concerns in regards to that to make things a little bit more clear.
  • 1:15:44
And we'll also be updating item descriptions as well in inventory.
  • 1:15:48
But one of the main things that people had noted was if freeholds are going to be limited,
  • 1:15:53
what happens if I bought a freehold building cosmetic?
  • 1:15:55
And I know you wanted to address that, Stephen.
  • 1:15:58
Yeah, absolutely.
  • 1:16:00
So in the same sense that we've done flying mounts, types of cosmetics and or tier two
  • 1:16:06
mounts, these require you to acquire them.
  • 1:16:09
And there are many ways to acquire a freehold, not just through the quest system first come
  • 1:16:13
first serve on a per node basis, but you can also sell and purchase a freehold as well.
  • 1:16:19
Now, again, freeholds are restricted to one per account.
  • 1:16:23
So if you're going to acquire a freehold and then sell it, you can only sell it to an account
  • 1:16:28
that doesn't already own a freehold.
  • 1:16:31
So because these are relative to sell, correct, that's correct.
  • 1:16:37
And because these these freeholds are an integral component of the artisanship system, fulfilling
  • 1:16:43
kind of the best processing that's available within Ashes of Creation, these are constantly
  • 1:16:48
going to be coming up for sale.
  • 1:16:50
We're establishing kind of a real estate market that players can invest in and then sell within
  • 1:16:56
the end game economy.
  • 1:16:58
But also they are a resource that's subject to removal through the sieging system as well.
  • 1:17:04
Right.
  • 1:17:05
So there's a bit of risk implied there.
  • 1:17:07
But the idea is that this is something for players to strive for and to achieve those
  • 1:17:12
who wish to to achieve this.
  • 1:17:15
And anyone who sets their mind to it or sets it to their goal to work up either enough
  • 1:17:21
money in game to purchase a freehold from another player or is is at a node where a
  • 1:17:28
freehold is available and you've developed your personal holdings to acquire one through
  • 1:17:33
the bidding system.
  • 1:17:35
Or if you become a member of a family, those are all methods by which you can have access
  • 1:17:41
to the freehold and then utilize your cosmetics for the for the the buildings.
  • 1:17:46
Okay.
  • 1:17:47
And then by the way, just just as real quick, I just want to state saying we took this different
  • 1:17:53
approach with the presentation and the PowerPoint side of things because this is a very in depth
  • 1:17:59
hefty system.
  • 1:18:01
And this is very hefty when it comes to design detail.
  • 1:18:05
And any time we get into a discussion about a system this intricate, there's a lot of
  • 1:18:12
opportunity for miscommunication, misinformation, misunderstanding and how these systems work.
  • 1:18:18
So that's why, as Margaret said at the beginning of the stream, I am scheduled for a live Q&A
  • 1:18:25
next week.
  • 1:18:27
And then also want another one next month that will be announcing soon where I'm going
  • 1:18:32
to have an opportunity to kind of chat with the community.
  • 1:18:34
And I'll probably jump on Discord after stream as well for maybe an hour.
  • 1:18:38
So we'll see how my schedule looks.
  • 1:18:39
It's probably a nightmare.
  • 1:18:40
But I know, I know, I know.
  • 1:18:44
And I'll try to answer some questions as in Discord as well.
  • 1:18:48
So and, you know, Roshan and Cody, they'll be they'll be assisting with that as well
  • 1:18:54
on the community side.
  • 1:18:55
Roshan and Vaknar have been answering a lot of stuff.
  • 1:18:58
Yes.
  • 1:18:59
Yeah.
  • 1:19:00
You answered one of them already.
  • 1:19:01
And people would like it kind of goes hand in hand with what you were just talking about.
  • 1:19:05
If you could talk a little bit more about freehold permissions, specifically, one of
  • 1:19:09
the questions was, can people harvest from your freehold without permissions?
  • 1:19:13
Can they steal from your freehold?
  • 1:19:15
No, they people cannot steal from your freehold.
  • 1:19:18
They cannot harvest without your permission.
  • 1:19:21
You can have if you're unfamiliar with the family system, take a little bit of a look
  • 1:19:24
at that.
  • 1:19:25
Of course, the Ashes Wiki is a great location of resources and knowledge.
  • 1:19:30
I know, I know a lot has changed.
  • 1:19:33
Remember, as we draw closer to testing dates, these systems get iterations that can happen
  • 1:19:40
very rapidly as we're either internally play testing or as other systems change that facilitate
  • 1:19:47
a need to make changes within other ancillary systems.
  • 1:19:52
You know, those changes can occur.
  • 1:19:53
That's that's part of the the player contract, so to speak, with a live development is that
  • 1:20:02
understanding must be expressed on kind of the ability for these things to change over
  • 1:20:06
time because ultimately, we're trying to build the best possible systems, the best possible
  • 1:20:09
game for you guys to enjoy.
  • 1:20:10
And it all needs to make sense together.
  • 1:20:12
And MMOs are an accumulation of many different types of games in one.
  • 1:20:18
And that's what makes them so unique.
  • 1:20:19
So yeah.
  • 1:20:20
All right.
  • 1:20:22
And then can players be denied from buying a freehold from other players or by proper
  • 1:20:28
property anonymously?
  • 1:20:29
No, not really.
  • 1:20:32
Okay.
  • 1:20:33
And then mega ballin, which I think is funny name, will rare blueprints have benefits beyond
  • 1:20:39
just appearance?
  • 1:20:41
Yes, absolutely.
  • 1:20:43
Yeah, blueprints blueprints are the vehicle for which unique mechanical properties are
  • 1:20:50
in game properties are delivered to the player.
  • 1:20:54
So buildings can have certain types of buffs and passive benefits that are conferred based
  • 1:20:59
on the quality of the blueprint that's been acquired.
  • 1:21:02
So the rarer the blueprint, the more powerful its effect.
  • 1:21:07
Okay.
  • 1:21:08
And then does freehold size determine how much stuff can be put inside?
  • 1:21:13
How does a cosmetics can impact how many things or the location of where things can be placed?
  • 1:21:19
Good call.
  • 1:21:20
So for cosmetics that are very large in size, we will have a system.
  • 1:21:26
It's not been developed yet, but we've been planning for this.
  • 1:21:28
We'll have a system where multiple buildings can be occupied space wise by the larger cosmetic.
  • 1:21:35
So a cosmetic might replace the visual appearance of one particular building, but then you'll
  • 1:21:41
be able to have that footprint occupy multiple buildings to replace the visual appearance
  • 1:21:46
of right.
  • 1:21:47
So that way you're you're still utilizing the similar amount of space.
  • 1:21:50
And yes, when you talk about the kind of management system of the freehold, it is entailed in
  • 1:21:56
two parts.
  • 1:21:57
One is a permitting system that allows for a specific number of different types of buildings
  • 1:22:02
that can be allotted on the freehold and constructed that needs to be acquired through the node
  • 1:22:07
in which you've attained the freehold certificate.
  • 1:22:10
And the other side of that is the space constraint as well, because whatever space you're not
  • 1:22:15
using on the freehold for a building plot or location can be utilized for other purposes,
  • 1:22:21
as you saw in the in game presentation, such as livestock placement, crop placements and
  • 1:22:27
rotations as well as other types of placeables.
  • 1:22:32
All right, and then the question here was, are there plans to replace rest XP when with
  • 1:22:39
another benefit as the servers mature and majority of players are already max level?
  • 1:22:44
Not at the moment, no, no.
  • 1:22:49
Right now the beds are primarily servicing rest experience function.
  • 1:22:54
Of course, there are obviously opportunities where additional tech tree structures could
  • 1:22:59
be provided or additional items might get released with expansions that have different
  • 1:23:04
types of benefits conferred to that particular type of furniture.
  • 1:23:08
But at the moment, that's not in the plan.
  • 1:23:11
Are the upgraded or the upgrades slash skills are my cameras driven out?
  • 1:23:17
I took the Elgato update and now it's just bored my camera.
  • 1:23:21
No, yeah.
  • 1:23:24
Are the upgrades skill trees, tree buildings or profession specific?
  • 1:23:29
Can you reset the trees at a cost?
  • 1:23:33
You absolutely you I believe you can actually change the tree spec at a cost and the upgrades
  • 1:23:43
are specific to the building.
  • 1:23:46
The upgrade paths are specific to the building.
  • 1:23:48
All right, and then will there be furniture loot in drop tables?
  • 1:23:54
If so, will they be common or rare drops with unique designs?
  • 1:23:59
There will be components of unique furniture recipes that are dropped and are rare.
  • 1:24:08
And those again will scale based on the rarity and the power it confers to the specific type
  • 1:24:13
of furniture constructs.
  • 1:24:16
And can married couples co-own a freehold?
  • 1:24:19
No, the freehold ownership is designated by one account only.
  • 1:24:25
And then the family system is the system that facilitates multiple accounts having permission
  • 1:24:29
base basis within that freehold.
  • 1:24:33
And we will have more questions, but they're in the Q&A segment from pulled from our forums,
  • 1:24:39
but they will be freehold specific.
  • 1:24:41
And I want to go ahead real quick.
  • 1:24:43
I just want to give one other commentary about an additional system that you guys got an
  • 1:24:47
early insight and early look at, which is the inventory system.
  • 1:24:53
And I want to give some clarifying commentary on the purpose and the design for that inventory
  • 1:25:00
system.
  • 1:25:01
So first of all, inventory is split into two separate management systems.
  • 1:25:06
The first is your non material, non gatherable slots.
  • 1:25:12
Those are your standard single slot, non not space-constrained system, right?
  • 1:25:20
That's a standard inventory.
  • 1:25:21
You just have a single slot and you can pull completed items and or consumables and quest
  • 1:25:27
items or whatever into that slot, right?
  • 1:25:29
And then when you're talking about materials specifically, processed goods and gatherables,
  • 1:25:37
those exist within the Tetris type inventory system.
  • 1:25:42
And the purpose for that is there is a and this is you're seeing a very early representation
  • 1:25:47
of the UI there.
  • 1:25:49
This is not the final UI, nor is it even the existing kind of UX design that we want to
  • 1:25:56
facilitate with ease of access into that system.
  • 1:25:59
This is just kind of functional currently.
  • 1:26:02
But what we want to achieve with that is because everything in the world is generally harvestable,
  • 1:26:12
a resource that could be harvested, we want to have very unique progression when it comes
  • 1:26:17
to the construction of resource bags, right?
  • 1:26:21
And those resource bags will have certain benefits like increasing stack size count
  • 1:26:25
of particular types of resources or of having additional delay time necessary to interface
  • 1:26:33
with your corpse should a player try to take the resources you might have dropped in PvP
  • 1:26:39
or having passive benefits and unique structures of spacing that makes it more a better bag
  • 1:26:44
for wood gathering because woods are three by one or better bag for mining because mining
  • 1:26:51
is always two by two.
  • 1:26:54
The idea is to make your intent as a gatherer when you go out into the wild specific, right?
  • 1:27:01
Not just that you're going out into the wild and gathering everything you can because it's
  • 1:27:05
there and that's what we don't have like a labor system that limits it, right?
  • 1:27:10
We have a space constraint system.
  • 1:27:11
So when you leave your node and you go out into the wild, you need to be conscientious
  • 1:27:17
of what you're choosing to interact with and take resources for because you have a limited
  • 1:27:22
space constraint to that degree.
  • 1:27:24
And we think it's an interesting system that ties into, as you guys will see later, the
  • 1:27:30
caravans and crates system as well.
  • 1:27:32
All right.
  • 1:27:34
And do note that anything that we've talked about today, we would love feedback on.
  • 1:27:38
We will have a freehold updates live stream thread that will go up.
  • 1:27:43
It might be up right now.
  • 1:27:44
I don't know how quickly Vagner is working to push that up, but definitely go head on
  • 1:27:49
over to our forums, give us feedback.
  • 1:27:51
We'll be compiling that and sending it yonder to our development team.
  • 1:27:55
They've been loving all of the reports that we've been putting together and your guys'
  • 1:27:59
feedback has been super valuable.
  • 1:28:02
It makes sure that we're on the right page as far as we move forward.
  • 1:28:05
A lot of the things that you guys want are things we're already planning to do, which
  • 1:28:09
is very exciting.
  • 1:28:11
And it also kind of makes sure that we're making the right design choices.
  • 1:28:17
And if you guys see any flaws or holes in those things, we'd love to see what your thoughts
  • 1:28:21
are.
  • 1:28:22
And especially as you get into Alpha 2, that's when you're going to get your hands on it
  • 1:28:24
and you're going to be able to provide like the juicy feedback.
  • 1:28:28
But preliminary, we would love to know what your guys' thoughts are.
  • 1:28:31
With that, we've got quite a bit of art updates to showcase.
  • 1:28:34
So we'll move on to that.
  • 1:28:36
And then I know that folks are curious about some studio updates that have happened this
  • 1:28:41
month.
  • 1:28:42
So we'll move on to art.
  • 1:28:46
You saw that we had some cow milking set up there that Stephen was, he couldn't find the
  • 1:28:54
udders to start with, but he did eventually.
  • 1:28:58
And some shearing that we did with the wool.
  • 1:29:00
And we've shown some of the other creatures in the past, but we did have some chickens
  • 1:29:03
that were added and eggs.
  • 1:29:05
And I'm sure you've seen some of our other, we've got like a chicken pig creature and
  • 1:29:09
some other creatures that may be coming in the world, but we want to definitely have
  • 1:29:14
the ranching creatures you would expect in game, of course.
  • 1:29:17
And then we'll have some more Varan specific ones coming out.
  • 1:29:21
The next one, the next creature we have is actually quite awesome.
  • 1:29:26
It's the crab fish, which I love.
  • 1:29:32
Danny did such a good job with this one.
  • 1:29:34
Yeah, careful what you what you go out there fishing for.
  • 1:29:39
Yeah.
  • 1:29:41
You might catch one of these bad boys.
  • 1:29:43
And then for those of you who got the fall gaze stalker, this is how that's coming along.
  • 1:29:48
And we actually have a turntable for it.
  • 1:29:50
And don't worry, I'll be showing that costume in a moment here too.
  • 1:29:56
But it's looking sick.
  • 1:29:58
Looks great.
  • 1:29:59
Yeah, love it.
  • 1:30:00
And making many variants of that, I'm sure for creatures in the world.
  • 1:30:04
Yeah, I was what they had.
  • 1:30:05
I can't remember the name of it.
  • 1:30:06
Is it a is it Manicor?
  • 1:30:07
Or what is it?
  • 1:30:08
I can't remember the name of the creature that's similar to this in D&D.
  • 1:30:12
But I was watching that D&D movie.
  • 1:30:14
And I thought they did a great job with that movie.
  • 1:30:16
And I think they had one similar to this in the little maze area.
  • 1:30:20
Yeah, I actually like the D&D movie as well.
  • 1:30:22
Yeah, normally the D&D movies are cheesy, but that one was really good.
  • 1:30:26
Yeah.
  • 1:30:27
And then this is the Desolation Outlander armor that you just saw in that turntable.
  • 1:30:32
Looks badass.
  • 1:30:34
Jinsey did such a good job.
  • 1:30:37
And we have the second sword.
  • 1:30:40
And I believe we got a Vek donning this.
  • 1:30:44
For those of you who maybe haven't seen a Vek in a bit.
  • 1:30:49
They're pretty cool looking.
  • 1:30:51
Looks great.
  • 1:30:53
And this one was done by Keith.
  • 1:30:56
I think he's one of the longest running employees here at Intrepid, right?
  • 1:31:02
He was our first ever hired, actually.
  • 1:31:05
Yeah.
  • 1:31:06
Keith has made a lot of awesome stuff.
  • 1:31:10
A lot of great stuff.
  • 1:31:11
He's a phenomenal artist, great modeler, character artist.
  • 1:31:15
And then we've got the Sons of Fortune.
  • 1:31:24
And a couple Soulseeker variants.
  • 1:31:33
And a couple masks.
  • 1:31:35
So the first one is the Tormentor's Visage.
  • 1:31:38
Oh, I was wearing that, but the white version.
  • 1:31:40
I just didn't have the cloak on.
  • 1:31:42
Oh, for the Soulseeker?
  • 1:31:44
Yeah.
  • 1:31:45
Yeah, if you saw Steven's character in game.
  • 1:31:50
And then we've got the Midnight Mask.
  • 1:31:52
I think this is still work in progress, but you can see some of it.
  • 1:31:56
And then the fun one, Drum Roll.
  • 1:31:59
Oh yeah, Steven can't hear the drum roll.
  • 1:32:02
Now he can.
  • 1:32:03
Uh oh.
  • 1:32:04
Drum roll.
  • 1:32:05
We've got our new Nekuwin looks.
  • 1:32:09
Oh yeah.
  • 1:32:11
So you probably saw some of the faces that we had here.
  • 1:32:15
And then we have the bodies.
  • 1:32:17
And then I also have some more shots for you guys to check out as well.
  • 1:32:22
But they are coming along really nicely.
  • 1:32:24
This is the Nekuwin.
  • 1:32:25
These are the in-game models.
  • 1:32:26
Yep.
  • 1:32:27
Yep.
  • 1:32:28
So you saw the concept art previously.
  • 1:32:29
Now these are the models.
  • 1:32:31
And of course you'll have some customization for yourself.
  • 1:32:35
This is just like, you know, one that we've generated.
  • 1:32:41
Somebody said, holy mother of forearms.
  • 1:32:43
Yeah, he's beefy.
  • 1:32:45
That was great.
  • 1:32:48
Very nice.
  • 1:32:51
Looks great.
  • 1:32:52
And then we've got the female.
  • 1:32:54
Let's hop over to them.
  • 1:32:56
And I do have a turntable for the female as well.
  • 1:33:05
Super cool.
  • 1:33:06
Love it.
  • 1:33:07
Yeah, it looks so good.
  • 1:33:09
Love the body art.
  • 1:33:11
The tattoos and stuff.
  • 1:33:13
Yeah.
  • 1:33:14
And we will have like a whole tattoo system in game as well, which is really exciting.
  • 1:33:19
Absolutely.
  • 1:33:20
It's the turntable of the female.
  • 1:33:25
Yeah, I love the Polynesian influences for this race.
  • 1:33:29
I think they, you know, it's an often underrepresented cultural influence in a lot of games.
  • 1:33:37
And I think that the Nukuan history and lore tie in nicely to kind of representing, I think,
  • 1:33:45
that aspect in Ashes.
  • 1:33:47
Yeah, I feel like there's not always a lot of Islander or Asian specific vibes.
  • 1:33:53
So I'm usually misrepresented or underrepresented in those games.
  • 1:33:59
Sometimes there's not even female characters.
  • 1:34:00
So with that, let's talk a little bit about studio updates.
  • 1:34:06
There's one big one that I know folks have been asking about and is that person going
  • 1:34:10
to be on the stream?
  • 1:34:11
No, no.
  • 1:34:12
I'm gonna let you know, as someone who was on a live stream and did it AMA my first week
  • 1:34:17
starting, that's wild.
  • 1:34:19
Hey, you were a trooper.
  • 1:34:22
I downloaded everything and every piece of information I possibly could.
  • 1:34:26
Yeah, so studio update.
  • 1:34:28
Some of you might have seen an announcement.
  • 1:34:30
We have brought on an absolutely glorious individual by the name of Bill Trost.
  • 1:34:35
Funny enough, Bill was the first person I had ever interviewed, John and I ever interviewed
  • 1:34:41
for Intrepid Studios.
  • 1:34:43
But he joins us as of two weeks ago.
  • 1:34:46
He has a rich history and a very tremendous amount of experience having shipped multiple
  • 1:34:51
MMOs.
  • 1:34:52
And he brings his wealth of knowledge to the team.
  • 1:34:55
He's worked with many of the people in our studio over the course of his long tenure
  • 1:35:01
as a game developer.
  • 1:35:03
And he is currently in the process of catching up to speed as much as possible.
  • 1:35:08
So it wasn't quite appropriate for us to invite him on this stream, but I'm sure in a future
  • 1:35:12
stream, you guys will have an opportunity to meet and listen to Bill and chat with him.
  • 1:35:17
So very excited about that.
  • 1:35:18
Yeah, and we've done a few of those where you get to meet and learn more about some
  • 1:35:24
of the developers, but we usually like to tie that in with a system that they're working
  • 1:35:28
on or some kind of content piece.
  • 1:35:30
We also get people who are mad because they're like, show us game.
  • 1:35:34
We don't want to hear about this person.
  • 1:35:36
It's finding a balance of like, we are people, but we also are trying to make a product for
  • 1:35:41
you and show progression in that.
  • 1:35:43
And hopefully you've been seeing that as we move forward.
  • 1:35:45
And next month's live stream is also going to be a very long one.
  • 1:35:48
So prepare yourself for that.
  • 1:35:51
Oh my goodness.
  • 1:35:53
You think this one was...
  • 1:35:57
And with that, I think we'll go into our Q&A to wrap things up because we've been holding
  • 1:36:03
you all as long as we can so far.
  • 1:36:06
But we do have a few more questions and some of them are specifically Freehold related
  • 1:36:12
and others are not.
  • 1:36:13
So we'll go through some of those.
  • 1:36:16
I will just say that many people are asking for a leak.
  • 1:36:19
I'm not going to give a leak, but I am just going to say that next month, and I'm pretty
  • 1:36:26
sure it's going to be next month, that there's a slight possibility it might be the month
  • 1:36:29
after, but next month, the hint will be send nodes.
  • 1:36:34
Stephen.
  • 1:36:35
What?
  • 1:36:36
No, nodes.
  • 1:36:37
Send nodes.
  • 1:36:38
I know.
  • 1:36:39
Okay.
  • 1:36:40
Well, I'm going to leak something from PI meeting.
  • 1:36:45
Someone might've said the wrong word at one point during the meeting.
  • 1:36:49
Calling you out Roshan.
  • 1:36:53
It was so funny.
  • 1:36:54
I was laughing so hard.
  • 1:36:57
Anyways, moving on, we've got our questions here.
  • 1:37:00
So these were pulled from the forums.
  • 1:37:01
Reminder that we do sometimes do these.
  • 1:37:03
We might not do one for next month, but we do have a couple of Q&As slotted for Stephen
  • 1:37:07
outside.
  • 1:37:08
We'll see how that goes.
  • 1:37:10
But for this one, this is from Songroon, which that's such a beautiful name.
  • 1:37:14
Their question is about Freehold plot placement.
  • 1:37:16
Will it be possible to choose the direction your Freehold is facing and buildings are
  • 1:37:21
facing on your plot, particularly when using cosmetics from pre-order packs, or will this
  • 1:37:25
already be determined by the plot you choose?
  • 1:37:29
The answer to those questions are yes, yes, and yes.
  • 1:37:31
So you can manipulate the orientation of the Freehold plot.
  • 1:37:35
You can manipulate the orientation of the particular buildings.
  • 1:37:38
And items.
  • 1:37:40
And items, correct.
  • 1:37:41
Yep.
  • 1:37:42
And then-
  • 1:37:43
Heavy, heavy degree of customization.
  • 1:37:44
And by the way, those systems are in place for the furniture placements and the props.
  • 1:37:48
It's just pending kind of UI treatments because right now it's all program art.
  • 1:37:53
And for those of you who are unfamiliar, game development, UI and visual effects and audio
  • 1:37:59
are often the most taxed teams because they tend to be at the end of each pipeline.
  • 1:38:05
So-
  • 1:38:06
Praise them.
  • 1:38:07
Praise them.
  • 1:38:08
And QA.
  • 1:38:09
So all four of those teams are like, please give us the thing as early as possible.
  • 1:38:13
Just to give context for why they're typically at the end of the pipeline of development
  • 1:38:17
for many systems and or content is because you want to have all the iteration done for
  • 1:38:23
a particular animation or a system or whatever before you get to the phase of the audio visual
  • 1:38:30
effects or the UI.
  • 1:38:32
And then typically when those systems all get completed, now it's all stacked up and
  • 1:38:36
ready to get worked on by those teams.
  • 1:38:39
So yeah.
  • 1:38:40
Yeah.
  • 1:38:41
And then the next one is from Zeke the Phoenix and they want to know about mounts and Freeholds.
  • 1:38:45
Will you be able to keep your mounts that you've unlocked on your Freeholds plot to
  • 1:38:49
move freely about as they please like in a stable or in a little fenced area?
  • 1:38:54
There are a number of different types of ways that creatures can be acquired.
  • 1:39:00
Some of them in a mount format and can be utilized in animal husbandry slash livestock
  • 1:39:07
placements on the Freehold.
  • 1:39:09
But from a cosmetic perspective, we don't quite have a system in place for that yet.
  • 1:39:14
I'm not going to rule that out for the future or post launch, but right now it's delegated
  • 1:39:18
specifically to like hunting, taming livestock and animal husbandry.
  • 1:39:22
All right.
  • 1:39:24
And then Tyran Thraxis wants to know about moving Freeholds.
  • 1:39:29
How many times a year do you suspect that most players will be moving residents based
  • 1:39:34
on nodes being eliminated from sieges?
  • 1:39:39
That's a good question.
  • 1:39:40
And there are a lot of variables that influence that answer.
  • 1:39:42
I'm not sure I can give an average.
  • 1:39:46
But what I would say is that depending on the political dynamic of a server, if a server
  • 1:39:54
tends to have more combat and or sieges against nodes, that is going to increase the amount
  • 1:40:07
of opportunity for Freeholds to be removed from the world and then replaced.
  • 1:40:14
I'm not sure I have an average.
  • 1:40:16
What I will say is that it is very important to remember that Ashes is not a PvP game and
  • 1:40:22
it is not a PvE game.
  • 1:40:23
It is a PvX game.
  • 1:40:25
And that has a very specific meaning.
  • 1:40:27
It means that as these systems are developed, as they are designed and they are integrated
  • 1:40:34
with each other, they are done so from a competitive viewpoint and how that system relates to both
  • 1:40:42
PvE and PvP.
  • 1:40:45
Freeholds are one of those systems very much so.
  • 1:40:47
And it's because of the cyclical nature that we're attempting to achieve with the development
  • 1:40:52
of nodes and the destruction of nodes.
  • 1:40:55
The world is a rapidly and dynamically changing place, really.
  • 1:40:59
So it's intended to be something that is constantly recycling and is leaking out different types
  • 1:41:05
of content and new content that revitalizes the player interest and stimulates new points
  • 1:41:13
of conflict or cooperation.
  • 1:41:16
That is what the goal is of the system.
  • 1:41:18
And building the history of the game.
  • 1:41:20
For instance, if you're part of the node that is the longest running node in the history
  • 1:41:24
of your server, that's epic.
  • 1:41:26
That's a story to tell.
  • 1:41:28
And I think that hopefully you feel like you are part of it so much that you want to fight
  • 1:41:36
for your Freehold and fight for your citizenship and fight for your area that you're in.
  • 1:41:42
For anyone who has played a game that has persistency like that, there's a little bit
  • 1:41:49
of ego that comes with some of that, I feel like, when it comes to servers and notoriety.
  • 1:41:54
For sure.
  • 1:41:55
I like somebody, I think Biggie said PvP now stands for player versus pig.
  • 1:42:00
When you killed the mama pig and the babies had to be in front of the piglets.
  • 1:42:05
We don't know that the piglet was related.
  • 1:42:07
They could have been from different pig families.
  • 1:42:09
There was no other mama pigs there.
  • 1:42:12
We don't know that for certain.
  • 1:42:15
Dr. Bucky, we need an update.
  • 1:42:18
No, I'm just kidding.
  • 1:42:20
Zeyer wants to know.
  • 1:42:22
Oh, sorry.
  • 1:42:23
Go ahead.
  • 1:42:24
I was just going to say, I love the emote that they did with the chicken dance.
  • 1:42:28
Oh, my gosh, it was so great.
  • 1:42:30
I was laughing so hard.
  • 1:42:31
No, hilarious story.
  • 1:42:32
I was late for a meeting yesterday with Bucky, Cory, and Mike.
  • 1:42:39
And they took a video and they sent me a video on Slack and they were doing...
  • 1:42:45
And Lucy, can I send this to you and you can show it?
  • 1:42:49
Yeah, you can send it to me in DM.
  • 1:42:51
I think they told me that I could show it.
  • 1:42:56
Hold on.
  • 1:42:57
Let me see.
  • 1:42:58
Maybe they're going to regret that.
  • 1:43:02
I think they might.
  • 1:43:03
Hold on.
  • 1:43:04
Okay, here we go.
  • 1:43:06
Got it.
  • 1:43:07
And let me...
  • 1:43:09
They're probably trying to run to my office right now and stop me from doing it.
  • 1:43:14
Okay, I just sent it to you in a DM on Slack.
  • 1:43:19
Okay.
  • 1:43:20
Oh, it's in like a...
  • 1:43:22
So this is after we recorded.
  • 1:43:28
They were waiting for me to come to a meeting.
  • 1:43:30
I had to run out and do...
  • 1:43:31
I had to run out for an errand and I was late for my meeting like five minutes and so they
  • 1:43:35
sent me this.
  • 1:43:36
Okay, hold on.
  • 1:43:37
I'm going to drag it onto here.
  • 1:43:41
Oh, it's because...
  • 1:43:42
Why is it an MOV?
  • 1:43:43
I don't know.
  • 1:43:44
I don't know how they took it.
  • 1:43:47
They probably did it on a phone or on their...
  • 1:43:50
I think because it's an MOV, I can't put it on here.
  • 1:43:53
But I can do it a different way.
  • 1:43:55
I can play it on a screen and screen capture.
  • 1:43:58
Yeah.
  • 1:43:59
Good call.
  • 1:44:00
Good call.
  • 1:44:01
Yeah, yeah.
  • 1:44:02
So give me a second to...
  • 1:44:03
So the idea is that a lot of these different emotes are part of the game that you can kind
  • 1:44:09
of express yourself in.
  • 1:44:11
This one was a leftover for those of you who were in APOC and tested for APOC, you had
  • 1:44:18
this particular emote.
  • 1:44:19
I have six monitors, so I got to find the right monitor.
  • 1:44:23
Okay.
  • 1:44:24
I'm going to transition here.
  • 1:44:26
You're going to get a full screen of whatever this is.
  • 1:44:30
This is what...
  • 1:44:33
There's Bucky, Cory and Mike.
  • 1:44:37
They were doing some great...
  • 1:44:42
You know people are going to zoom in on the images on people's...
  • 1:44:46
Those are animations.
  • 1:44:47
They're animation references.
  • 1:44:50
The mocap for the...
  • 1:44:51
No, I don't think those were mocapped animations.
  • 1:44:54
So good.
  • 1:44:55
We need the mocap suit on them next time.
  • 1:45:01
But in regards to the data about sieges and nodes and things like that, we will be capturing
  • 1:45:05
a lot of that stuff in the backend.
  • 1:45:07
So we could do some really cool server statistic data.
  • 1:45:10
And I know from the marketing perspective, I would love to do lots of graphics like that
  • 1:45:15
with details and stuff for you guys to look at on the website when it comes to server
  • 1:45:20
details as well.
  • 1:45:23
The next question here is from Zeyer, maintaining a freehold.
  • 1:45:26
Is there going to be an upkeep to freeholds and nodes that if not provided will degrade
  • 1:45:31
the freehold such as materials required to keep things running?
  • 1:45:36
Well, as we spoke a little bit about through the artisanship and processing mechanics,
  • 1:45:42
fuel is a necessary component of the actions that you can take with processing stations.
  • 1:45:48
However, if we're talking about like material...
  • 1:45:51
Excuse me.
  • 1:45:55
If we're talking about material maintenance necessary for the actual freehold itself,
  • 1:46:01
no.
  • 1:46:02
There is, however, a tax system which requires taxes to be paid on the property that you
  • 1:46:07
own.
  • 1:46:08
And that tax system is informed by the number of permits for the types of buildings and
  • 1:46:16
upgrades that you have on the freehold as well, including potentially the business.
  • 1:46:20
So those tax certifications are kind of what's necessary to maintain or upkeep the node.
  • 1:46:25
Okay.
  • 1:46:26
And but in regards to like crops and creatures, will they have to have some upkeep to keep
  • 1:46:31
those things alive?
  • 1:46:32
Yeah, that's the livestock and the crop rotations have a process oriented approach, which means
  • 1:46:42
that it includes things like watering and fertilizing and feeding and raising those.
  • 1:46:50
That's kind of the process by which you get these things to the mature state.
  • 1:46:54
The other thing is that like different types of assets on the farming side or on the livestock
  • 1:46:58
side, they have different types of interactions.
  • 1:47:00
So right now you're just kind of seeing one interaction.
  • 1:47:03
The system hasn't been fully implemented yet, but certain types of creatures can be either
  • 1:47:08
butchered or they can be harvested for their wool or their milk.
  • 1:47:14
And then they can be, you know, plants can be like uprooted.
  • 1:47:16
They can be fruited.
  • 1:47:18
They can be harvested.
  • 1:47:21
There's different types of interacts that are available based on the type of asset from
  • 1:47:24
the farming perspective.
  • 1:47:27
People are already zooming in on the whiteboard in the background.
  • 1:47:31
Oh no.
  • 1:47:32
Is there stuff on there?
  • 1:47:33
I don't know, but it's funny.
  • 1:47:37
Next up, we've got Strange Abe who wants to know about super fast freehold gathering.
  • 1:47:41
Will there be quicker gather function in your freehold than the one that was seen?
  • 1:47:47
Because right now you're like gathering one at a time on the crops.
  • 1:47:50
Yes, there'll be different types of tools and or machinery that can be used to like
  • 1:47:56
plant multiple seed types within a particular infrastructure that gives you bundles and
  • 1:48:01
or many different harvestings.
  • 1:48:02
That's part of progression.
  • 1:48:04
So as you get more adept at farming, you have the ability to kind of mass produce.
  • 1:48:09
And the same is true when you talk about quality, quantity, speed of processing across many
  • 1:48:14
of the different processing professions.
  • 1:48:17
All right.
  • 1:48:18
And then we've got Team America wanting to know about guild hall crafting.
  • 1:48:23
And I did see a bunch of questions about guild halls in the chat too, but this was about
  • 1:48:26
freeholds, not guild halls.
  • 1:48:29
Will guild halls be able to build high end crafting stations or other otherwise different
  • 1:48:34
mechanics from freeholds?
  • 1:48:37
Generally let me pause on the guild hall discussion because there are still some active iteration
  • 1:48:44
being done on the designs for that based on what we've previously had.
  • 1:48:49
So that'll be something that will update in the future on guild halls.
  • 1:48:51
Cool, makes sense.
  • 1:48:53
I mean, we could probably do a whole thing just on guild halls.
  • 1:48:55
That's why I didn't, I saw a lot of questions about them in there.
  • 1:48:57
I was like, that's a whole other thing homies.
  • 1:48:59
Yeah, Jelon wants to know about freehold PvP.
  • 1:49:04
Are you safe while on your freehold or do you have to be in a building to have safety
  • 1:49:09
from other players?
  • 1:49:11
Currently the only safe space for the freehold is the home.
  • 1:49:16
So if you are within the home's footprint, you cannot be harmed via damage by other players.
  • 1:49:22
Do you have to like lock your doors and windows like some other games that I've come across
  • 1:49:26
or just inside?
  • 1:49:27
Nope, just on the footprint of the home.
  • 1:49:29
All right, on the footprint of the home.
  • 1:49:32
What prevents players from PvPing you?
  • 1:49:34
Is it just like a zone type of thing?
  • 1:49:36
It's a hard lock when the system, when the ability checks a valid target, the return
  • 1:49:41
is no.
  • 1:49:42
Okay, just wanted to clarify because people are going to ask further.
  • 1:49:47
And Paragrinium or Grinam wants to know about freehold durability.
  • 1:49:52
Could you give us an idea of how durable a freehold is in case your node is successfully
  • 1:49:58
staged?
  • 1:49:59
Like how does that, you know, how long do I have to basically go clean up my stuff?
  • 1:50:03
Yeah, that's, you know, that's a, it's a balance question and it's something that's going to
  • 1:50:07
be a part of when we test that functionality, you know, where does landing right live?
  • 1:50:12
And, you know, my expectation is that given the scope of time that's available for the
  • 1:50:18
freehold to be destroyed, potentially after a node siege, we want to cater that balance
  • 1:50:25
towards that period of time, essentially.
  • 1:50:28
And knowing that that's a few hours, potentially, you want it to obviously to scale based on
  • 1:50:34
the number of participants and or attackers you might have, but creating kind of a mini
  • 1:50:40
encounter slash experience there.
  • 1:50:42
So I don't have a direct answer to you.
  • 1:50:44
It's going to live within the timeframe of that period of time that the freehold can
  • 1:50:49
be destructed.
  • 1:50:50
Awesome.
  • 1:50:51
And these last two questions that were pulled from our forum folks are not necessarily freehold
  • 1:50:56
specific.
  • 1:50:57
So you can, it's all freehold.
  • 1:51:02
Smucky wants to know about monster coins and world bosses.
  • 1:51:07
Will world bosses like Tumac take part in the NPC sieges on nodes and will players be
  • 1:51:13
able to use a monster coin to play as one of those world bosses in an event?
  • 1:51:19
That is the intent is that we will have varying quality of monster coins available.
  • 1:51:26
Creatures like Tumac may participate in certain atrophy events or other types of events.
  • 1:51:33
But if you have the very rare and legendary type of monster coin that's available to be
  • 1:51:38
used on a creature type like Tumac, then yes, you could inhabit him.
  • 1:51:44
That's the intent of the system.
  • 1:51:46
I love the idea that Tumac lives on this node area with you and is protecting the roaming
  • 1:51:50
area around and then you're starting to get sieged and he's like, all right, I'll come
  • 1:51:55
help you.
  • 1:51:56
Some diplomacy happens and he gets on board and someone gets to play him.
  • 1:52:00
That's cool.
  • 1:52:01
I don't know.
  • 1:52:02
I think right now I will say that the monster coin system is used exclusively for assaulting
  • 1:52:08
nodes, not for defending them.
  • 1:52:10
But okay, they took over your area.
  • 1:52:13
Little does he know we're gonna do that to it too.
  • 1:52:15
But don't tell him that he's low end.
  • 1:52:19
It's fine.
  • 1:52:20
I'm just kidding.
  • 1:52:22
Next question here is I just like the RP element of it.
  • 1:52:25
I'm sorry.
  • 1:52:26
Jibz IRL wants to know about audio design from an audio creation standpoint.
  • 1:52:30
How do you plan to make audio in Ashes of Creation an immersive experience?
  • 1:52:34
And I do want to mention that if you haven't watched our 2022 recap, you should definitely
  • 1:52:41
go do that because Kat talked.
  • 1:52:43
She didn't really want to be on the stream, but she was wonderful and she did have like
  • 1:52:46
a lot of great things to say about the audio in Ashes of Creation and her thoughts on it.
  • 1:52:52
But I'll pass that to you, Steven.
  • 1:52:53
For sure.
  • 1:52:54
Audio is as important as visuals and sometimes in certain cases more.
  • 1:53:02
For me specifically, when you talk about the audio design of like creatures and you know
  • 1:53:09
the different types of kind of tactile responses you want to hear out of mining and resource
  • 1:53:15
gathering and artisanship, I mean it permeates every layer of the game, right?
  • 1:53:19
So we have a phenomenal audio team here that's comprised of both on the engineering side,
  • 1:53:27
on the audio design side, and Kat is a phenomenal leader.
  • 1:53:31
She is very dedicated to kind of the audio fidelity that we want to achieve with Ashes.
  • 1:53:38
I think you guys can see that in the demonstrations and the kind of previews that we provide of
  • 1:53:42
the game.
  • 1:53:43
You know that when we're talking about the bar that we're setting in that quality, it
  • 1:53:49
is, it is on par with what you would expect from other AAA type games.
  • 1:53:53
You know, our perspective is that we want to, you know, create an environment that's
  • 1:53:59
going to elicit emotion from the player when they hear these types of sound effects or
  • 1:54:05
when they hear these types of ambiences or soundtracks and music that is accompanied.
  • 1:54:09
And we want it to be defining either to the area, to the encounter, to the dungeon, you
  • 1:54:14
know, something that when you hear it, you remember, oh, that's that place, you know,
  • 1:54:20
that this brings back the memories, right?
  • 1:54:23
And so, you know, having a team that's capable and dedicated in creating an experience for
  • 1:54:27
themselves as a player as well.
  • 1:54:30
I mean, that even goes down to brand.
  • 1:54:32
Like one of the things when we first started was making that iconic like screech sound
  • 1:54:36
when you hear the the phoenix come on the screen and, you know, some people were like,
  • 1:54:42
well, why are you being so picky?
  • 1:54:43
Why do you want that sound to be in everything?
  • 1:54:44
I was like, because it's like that that sound you get when you're like, you know what it
  • 1:54:48
is right away.
  • 1:54:49
I think that to me, that's so important for not only, you know, the immersion of in-game,
  • 1:54:53
but in other external places as well for people to know your brand and see that it's iconic.
  • 1:54:59
And Steven, you made it.
  • 1:55:00
All the questions, all the things covered.
  • 1:55:04
I said at the start, I think this would have taken about one and a half to two hours.
  • 1:55:07
And I think we're just going to be under two hours.
  • 1:55:09
That's just under two hours.
  • 1:55:10
I think the next one's going to be a long one, too.
  • 1:55:13
But we hope that you have all enjoyed this.
  • 1:55:15
Steven, do you have any final things that you want to mention before I do some quick
  • 1:55:18
reminders?
  • 1:55:19
Absolutely.
  • 1:55:20
I just want to say, you know, thank you guys for being great sports and dedicated supporters
  • 1:55:24
for the project.
  • 1:55:25
You know, I know that development and the journey of development is not a journey for
  • 1:55:31
everyone.
  • 1:55:32
And it means very much to us that we have this rapport established with our core audience,
  • 1:55:38
our golden players to kind of provide us with the navigational feedback and direction that
  • 1:55:45
we're taking on the game side and making sure that that's validated by what our core audience
  • 1:55:50
wants and believes in.
  • 1:55:52
Right.
  • 1:55:53
I mean, that is the best type of relationship that that any developer can have with their
  • 1:55:58
audience.
  • 1:55:59
And we are very privileged and honored to have that relationship with you guys.
  • 1:56:02
And we appreciate it.
  • 1:56:03
We hope you like what you're seeing.
  • 1:56:05
And you guys are excited for playing the game because we're here every day, hard at work,
  • 1:56:09
trying to make this dream a reality.
  • 1:56:11
Everyone's kicking butt and having fun while we're doing it because, you know, gamers.
  • 1:56:16
But if you do have thoughts and feedback for us, head on over to our forums, forums.ashesofcreation.com.
  • 1:56:22
We have some threads that are already premade, but you can also create your own.
  • 1:56:26
We'll be creating some feedback reports for our developers.
  • 1:56:30
So please, please share that information with us.
  • 1:56:33
Also, don't forget that Stephen will be joining the Ashen Forge for their hundredth episode
  • 1:56:37
over on twitch.tv slash Theory Forge on July 9th.
  • 1:56:41
So please tune into that.
  • 1:56:43
It should be a really good time.
  • 1:56:44
Stephen always answers, sometimes leaks something.
  • 1:56:48
So we'll see what comes of that.
  • 1:56:50
We also have our monthly cosmetic swap over that's happening for Songs of the Sea on July
  • 1:56:55
12th, if you're interested in that.
  • 1:56:57
And we don't have all the information on the swap over Stephen was giving you guys a very
  • 1:57:02
big heads up that cosmetic packs and stuff are going to be changing in the future from
  • 1:57:06
pre-order packs.
  • 1:57:07
So just keep that in mind.
  • 1:57:09
We will have more information as we get closer to that, but still we'll give you enough time
  • 1:57:13
to and warning in advance.
  • 1:57:15
So don't worry too much about that.
  • 1:57:16
And of course, thank you very much to all of you for sticking with us for two hours.
  • 1:57:22
And for following our journey, we hope that you enjoy it is, you know, making games is
  • 1:57:26
not easy as people think it is.
  • 1:57:30
And we also want folks to we want to say thank you to Dr. Bucky, Mike, Corey, and of course,
  • 1:57:36
Stephen for presenting some really great information on freeholds.
  • 1:57:40
We'll have some articles and content up for you guys after this.
  • 1:57:44
So stay tuned for all that.
  • 1:57:46
And if you follow us on all of our social channels, we also give lots of information
  • 1:57:50
on things on a daily basis.
  • 1:57:53
So you will have plenty of Ashes of Creation content to consume throughout the weeks.
  • 1:57:59
And of course, we will have the video up on YouTube.
  • 1:58:02
We're going to have the 4k one right away today for just the gameplay segment.
  • 1:58:06
And then the full dev update should be up tomorrow pending technology cooperates.
  • 1:58:10
And if you leave a comment on the dev update, you could be spotlighted for our next one.
  • 1:58:16
So make sure you're a subscriber and that we can see that you're a subscriber and you
  • 1:58:19
could get your comments spotlighted on our next live stream.
  • 1:58:22
So with that, we are going to wrap up today and we hope that you have a wonderful month
  • 1:58:27
and we will see you next month.
  • 1:58:28
Happy 4th of July for you guys out there in America.
  • 1:58:32
Happy birthday to Steven, because your birthday is going to happen before the update.
  • 1:58:37
Next day, no two weeks.
  • 1:58:38
Bye guys.
  • 1:58:39
Getting old.
  • 1:58:40
No, just kidding.
  • 1:58:41
Same age as me.
  • 1:58:42
All right.
  • 1:58:43
Bye, guys.
  • 1:58:44
Bye.